#arma3_config
1 messages · Page 144 of 1
Thank you very much I try this, your are very nice 👍
there appears to be a typo in above,
class effect3: effect3
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 )
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
If the heli is missing certain memory points then the xml wont work too well
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
dang, was trying to cheat the system XD
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
Here is what ACE does when that button is pressed, to switch the turrets
https://github.com/acemod/ACE3/blob/master/addons/pylons/functions/fnc_onButtonTurret.sqf
Sadly not the most optimal documentation there... Also it seems like ACE only switches between two turrets? [0] and [-1]
Seems like ACE expects that there can only be two 
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
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 🤔
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
It seems it counts all turrets, and filters by !showAsCargo property
If i choose "gunner" it puts it on the door gunner
ok and if i choose crew chief it puts it on the copilot
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
ok let me try that thanks D
Hello everyone again, is anyone aware of a workaround for the issue of hasDriver = -1 makes the vehicle not work for anyone in MP?
https://feedback.bistudio.com/T153212
that works very well thanks - now it only lists the pilot and "gunner" and the turret pylons load correctly.
- can you think of any downsides to implementing showAsCargo true on the two door gunner turrets? e.g. will AI behave differently?
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"
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
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
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
yep that correlates with my experience on this 😉
limited code execution during jets dlc dev i guess
(not thinking of all use cases)
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
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.
Why? Just inherit from the vanilla config
Re-defining anything that already defined is never preferred
ie inherit from the class modelname, not the model=
hi all - does anyone have some documentation on adding an area/zone around my custom 3den modules (like with the sector control module)?
i think im looking for how to add a trigger area. guessing i can just inherit emptydetector
does anyone know where i can find a list of the classnames of the different face pools
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.
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.
you define the names of memorypoints for the rope attachemnts in your config and add those points into your model memory lod
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
you need to check the config you have for what names the points use
Does the object have to be something special? Like PhysX object or so?
If you have the selection in memory lod and defined in config.
~~Maybe it needs a spefic simulation type? That does change when you attach to the player or any other object. So maybe it does require thingX or PhysX. ~~ Nm, PhysX Object is just on that had physX simulation type forgot that for a sec.
yes
Yeah. But when I attach the rope holder object to myself the rope stays ar created position
Is there some example config?
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
{
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
what exactly are you trying to make?
I'm trying to make an object which can be used as the starting object
starting object?
"fromObject: Object - transport where the rope originates and which fly behavior will be affected"
https://github.com/acemod/ACE3/blob/master/addons/fastroping/CfgVehicles.hpp#L189
ACE Rope helper object used in fastroping
_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]]];```
okay I will try it this way
small typo lenght == length
upsi 😄
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
@hard chasm I wanted to ask if pboProject autoconverts audio files to .ogg?
Anyone can help me in this pls?
Former (absolute you call) is correct
Thanks 
@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.
ah ok
@iron wagon pboproject is (curently) unreliable in converting sounds to ogg. Use Dewss ,exe instead.
so the pbos for the addons within addons still have to be modified to absolute path still or can they used with relatiives?
since they are their own pbos?
roger, thank you
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
ALL file references are absolute to (P:)\
ah ok thx
@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
Undefined base class 'whateverMgunparent' is a dead giveaway 😎
tldr i gave an example, not actually working config for you
yeah
a bit crazy to just paste it in
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).
Yes thank you, indeed I have some shortcomings even on the base.
yo bros which parameters in arma 3 profile cfg that controls the display mode of the game? (fullscreen, windowed etc)
@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
ahhh now i get it sorry for the confusion
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.
I assume the former is better in terms of patching and performance wise?
patching yes, performance = no difference at all
Ok thanks man! Sorry this is my first time trying all this 🙂
understood
@hard chasm One final question: do the internal folders need to have cfgPatches?
i have found the answer
definite, why? they are addons!
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)
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";
no need to ping people specifically. just write the problem here and if someone can help they will answer.
@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
thank u very much
Ace got slack channel. Invite in the #channel_invites_list
Affirm, I'll head there and see if I can get in contact with one
But basically it's likely the stuff reyhard mentioned about all the base config updates optre stuff makes
invite doesnt work and I cant log in to join in the first place
@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)
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
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
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.
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
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
why would it? all of the game editors only respond to things in cfgVehicles with scope=2 or equivalent.
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
you can view the all-on-one config.bin, either in the game itself, or external tools will do it for you.
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
your best friend out there is wingrep. you can search the entire suite of extracted config.cpps looking for the magic word EmptyDetector
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.
omg... cansetarea=1... that's what i was missing originally. im dead
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.
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
If i want to set an ai unit to have a specific face how would i do that?
or a variety if possible
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/
So i managed to retexture a greek head for my character but i just dont know how to configure it? Here is my code i took from one of the community.bistudio cfgFaces site class CfgFaces { class Default; // held in engines ca_bin class Man: Default { class Default; // held in ca_chars class FaceWha...
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?
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
what type of object?
buildings/ low simulation objects dont use TI stage if I remember right
Just the blood splatter planes I have in my BloodLust mod. I want the blood to have a hot heat signature
Im not sure if that is possible
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.
New steam acc
maybe using a steam api substitute that lets you define which DLCs you own, such as goldberg emu maybe
Might not be the most legit way
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.
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
how do you disable completely random facewear for ai in cfg so that u can have a set variety for it?
Pretty sure float
rgr
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
Could you help me with that my friend ? I does not need to be perfect.. I tried to sent u pm.. anyway, thx u in advance
sorry, dont have time at the moment and the AFM isnt really my area of expertise anyway
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.
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.
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
"(this animationPhase ""lifL"" < 0.5);<<<<<";
altho it should not matter. most likely cause is your model.cfg
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
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?
do I just swap animate with animateSource? don't recall if it had similar syntax
I believe its called liftL
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
https://community.bistudio.com/wiki/Category:Arma_3:_Scripting_Commands <<- good to bookmark
I'll check
still not sure if thats the reason mine doesn't work
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
when you say the animation works in buldozer, does it move correct amount between 0 and 1
I think so, its pretty smooth
doesn't offset between 0 and 1 if thats what you're asking
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
rhey part of other animated selections?
nope
its just a vertical transform, virtually identical to the doorM
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
check the syntax though what I wrote is not correct
ok it does move but it just teleports to the end destination
even if I do use a number in animationPhase
tried with 0.5 and its only like 10 meters up
I'll go lower
10 meters is long way to go in 1 time unit
but also what does your animationSource class say
I'm too used to making kilometric structures that this 50x30 I'm making seems small
as that is what defiines the speed of the animation
where do I check that?
umm
in your config
you should have class animationSources
that contains all your custom animation sources
inside the objects cfgvehicles class that is
animperiod is the speed
4 seems right?
something along "in what period of time does this animation go from 0 to 1"
should be right then yeah
but the thing still "teleports" in the debug way
did you use the instant animation mode in the command?
no instead of true I used a number
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
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
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.
cursorobject animateSource ["screenL", 1, 0.4];
still snaps instead of moving smoothly
did you have a animationsources class for the custom source?
actually probably not since I still haven't changed the config
I'll try with animate
if the source is not defined it defaults to animperiod 0
so instant animation
deifne the source and it might work
should be something like this right?
class AnimationSources
{
class liftLSource
{
source = "screenL";
};
};```
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
oh those
yeah I think user works best in this case
I'll try, hopefully overwriting animate with animateSource will fix my problem
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
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
oh?
but I have 3 doors on that same building that use animate, and they work without defining a source
all animations have a source
just add the proper source classes and lets see where that goes
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
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.
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
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
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;";
};
};`
ok I did and now it animates smoothly
now I guess I can try and put that in the config and it should work
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
aight, i think i may of fixed it but if not ill be back
XD
that will be 350$
Is it possible to somehow remove Reload actions (Like - Reload Flare (White)) from the mortar via config?
remove the flare ammo from them
probably simpler to do on mission level though with just init command to change the ammo in them
Ok, thx
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)
this is more #arma3_scripting related. Aaand you will maybe need to start learning the stuff from something simpler instead than trying to read someone elses coding that may or may not be working
ye, i got some help from someone who gave me advice, they said somethin similar XD
the mod works for the most part just a couple things
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||
any idea how I could convert a pistol to make it fit into the launcher slot? (and invisible when holstered)
not really very well
launcher animation does not really work with pistol
and you cant use it from prone
lot of jankyness in that
how do I configure my uniform's hand textures to match the head?
They need to be part of the 'hl' selection
roger that, thanks
I did indeed do that. the hands are part of the hl selection but the hands still don't match the head
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?
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)
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
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
Sub category
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.
thank you
_uniform = [];
_vest = [];
_backpack = [];
_headgear = [];
_items = [];
_optics = [];
_handgunWeapon = [];
_secondaryWeapon = [];
_primaryWeapon = [];
_muzzles = [];
_pointers = [];
_bipods = [];
_googles = [];
who have this config
BLUFOR and OPFOR team
this config makes no sense.
I just need everything available for the Red side and everything for the Blue
you probably have to write your own config export script for that then
I just copied these configs from the official site, but not everything is true
official site where exactly
_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.
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?
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.
Ty!
Either use the old fashioned way and replace the array completely (not a good idea) or use an addition assignment (+=).
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?
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
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
lightingXX keyframe classes
And to not leave it empty?
Cheers, is that in cfgWorlds? Or somewhere else?
in the terrains cfgWorlds class yes
I want the first ItemInfo to be inherited from V_PlateCarrierIA1_dgtl , as it currently is correctly. I want the second ItemInfo to be inherited from V_PlateCarrierIA2_dgtl , which it currently isn't.
V_PlateCarrierIA2_dgtl inherits from V_PlateCarrierIA1_dgtl in the base game, so I am following the inheritance rules... at least to my eye.
youll need this stuff I think
seems like your config is breaking the original inheritances
It doesn't break the original classes, I've checked those configs.
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
😵 indeed
/*
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"};
};
};
then you might not need these
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
just declare the class you want to inherit from
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
eh?
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
class vest1 {
class itemInfo
};
class vest2 : vest1{
class itemInfo : itemInfo{
newInfo = "new"
};
}
but you have to inherit vest1 first though
I'm following what the wiki says. https://community.bistudio.com/wiki/Class_Inheritance#External_base_classes
It works once, but then if I want to inherit again from a different class that has a child class by the same name, it will inherit the first one again
what does that text say
it uses the vestItem
I don't need to inherit from VestItem, as ItemInfo is already declared in the class I'm inheriting from
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
ok so I tried what you suggested here and it seems to work
but that isn't what the wiki says
wiki is written by people 
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
😂
I'm not crazy, right? This wiki page is wrong: https://community.bistudio.com/wiki/Class_Inheritance#External_base_classes
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
{
// ...
};
// ...
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
} ```
So my choices are to break compatibility in 2 different ways?
the latter only affects you.
Would modifications to the original classes ItemInfo not filter down to mine? That is something I do want to happen.
other addons don't 'see' your changes
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
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.
feels like it makes inheritance less useful, but if that is what is needed sure.
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
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"};
};
};
you can''t do that AND inherit from IA1
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.
well, you said somewhere above you needed other values from IA1
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
hiddenSelections[] = {"camo"};
obviously not.
you need to use ALL values from IA1
(which are differentr to IA2)
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
which you cannot do from TWO (or more) classes
ok, so could I do it in a different CfgWeapons scope?
nope
I'd need a whole new pbo to do it?
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
}
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.
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
back when my inheritance looked like this
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
i was reffering to the contents of V_PlateCarrierIA2_dgt vs V_PlateCarrierIA1_dgt
just realised I made a typo above that entirely changes the meaning of my sentence, fixed it.
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
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
then the above and latest paste will do that for you and not affect anyone else
ok cool, this confusion was just caused by the wiki being weird I think
well i wasn't too helpful here because I was reacting to
class iteminfo{};
yeah I do need to modify ItemInfo of each class, but separately.
which, is totally fine, because the changes are only in the scope of your own class.
I thought so, that is why I was getting confused with all this talk of modifying and breaking stuff for future people that inherit
class iteminfo{}; is garanteed to do just that.
yeah I get that, don't overwrite base classes with nothing
or anything like var=something; 😎
thanks for you help... and screw the wiki
like google maps directing you into a lake
give me a url, and i will edit it.
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
{
// ...
};
// ...
};
i agree. have made a lot of other changes too.😎
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
What values could result in a vehicle lifting its wheels when turning?
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.
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.
Anyone here can help me with my config? I'm having troubles defining EventHandler base class
Hey guys, sorry, I need some advice. You guys know why an object I added appears to be marked as a Premium Item?
https://cdn.discordapp.com/attachments/958410818087702558/965609337919791104/unknown.png
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;
};
};
};
what kind of a problem?
likely something in your config touches vanilla configs
possibly not in this example but somewhere else
There is literally nothing else. This is the only code in the config file.
Other than that, there is a picture. That's it.
I can't define the eventhandlers
hold up, lemme send u my config to show
put it in pastebin.com and link here
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
are you absolutely sure you want to always randomize them? as that may mean you can never have some exact loadout
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
with init that wont happen I think. it will randomize them each time the mission starts
yeah
currently you seem to have the eventhandler class only in the ak74 rifleman class
yea because I've tried to get it to work first
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
K, sorry to interrupt. Anyone willing to help me out with this?
I may be doing something wrong but I just need a simple config adding a useless, fluff item.
https://cdn.discordapp.com/attachments/958410818087702558/965609337919791104/unknown.png
It says it requires a DLC to use
and what menu is this exactly?
It's player inventory
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
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
@vagrant vine. the purpose of cfgWeapons (and cfgVehicles) is to wrap a class around a model. since yours says model=""; what did you expect?
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?
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.
you could also, simply not say model= at all. the underlying inheritance will use a dummy.p3d (in this case)
So, I need proper parent classing? + what else?
dunno. thats a starting point though.
aigh, when I tried to compile the addon before with addon builder it just said something about missing eventhandler class
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.
Omg ok yes. It worked. All it required was the path to a model... Thank you so much. Sometimes the headaches Arma gives just beat me...
velkommen to hell
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.
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
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.
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.
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
are there big enough VIV transport area dimensions set?
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
some models may have larger bounds due to animated parts or proxies
I think those can count too
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?
perhaps yeah
the boundary box for the flatbed is slightly longer then the physical model itself
which would be the only thing i could think of
Try increasing the viv box then
indeed, vanilla flatbed has larger ViV than the platform itself
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
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.
if turretInfo is correct, then you might need to use proper unitInfoType, i.e.
unitInfoType = "RscUnitInfo";```
Yeah that's exactly what I did - copy pasted a turret from a different vehicle
I'll try with unitinfo
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"
};
};
};
Expected result (but obviously retextured) https://i.imgur.com/fUpClNP.png
Gotten result: https://i.imgur.com/vx7JzTN.png
The strang thing is the actual V_CarrierRigKBT_01_light_Olive_F (The contact vest) also shows a different model..? https://i.imgur.com/8EJmplj.png
Are you sure that your Mod is correctly updated?
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"
Try AoW instead perhaps
Instead of enoch in loadorder?
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
Ive increased the viv box size in the p3d, but the model boundary box doesn't increase as well in game.
I dont think the model’s boundary box matters
Im not sure whats going on then. Cause ive increased the viv box past the end of the vehicle bed
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
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
those are vanilla hemtt flatbed ViV memory points
you can see its larger than the flatbed itself
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
in my experience some things werent able to be loaded in certain configurations of the alignment parameter
try making it super big
for testing purpose
Ill check the hemtt array and swap them around and increase the box some again
in fact. I have a function, but I need to get the eventhandler that initializes the function to work
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.
Thank you!
You're welcome. Just put it in the root folder of your @modname folder. Like this: https://i.imgur.com/6WAx3vP.png
I've set it up like this and it doesn't seem to work
https://i.imgur.com/PuP2BbJ.png
Ahh, I've removed cfgmods since it doesn't seem to work, I'm just testing to see what will work.
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.
Lemme try that then!
Didn't work sadly
This is how my folder structure looks
https://i.imgur.com/g1DCQW6.png
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
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
You need the epos unpacked to actually pack that with pboproject afaik. Had the same issues
ah
If their pbos, you can unpack them into your p drive. If they are still epos, your SOL
luckily they are pbo's, thank you
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.
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
Why are you changing the rvmats?
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
you have to unpack the characters_f_enoch pbo to p drive
ah
or
use addon builder
with pboproject all files that you reference in config needs to be present in p drive
OR use arma3p and go make coffee.
OR mod in enfusion engine
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?
Thx for your help!
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.
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
scope 1 might do the trick
you trying to make uniforms?
just a modder incorrectly using something most likely. its fairly normal tbh
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
that's me lol
here's my config (not everything just the CfgVehicles bit)
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?
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
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
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

Well, Arma offers very wide range of possiblities. Its not really any more complicated than other games that have similar wide access to things.
yeah
i figured it out 😂. i was exporting my p3d into the backup folder for my work folder rather then my working folder
was looking at the p3d in OB and im like, why is the VIV box smaller then the one in my blender model?
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;
try
class arifle_RPK12_F {
class WeaponSlotsInfo;
};
tried that, still the same error
@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?
pretty much same as this #arma3_config message
so how would I go about correcting that? deleting all references outside of the RPK config entry?
What I wrote above should work.
you are adding wrong classes into wrong places
You just need to get the WeaponSlotsInfo out of the global CfgWeapons
👆
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
@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
Make sure your Addon/CfgPatches has the correct dependencies
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
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)
that yes
righty, did that and the sound error still pops up
then it could mean you are not inehiriting properly
huh, then I dont know what to do then, this pretty much has me stumped
pastebin your config and link it here
righty how do I link it here? on the website and have it written up there
nvm, here https://pastebin.com/uR8rHkm5
😅 you put a password on it
usually people dont do that
there arent really state secrets
woops sorry, just too cautious for my own good, should be good now
pboProject
most of it is from the Aegis Open Source Github
as that is where the RPK itself comes from
My mod is not supposed to have any mod dependencies
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
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
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
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
it gets very hard to debug when its all one big lump though
yea
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
serparate the weapons config to their own pbo
Hello everyone, how can I use the config to make an object in cfgVehicles visible in Zeus?
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;
};
};
does it show up in 3den?
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
look at the sample vehicle configs in Arma 3 samples on steam
and dont use any config creators
they are not a shortcut when you dont know what you do
ok so Test_Car_01
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
this is making me go through major mental gymnastics
that is what it requires
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 
are these inside cfgvehicles?
yes.
you sure you dont have typo in the class?
what are you packing with?
addon builder
Id recommend using proper P drive setup for proper development environment and Mikeros PboProject for better debug info
I set up my P drive but it just disappeared and now I only have Arma 3 projects in my documents folder
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
@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
Im gonna say sorry, but this is way too long config to debug for me.
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
its picky because thats the only way to get properly working error free mods 😅
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
wheres the class thats inheriting from it
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"
};
};
@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
@long cargo You have input outside everything
@long cargo how are your includes looking like?
👀
the, what
I'm gonna rewrite the config from ground up
I will do as the tool says
I guess you didn't copy pasted that part of the config from the gref config
Oh
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?
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 []={};
};
};
can anyone correct it?
you haven't closed all your {s
where?
every { must have a } pair
You're missing 3 at the end
it doesn't end there, if I write it everything lasts too long, but he gives me mistakes in the first 4 lines
post the full config on pastebin or something
also what's the error?
'I' encountered instead of '='
there's no error in what you posted. like I said, post all of it
line 543:
class CUP_0_RU_Soldier_MG_M_VDV_EMR_V2
also you've written Class instead of class in some places. not sure if the game cares tho 
there's also:
class Air force
class Carri armati
etc.
which is also wrong
but this error is in the line n. 3
ok
the game doesn't show error lines correctly when you break the parser
bruh
what's the mistake here?
you can't put space in the names
oof
gives me this error: "line 6: 'CfgWLRequisitionPresets/ITALIANRMassetList/WEST.Class':'I' encountered instead of '='
https://pastebin.com/3n8A8EVK so I am just after going through and decided to seperate stuff to make it smaller
hopefully this might be small enough that you might be able to find the problem



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
thats fair, sorry for bothering you again
no worries. usually method of asking is just to drop the question here with relevant info and usually someone answers.
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
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
Could you use shotDeploy to turn a grenade into a mine and simulate a 'sticky' effect?
Well the APERS mine dispenser does that I think
@slim halo
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?
did you build your addon using pboProject?
no, addon builder
use pboProject
Im curious why people prefer pboProject > Arma's Native Utilities/Tools like Addon Builder?
Arma 3 Tools are broken 🙃
in the case of p3d's pboProject can binarize them while Addon Builder can't
and it provides better diagnostics
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
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
class single in sgunmp lacks displayname
either it does not inherit it or you have not added it
ah
let me add that specific code to a pastebin (not the whole config so do not worry)
where is it inheriting semiAuto from?
oh forgot those ones, they are there in the config class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto;
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
I added them into the pastebin there, just refresh it and they should show up
I dont think they belong there
oh?
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'
@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
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
Followup if shot deploy can turn a grenade into a mine is there a way to have that mine automatically blow up after a few seconds if its 'stuck to something
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
@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).
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
@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
addon builder doesn't check for errors.
you must extract the rhs pbos onto the Pdrive
oof
can't see a problem here, since you already extracted it to look in it's configs
is it necessary to have the model set for a base character for my faction if uniformClass is set
so what? extract the pbos. problem solved
ok
do note that the P drive folder structure for extracted data must be correct

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
ok so I've opened extractpbo
what the file struct should look like? I can't make any sense of the wiki page
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
so I just leave the "Extract to" as P:\
yes that should work
you can't get a rapify error from extractpbo
AFTER you extracted is prolly what you mean.
use
extractpboDos whatever.pbo P:\
\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
is that from pboProject?
well what the hell has has that got to do with extractpbo!
because I've extracted the rhsafrf mod like you said and I still get errors about missing files?
until you extract all of them. yes
bro all the PBOs are in the folder
and the rhsaff 'mod' probably needs some basic rhs stuff
the what
either that, or:
extractpboDos nameOfFolder P:\
where do I put that to?
P:\
someone kinder than me, take over please. @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
through cmd?
yes
nameOfFolder P:
'extractboDos' is not recognized as an internal or external command,
operable program or batch file.
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
probably a typo in the file
put the logging on file and check the logs if theres any clues
pls paste a screenshot of the pboProject panel
why pboproject?
what about it
well i assume that's where your current problem is. So how else do you expect to get help?
yeah I want help but I'm fairly pissed off rn so sorry about that.
I can't send the screenshot here so you want me to send it to you in DM or?
here so others might spot something too
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
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
should be scope=2
and the 2nd error is telling the truth, there's nothing in there that uses it!
huh, forgot about scope=2
but that second error, I have it set in modes[] = {Single};
is that not how its done?
whoops. didn't spot it. apologies
its all good, I did not spot the scope was set to 0
@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
it isn't anywhere? all my classes are lower case
it's somewhere
hmm
there is no such folder as \eepm\functions
P:\clbt_mod\addons\eepm\functions
well you wrote \eepm in your config.
wait a sec
oh
before it gave me weird shit, now it's correct
oh my function tag is all caps, found that one
my tools are savage, they don't take prisoners. but like most, you'll thank the day you used them
weird how 3rd party tools are far more in depth than the official BI tools 🗿
yep
I'll fix up the upper case after I'm done gaming. Then gotta figure out the rhs issue
- I had the correct things in the wrong order at one point.
welcome to hell
You probably can replace hell with Arma modding and it will be same amount of suffering
not quite, in bis central, the nails are rusty, there's no oil to light the fire, and the wood is wet.
ha
@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


