#arma3_config

1 messages · Page 144 of 1

livid heath
digital snow
#

Thank you very much I try this, your are very nice 👍

hard chasm
#

there appears to be a typo in above,

class effect3: effect3

earnest belfry
#

guys, i downloaded a helicopter mod that doesn't work flying on advanced mode, how can i insert the xml in the add on? ( sorry about my english )

hearty sandal
#

you can not insert it into the existing addon but you might be able to make a config patch addon that runs on top of the other one

livid heath
#

If the heli is missing certain memory points then the xml wont work too well

dull bolt
#

This may sound like a dumb question, but can I change the uvSource for the diffuse texture with rvmats?

#

I have an atlas of flags in a single texture, and I was hoping I could just specify different uv sets to change which one is diplayed

hearty sandal
#

No,

#

Swappable flags are made from separate textures

dull bolt
#

dang, was trying to cheat the system XD

livid heath
#

can anyone shine a light on what specifically affects the list of turrets available in the pylon presets dialog?

#

my gunship is configged as follows:

pilot [-1]
copilot [0] primarygunner = 1; isCoPilot = 1;
crew chief left [1]
door gunner right [2]
#

and when i apply changes to the pylons to apply them to the copilot, it applies them to different turrets

#

im wondering if there is a way i can disable the crew chief / door gunner from being selectable in this dialog

#

clicking the orange square above i can cycle through all 4 turrets

grand zinc
livid heath
#
            class PylonRight2
            {
                attachment = "vn_gunpod_xm21_v_3000_mag";
                hardpoints[] = {"vn_b_rocket_pylon_uh1c_05"};
                maxweight = 500;
                UIposition[] = {0.59, 0.4};
                priority = 4;
                bay = 0;
                turret[] = {0}; //assigns pylon to gunner
            };
        //inner left
            class PylonLeft2: PylonRight2
            {
                mirroredMissilePos = 3;
                UIposition[] = {0.08, 0.4};
            };
#

so this correctly assigns my guns to the copilot in the init state of the spawned helicopter.
but if i adjust it in the eden editor pylons dialog, it fails to apply the gunpod magazines to the copilot, and even removes his searchlight

#

im struggling to see beneath the code

grand zinc
#

Looking at Arma config for PylonControlsGroup
it also has "iconDriver" and "iconGunner" so even the vanilla Eden UI expects that there can only be two 🤔

livid heath
#

yeah i don't even want 4 lol

#

i guess the system was designed for apache type gunships, not huey type gunships

#

if i choose doorgunner it puts the magazines on the crew chief turret

grand zinc
#

It seems it counts all turrets, and filters by !showAsCargo property

livid heath
#

If i choose "gunner" it puts it on the door gunner

#

ok and if i choose crew chief it puts it on the copilot

grand zinc
#

You can only remove it from the list by setting the turret as showAsCargo which does
should the turret be combined with cargo positions for GetIn actions
Otherwise the turret is listed in the pylons UI, hardcoded

livid heath
#

ok let me try that thanks D

woven flax
livid heath
grand zinc
#

should the turret be combined with cargo positions for GetIn actions

#

When you "Get in" you may land in a gunner seat, wheras normally you'd specifically select "get in door gunner"

livid heath
#

ah ok, that's not a problem as they are all in same compartment

#

AI gunners engage enemy infantry ok

#

right, i guess we can call that a fix - thanks dedmen

novel lava
#

I had issues with the pylon UI where it seemed to just assign to a random turret basically

#

the use case was a tank was using the pylons and had multiple turrets (gunner, commander, loader etc) and it would give the pylon control to the loader without any input. Just opening the pylon editor and not changing anything would do this

#

from the Gunner

grand zinc
#

There might be a bug there.
It makes a list of turrets.

And the index inside the list is just taken as the turret path.

So first turret is [0], second [1], ...

But if you have turret 1 as a showAsCargo, then turret 2 will get path [1] but thats turret 1 and won't work

livid heath
#

yep that correlates with my experience on this 😉

#

limited code execution during jets dlc dev i guess

#

(not thinking of all use cases)

livid heath
#

another question - working on a bug fix:
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Facewear_configuration
Facewear classes, on the contrary, contain a lot of identity types in their identityTypes[] property, together with values. Basically, the value is related to the frequency with which a certain facewear appears on a character with that identity type defined in his config; 0 means the facewear is never selected for a character with that identity type.
I think that this is not correct.
Currently if you configure say 5 sets of glasses and have

identitytypes[] =
{
            "vn_g_macv_default", 0,
            "vn_g_macv_sf", 0,
            "vn_g_macv_pilot", 0,
            "vn_g_macv_jpilot", 0
};

in each of the 5 glasses classes, and let's say you have only these glasses containing these faction identities, then ALL of your factions listed with 0, will be wearing the first item in the class list 100% of the time

#

i would like to configure a class of soldier to wear sunglasses 1% of the time

#

how do i achieve that?

#

if i put in my sunglasses class:

identitytypes[] =
{
            "vn_g_macv_default", 1,
            "vn_g_macv_sf", 0,
            "vn_g_macv_pilot", 0,
            "vn_g_macv_jpilot", 0
};```
#

then every single macv_default faction man will be wearing these glasses.

#

there seems to be no way to weight the proportion, except with other glasses classes

#

there's no "empty" class to weight against like

#
class noglasses
{
identitytypes[] =
{
            "vn_g_macv_default", 99,
            "vn_g_macv_sf", 99,
            "vn_g_macv_pilot", 99,
            "vn_g_macv_jpilot", 99
};
};
#

or am i wrong and muddled? keen to be proved wrong here. need a fix 😉

#

there is an identitytype called

            identityTypes[] = {"Nikos", "NoGlasses"};

which i presume means you get no glasses at all

#

ah found it

#
        class None
        {
            name = "None";
            model = "";
            identityTypes[] = {"G_RUS_SF", 50, "G_CIVIL_aidworker", 200, "G_CIVIL_man", 150, "G_CIVIL_paramedic", 520, "G_CIVIL_constructionworker", 220, "NoGlasses", 1000, "G_NATO_default", 300, "G_NATO_casual", 550, "G_NATO_pilot", 1000, "G_NATO_recon", 595, "G_NATO_SF", 300, "G_NATO_sniper", 1000, "G_NATO_diver", 0, "G_IRAN_default", 1000, "G_IRAN_diver", 0, "G_GUERIL_default", 595, "G_HAF_default", 595, "G_CIVIL_female", 655, "G_CIVIL_male", 670, "g_Rangemaster", 0, "G_IRAN_officer", 500};
            displayname = "None";
            picture = "\A3\Characters_F\data\ui\icon_g_aviators_CA.paa";
            mass = 1;
            scope = 2;
        };
#

so i guess we make our own class of this and add all our factions we want to weight to it with a 99 value

#

yes that worked. so i guess the wiki needs an update

ripe siren
#

Anyone know the model names for the Parade uniforms included from Art of War? I need to know the model names so I can define the model so I can apply a retexture to it. Thanks, I tried looking but I cant find it for some reason.

wintry tartan
#

Why? Just inherit from the vanilla config

#

Re-defining anything that already defined is never preferred

hard chasm
#

ie inherit from the class modelname, not the model=

pure rock
#

hi all - does anyone have some documentation on adding an area/zone around my custom 3den modules (like with the sector control module)?

pure rock
#

i think im looking for how to add a trigger area. guessing i can just inherit emptydetector

lapis bay
#

does anyone know where i can find a list of the classnames of the different face pools

pure rock
# pure rock hi all - does anyone have some documentation on adding an area/zone around my cu...

For anyone that may come across this while searching, I found the answer here https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes

class CfgNonAIVehicles
{
    class EmptyDetector;
    class MyTrigger: EmptyDetector
    {
        class AttributeValues
        {
            sizeA = 1000; // Property name match the attribute name
            sizeB = 1000;
        };
    };
};

Not sure how to get it to show up under "Systems" instead of "Triggers" in 3den, and how to hide unwanted categories, but thats a google search for another day.

sacred gate
#

How do I create a transport vehicle from 3d Model like in ropeCreate described?

fromObject has to be transport vehicle, alive with rope attachment enabled, toObject has to be an entity, alive with rope attachment enabled.

hearty sandal
#

you define the names of memorypoints for the rope attachemnts in your config and add those points into your model memory lod

sacred gate
#

Do these points have to have a special name?

#

Like my problem is that the rope does not appear when my model is used. It only appears after I attached my object to myself for example

hearty sandal
#

you need to check the config you have for what names the points use

sacred gate
#

Does the object have to be something special? Like PhysX object or so?

pure dove
sacred gate
#

Yeah. But when I attach the rope holder object to myself the rope stays ar created position

sacred gate
hearty sandal
#

yes

#

the games own configs got multiple physX things

#

you can use ingame config viewer or create a all in one Config Dump with the diagnostic scrpts

sacred gate
# hearty sandal yes
{
      displayName="Connector";
      scope = 2;
      model="[...]FD_Connector.p3d";
        transportSoldier=0;
        vehicleClass="Cargo";
        class EventHandlers
        {
            init="this lockDriver true";
        };
};```

we tried like this, also as an subclass from PhysX
hearty sandal
#

what exactly are you trying to make?

sacred gate
#

I'm trying to make an object which can be used as the starting object

hearty sandal
#

starting object?

opal crater
#

are you attaching the ropes from your object

#

or to your object?

sacred gate
#

"fromObject: Object - transport where the rope originates and which fly behavior will be affected"

opal crater
sacred gate
#
_helperObj_end = createVehicle ["FD_Connector", [0,0,0]];
_rope = ropeCreate [_helperObj_start, "connector_trigger", _helperObj_end, "connector_trigger", _lenght, ["", [0,0,-1]], ["", [0,0,-1]]];```
hard chasm
#

small typo lenght == length

sacred gate
hollow bison
#

For a mod structure that has multiple sub-mods should the config.cpp in each submodule refer to the files from the main root directory or from the submodule's root directory?
Example, assume the mod structure:

01:  MYOVERALLMODS
02:  | - config.cpp
03:  | - BIS_AddonInfo.hpp
04:  | - My_Submod_Folder
05:      | - config.cpp
06:      | - BIS_AddonInfo.hpp
07:      | - scripts
08:        | - myscriptone.sqf
09:        | - myscripttwo.sqf

When adding the script files/referring them in config.cpp (Line 07) should the path be absolute \MYOVERALLMODS\My_Submod_Folder\scripts\myscriptone.sqf or relative \My_Submod_Folder\scripts\myscriptone.sqf to that submod

iron wagon
#

@hard chasm I wanted to ask if pboProject autoconverts audio files to .ogg?

hollow bison
wintry tartan
#

Former (absolute you call) is correct

hollow bison
#

Thanks thumbs_up

hard chasm
#

@hollow bison with the exception of #includes ALL file references are absolute. both in configs, rvmats, p3ds and wrps. Also there is no such thing as a 'sub' mod. you only have one mod, which can contain multiple pbos, or, in your case,, it is termed 'addons within addon' Each of the 'sub' addons, could be a pbo, in their own right, and is how bis use hot-patching.

hollow bison
#

ah ok

hard chasm
#

@iron wagon pboproject is (curently) unreliable in converting sounds to ogg. Use Dewss ,exe instead.

hollow bison
#

since they are their own pbos?

digital snow
#

Hi Rob, i'm sorry, i have this message in my addon builder : Process ended with non-zero code. Exit code: 1
!> File P:@airwolfV03\config.cpp, line 143: /CfgVehicles/Test_Heli_03_base_F.weapons: Member already defined.
!> File P:@airwolfV03\config.cpp, line 147: /CfgVehicles/Test_Heli_03_base_F.magazines: Member already defined.
!> File P:@airwolfV03\config.cpp, line 158: /CfgVehicles/Test_Heli_03_base_F.vn_mg1_v_twin: Undefined base class 'whateverMgunparent'
!> Config : some input after EndOfFile.
!> Error reading config file 'P:@airwolfV03\config.cpp'
!> Class destroyed with lock count 1
!>
Build failed

hard chasm
#

ALL file references are absolute to (P:)\

hollow bison
#

ah ok thx

livid heath
#

@digital snow yeah you need to fix your classes, it looks like you just pasted in my demo to your config without checking it carefully. best to give it another check or two.

#

i was giving a basic idea of how it works

#

you need a bit of basic knowledge to adopt what i wrote - some of it goes in your weapon, some in your vehicle

#

a lot of people can help u with the super basic stuff

hard chasm
#

Undefined base class 'whateverMgunparent' is a dead giveaway 😎

livid heath
#

tldr i gave an example, not actually working config for you

#

yeah

#

a bit crazy to just paste it in

hollow bison
# hard chasm <@237148315756658689> with the exception of #includes ALL file references are ab...

Sorry to necro this again, but I have two more questions:

Q1: How should I pbo the addons? For example, I have 5 addons (pbos) that i've created individually (lets say addon_1, addon_2, addon_3, addon_4, and addon_5). Now I want to compile/merge all these addons into a singular modfile instead of 5 separate addon files (say under the modname my_addons). For this, should I just copy all 5 of those pbos in a single folder and pack it again or does it require me to change paths to reflect the new absolute path that includes the my_addons folder.

Q2: What should be my config.cpp in the core directory my_addons folder with regards to my internal/sub-addons (lets say addon_1, addon_2, addon_3, addon_4, and addon_5).

digital snow
reef shore
#

yo bros which parameters in arma 3 profile cfg that controls the display mode of the game? (fullscreen, windowed etc)

hard chasm
#

@hollow bison
assuming you have:

my_addons\config.cpp // all it has is a cfpPatches class
my_addons\folder1\config.cpp
          \...
          \folder99\config.cpp```

THER IS NO SUCH THING AS A 'modfile' merely, a single, pbo
hollow bison
#

ahhh now i get it sorry for the confusion

hard chasm
#

with the above illustration, pboProject will:
make 99 pbos if there is NO my_addons\config.cpp, OR a single addon called
my_addons.pbo if there is.

hollow bison
#

I assume the former is better in terms of patching and performance wise?

hard chasm
#

patching yes, performance = no difference at all

hollow bison
#

Ok thanks man! Sorry this is my first time trying all this 🙂

hard chasm
#

understood

hollow bison
#

@hard chasm One final question: do the internal folders need to have cfgPatches?

hard chasm
#

definite, why? they are addons!

hollow bison
#

Alright, im going to stop asking questions and start experimenting thanks! 👍 (And most importantly document it so I / anyone else in the future can take a peek into the process and continue)

proper kettle
#

Is it possible to put 2 positions to open doors, such as buttons?
position="Door_9Button1";

could you do this?
position="Door_9Button1","Door9button2";

or this?
position="Door_9Button1" && "Door9button2";

hearty sandal
shy knot
#

@hearty sandal Jumping over here now. Ive edited the config a bit and it still doesn’t work. But now, the crew isn’t using the defined LOD in the config

shy knot
#

Any Ace devs I can get in contact with?

#

I'm 100% lost on what the issue is with ace

hearty sandal
shy knot
#

Affirm, I'll head there and see if I can get in contact with one

hearty sandal
#

But basically it's likely the stuff reyhard mentioned about all the base config updates optre stuff makes

shy knot
hard chasm
#

@proper kettle

model.cfg

    {
      class Door1a
      {
        angle0 = rad 0;
        angle1 = rad -120;
        axis = "dvere1_osa";
        selection = "button1";
        source = "Door1";
        type = "rotation";
      };
      class Door1b : Door1a
      {
        selection = "button2";
      };   ```


(position is generally the axis point)
hearty sandal
#

axis point pair in memorylod

#

so that there is an axis vector

pure rock
#

hey guys - still lost from my question yesterday. I'm trying to add a trigger area to a 3den module im working on.

im trying to work off the following documentation, but still not getting it... https://community.bistudio.com/wiki/Class_Inheritance#External_base_classes, https://community.bistudio.com/wiki/Models_%26_Classnames:_CfgNonAIVehicles#class_EmptyDetector

So what I think I want, is to inherit an external base class (CfgNonAiVehicles), in my CfgVehicles config, and then reference EmptyDetector there... This is what I have... but it looks like my config still thinks I'm looking for empty detector in the cfgvehicles base class...

any suggestions?

class CfgNonAiVehicles
{
    class EmptyDetector;
};

class CfgVehicles : CfgNonAiVehicles
{
    class Module_ED : EmptyDetector
    {
        class AttributesBase;
        class AttributeValues;
        class ModuleDescription;
    };
};

Upon launching the game, I get "Module_E cannot find base class Empty Detector"

#

i honestly just need an example on how to add a trigger area around a custom module. my google-fu is running low on this one

hard chasm
#

totally impossible to achieve. you cannot alter root classes such as cfgvehicles the way you have done by altering it to inheritence. the vars= used in a cfgNONaivehicles only have context to the same root class. they mean nothing in another (pre-defined) root class except confusion

pure rock
#

dang.. is there a config floating around that shows how the ModuleSector_F works then? it also has a trigger area around it AND shows up under systems. Really just trying to get that trigger area on my custom module.

hard chasm
#

whatever you want to achieve, can only be done in the cfgVehicles class. That's not too diificult to work with because that class is almost only used for reflectors. Meaning trawl the entire config.bin

pure rock
#

there is no empty detector class in cfgvehicles unfortunately :/

#

welp, to trawling i go

#

thanks for the tips

#

would be interested if anyone else has any insights into this. perhaps this particular module needs to be in cfgnonaivehicles. the only problem with building my module there is that it doesn't show up under systems in 3den

hard chasm
#

why would it? all of the game editors only respond to things in cfgVehicles with scope=2 or equivalent.

pure rock
#

because i want a trigger area around my module, and the only way i can figure out how to make that, is to inherit empty detector and then modify it.

#

im extracting the configs now to look at the sector module. thats really the behavior i want

hard chasm
#

you can view the all-on-one config.bin, either in the game itself, or external tools will do it for you.

pure rock
#

it was tough for me to use the ingame config editor because im learning, and the documentation doesn't follow that format. i'll look for some external tools, im not really familiar with any (again still learning)

#

so it didn't really help me understand how the trigger area or sector module render the bounding box in the 3den editor and how the trigger area is actually defined in game

hard chasm
#

your best friend out there is wingrep. you can search the entire suite of extracted config.cpps looking for the magic word EmptyDetector

pure rock
#

gotcha. thanks man!

#

teach a man to fish, and he'll make a trigger area

hard chasm
#

haaaaaaaaaaaaaa

pure rock
# hard chasm haaaaaaaaaaaaaa

Success. For some reason i thought these were binarized and couldn't be extracted. Gave it a shot with revbank and found it with dnGrep. Thanks again man.

pure rock
#

omg... cansetarea=1... that's what i was missing originally. im dead

hard chasm
#

for your future reference, you can extract the entire game with arma3p. and you can extract folders or single pbos with ExtractPboDos. both automatically do the equivalent of revbank because a binarised output is of no possible use to you.

dnGrep is just as good as winGrep. Good choice on your part.

hearty sandal
#

There are also Eden addons that add superior config viewers with proper search functions.

And there is a diagnostic command that can write all loaded configs into a "all in onec config dump file

fallen spoke
#

If i want to set an ai unit to have a specific face how would i do that?

#

or a variety if possible

livid heath
#

for in mission design, or else in config design this is a good start point
https://forums.bohemia.net/forums/topic/192855-solved-how-to-configure-cfgfaces/

sullen fulcrum
#

I apologize if this is the wrong channel, but does anyone know how to set up thermals for an object? I’ve read some wiki page about how the texture should be set up, with the red channel being the ambient temperature, and other channels having a purpose, and applied the texture to the TIStage in my rvmat, even making the texture flat bright red, and didn’t see a difference ingame, as it was still the same neutral heat signature. Does anyone know of a guide or tutorial on how to set up thermals for an object?

untold temple
#

Make sure your model is being rebinarised when you pack the pbo by clearing the temp folder

#

.rvmat changes have to be baked into the model data but most packing tools will just use the .p3d from the temp file unless they detect .p3d or model.cfg changes

hearty sandal
#

buildings/ low simulation objects dont use TI stage if I remember right

sullen fulcrum
hearty sandal
#

Im not sure if that is possible

zinc kindle
#

I'm asking here as there isn't really a good channel to ask: Is there a way to simulate NOT owning a DLC? Uninstalling it still registers that you own it.

livid heath
#

New steam acc

sullen fulcrum
hearty sandal
#

Might not be the most legit way

pure dove
#

If you are actually going to try and test things or debug. better to lower the amount of variables? Instead of raising them with something like that.

hard chasm
#

Uninstalling it still registers that you own it.
of course you do. you paid for it. forever. Installing it (or de-installing) is a different matter

#

doesn't matter which pc you use. it's 'registered' at steam central

fallen spoke
#

how do you disable completely random facewear for ai in cfg so that u can have a set variety for it?

latent lion
#

is maximumLoad in cfgVehicles an integer or a float?

#

rather, can i use floats?

grand zinc
#

Pretty sure float

latent lion
#

rgr

latent lion
#

allowedSlots[] = {701}; should limit my cfgWeapons object to the vest slot, right?

#

but it's not doing that

#
class WeaponSlotsInfo
{
  allowedSlots[] = {701};
};```
is the correct format
earnest belfry
hearty sandal
#

sorry, dont have time at the moment and the AFM isnt really my area of expertise anyway

hard chasm
#

is maximumLoad in cfgVehicles an integer or a float? rather, can i use floats?'
unless bis moved goalposts, the engine converts values to what it wants, 1, 1.0 and "1" are born equal. Eg a string is converted to a numeric value by the underlying (and hidden) sqf compiler. floats that should be integers only fail if the float is not a whole number.

since bis introduced doubles and 64 bit integer values in arma3, the underlying mechanism might not be present for these value types.

hard chasm
#

as for your specific question, all you need to do is use a tool like wingrep to rapidly search all configs for that variable name. doing so will tell you what it uses.

narrow musk
#

I have an object animation that works in bulldozer but not ingame so I assume its the config thats broken
when I go ingame I see the prompt but it does nothing

            class raiseliftL
            {
                userActionID = 66;    
                displayName = "raise lift";
                displayNameDefault = "raise lift";
                textToolTip = "raise lift";
                position = "screenL";
                radius = 5;
                priority = 5;
                onlyForPlayer = 0;
                condition = "(this animationPhase ""lifL"" < 0.5)";
                statement = "this animate [""lifL"",1];";
                animPeriod = 1;
            };

can't see what I'm missing
screenL is the named selection of the vertex points where I can interact with
liftL is the vertex group of the object I want to move

hard chasm
#

"(this animationPhase ""lifL"" < 0.5);<<<<<";
altho it should not matter. most likely cause is your model.cfg

narrow musk
#

I've used that same line for a door in that same object and it works

#

of course with different vertex group names

#

but if its the vertex groups that are wrong the animation wouldn't work in bulldozer right?

#

I'll try though

hearty sandal
#

using animateSource is better for network and performance if I recall right so better to adopt using it

#

whats the name of the animation in modelcfg?

narrow musk
#

do I just swap animate with animateSource? don't recall if it had similar syntax

narrow musk
hearty sandal
#

its similar but you will also need to use the correct source for that animation

#

best use of animateSource is multi part animations

#

where many animations use same source

#

and then only 1 command is needed to run a sequence

narrow musk
#

I'll check
still not sure if thats the reason mine doesn't work

hard chasm
#

pasting your model.cfg would he!p!!

#

...and why do you need an 'actionID' ?

narrow musk
#

I'm honestly not sure, was thinking of removing it but wasn't sure if it would break anything

#
class CfgModels
{
    class Starter_house_1
    {
        skeletonName = "Dooropen";
        sectionsInherit = ""; 
        sections[]={};    
        class Animations
        {    
            class doorL : translation
            {    
        type="translation";
                source="door_source";
                selection="doorL";
                axis="axis_L";
                animPeriod = 1;
                minValue="0";
                maxValue="1";
                offset0= "0";
                offset1= "1";
                memory=1;
            };
            class doorR : translation
            {        
        type="translation";
                source="door_source";
                selection="doorR";
                axis="axis_R";
                animPeriod = 1;
                minValue="0";
                maxValue="1";
                offset0= "0";
                offset1= "1";
                memory=1;
            };
            class doorM : translation
            {        
        type="translation";
                source="door_source";
                selection="doorM";
                axis="axis_M";
                animPeriod = 1;
                minValue="0";
                maxValue="1";
                offset0= "1";
                offset1= "0";
                memory=1;
            };
            class liftL : translation
            {    
        type="translation";
                source="screenL";
                selection="liftL";
                axis="lift_axis_L";
                animPeriod = 1;
                minValue="0";
                maxValue="1";
                offset0= "0";
                offset1= "1";
                memory=1;
            };
            class liftR : translation
            {    
                type="translation";
                source="screenR";
selection="liftR";
axis="lift_axis_R";
animPeriod = 1;
minValue="0";
maxValue="1";
offset0= "0";
offset1= "1";
memory=1;
};
};
};
};```
#

had to cram the last lines for discord limit

hearty sandal
narrow musk
hearty sandal
#

I mean when you scroll it in buldzoer does it fully animate as much as you intend between 0 and 1 value

#

or do you have to scroll it beyond 1

narrow musk
#

oh no it fits perfectly

#

oh should clarify

#

only problem is with liftL and liftR

hearty sandal
#

rhey part of other animated selections?

narrow musk
#

its just a vertical transform, virtually identical to the doorM

hearty sandal
#

can you get the animation to animate with debug menu scripting

#

like when looking at the building and executing something like cursorobject animateSources "screenL" 1

narrow musk
#

I tried with liftname animate [""lifL"",1];

#

oh letme try

hearty sandal
#

check the syntax though what I wrote is not correct

narrow musk
#

ok it does move but it just teleports to the end destination

#

even if I do use a number in animationPhase

hearty sandal
#

is it very long distance?

#

time 1 is pretty fast

narrow musk
#

I'll go lower

hearty sandal
#

10 meters is long way to go in 1 time unit

#

but also what does your animationSource class say

narrow musk
#

I'm too used to making kilometric structures that this 50x30 I'm making seems small

hearty sandal
#

as that is what defiines the speed of the animation

narrow musk
#

where do I check that?

hearty sandal
#

umm

#

in your config

#

you should have class animationSources

#

that contains all your custom animation sources

#

inside the objects cfgvehicles class that is

narrow musk
#

oh yeah I have animperiod but nothing for speed?

#

which is set to 4

hearty sandal
#

animperiod is the speed

narrow musk
#

4 seems right?

hearty sandal
#

something along "in what period of time does this animation go from 0 to 1"

narrow musk
#

should be right then yeah
but the thing still "teleports" in the debug way

hearty sandal
#

did you use the instant animation mode in the command?

narrow musk
#

no instead of true I used a number

hard chasm
#

well, you're not giving enough info here, eg missing animsources{...} in the config,, and the translation class in model.cfg, and bones of skeleton. any one of them could be wrong

narrow musk
#

apologies I'll try to provide more details when I get home, just assumed the problem had to be in the config since its just a reverse engineer of the 3 doors you can see being mentioned in the model.cfg

vagrant idol
#

how do the "soft dependencies" work? I noticed that DMOrchard's crossover mod supports CSLA without any errors when it's not loaded, I tried to understand that by looking through the files but it's a bit messy there and too complicated with no comments whatsoever.

I was thinking about making a compat mod for massi's stuff to make magazines from each mod compatible with similar weapons, but I'd like to have them as soft dependencies, so you can load whatever massi stuff you want and it will enable certain config with no errors and popups.

narrow musk
hearty sandal
#

did you have a animationsources class for the custom source?

narrow musk
#

actually probably not since I still haven't changed the config
I'll try with animate

hearty sandal
#

if the source is not defined it defaults to animperiod 0

#

so instant animation

#

deifne the source and it might work

narrow musk
hearty sandal
#

no

#

the classname is what connects to the source = in model.cfg

#

source = inside the class is "user"

#

for user actions

#

or if you want to tie it to a engine source you can use those too

#

like "wheel", "time" etc

#

even "revolving" for weapons but then you also have to define what weapon type its for

narrow musk
#

oh those
yeah I think user works best in this case

hearty sandal
#

"user" is what you must use in this case

#

since its userAction powered animation

narrow musk
#

I'll try, hopefully overwriting animate with animateSource will fix my problem

hearty sandal
#

eh?

#

the problem is not in the commands

#

its very likely in the lack of custom source definition

#

which makes the animation instant

#

but its also better to use the animateSource command despite it not exactly being the problem

narrow musk
#

oh yeah but this is just to fix the animation not playing correctly with animateSource in the debug console
the current config still uses animate, which doesn't require a source and it has its own problem

#

if I replace aniamte with animateSource I might solve that other problem

#

..and I'm writing incomprehensible gibberish

hearty sandal
#

the animation does still need the source defined

#

with either commands

narrow musk
#

oh?
but I have 3 doors on that same building that use animate, and they work without defining a source

hearty sandal
#

all animations have a source

#

just add the proper source classes and lets see where that goes

narrow musk
#

yup working on it

#

mhm now I feel stupid
I did declare a source on the doors, hence why they're working
how did I not see an entire subclass in my config jesus
this will probably fix it

hard chasm
#

apologies I'll try to provide more details when I get home

that has to be nonsense. you've already pasted snippets of code out of both, but have to get home before you paste the lot? Beginning to smell of a timewaster.

narrow musk
#

why would I need to lie?
I began the conversation a few minutes before I headed out and just returned home.

#

like, I'm still a timewaster because I'm terribly incompetent at config but that has nothing to do with that message

hard chasm
#

k

#
{
    class NameOfP3d
    {
        class Animations
        {
            class ModelClassName
            {
                selection = BoneName;
                source = ModelClassName;    // default  or, 
                                     //NameOfEngineAnimation ('wheel' eg), 
                                     //  OR AnimClassName in config.cpp
            };
        };
    };
};

class CfgVehicles
{
    class ModelName
    {
        class AnimationSources
        {
            class AnimClassName
            {
                AnimPeriod = 1;                // mandatory. in seconds.
                source = "user";            // optional. default = user
                InitPhase = 1;                // optional. default = 0
                weapon = WeaponClassName;    // only for source = reload;
            };
        };
        class UserActions
        {
            class MeaninglessName
            {
                ......
                onlyforplayer = true/false;                            // mandatory
                statement = "this animate ['AnimClassName', 1];";    // executed when action is triggered
            };
        };
    };
};```

SO, because of the confusion surrounding different names, the preference in most configurations is:
ModelClassName=AnimClassName=thing to activatre
ripe siren
#

Good Afternoon, I'm trying to use the "call BIS_fnc_setUnitInsignia" command to add insignia to the units in my mod without using hiddenselections. Insignia is not showing up on the unit. advice appreciated. Also the insignia is functioning in editor/arsenal etc.

#

` class I_HIAF_Gendarmerie_01 : B_GEN_Soldier_F {
author = "MFOSlave";
scope = 2;
scopeCurator = 2;
displayName = "Gendarme (Uzi)";
side = 2;
faction = "I_HIAF";
modelSides[]= { 2, 3 };
model = "\simc_uaf_67\tcu_mk3.p3d";
hiddenSelections[] = {"camo","camo2","rank","insignia","nom","gas"};
hiddenSelectionsTextures[] = {"simc_uaf_67\data\tcu_mk3_erdl_co.paa","simc_uaf_67\data\tcu_mk3_erdl_co.paa","","","",""};

    identityTypes[] = {"Head_Tanoan","LanguageFRE_F"};

    uniformClass = "U_I_FANH_TCU_mk3_erdl_H";
    
    Items[] = {"G_Aviator","FirstAidKit"};
    respawnItems[] = {"G_Aviator","FirstAidKit"};
    linkedItems[] = {"V_Simc_56_ligt_2","H_Beret_gen_F","ItemMap","ItemRadio","ItemCompass"};
    respawnlinkedItems[] = {"V_Simc_56_ligt_2","H_Beret_gen_F","ItemMap","ItemRadio","ItemCompass"};

    weapons[] = {"CUP_smg_UZI","CUP_hgun_Browning_HP","Binocular","Throw","Put"};
    respawnWeapons[] = {"CUP_smg_UZI","CUP_hgun_Browning_HP","Binocular","Throw","Put"};

    magazines[] = {"CUP_32Rnd_9x19_UZI_M","CUP_13Rnd_9x19_Browning_HP","CUP_32Rnd_9x19_UZI_M","CUP_13Rnd_9x19_Browning_HP","CUP_32Rnd_9x19_UZI_M","CUP_32Rnd_9x19_UZI_M","CUP_13Rnd_9x19_Browning_HP"};
    respawnMagazines[] = {"CUP_32Rnd_9x19_UZI_M","CUP_13Rnd_9x19_Browning_HP","CUP_32Rnd_9x19_UZI_M","CUP_13Rnd_9x19_Browning_HP","CUP_32Rnd_9x19_UZI_M","CUP_32Rnd_9x19_UZI_M","CUP_13Rnd_9x19_Browning_HP"};
    


    class EventHandler {
    init = "params ['_entity'];[_entity,'PineFlag_2'] call BIS_fnc_setUnitInsignia;";
    };
    
};`
narrow musk
#

now I guess I can try and put that in the config and it should work

fallen spoke
#

anyone awake to help me?

#

sorry to bother

hearty sandal
# fallen spoke sorry to bother

you dont need to ask if anyone is here. you just write down your problem in as much detail as you can and usually someone will answer when they can

fallen spoke
#

aight, i think i may of fixed it but if not ill be back
XD

hearty sandal
#

that will be 350$

proper wren
#

Is it possible to somehow remove Reload actions (Like - Reload Flare (White)) from the mortar via config?

hearty sandal
#

remove the flare ammo from them

#

probably simpler to do on mission level though with just init command to change the ammo in them

proper wren
fallen spoke
#

so im trying to update a mod that was discontinued for a private group. but im having trouble with this part as it doesnt wanna work, I have the ace option show up but the actions dont function. This is the main CFG for it.

#



fn_fox_waterboarding = {

    _obj = _this select 0;

    //Land_HelipadEmpty_F
    _dummy = "Land_HelipadCircle_F" createVehicle position _obj;

    [(_dummy),"fox_interrogation_water_gurgle"]remoteExec ["say3D"];
    [player,"AwopPercMstpSgthWnonDnon_end"] call fn_fox_switchMove;
    [10, [_obj,_dummy], {

        _args = _this select 0;
        _obj = _args select 0;
        _dummy = _args select 1;

        deleteVehicle _dummy;

        [(_obj),"fox_interrogation_heavy_breathing"]remoteExec ["say3D"];

    }, {
            _args = _this select 0;
            _obj = _args select 0;
            _dummy = _args select 1;

            deleteVehicle _dummy;

    }, "Waterboarding"] call ace_common_fnc_progressBar

};

fn_fox_canWaterboarding = {

    /*
    H_Shemag_olive
    H_ShemagOpen_tan
    H_ShemagOpen_khk
    mgsr_headbag
    */

    _hdgWaterboarding = ["H_Shemag_olive","H_ShemagOpen_tan","H_ShemagOpen_khk","mgsr_headbag"];
    _obj = _this select 0;
    _hdg = headgear _obj;

    if( _hdg in _hdgWaterboarding ) then{
        true
    }else{
        false
    }


};


};


fn_fox_chairCheck = {

    _obj = _this select 0;
    _isAvailable = nearestObjects [_obj, ["Land_CampingChair_V2_F"], 4];

    if( ( count(_isAvailable) > 0 ) AND ( alive _obj ) )then{
        true
    }else{
        false
    };

};

fn_fox_chair = {

    _obj = _this select 0;
    _isAvailable = nearestObjects [_obj, ["Land_CampingChair_V2_F"], 3];

    _chair = selectRandom _isAvailable;

    _d = getDir _chair;
    _pos = getPos _chair;

    _obj setPos _pos;
    _obj setDir _d - 180;

    [_obj,"hubsittingchaira_idle1"] call fn_fox_switchMove;

    //[_obj,"SIT1", "ASIS"] call BIS_fnc_ambientAnim;

};





fn_fox_checkBag = {

    _obj = _this select 0;
    _hdgWaterboarding = ["H_Shemag_olive","H_ShemagOpen_tan","H_ShemagOpen_khk","mgsr_headbag"];
    if ( headgear _obj in _hdgWaterboarding ) then {
        false
    }else{
        true
    };
};

fn_fox_addBag = {

    _obj = _this select 0;

    removeHeadgear _obj;

    [_obj,"zipper"] call fn_fox_say3d;

    if( "mgsr_headbag" in (items player + assignedItems player)  ) then{
        _bag = "mgsr_headbag";
        _obj addHeadgear _bag;
    }else{
        _bag = selectRandom ["H_ShemagOpen_khk","H_ShemagOpen_tan","H_Shemag_olive"];
        _obj addHeadgear _bag;
    };

};
#

Any Ideas what may be wrong with it?

#

(im fairly new to this sorry)

hearty sandal
fallen spoke
#

the mod works for the most part just a couple things

hearty sandal
#

mod does not work until all of it parts work.

#

😛

fallen spoke
#

XD

#

I mean I got 1 of the 3 broken parts to work XD

#

now its adapting achilles to ZEN and fixing waterboardin

#

||yea its a fun mod XD||

sacred gate
#

any idea how I could convert a pistol to make it fit into the launcher slot? (and invisible when holstered)

hearty sandal
#

not really very well

#

launcher animation does not really work with pistol

#

and you cant use it from prone

#

lot of jankyness in that

dull bolt
#

how do I configure my uniform's hand textures to match the head?

raw lodge
#

They need to be part of the 'hl' selection

dull bolt
#

roger that, thanks

hearty sandal
#

copy the hands from the sample character

#

you get the selections etc right

dull bolt
#

I did indeed do that. the hands are part of the hl selection but the hands still don't match the head

dull bolt
#

I'm looking at the sample headgear CfgWeapons classes and I noticed that hiddenSelections[] is a part of the ItemInfo sub class as well as the parent class Is this actually necessary?

novel lava
#

at least for uniforms one of them is for when its placed on hte ground

#

but obviously uniforms are a bit different as the worn one is based on the unit (uniformClass)

warm crystal
#

how do I give a proper structure to units in the editor?

class CfgFactionClasses
{
   class test_fac
   {
      displayName = "TestFaction";
      priority = -9;
      side = 1;
    };
};

they show up correctly as this faction if I assign them faction=test_fac, but where do I change them from TestFaction>Men>Rifleman to something like TestFaction>Infantry>Rifleman

shy knot
#

I'm configuring a car and when it turns, the opposite side tires lift off the ground slightly. So, when turning left the right side tires lift up, and vice versa. What could I edit in the physX to fix this

stray sage
# warm crystal how do I give a proper structure to units in the editor? ```sqf class CfgFaction...

cfgFactionClasses, iirc is used for classifying units into factions and was used for categorization in 2d editor. While it is supported up to a point in the new system, it is old and now you require cfgEditorCategories and cfgEditorSubcategories. I believe this page do contain everything you need:
https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization
Im not sure if cfgFactionClasses is being used anymore in vanilla but some missions/mods tend to use these to retrieve data instead of categories so you may wanna keep it there in case you have completed.

warm crystal
#

thank you

nova moth
#

_uniform = [];
_vest = [];
_backpack = [];
_headgear = [];
_items = [];
_optics = [];
_handgunWeapon = [];
_secondaryWeapon = [];
_primaryWeapon = [];
_muzzles = [];
_pointers = [];
_bipods = [];
_googles = [];
who have this config
BLUFOR and OPFOR team

hearty sandal
nova moth
#

I just need everything available for the Red side and everything for the Blue

hearty sandal
#

you probably have to write your own config export script for that then

nova moth
#

I just copied these configs from the official site, but not everything is true

hearty sandal
#

official site where exactly

hard chasm
#

_secondaryWeapon = []; I have no idea where this syntax would be. The _ indicates sqf code, but the[] is wrong

#

as HG says, to gather all the _secondaryWeapon's in the game, you need to use something like wingrep to search for , and collect them.

proper wren
#

Hello everyone, I'm trying to add a custom shell for a mortar. Shell Config:

class CfgMagazines
{
    class 8Rnd_82mm_Mo_Flare_white;
    class Custom_Shell : 8Rnd_82mm_Mo_Flare_white
    {
        displayName = "Custom Shell 1";
        displayNameShort = "CustomShell";
    };
};

Script for adding a shell to mortar - _mortar addMagazine "Custom_Shell";

But the problem is that the custom shell are not loaded into the mortar, while with vanilla shells everything is fine

Can someone please explain what the problem is?

wheat sluice
#

You need to modify the mortar weapon's magazines[] array to support loading your custom magazine.

#

Since you seem to be using the Mk6 Mortar as your base then you need to modify mortar_82mm and add your magazine to it.

wheat sluice
#

Either use the old fashioned way and replace the array completely (not a good idea) or use an addition assignment (+=).

zinc kindle
#
    class Vest_NoCamo_Base;
    class V_PlateCarrierIA1_dgtl : Vest_NoCamo_Base {
        class ItemInfo;
    };
    class GVAR(V_PlateCarrierIA1_ATACS) : V_PlateCarrierIA1_dgtl {
        author = "Seb";
        displayName = "[ATACS] GA Carrier Lite";
        hiddenSelectionsTextures[] = {QPATHTOF(data\equip_ia_vest01_ATACS_co.paa)};
        picture = QPATHTOF(data\icon.paa);
        hiddenSelections[] = {"camo"};
        class ItemInfo : ItemInfo {
            hiddenSelections[] = {"camo"};
        };
    };

    class V_PlateCarrierIA2_dgtl : V_PlateCarrierIA1_dgtl {
        class ItemInfo;
    };
    class GVAR(V_PlateCarrierIA2_ATACS) : V_PlateCarrierIA2_dgtl {
        author = "Seb";
        displayName = "[ATACS] GA Carrier Rig";
        hiddenSelectionsTextures[] = {QPATHTOF(data\equip_ia_vest01_ATACS_co.paa)};
        picture = QPATHTOF(data\icon.paa);
        hiddenSelections[] = {"camo"};
        class ItemInfo : ItemInfo {
            hiddenSelections[] = {"camo"};
        };
    };

In this situation GVAR(V_PlateCarrierIA2_ATACS) is inherting ItemInfo from V_PlateCarrierIA1_dgtl, not V_PlateCarrierIA2_dgtl as I want it to. Any idea how to get it to inherit properly?

hearty sandal
#

you are currently declaring class ItemInfo; as untouched so it will be the same as in the parent A1 class

#

you need {}; to disconnect it from the A1 config (though that will leave it empty)

#

@zinc kindle

patent flax
#

Anyone got any idea what config area I'm looking for to determine how dark a sky is at night?
Goal: I'm looking to put in a config patch to make a map brighter at night
Like increasing the brightness of a full moon etc

hearty sandal
#

lightingXX keyframe classes

hearty sandal
#

add stuff into it

#

im not quite sure where you want it to be filled from

patent flax
hearty sandal
#

in the terrains cfgWorlds class yes

zinc kindle
#

V_PlateCarrierIA2_dgtl inherits from V_PlateCarrierIA1_dgtl in the base game, so I am following the inheritance rules... at least to my eye.

hearty sandal
#

youll need this stuff I think

#

seems like your config is breaking the original inheritances

zinc kindle
#

It doesn't break the original classes, I've checked those configs.

hearty sandal
#

you are changing the inheritance blobdoggoshruggoogly

#

I've always been told thats a big no no

zinc kindle
#

I'm modifying the ItemInfo class but only as a child of my new class

#

I think, I should be able to prove it 1 sec.

#
/*
    INCLUDE INHERITED ENTRIES: false
    SHOW CLASSES ONLY: false
    UNLOCALIZED TEXT: true
    CONFIG PATH: bin\config.bin/CfgWeapons/V_PlateCarrierIA2_dgtl
    SOURCE ADD-ON(S): A3_Characters_F
*/

class V_PlateCarrierIA2_dgtl: V_PlateCarrierIA1_dgtl
{
    author = $STR_A3_BOHEMIA_INTERACTIVE;
    _generalMacro = "V_PlateCarrierIA2_dgtl";
    displayName = $STR_A3_V_PLATECARRIERIA2_DGTL0;
    picture = "\A3\characters_f_Beta\Data\UI\icon_V_I_Vest_02_ca.paa";
    model = "A3\Characters_F_Beta\INDEP\equip_ia_vest02";
    descriptionShort = $STR_A3_SP_AL_III;
    class ItemInfo: VestItem
    {
        uniformModel = "A3\Characters_F_Beta\INDEP\equip_ia_vest02";
        containerClass = "Supply120";
        mass = 80;
        class HitpointsProtectionInfo
        {
            class Chest
            {
                hitpointName = "HitChest";
                armor = 16;
                passThrough = 0.3;
            };
            class Diaphragm
            {
                hitpointName = "HitDiaphragm";
                armor = 16;
                passThrough = 0.3;
            };
            class Abdomen
            {
                hitpointName = "HitAbdomen";
                armor = 16;
                passThrough = 0.3;
            };
            class Pelvis
            {
                hitpointName = "HitPelvis";
                armor = 16;
                passThrough = 0.3;
            };
            class Body
            {
                hitpointName = "HitBody";
                passThrough = 0.3;
            };
        };
    };
};

Original class is intact

hearty sandal
#

😵 indeed

zinc kindle
#
/*
    INCLUDE INHERITED ENTRIES: false
    SHOW CLASSES ONLY: false
    UNLOCALIZED TEXT: true
    CONFIG PATH: bin\config.bin/CfgWeapons/acp_ATACS_V_PlateCarrierIA2_ATACS
    SOURCE ADD-ON(S): acp_ATACS
*/

class acp_ATACS_V_PlateCarrierIA2_ATACS: V_PlateCarrierIA2_dgtl
{
    author = "Seb";
    displayName = "[ATACS] GA Carrier Rig";
    hiddenSelectionsTextures[] = {"\z\acp\addons\ATACS\data\equip_ia_vest01_ATACS_co.paa"};
    picture = "\z\acp\addons\ATACS\data\icon.paa";
    hiddenSelections[] = {"camo"};
    class ItemInfo: ItemInfo
    {
        hiddenSelections[] = {"camo"};
    };
};
hearty sandal
#

then you might not need these

zinc kindle
#

But if I include inherited, it has actually inherited from V_PlateCarrierIA1_dgtl

/*
    INCLUDE INHERITED ENTRIES: true
    SHOW CLASSES ONLY: false
    UNLOCALIZED TEXT: true
    CONFIG PATH: bin\config.bin/CfgWeapons/acp_ATACS_V_PlateCarrierIA2_ATACS
    SOURCE ADD-ON(S): acp_ATACS
*/

class acp_ATACS_V_PlateCarrierIA2_ATACS
{
    author = "Seb";
    displayName = "[ATACS] GA Carrier Rig";
    hiddenSelectionsTextures[] = {"\z\acp\addons\ATACS\data\equip_ia_vest01_ATACS_co.paa"};
    picture = "\z\acp\addons\ATACS\data\icon.paa";
    hiddenSelections[] = {"camo"};
    class ItemInfo
    {
        hiddenSelections[] = {"camo"};
        uniformModel = "A3\Characters_F_Beta\INDEP\equip_ia_vest01";
        containerClass = "Supply120";
had to cut the rest
hearty sandal
#

just declare the class you want to inherit from

zinc kindle
#

you have to delcare that classes parent if you want to inherit a subclass

#

you can't do

class some_item;
class new_item : some_item {
    class sub_class : sub_class { // can't inherit sub_class from some_item
}

But you can do

class some_item_parent;
class some_item : some_item_parent { 
    class sub_class;
};
class new_item : some_item {
    class sub_class : sub_class {
    myValue = 1;
    }
} // this inheritance will inherit sub_class from some_item
hearty sandal
#

eh?

zinc kindle
#

yeah

#

eh

#

but in my case, where I have to 2 different subclasses by the same name in 2 different configs, I can only inherit one at once

#

if I had a new CfgWeapons scope maybe it'd work but that'd be dumb

hearty sandal
#
class vest1 {
  class itemInfo
  };

class vest2 : vest1{
  class itemInfo : itemInfo{
  newInfo = "new"
  };
}
zinc kindle
#

but you have to inherit vest1 first though

hearty sandal
#

try this

#

ah but yes thats not the inheritance it does is it

zinc kindle
#

what does that text say

hearty sandal
#

it uses the vestItem

zinc kindle
#

I don't need to inherit from VestItem, as ItemInfo is already declared in the class I'm inheriting from

hearty sandal
#

youll want the vestItem declared too then so the inheritance chain is kept the same

#

teh A2 vest does not inherit it from the A1

#

it inherits from VestItem

#

and then fills it up with its own stuff

zinc kindle
#

but that isn't what the wiki says

hearty sandal
#

wiki is written by people blobdoggoshruggoogly

zinc kindle
#

This works, so thank you anyway


    class V_PlateCarrierIA1_dgtl {
        class ItemInfo;
    };
    class GVAR(V_PlateCarrierIA1_ATACS) : V_PlateCarrierIA1_dgtl {
        author = "Seb";
        displayName = "[ATACS] GA Carrier Lite";
        hiddenSelectionsTextures[] = {QPATHTOF(data\equip_ia_vest01_ATACS_co.paa)};
        picture = QPATHTOF(data\icon.paa);
        hiddenSelections[] = {"camo"};
        class ItemInfo : ItemInfo {
            hiddenSelections[] = {"camo"};
        };
    };


    class V_PlateCarrierIA2_dgtl {
        class ItemInfo;
    };
    class GVAR(V_PlateCarrierIA2_ATACS) : V_PlateCarrierIA2_dgtl {
        author = "Seb";
        displayName = "[ATACS] GA Carrier Rig";
        hiddenSelectionsTextures[] = {QPATHTOF(data\equip_ia_vest01_ATACS_co.paa)};
        picture = QPATHTOF(data\icon.paa);
        hiddenSelections[] = {"camo"};
        class ItemInfo : ItemInfo {
            hiddenSelections[] = {"camo"};
        };
    };
#

but now I've got to go and clear up the bogus inheritance I've been following my entire project

#

😂

#

To use the example... as an example:

class externalBaseClass;
class externalCoolClass: externalBaseClass
{
    class externalChildClass;
};
class myClass: externalCoolClass
{
    class externalChildClass: externalChildClass
    {
        // ...
    };
    // ...

Should be


class externalCoolClass
{
    class externalChildClass;
};
class myClass: externalCoolClass
{
    class externalChildClass: externalChildClass
    {
        // ...
    };
    // ...
hard chasm
#

you need {}; to disconnect it from the A1 config (though that will leave it empty)
the problem with that approach is it will also 'leave it empty' for any addons loaded after this one. (or anything that it's filled with from this pbo)

far better to use:

   {
    class ItemInfo: whatever_item_info inherits from 
    {
       fill  this (or alter) everything from the original
    } ```
zinc kindle
#

So my choices are to break compatibility in 2 different ways?

hard chasm
#

the latter only affects you.

zinc kindle
#

Would modifications to the original classes ItemInfo not filter down to mine? That is something I do want to happen.

hard chasm
#

other addons don't 'see' your changes

zinc kindle
#

Lets say someone tweaks the armour values, which is part of ItemInfo, I do want to inherit that

#

if I just copy the entire class into mine then that cuts it off

hard chasm
#

their addon is faulty if it does that. (same as yours would have been)

#

and yes, you can indeed 'copy everything'. in fact. you must.

#

the reason you do it this way is the changes are relative in scope. so only your class is affected.

zinc kindle
#

feels like it makes inheritance less useful, but if that is what is needed sure.

hard chasm
#

putting it another way. no-one else is inheriting
class GVAR(V_PlateCarrierIA2_ATACS).
consequently they don't 'see' any changes

#

and yes, it affects the benefits behind inheritence

zinc kindle
#

so just to clarify this would be bad?

    class V_PlateCarrierIA2_dgtl {
        class ItemInfo;
    };
    class GVAR(V_PlateCarrierIA2_ATACS) : V_PlateCarrierIA2_dgtl {
        class ItemInfo : ItemInfo {
            hiddenSelections[] = {"camo"};
        };
    };
hard chasm
#

you can''t do that AND inherit from IA1

zinc kindle
#

I wouldn't need to if doing that

#

so the above example would cascade any change I made to the next person to inherit from ItemInfo from V_PlateCarrierIA2_dgtl? Because it currently doesn't seem to affect V_PlateCarrierIA2_dgtl itself.

hard chasm
#

well, you said somewhere above you needed other values from IA1

zinc kindle
#

No I'm just creating a class from IA1 as well

#

they aren't related, or at least shouldn't be

#

that is where the issue came from

hard chasm
#

hiddenSelections[] = {"camo"};
obviously not.

#

you need to use ALL values from IA1

#

(which are differentr to IA2)

zinc kindle
#

Yeah, what I want to do is inherit the entire thing and change a field of a child class, that's it.

#

But do that twice for 2 separate things, and not have any cross interference

hard chasm
#

which you cannot do from TWO (or more) classes

zinc kindle
#

ok, so could I do it in a different CfgWeapons scope?

hard chasm
#

nope

zinc kindle
#

I'd need a whole new pbo to do it?

hard chasm
#

nope

#

sorry, it depends what you meant by scope it is LOCAL in scope

zinc kindle
#

Just thinking of dumb hacks

    class V_PlateCarrierIA1_dgtl {
        class ItemInfo;
    };
    class GVAR(V_PlateCarrierIA1_ATACS) : V_PlateCarrierIA1_dgtl {
        author = "Seb";
        displayName = "[ATACS] GA Carrier Lite";
        hiddenSelectionsTextures[] = {QPATHTOF(data\equip_ia_vest01_ATACS_co.paa)};
        picture = QPATHTOF(data\icon.paa);
        hiddenSelections[] = {"camo"};
        class ItemInfo : ItemInfo {
            hiddenSelections[] = {"camo"};
        };
    };


    class V_PlateCarrierIA2_dgtl {
        class ItemInfo;
    };
    class GVAR(V_PlateCarrierIA2_ATACS) : V_PlateCarrierIA2_dgtl {
        author = "Seb";
        displayName = "[ATACS] GA Carrier Rig";
        hiddenSelectionsTextures[] = {QPATHTOF(data\equip_ia_vest01_ATACS_co.paa)};
        picture = QPATHTOF(data\icon.paa);
        hiddenSelections[] = {"camo"};
        class ItemInfo : ItemInfo {
            hiddenSelections[] = {"camo"};
        };
    };

This will cause problems of some kind for other people, right? Because currently this works for what I'm doing at least, but obviously I don't want to mess up other addons
Im thinking of doing a really dumb hack like

class CfgWeapons {
 // do 1 vest here
}
class CfgWeapons {
 // do the other vest here
}
hard chasm
#

not required. if you accept that you are inheriting ALL the values of IA2's iintem info. you need to copy and over-ride with ALL the values of IA1.iteminfo There's no way of doing this with inheritence.

zinc kindle
#

oh I don't want that to happen though, so no problem?

#

I want my IA2 to be a copy of IA2 apart from the 1 field, and my IA1 to be a copy of IA1 apart from the 1 field

#

ItemInfo included. This whole issue started when I accidentally got an ItemInfo from IA1 into a different class I was inherting by accident

zinc kindle
#

whereas what I posted moments ago works correctly when only my addon is loaded, but from what you've said I'm concerned about causing issues for others when lots of addons are loaded

hard chasm
#

i was reffering to the contents of V_PlateCarrierIA2_dgt vs V_PlateCarrierIA1_dgt

zinc kindle
#

just realised I made a typo above that entirely changes the meaning of my sentence, fixed it.

hard chasm
#

you can't inherit both. so you need to copy all the values from >>>V_PlateCarrierIA1_dgtl<< that are different btwn >>>V_PlateCarrierIA2<<<_dgtl and >>V_PlateCarrierIA1<<<_dgtl

#

in your example above you are only altering camo but using everything else from >>A2<<

#

this is fine, if that's all you want to do

zinc kindle
#

right yes that is what I want to do

#

and I want to do the exact same thing for A1, just add that 1 field to ItemInfo

hard chasm
#

then the above and latest paste will do that for you and not affect anyone else

zinc kindle
#

ok cool, this confusion was just caused by the wiki being weird I think

hard chasm
#

well i wasn't too helpful here because I was reacting to

class iteminfo{};

zinc kindle
#

yeah I do need to modify ItemInfo of each class, but separately.

hard chasm
#

which, is totally fine, because the changes are only in the scope of your own class.

zinc kindle
#

I thought so, that is why I was getting confused with all this talk of modifying and breaking stuff for future people that inherit

hard chasm
#

class iteminfo{}; is garanteed to do just that.

zinc kindle
#

yeah I get that, don't overwrite base classes with nothing

hard chasm
#

or anything like var=something; 😎

zinc kindle
#

thanks for you help... and screw the wiki

#

like google maps directing you into a lake

hard chasm
#

give me a url, and i will edit it.

zinc kindle
#
class externalBaseClass;
class externalCoolClass: externalBaseClass
{
    class externalChildClass;
};
class myClass: externalCoolClass
{
    class externalChildClass: externalChildClass
    {
        // ...
    };
    // ...
};
#

Should be

class externalCoolClass
{
    class externalChildClass;
};
class myClass: externalCoolClass
{
    class externalChildClass: externalChildClass
    {
        // ...
    };
    // ...
};
hard chasm
#

i agree. have made a lot of other changes too.😎

hard chasm
#

look in a3 samples from bis to see how they do it, Other than that, you can use tools like wingrep to rapidly search thru all extracted pbo configs for keywords you want to hunt down

shy knot
#

What values could result in a vehicle lifting its wheels when turning?

hard chasm
#

looking thru my code, can anyone supply a reason why i would 'allow' unbinarised p3ds to be placed in a pbo? The option was disabled some years ago and I can't think of anything but problems if I allow it.

chrome arch
#

Juat gonna straight crosspost from Scripting; got inspiration from the general chat, and a long nagging feeling of something missing from singleplayer campaigns.

I put together a basic but functional AI-compatible revive system for a mission I released not too long ago, and I think with some tweaking it could be used in campaigns, ala the SSPCM functions.

However, since its a script I wrote and all, its a) probably awful in every computational sense, and b) obviously only available as a script injection if you have the admin console.

Where should I start looking if I wanted to package it as a standalone mod, activatable on a per-mission basis from an added Mapscreen menu? Again, taking inspiration from the SSPCM as an ease of use method of allowing players to change the scope of the game, without going full invulnerability mode.

long cargo
#

Anyone here can help me with my config? I'm having troubles defining EventHandler base class

vagrant vine
#

class CfgPatches
{
class PDA
{
units[] = {};
weapons[] = {};
requiredVersion = 1.020000;
requiredAddons[] = {};
author[]=
{
"Dj Rolnik"
};
};
};

class CfgWeapons
{
class ItemCore;
class CBA_MiscItem_ItemInfo;
class ACE_ItemCore;
class pda_1 : ACE_ItemCore
{
scope = 2;
displayName = "PDA";
dlc = "";
descriptionShort = "Whatever text";
picture = "";
model = "";

    class ItemInfo: CBA_MiscItem_ItemInfo 
    {
        mass = 1;
    };
};

};

hearty sandal
#

possibly not in this example but somewhere else

vagrant vine
#

There is literally nothing else. This is the only code in the config file.

#

Other than that, there is a picture. That's it.

long cargo
#

hold up, lemme send u my config to show

hearty sandal
long cargo
#

Basically I need it apparently to init unit randomization function that I have

hearty sandal
#

apparently?

#

do you want it to randomize them

long cargo
#

yes

#

I've tried to come up with a solution with a another guy but we couldn't get it to function properly

#

I got the function and the script but I'm having trouble initializing it

hearty sandal
#

are you absolutely sure you want to always randomize them? as that may mean you can never have some exact loadout

long cargo
#

They're just meant to be opponents so yeah, but it'd be nice if they're randomized once when placed down in editor they'd stay as they are

hearty sandal
#

with init that wont happen I think. it will randomize them each time the mission starts

long cargo
#

yeah

hearty sandal
#

currently you seem to have the eventhandler class only in the ak74 rifleman class

long cargo
#

yea because I've tried to get it to work first

hearty sandal
#

but alsoo none of your classes you inherit from contain the necessary parent classing

#

you can scroll up a bit to see how it should be from last nights chat

#

there also shoudl be wiki link to the inheritance page

long cargo
#

oh double fuck

#

I'll take a look

vagrant vine
hearty sandal
#

what does marked as premium item mean?

#

@vagrant vine

vagrant vine
hearty sandal
#

and what menu is this exactly?

vagrant vine
#

It's player inventory

hearty sandal
#

modded?

#

I do not recognize the layout

hearty sandal
#

first off turn off all other mods than your own

#

after that it can maybe be debugged

#

it could very well be conflict with some other mod

vagrant vine
#

Ok, I will try that

#

So when launching a default scenario with only my mod, ace and CBA, it still shows the item as premium and additionally says this at mission launch:
[]: 'bin\config.bin/CfgPatches/PDA/' not an array

hard chasm
#

@vagrant vine. the purpose of cfgWeapons (and cfgVehicles) is to wrap a class around a model. since yours says model=""; what did you expect?

vagrant vine
#

Well, I don't know, I am super new to this stuff. I do not exactly need it to have a model and in the end I will be able to choose some default vanilla item for sure.

#

You saying this is the reason for the DLC prompt?

hard chasm
#

if you want to use a PDA in your game, there has to be something shiny to look at!!!

#

you could, if you prefer simply select ANY p3d you can find to get you up and running. If it's the size of a house, that's your problem, not mine😎

#

You saying this is the reason for the DLC prompt? You've thrown a wobbly at the engine, it could as well say 'measles are yellow'. bis aren't that good at error info.

vagrant vine
#

xD

#

Ok, I get it

#

Gonna find some default classes for it and try again

hard chasm
#

you could also, simply not say model= at all. the underlying inheritance will use a dummy.p3d (in this case)

long cargo
hearty sandal
#

dunno. thats a starting point though.

long cargo
#

aigh, when I tried to compile the addon before with addon builder it just said something about missing eventhandler class

hard chasm
#

you might be biting off more than you can chew at this moment. Ace/Cba is an excellent product, but better you learn to crawl first. you might be better off simply inheriting an existing class from the game itself (and examining all the var= it sets up)

#

any weapons pbo you extract will contain the class(es) you need to look at.

#

the meaning of each var= btw, is well documented in the biki.

vagrant vine
hard chasm
#

velkommen to hell

long cargo
#

Anyone here know what's the best way to initialize a randomization function for units? I got the base units working and the functions for the units but mystery is the initialization of them.

hard chasm
#

configs themselves are fixed-in-concrete constants. it cannot be randomised. however, via an event handler you can use sqf to create any units that give you a thrill

paper path
#

what would cause a VIV system to not allow specific vehicles? using the NATO M-ATV and confirmed that the VIV section on my custom vehicle is the same size as the NATO flatbed. It will support the civie hatchback vehicle, ammo boxes, and the quad. but im unable to load the M-ATV.

wheat sluice
#

Did you define the maxLoadMass?

#

Hunters are around 8-9t so you need the capacity to be at least 10000 to support loading them even if the bounds check out.

paper path
#

mhm. followed the wiki and i looked at the actual config file for the flatbed truck as a "ingame" reference

#

if it wasnt allowing anything then i could have a good idea of whats breaking. but its allowing somethings, and not others

#

only difference between my VIV vehicle and the flatbed config is disableHeightLimit is i have mine set to 1

#

and that my maxLoadMass is 2000000 for testing purposes.

#

whats interesting is i can put other variants of the chassis into the VIV vehicle lol

hearty sandal
#

are there big enough VIV transport area dimensions set?

paper path
#

I believe so

#

the physical model can easily fit the M-ATV in the space ive "boxed" in for the VIV. the bed of the truck is slightly larger then the VIV section of the flatbed

hearty sandal
#

some models may have larger bounds due to animated parts or proxies

#

I think those can count too

paper path
#

i know the M-ATV has a large section of its boundry box way past the front of the physical model

#

but other vehicles dont work in it either. would bringing the position it actually attaches it to help?

#

could it be due to the VIV vehicle boundary box not being large enough?

hearty sandal
#

perhaps yeah

paper path
#

the boundary box for the flatbed is slightly longer then the physical model itself

#

which would be the only thing i could think of

paper path
#

i have no clue what else to test

#

if folks have ideas im game to hear

reef shore
#

Try increasing the viv box then

hot pine
#

indeed, vanilla flatbed has larger ViV than the platform itself

sick zephyr
#

I've stumbled upon an issue where in the vehicle turret (inheriting from truck class) there is no weapons displayed in top right corner even though I can use them normally

#

Any ideas? I would assume it's something with turretinfo or something similar?

#

It happens for both turrets of the vehicle

hard chasm
#

Trucks have no class (of course), for dual turrets you have to roll your own.

#

it also depends if the turrets a joined or one is inner, how weaponinfo is displayed. Perhaps your best bet would be to copy pasta a working bis dual turret.

hot pine
sick zephyr
#

I'll try with unitinfo

sullen fulcrum
#

If anybody be able to help me out with this. I'm modding some custom textures for uniforms and vest, however, i somehow got something mixed up. I'm trying to retexture a contact vest, but when I set the class of the vest in cfgWeapons, and I test in ingame, it shows a completely different model... cfgWeapons snippet:

    class Vest_Camo_Base;
    class Vest_NoCamo_Base;
    class V_CarrierRigKBT_01_light_Olive_F: Vest_NoCamo_Base
    {
        class ItemInfo;
    };
    class V_NAF_PC_Multi: V_CarrierRigKBT_01_light_Olive_F
    {
        author="Pek";
        displayName="Platecarrier (NFP Multitone)";
        hiddenSelections[]=
        {
            "camo"
        };
        hiddenSelectionsTextures[]=
        {
            "\NAF\data\gear\tex_carrier_multi.paa"
        };
        class ItemInfo: ItemInfo
        {
            hiddenSelections[]=
            {
                "camo"
            };
        };
    };
wintry tartan
#

Are you sure that your Mod is correctly updated?

sullen fulcrum
#

Yep. I rebuild it to be sure.

#

Result is the same

wintry tartan
#

How's your ingame config viewer says?

#

Wait a minute, what's your CfgPatches?

sullen fulcrum
#
class CfgPatches
{
  class NAF_Characters
  {
    units[] =
        {
            "B_NAF_Soldier_NFP_Tan",
            "B_NAF_Soldier_NFP_Tan_Rolled",
            "B_NAF_Soldier_NFP_Tan_Shirt",
            "B_NAF_Soldier_NFP_Green_Shirt",
            "B_NAF_Soldier_NFP_Green_Rolled",
            "B_NAF_Soldier_NFP_Green_Shirt"};
    weapons[] =
        {
            "NAF_Uni_NFP_Green",
            "NAF_Uni_NFP_Green_Rolled",
            "NAF_Uni_NFP_Green_Shirt",
            "NAF_Uni_NFP_Tan",
            "NAF_Uni_NFP_Tan_Rolled",
            "NAF_Uni_NFP_Tan_Shirt",
            "V_NAF_PC_Multi"};
    requiredVersion = 0.1;
    requiredAddons[] =
        {
            "A3_Data_F_Enoch_Loadorder"};
  };
};

#include "cfgVehicles.hpp"
#include "cfgWeapons.hpp"
wintry tartan
#

Try AoW instead perhaps

sullen fulcrum
#

Instead of enoch in loadorder?

wintry tartan
#

Yes

#

See the pinned for more info

sullen fulcrum
#

Gonna try that

#

No joy. Still the same

#

config looks similar to the original vest, can't spot anything different but names

#

Only thing I see is the entry: DLC = "Enoch";

#

Which is absent in V_NAF_PC_Multi

paper path
reef shore
#

I dont think the model’s boundary box matters

paper path
#

Im not sure whats going on then. Cause ive increased the viv box past the end of the vehicle bed

reef shore
#

Try changing the maxloadmass and cargoalignment parameters

#

And post ur config i guess

#

idk about the MATv but if it has canBeTransported = 0; then it cant be loaded on other vica

paper path
#

Matv can be loaded onto the hemtt flatbed, which is why im using it as a test vehicle. Will post config this evening when im home

hot pine
#

those are vanilla hemtt flatbed ViV memory points

#

you can see its larger than the flatbed itself

paper path
#

Alignment array is front, center
And i can load the quad, vanilla civi hatchback and other crates into it. So i know it works

#

Will check the image you posted rey this evening. Its overhanging the vehicle bed in the MemLod though

reef shore
reef shore
#

for testing purpose

paper path
long cargo
whole folio
#

How do I set up a logo for my mod? So on the right side in the eden editor, its not the blank addon picture but the one I've set.

whole folio
#

Thank you!

sullen fulcrum
whole folio
#

Ahh, I've removed cfgmods since it doesn't seem to work, I'm just testing to see what will work.

sullen fulcrum
#

Yeah. From what I can tell from the mod.cpp's I've looked into it's just a simple few lines. This one's from USP for example.

name = "USP Animations & Poses";
author = "UnderSiege Productions";
picture = "\usp_anim_poses\ui\usp_anim_dlc_ca.paa";
description = "USP Animations and Poses developed by UnderSiege Productions";
action = "https://uspmod.com/";
actionName = "Website";
logo = "\usp_anim_poses\ui\usp_anim_dlc_ca.paa";
logoOver = "\usp_anim_poses\ui\usp_dlc_logo_ca.paa";
logoSmall = "\usp_anim_poses\ui\usp_dlc_logo_ca.paa";
tooltip = "USP Animations & Poses";
tooltipOwned = "USP Animations & Poses Owned";
overview = "VERSION 0.1: USP Animations and Poses provides a massive library of static poses and gestures for setting up the perfect scenes.";
overviewPicture = "\usp_anim_poses\ui\usp_anim_dlc_ca.paa";
overviewText = "UnderSiege Productions";
#

That's it, no cfgmods or anything.

whole folio
#

Lemme try that then!

#

Didn't work sadly

sullen fulcrum
#

Oh. You need to put it elsewhere.

#

After you build your mod PBO you have it something like @YourModName - Addons/Keys right?

#

Just put it in the root folder of your @YourMod where the Addons and keys folder are

whole folio
#

aaaah

#

okay

iron wagon
#

so I am currently trying to make a version of the Kipchak Vest added by Contact but as a backpack variant, to be able to be combined with Vests

#

using the Viper Harness as a base

#
    {
        displayName = "Kipchak Vest(Black)";
        scope = 2;
        model = "\A3\Characters_F_Enoch\Vests\V_SmershVest_01_F.p3d";
        picture = "\A3\Characters_F_Enoch\Vests\Data\UI\icon_V_SmershVest_01_F_ca.paa";
        DLC = "Enoch";
        hiddenSelections[] = {"Camo","Camo2","Radio1_hide"};
        hiddenSelectionsTextures[] = {"VEM\VEM_Essentials\Data\smersh_black.paa","VEM\VEM_Essentials\Data\smersh_miscellaneous_black.paa"};
    };```
#

however, I am getting this error in pboProject:

\VEM\VEM_Essentials\config.cpp circa Line 79: \A3\Characters_F_Enoch\Vests\V_SmershVest_01_F.p3d
\VEM\VEM_Essentials\config.cpp circa Line 80: \A3\Characters_F_Enoch\Vests\Data\UI\icon_V_SmershVest_01_F_ca.paa
\VEM\VEM_Essentials\config.cpp circa Line 89: \A3\Characters_F_Enoch\Vests\V_SmershVest_01_F.p3d
\VEM\VEM_Essentials\config.cpp circa Line 90: \A3\Characters_F_Enoch\Vests\Data\UI\icon_V_SmershVest_01_F_ca.paa
rapWarning: **********missing file(s)***************
rapWarning: **********missing file(s)***************```
#

I thought that since these are in the base game (and if I recall correctly recently changed to PBO from EBO) this would work

paper path
#

You need the epos unpacked to actually pack that with pboproject afaik. Had the same issues

iron wagon
#

ah

paper path
#

If their pbos, you can unpack them into your p drive. If they are still epos, your SOL

iron wagon
#

luckily they are pbo's, thank you

hard chasm
#

Ahh, I've removed cfgmods since it doesn't seem to work,
a cfgMods is one of the dumbest things bis have ever done. I recommend you never use one. a mod.cpp names a collection of pbos. a cfgMods names it's pbo. Duh!

#

Also note that a mods.cpp can use relative addressing for it's icons. you don't need to use a \hard\address.

iron wagon
#

well looks like I cannot go ahead anyway, as the Kipchak's model keeps calling for rvmat's that are unavailable, and I cannot edit the model in Object Builder to make it look at the location where I put the rvmat's

paper path
iron wagon
#

If I dont, this error shows up in pboProject

V_SmershVest_01_F.p3d: missing \a3\characters_f_enoch\vests\data\smersh_miscellaneous.rvmat
V_SmershVest_01_F.p3d: missing \a3\characters_f_enoch\vests\data\smersh_nohq.paa
V_SmershVest_01_F.p3d: missing \a3\characters_f_enoch\vests\data\smersh_light_as.paa
V_SmershVest_01_F.p3d: missing \a3\characters_f_enoch\vests\data\smersh_smdi.paa
V_SmershVest_01_F.p3d: missing \a3\characters_f_enoch\vests\data\smersh_miscellaneous_nohq.paa
V_SmershVest_01_F.p3d: missing \a3\characters_f_enoch\vests\data\smersh_miscellaneous_as.paa
V_SmershVest_01_F.p3d: missing \a3\characters_f_enoch\vests\data\smersh_miscellaneous_smdi.paa
V_SmershVest_01_F.p3d: missing \a3\characters_f_enoch\vests\data\smersh_co.paa
V_SmershVest_01_F.p3d: missing \a3\characters_f_enoch\vests\data\smersh_miscellaneous_co.paa
Missing File Summary
V_SmershVest_01_F.p3d : \a3\characters_f_enoch\vests\data\smersh.rvmat
V_SmershVest_01_F.p3d : \a3\characters_f_enoch\vests\data\smersh_miscellaneous.rvmat
V_SmershVest_01_F.p3d : \a3\characters_f_enoch\vests\data\smersh_nohq.paa
V_SmershVest_01_F.p3d : \a3\characters_f_enoch\vests\data\smersh_light_as.paa
V_SmershVest_01_F.p3d : \a3\characters_f_enoch\vests\data\smersh_smdi.paa
V_SmershVest_01_F.p3d : \a3\characters_f_enoch\vests\data\smersh_miscellaneous_nohq.paa
V_SmershVest_01_F.p3d : \a3\characters_f_enoch\vests\data\smersh_miscellaneous_as.paa
V_SmershVest_01_F.p3d : \a3\characters_f_enoch\vests\data\smersh_miscellaneous_smdi.paa
V_SmershVest_01_F.p3d : \a3\characters_f_enoch\vests\data\smersh_co.paa
V_SmershVest_01_F.p3d : \a3\characters_f_enoch\vests\data\smersh_miscellaneous_co.paa

missing file(s)```
#

and I cannot edit the model to point towards the rvmats (which I extracted) in a available location

reef shore
#

you have to unpack the characters_f_enoch pbo to p drive

iron wagon
#

ah

reef shore
#

or

#

use addon builder

#

with pboproject all files that you reference in config needs to be present in p drive

hard chasm
#

OR use arma3p and go make coffee.

reef shore
#

OR mod in enfusion engine

junior bane
#

hello, anyone knows what does cfgAnimationSourceSounds -> DoorMovement and OpenTheDoor? I cant find a diffrent change...

and that is trigger and terminate?
and that does the values after the path ?
Sound0[]= {"YourPath\xxx\Sound.ogg", 300, 1, 75 };

DB, range, speed?

https://prnt.sc/aom4BAOENDX9

Thx for your help!

mortal dove
#

How would I go about changing the ammunition used by a vehicle? (same calibre just a different round type)

Ive seen some mods create a full duplicate of a vehicle (in the cfgpatches); but they have changed other things not just the ammo.

long cargo
#

Anyone smarter than me here know how can I make the unit I made as a base unit unavailable in the editor without making everything else disappear too. Basically if I set the scope of the unit to 0 all my infantry units are unavailable

long cargo
#

Also anyone know what this means

delicate cypress
#

you trying to make uniforms?

mortal dove
hearty sandal
# long cargo Also anyone know what this means

someone has created a class eventHandlers inside class cfgVehicles which makes the engine try to create a vehicle called eventHandlers but the class does not contain the necessary parameters that a cfgVehicles class needs, starting from parameter scope

long cargo
#

here's my config (not everything just the CfgVehicles bit)

hearty sandal
#

this does not belong in here

long cargo
#

hmm

#

how does it go there

#

I did something wrong here

#

@hearty sandal i dont wanna bother ya too much but you able to locate what's wrong there?

hearty sandal
#

a lot

#

I did not mean literally in there

#

but inside the parent class O_soldier that you inherit from

#

check the class inheritance wiki page again for the child parent structure

long cargo
#

okay :D

hearty sandal
#

so in here

#

but I think your config may have way way tooo much stuff in it that it hinders your learning

#

you shoudl start with jsut the class O_soldier and class class clbt_sep_base : O_Soldier_base_F

#

declutter your work and you have easier time understanding them

#

right now you have humongus list of stuff that gets in the wayh

long cargo
#

okay imma de clutter it a bit

#

hold on a second

#
class cfgVehicles
{
  class SoldierEB;
  class O_Soldier_base_F: SoldierEB
  {
    class EventHandlers;
  };
  class O_Soldier_F: O_Soldier_base_F {};
  class CLBT_sep_base: O_Soldier_F
  {
#

Wouldn't this be correct?

#

yay, everything functions as it should

hearty sandal
long cargo
#

why is arma so hard to mod

#

just saying mad

hearty sandal
#

Well, Arma offers very wide range of possiblities. Its not really any more complicated than other games that have similar wide access to things.

long cargo
#

yeah

paper path
reef shore
#

it happens

paper path
#

was looking at the p3d in OB and im like, why is the VIV box smaller then the one in my blender model?

iron wagon
#

so I am trying to set up a new RPK using the RPK-12 as a base, and am trying to set it that no attachments can be put on the gun, and I get this error message in the man menu:
No entry
'bin\config.bin/CfgWeapons/WeaponSlotsInfo.scope'.

#

here is the entry in question class arifle_RPKVEM_F: arifle_RPK12_F { displayName = "RPK 7.62mm"; baseWeapon = "arifle_RPKVEM_F"; scope = 2; picture = "VEM\VEM_Essentials\Data\UI\icon_arifle_RPK_F_X_CA.paa"; model = "VEM\VEM_Essentials\Models\RPK_F.p3d"; hiddenSelections[] = {"camo_1"}; hiddenSelectionsMaterials[] = {"VEM\VEM_Essentials\Data\RPK.rvmat","VEM\VEM_Essentials\Data\RPK_wood.rvmat"}; hiddenSelectionsTextures[] = {"VEM\VEM_Essentials\Data\RPK_CO.paa"}; handAnim[] = { OFP2_ManSkeleton, "\A3\Weapons_F_Exp\Rifles\AKM\Data\Anim\AKM.rtm" }; reloadAction = GestureReloadAKM; magazines[] = { 75Rnd_762x39_Mag_F, 75Rnd_762x39_Mag_Tracer_F }; magazineWell[] = {AK_762x39}; magazineReloadSwitchPhase = 0.48; discreteDistance[] = { 100, 200, 300, 400, 500, 600, 700, 800 }; discreteDistanceInitIndex = 1; initSpeed = 715; inertia = 0.8; dexterity = 1.6; aimTransitionSpeed = 0.9; recoil = "recoil_rpk12"; deployedPivot = bipod; hasBipod = true; class WeaponSlotsInfo: WeaponSlotsInfo { class MuzzleSlot{}; class CowsSlot{}; class PointerSlot{}; class UnderBarrelSlot{}; mass = 155; }; };

#

and I have near the top under CfgWeapons:
class WeaponSlotsInfo;

raw lodge
#

try

class arifle_RPK12_F {
   class WeaponSlotsInfo;
};
iron wagon
#

tried that, still the same error

hearty sandal
#

@iron wagon you have added a class called weaponslotsinfo inside cfgweapons and the engine is trying to read it as a weapon class

#

but it fails as it does not contain correct paramteters for a weapon, starting from scope?

iron wagon
#

so how would I go about correcting that? deleting all references outside of the RPK config entry?

raw lodge
#

What I wrote above should work.

hearty sandal
#

you are adding wrong classes into wrong places

raw lodge
#

You just need to get the WeaponSlotsInfo out of the global CfgWeapons

hearty sandal
#

👆

#

if you want to inherit from it you have to figure out where it belongs

#

I recommend making a all in one config dump file so you can easily search through it

#

or use on of the advanced config viewer addons that can search and show where it it

#

sample weapons config might also use it and have it in correct place

iron wagon
#

@raw lodge @hearty sandal so just after finding out that I messed up, and what Alwarren wrote was correct and fixed the issue, but now I am able to see I have another one, still related to the RPK

No entry 'bin\config.bin/CfgWeapons/arifle_RPKVEM_F.nameSound

#

and apologies if you hate being @'ted

raw lodge
#

Make sure your Addon/CfgPatches has the correct dependencies

iron wagon
#

what would be the dependency in this case? tried to add the Epoch Sounds because the base class is the RPK-12 from Contact to the dependencies but it does not seem to fix the issue, and I tried the Apex Sounds dependency because of the AKM by that did not work either

hearty sandal
#

any working rifle weapon can be used as a parent class

#

that way your class inherits all the parameters you dont want to change

#

the no entry error message can be read as config.bin/main class / problematic class . missing property

#

in this case rpkvem_f does not contain property nameSound and does not inherit if from anywhere and engine requires the property

#

if you use vanilla classes as parent its best to use the AOW_loadorder as required addon (dont remember the exact name. should come up in the chat history pretty easily)

iron wagon
#

A3_Data_F_AoW_Loadorder?

#

since that is luckily pinned

hearty sandal
#

that yes

iron wagon
#

righty, did that and the sound error still pops up

hearty sandal
#

then it could mean you are not inehiriting properly

iron wagon
#

huh, then I dont know what to do then, this pretty much has me stumped

hearty sandal
#

pastebin your config and link it here

iron wagon
#

righty how do I link it here? on the website and have it written up there

hearty sandal
#

😅 you put a password on it

#

usually people dont do that

#

there arent really state secrets

iron wagon
#

woops sorry, just too cautious for my own good, should be good now

hearty sandal
#

you only need the loadorders here

#

what do you use to pack the pbo

iron wagon
#

pboProject

hearty sandal
#

cant spot any immediate problem

#

have you copypasted the config from somewhere?

iron wagon
#

most of it is from the Aegis Open Source Github

#

as that is where the RPK itself comes from

hearty sandal
#

you will also need to add that as required addon

#

come to think of it

iron wagon
#

My mod is not supposed to have any mod dependencies

hearty sandal
#

right

#

may want to change the author then 😅

#

buut yeah nothing really pops up right now

#

make sure you are actually packing your changes

#

and that you are loading only 1 version of this pbo

iron wagon
#

maybe the problem is outside of those specific lines of code, since that is not the whole config

#

I have the whole config on hand, so you can see it all in the context of everything else, if it will help

hearty sandal
#

that sounds like a lot of work 😅

#

Id start simplifying your stuff into separate pbos and configs

#

so you can easily test different parts separately

iron wagon
#

maybe, I have seperate configs/pbo's for the factions, but the assets/weapons are all one

#

its also easier for me to find stuff when it is all in one location

#

where as I am frazzled enough trying to swap between different faction configs in multiple locations

hearty sandal
#

it gets very hard to debug when its all one big lump though

iron wagon
#

yea

iron wagon
#

I might just have to hide RPK until this is fixed, its really annoying as there really is nothing else I can think to do here

#

and that puts to bed the other weapons I was looking forward to bringing in

hearty sandal
#

serparate the weapons config to their own pbo

fierce granite
#

Hello everyone, how can I use the config to make an object in cfgVehicles visible in Zeus?

hearty sandal
#

scopeCurator = 2

#

and it needs to be listed in the cfgPatches units array

fierce granite
# hearty sandal scopeCurator = 2

Thanks, but it doesn't work for some reason:

class CfgPatches
{
    class Test_Main
    {
        name = "Test Mortar";
        author = "";
        url = "";
        requiredVersion = 2.08;
        requiredAddons[] = { "A3_Data_F_AoW_Loadorder" };
        units[] = {B_Test_Mortar};
        weapons[] = {};
    };
};

class CfgVehicles
{
    class B_Mortar_01_F;
    class B_Test_Mortar : B_Mortar_01_F
    {
        displayName = "Test Mortar";

        scope = 2;
        scopeCurator = 2;
    };
};
hearty sandal
#

does it show up in 3den?

long cargo
#

hey goat, got new problems :D

Basically I'm trying to make the RHS Ural ZU-23 have a custom crew, I use the code from GREF config to do so, when I try to compile the config it tells me undefined class (the turret names), I tried to just put them as "Class CargoTurret_01; etc. etc. etc.), then it gave me the scope error.

as far as I understand I need to do the inheritance stuff but I'm not too sure what to inherit

hearty sandal
#

look at the sample vehicle configs in Arma 3 samples on steam

#

and dont use any config creators

long cargo
#

💀

#

fuck

hearty sandal
#

they are not a shortcut when you dont know what you do

long cargo
#

ok so Test_Car_01

hearty sandal
#

it has no turrets

#

but as inheritance example it should work too

#

just dont expect to just copy paste stuff

#

you have to understand where the parts go

long cargo
#

this is making me go through major mental gymnastics

hearty sandal
#

that is what it requires

long cargo
#

idk the mental gymnastics are too much rn

#

gotta take a look again at it later

long cargo
#

Build failed. Result code=1
CfgConvert task failed.
File C:\Users\lauei\Documents\Arma 3 Projects\CLBT\1st_rrf_factions\addons\separatists\config.cpp, line 1049: .CLBT_ees_t72bb: Undefined base class 'rhsgref_ins_t72bb'
Config : some input after EndOfFile.

 class LandVehicle;
  class Tank: LandVehicle
  {
    class NewTurret;
  };
  class Tank_F: Tank
  {
    class Turrets
    {
      class MainTurret: NewTurret
      {
        class Turrets
        {
          class CommanderOptics;
        };
      };
    };
  };
  class rhs_a3t72tank_base: Tank_F
  {
    class Turrets: Turrets
    {
      class MainTurret: MainTurret
      {
        class Turrets: Turrets
        {
          class CommanderOptics;
          class CommanderMG;
        };
      };
    };
  };
  class rhs_t72ba_tv: rhs_a3t72tank_base
  {
  };
  class rhs_t72bb_tv: rhs_a3t72tank_base
  {
  };
  class rhsgref_ins_t72ba: rhs_t72ba_tv
  {
  };
  class rhsgref_ins_t72bb: rhs_t72bb_tv
  {
  };
#

WHAT

#

I have defined rhsgref_ins_t72bb, but it says I haven't?

#

what even is this game blobcloseenjoy

hearty sandal
#

are these inside cfgvehicles?

long cargo
#

yes.

hearty sandal
#

you sure you dont have typo in the class?

long cargo
#

absolutely

#

i've checked it many times

hearty sandal
#

what are you packing with?

long cargo
#

addon builder

hearty sandal
#

Id recommend using proper P drive setup for proper development environment and Mikeros PboProject for better debug info

long cargo
#

I set up my P drive but it just disappeared and now I only have Arma 3 projects in my documents folder

hearty sandal
long cargo
#

oke

#

i hope i wont brick my pc lol

#

oke what now

#

</endscan>
<MakePbo...>
In File \CLBT_Mod\addons\Eastern_European_Paramilitary\config.cpp: circa Line 6 Spurious ; in array
In File \CLBT_Mod\addons\Eastern_European_Paramilitary\config.cpp: circa Line 6 Spurious ; in array

Rapify error
</MakePbo>
makepbo failed: Rapify error
Eastern_European_Paramilitary.pbo not produced due to error(s)
Job(s) completed in 0secs on Wed Apr 20 23:50:47 2022

iron wagon
#

@hearty sandal sorry for the long wait, have done what you suggested and cut CfgWeapons away from the rest into its own config https://pastebin.com/GPdb8puP

hearty sandal
iron wagon
long cargo
#

goat, why is mikero tool so picky, it's telling me about the t72 error, but now it counts a full capsed classname as a error

#

@hearty sandal apparently it's now just some inheritance problem with the rhsgref_ins_t72bb

hearty sandal
#

its picky because thats the only way to get properly working error free mods 😅

long cargo
#

the tool forces me to learn and fix my mistakes

#

"inherit class 'rhsgref_ins_t72bb' does not exist"

#

💀

#
  class LandVehicle;
  class Tank: LandVehicle
  {
    class NewTurret;
  };
  class Tank_F: Tank
  {
    class Turrets
    {
      class MainTurret: NewTurret
      {
        class Turrets
        {
          class CommanderOptics;
        };
      };
    };
  };
  class rhs_a3t72tank_base: Tank_F
  {
    class Turrets: Turrets
    {
      class MainTurret: MainTurret
      {
        class Turrets: Turrets
        {
          class CommanderOptics;
          class CommanderMG;
        };
      };
    };
  };
  class rhs_t72ba_tv: rhs_a3t72tank_base
  {
  };
  class rhs_t72bb_tv: rhs_a3t72tank_base
  {
  };
  class rhsgref_ins_t72ba: rhs_t72ba_tv
  {
  };
  class rhsgref_ins_t72bb: rhs_t72bb_tv
  {
  };

it's literally there

hearty sandal
#

wheres the class thats inheriting from it

long cargo
#

CfgVehicles.

#
class clbt_eepm_t72bb: rhsgref_ins_t72bb
  {
    faction="clbt_eastern_european_separatists";
    side=0;
    displayName="T-72B (1985)";
    hiddenSelectionsTextures[]={"rhsafrf\addons\rhs_t72_camo\data\rhs_t72b_01b_chdkz_co.paa","rhsafrf\addons\rhs_t72_camo\data\rhs_t72b_02b_chdkz_co.paa","rhsafrf\addons\rhs_t72\data\rhs_t72b_03_co.paa","rhsafrf\addons\rhs_t72\data\rhs_t72b_04_co.paa","rhsafrf\addons\rhs_t72_camo\data\rhs_t72b_05b_chdkz_co.paa","","","","","","","rhsafrf\addons\rhs_decals\data\numbers\handpaint\4_ca.paa","rhsafrf\addons\rhs_decals\data\numbers\handpaint\6_ca.paa","rhsafrf\addons\rhs_decals\data\numbers\handpaint\2_ca.paa","rhsafrf\addons\rhs_decals\data\labels\army\slavic_militia01_ca.paa","rhsafrf\addons\rhs_decals\data\labels\army\slavic_militia03_ca.paa",""};
      class Turrets: Turrets
    {
      class MainTurret: MainTurret
      {
        magazines[]=
        {
          "rhs_mag_3bm29_7",
          "rhs_mag_3bk18_6",
          "rhs_mag_3of26_5",
          "rhs_mag_9m119_4",
          "rhs_mag_762x54mm_250",
          "rhs_mag_762x54mm_250",
          "rhs_mag_762x54mm_250",
          "rhs_mag_762x54mm_250",
          "rhs_mag_762x54mm_250",
          "rhs_mag_762x54mm_250",
          "rhs_mag_762x54mm_250",
          "rhs_mag_762x54mm_250",
          "rhs_mag_3d17"
        };
        class Turrets: Turrets
        {
          class CommanderOptics: CommanderOptics
          {
            gunnerType="clbt_eepm_crew_commander";
          };
          class CommanderMG: CommanderMG
          {
          };
        };
      };
    };
    crew="clbt_eepm_crewman";
    typicalCargo[]=
    {
      "clbt_eepm_crewman"
    };
  };
long cargo
#

@hearty sandal anyways, thanks for the help, I'll continue to be enslaved by this cursed but lovely toolset

#

i might just need to start from scratch and do it right

shy knot
#

@long cargo You have input outside everything

hot pine
#

@long cargo how are your includes looking like?

long cargo
#

👀

long cargo
#

I'm gonna rewrite the config from ground up

#

I will do as the tool says

hot pine
#

I guess you didn't copy pasted that part of the config from the gref config

long cargo
#

Oh

tepid plank
#

Buddy wants to make a version of the vanilla NATO Carrier GL Rig that doesn't have any explosives protection in it, but keep the ballistic protection. I've read the wiki on Soldier Protection and tried explosionShielding=0.0; AND explosionShielding=1; on all HitPoints locational subclasses, but neither have any effect whatsoever. How can I remove explosives protection from a vest, but keep the ballistic/bullet protection?

sour sparrow
#

class CfgWLRequisitionPresets
{
class ITALIANARMassetList
{
class WEST
{
Class Infantry
{
class ASZ_EI_SOF_CBT_gl
{
cost = 125;
requirements []={};
};
class ASZ_EI_SOF_CBT_mg
{
cost = 150;
requirements []={};
};
class ASZ_EI_SOF_CBT_ammo
{
cost = 130;
requirements []={};
};
class B_engineer_F
{
cost = 180;
requirements []={};
};
class ASZ_EI_SOF_CBT_med
{
cost = 140;
requirements []={};
};
class ASZ_EI_SOF_CBT_satj
{
cost = 190;
requirements []={};
};
class ASZ_EI_SOF_CBT_saa
{
cost = 190;
requirements []={};
};
};

sour sparrow
slim halo
sour sparrow
#

where?

slim halo
#

every { must have a } pair
You're missing 3 at the end

sour sparrow
#

it doesn't end there, if I write it everything lasts too long, but he gives me mistakes in the first 4 lines

slim halo
#

also what's the error?

sour sparrow
slim halo
slim halo
#

also you've written Class instead of class in some places. not sure if the game cares tho thonk

#

there's also:

class Air force
class Carri armati
etc.

#

which is also wrong

sour sparrow
sour sparrow
slim halo
sour sparrow
#

bruh

sour sparrow
slim halo
sour sparrow
#

oof

sour sparrow
#

gives me this error: "line 6: 'CfgWLRequisitionPresets/ITALIANRMassetList/WEST.Class':'I' encountered instead of '='

iron wagon
#

hopefully this might be small enough that you might be able to find the problem

hearty sandal
#

sorry, combing through thousand lines is not my idea of nice evening.

#

What I recommend is put in just the problematic class into its own config and see what happens

iron wagon
#

thats fair, sorry for bothering you again

hearty sandal
#

no worries. usually method of asking is just to drop the question here with relevant info and usually someone answers.

iron wagon
#

yea, I will defo put the RPK on the backburner for now(and to a greater extent, other new weapons I was planning), and just continue on

iron wagon
#

omg

#

I fixed it

#

I was using the wrong class for the RPK to inherit

#

I was having it inherit from RPK12_F, rather than RPK12_base_F

quartz rampart
#

Could you use shotDeploy to turn a grenade into a mine and simulate a 'sticky' effect?

grand zinc
#

Well the APERS mine dispenser does that I think

olive aspen
#

I have made a small addon that just adds a small object. I first only had one LOD and i got it to spawn when placed in the editor. Then i added the Geometry LOD and since then im unable to place the object in the editor. if i do i get a error " error loading tag" what does that mean? Where should i look for the error?

slim halo
olive aspen
#

no, addon builder

slim halo
#

use pboProject

hollow bison
#

Im curious why people prefer pboProject > Arma's Native Utilities/Tools like Addon Builder?

wintry tartan
#

Arma 3 Tools are broken 🙃

slim halo
#

and it provides better diagnostics

hearty sandal
#

addon builder works if one feeds it error free data

#

very few can however produce such error free data to feed it

#

lot of published mods contain all kinds of errors

iron wagon
#

so, current bug I am dealing with is bin\config.bin/CfgWeapns/sgunMp153VEM_F/Single.displayName

#

what is the general cause of this error? since I know my code is too much for looking for a specific cause in my config

hearty sandal
#

class single in sgunmp lacks displayname

iron wagon
#

or at least for someone else to look

#

so in the inherited class or the class itself?

hearty sandal
#

either it does not inherit it or you have not added it

iron wagon
#

ah

#

let me add that specific code to a pastebin (not the whole config so do not worry)

hearty sandal
#

where is it inheriting semiAuto from?

iron wagon
#

oh forgot those ones, they are there in the config class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto;

hearty sandal
#

but where? 😅

#

it could be you got them in place where they dont belong so they are basically empty

#

or they dont contain the displayname and you got to add them

iron wagon
#

I added them into the pastebin there, just refresh it and they should show up

hearty sandal
#

I dont think they belong there

iron wagon
#

oh?

hearty sandal
#

keep the samples close at hand 😜

iron wagon
#

oh

#

righty, so two new errors in the main menu, and the gun is not showing in the arsenal

#

Error: creating weapon sgun_Mp153VEM_F with scope=private
and
no entry 'bin\config.bin/CfgWeapons/sgun_Mp153VEM-F/Single.StandardSound'

hard chasm
#

@iron wagon . your config is so ridiculously huge, you cannot hope to debug it.

the sensible, logical way of doing this is to add one weapon at a time. fix it's errors (if any) then add another one. You are achieving nothing with your above approach apart from wasting a lot of effort.

consider this: you can, for instance have s simply missing } in line 100 that will NOT be detected until line 999 (and almost always gives you a spurious error message. The above for instance is caused by you having class single wrongly positioned. It's time friend, to lift youe game and work in small pieces.

#

there is nothing wrong with having one giant weapons config. But more experienced modders would never use your approach to pour a tsunami on what shoulld be a puddle.

#

the good news is you can keep all your p3ds as is. they are ignored if not in a config

iron wagon
#

hmmm you are correct, and I guess it is about time I get started on doing that then

#

and I can see the advantages that instead of looking for a line in one large config, I just have to look in the config that is specifically for pistols

quartz rampart
latent lion
#

Im trying to change the speed at which my sound for my weapon plays at and the pitch setting is not working

#

it does nothing at all

#

begin1[] = {"sound\path",100,1};
and
begin1[] = {"sound\path",100,0.25};

sees no difference what so ever

hard chasm
#

@iron wagon

in the config that is specifically for pistols
yep. now you're rolling. AND, it gets better! pboProject will, if you let it, roll all those configs into a single pbo. Below is the 'folder architecture' the pros use (including bis)

P:\myProject
P:\myProject\MyWeapons\config.cpp
P:\myProject\MyWeapons\Myistols\config.cpp
P:\myProject\MyWeapons\MyRifles\config.cpp
P:\myProject\MyWeapons\MYlaunchers\config.cpp
etc...```

there is no practical limit to the depth of these folders.  (well there is, but you're not likely to cause it). You could, *if you wanted to*, have:

`P:\myProject\MyWeapons\MyRifles\MyAk47\config.cpp`

The choices here are simply whatever makes sense to you. It should however be based on how easy it makes debugging and/or maintaining.

With the above 'architecture' you can have one big MyWeapons.pbo, or simple MyPistols.pbo, etc (the choice is yours to make. It has no bearing on performance).
iron wagon
#

hmmm very interesting, I am starting work now on making this new structure happen, in the end it is defo something that will have to be done eventually, so best to do it now

long cargo
#

@hard chasm how do I come around with missing files error with pboProject, I have set up P:drive if that matters by any marginal

It's complaining about not finding RHS uniform base model and my functions even tho Addon Builder doesn't have any problems with it

hard chasm
#

addon builder doesn't check for errors.

#

you must extract the rhs pbos onto the Pdrive

long cargo
#

oof

hard chasm
#

can't see a problem here, since you already extracted it to look in it's configs

long cargo
#

is it necessary to have the model set for a base character for my faction if uniformClass is set

hard chasm
#

so what? extract the pbos. problem solved

long cargo
#

ok

hearty sandal
#

do note that the P drive folder structure for extracted data must be correct

long cargo
hearty sandal
#

so same as originally

#

extractpbo should do it for you though

#

but if you extract a pbo manually somewhere else there may be extra pboName folder added

long cargo
#

ok so I've opened extractpbo

#

what the file struct should look like? I can't make any sense of the wiki page

hearty sandal
#

its the structure you extracted

#

unless you extracted pbo manuall into its own folder when there may be a extra pboname\ folder added where the rest is extracted into

long cargo
#

so I just leave the "Extract to" as P:\

hearty sandal
#

yes that should work

long cargo
#

ok

#

rapify error

#

nice

#

but it extracted everything

hard chasm
#

you can't get a rapify error from extractpbo

long cargo
#

what the f..

#

I just did when I extracted the rhsafrf mod

hard chasm
#

AFTER you extracted is prolly what you mean.

long cargo
#

ye

#

it popped up after the extraction finished

hard chasm
#

use

extractpboDos whatever.pbo P:\

long cargo
#

\clbt_mod\addons\eepm\config.cpp circa Line 156: \rhsafrf\addons\rhs_infantry\rhs_msv_base.p3d
\clbt_mod\addons\eepm\CfgFunctions.hpp circa Line 7: \clbt_mod\addons\eepm\clbt_mod\addons\functions

#

kinda weirded out cuz of the latter one

hard chasm
#

is that from pboProject?

long cargo
#

ye

#

forgot to mention

hard chasm
#

well what the hell has has that got to do with extractpbo!

long cargo
#

because I've extracted the rhsafrf mod like you said and I still get errors about missing files?

hard chasm
#

until you extract all of them. yes

long cargo
#

bro all the PBOs are in the folder

hard chasm
#

and the rhsaff 'mod' probably needs some basic rhs stuff

long cargo
#

the what

hard chasm
#

either that, or:

extractpboDos nameOfFolder P:\

long cargo
#

where do I put that to?

hard chasm
#

P:\

long cargo
#

THAT LINE YOU SENT ME?

#

doesn't make any sense to me

hard chasm
#

someone kinder than me, take over please. @hearty sandal

hearty sandal
#

its for usiing the command line

#

the days of Dos have long passed. 😅 I suppose this starts to count as advanced computer stuff today

long cargo
#

through cmd?

hearty sandal
#

yes

long cargo
#

nameOfFolder P:
'extractboDos' is not recognized as an internal or external command,
operable program or batch file.

hearty sandal
#

extractPboDos*

#

simple typo

long cargo
#

I just put the workshop folder name as the foldername or does it use path or smth?

#

yay works now

#

Generic error or premature EOF

data\indicators.rvmat->Generic error or premature EOF

Rapify error

#

what is that even supposed to mean

#

at this point I'm afraid to even ask tbh

hearty sandal
#

probably a typo in the file

#

put the logging on file and check the logs if theres any clues

hard chasm
#

pls paste a screenshot of the pboProject panel

long cargo
#

why pboproject?

long cargo
hard chasm
#

well i assume that's where your current problem is. So how else do you expect to get help?

long cargo
hard chasm
#

here so others might spot something too

long cargo
#

Can't send files here tho

#

imma post it to imugr and send it here

#

I'm kinda weirded out by the #defines error and the fact it can't find my functions even tho they worked perfectly well before using pboProject

iron wagon
#

so still get the error message:
Error: creating weapon sgun_Mp153VEM_F with scope=private

but the second error is changed to:
No entry 'bin\config.bin/CfgWeapons/sgun_Mp153VEM_F.Single'.

here is the config, with all the changes I have made so far:
https://pastebin.com/LmWvQ3xL

hard chasm
#

should be scope=2

and the 2nd error is telling the truth, there's nothing in there that uses it!

iron wagon
#

huh, forgot about scope=2

#

but that second error, I have it set in modes[] = {Single};

is that not how its done?

hard chasm
#

whoops. didn't spot it. apologies

iron wagon
#

its all good, I did not spot the scope was set to 0

hard chasm
#

@long cargo
your OUTPUT folder clbt_mod

logically it can't also be your source folder

#

you should never use FULL_UPPER_CASE except for #defines

CLBT is a no-no

#

missing files

long cargo
#

it isn't anywhere? all my classes are lower case

hard chasm
#

it's somewhere

long cargo
#

hmm

hard chasm
#

there is no such folder as \eepm\functions

long cargo
#

P:\clbt_mod\addons\eepm\functions

hard chasm
#

well you wrote \eepm in your config.

long cargo
#

wait a sec

#

oh

#

before it gave me weird shit, now it's correct

#

oh my function tag is all caps, found that one

hard chasm
#

my tools are savage, they don't take prisoners. but like most, you'll thank the day you used them

long cargo
#

weird how 3rd party tools are far more in depth than the official BI tools 🗿

hard chasm
#

yep

long cargo
#

I'll fix up the upper case after I'm done gaming. Then gotta figure out the rhs issue

long cargo
hard chasm
#

welcome to hell

long cargo
#

You probably can replace hell with Arma modding and it will be same amount of suffering

hard chasm
#

not quite, in bis central, the nails are rusty, there's no oil to light the fire, and the wood is wet.

long cargo
#

don't you mean

#

moist

hard chasm
#

ha

long cargo
#

@hard chasm ayoooo let's goooo

File written to P:\clbt_mod\addons\addons\eepm.pbo
</MakePbo>
Job(s) completed in 0secs on Fri Apr 22 22:54:18 2022