#arma3_config

1 messages · Page 147 of 1

hoary egret
#

but I'm not a programmer so basically just brainstorming and trying to figure out a way

#

ive kinda worked around it by just adding the pressure plate to the actual model, offset to the side a little, and only including a geometry lod for the pressure plate. Since it's geometry/range activated, it only activated when you walk over the plate

#

would just be nice to be able to place it anywhere and just sync it

carmine sigil
slim halo
#

The best and most performance friendly design would be to minimize sqf usage and let the engine do the calculations.
So something like this:
Design the pressure plate as a dummy mine. Then use an Exploded EH to explode the actual mine once the dummy one is triggered.

idk if there are any config event handlers for ammo explosion right now, but there will definitely be one with v2.10 update (already added and can be tested on dev branch)

Also I'm not sure if ammo objects can be synced in 3den, so you'll probably have to use more tricks, like using dummy objects which support syncing that create the mines in their place, and then using setVariable on the mines for "syncing" (setVariable on ammo objects needs the 2.10 update)

novel lava
#

there is for mines

#

mines are the only one with eventhandlers prior to 2.10

#

its how the training mine worked iirc

grand zinc
#

training mine uses config eventhandler

ionic warren
#

If I want to remove the sound of rain falling on a vehicle, what config do I need to change?

carmine sigil
slim halo
#

but triggers are still bad

carmine sigil
#

what is the better way to using a waiting loop then?

#

just curious performance wise

slim halo
#

if possible, event handlers

carmine sigil
#

interesting, thanks for the insight

nimble lodge
#

Question, what causes eyewear items randomly spawn on civilians when you spawn them in?

wintry tartan
#

You mean how to config it?

#

Example: C_IDAP_Man_AidWorker_01_F -> cpp identityTypes[] = {"LanguageENGFRE_F","LanguageENGB_F","LanguageENG_F","Head_Euro","Head_NATO","G_CIVIL_aidworker"}; and G_CIVIL_aidworker represents the identity type that randomizes it. In CfgGlasses entry:cpp class G_Spectacles: None { author = "Bohemia Interactive"; _generalMacro = "G_Spectacles"; displayname = "Spectacle Glasses"; model = "\A3\characters_f_beta\heads\glasses\g_spectacles"; picture = "\A3\Characters_F\data\ui\icon_g_spectacles_CA.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\a3\characters_f\heads\glasses\data\spectacles_brown_ca.paa"}; identityTypes[] = {"G_CIVIL_aidworker",100,"G_CIVIL_constructionworker",120,"G_CIVIL_man",80,"NoGlasses",0,"G_NATO_default",0,"G_NATO_casual",0,"G_NATO_pilot",0,"G_NATO_recon",5,"G_NATO_SF",0,"G_NATO_sniper",0,"G_NATO_diver",0,"G_IRAN_default",0,"G_IRAN_diver",0,"G_GUERIL_default",10,"G_HAF_default",10,"G_CIVIL_female",10,"G_CIVIL_male",20}; mass = 2; };Note the identityTypes[]

winter rain
winter rain
wintry tartan
#

In 2.10 Dedmen will introduce a lot of ammo EHs

winter rain
#

2.10 when?

wintry tartan
#

IDK... you can test it on Dev-Branch but I can't say when exactly (as I ain't a green gang member,) but guessing it'll come in a few months

winter rain
#

Alright, thank you 👍

But training mine is already ingame and used

wintry tartan
#

Yeah, so in 2.10 you can like... when a grenade detonates, when a bullet hits, etc

winter rain
#

Thats why im asking if its possible only for mines or for other ammo types

wintry tartan
#

Not now (2.08) IIRC

winter rain
#

Okey thats nice, that opens some more possibilities for my EMP and Sonic and Flamethrower stuff 😁

wintry tartan
#

Sonic and Flamethrower? Sounds like you're violating SEGA's IP 🙃

winter rain
#

No not Sonic like that 😂

wintry tartan
#

Urm, is this gonna be in Arma intact? 🤔

wintry tartan
#

So this is what the killer 5G wave means 🤣

winter rain
#

Exactly kekw2 kekw2

#

Im doing and did a lot exotic stuff, just check my other videos in my youtube profile

haughty gust
#

Hey guys,
Pulling my hair out trying to figure helmet config out so thought I'd ask in here.

I've got it currently set to this which is kind of working. Gives explosive resistance but zero ballistic protection;

    class H_MICH_Tropic_ASOT: H_HelmetIA
    {
        author="ASOT";
        _generalMacro="H_MICH_Tropic_ASOT";
        scope = 2;
        weaponPoolAvailable = 1;
        displayName = "[ASOT] MICH (Tropic)";
        model = "\A3\characters_f_beta\INDEP\headgear_helmet_canvas";
        hiddenSelections[] = { "camo" };
        hiddenSelectionsTextures[] = { "ASOT_Uniforms\data\headgear\headgear_helmet_canvas_tropic_co.paa" };

        ace_hearing_protection = 0.70;  // Protection against deafening (0 to 1, higher means more protection)
        ace_hearing_lowerVolume = 0.20;  // Muffling of the sound (0 to 1, higher means more muffling)

        class ItemInfo : HeadgearItem
        {
            mass = 6;
            uniformModel = "\A3\characters_f_beta\INDEP\headgear_helmet_canvas";
            hiddenSelections[] = { "camo" };
            hiddenSelectionsTextures[] = { "ASOT_Uniforms\data\headgear\headgear_helmet_canvas_tropic_co.paa" };

            class HitpointsProtectionInfo
            {
                class Head
                {
                    armor = 20;
                    passThrough = 5;
                };
            };
        };
    };```

The ballistic protection is showing as zero in arsenal. Is there something I'm missing? Because I've also tried 

```sqf
                class Head
                {
                    armor = "1.0";
                    passThrough = 0.2;

and

                class Head
                {
                    armor = "3*0.3";
                    passThrough = 0.2;
                };

in an attempt to get some sort of change or reading but its still no good.

Is there a guide on what values you should use or how they work together etc?

wintry tartan
haughty gust
#

I'm pretty tired so apologies if I ask dumb questions. So from what I gather from that as well as other searching I have done, the passthrough is a "percentage" of the damage that passes through the armour value. Correct?

wintry tartan
#

That's what I read from the guide, yes

haughty gust
#

Hmmm. Well I'll try an armour value of 6 and a passthrough of 0.5 and see what happens. But the fact my second script block didn't work either is confusing.

#

I found the values from a CUP helmet so I'll try mimic that and see how I go.

#

Right. So that seems to work now. I just wonder if passthrough has to be a percentage and armour has to be a whole value.
Hence why my 2nd script block might not have worked.
Thanks for your help POLPOX.

ebon pivot
#

Hello this is probably a daft question but I can't find an easy answer on google

#

How do I change the jigsaw piece thingies that appear in the arsenal next to my mod items to my own icon like every decent mod

#

nvm i had a mod.cpp already i just forgot to put .paa on the end

hollow lagoon
#

is there any difference when saving the config as .cpp or .bin ?

wintry tartan
#

You save a cpp, not bin

#

cpp is a unbinarized, bin is binarized, that's the difference

hollow lagoon
#

ah ok
well that make sense

teal sluice
#

I have a little trouble with a config I made

class avmg_admin_offroad_1: C_Offroad_01_F {
    author = "Native-Network";
    scope = 2;
    displayName = "Offroad (Admin)";
    vehicleClass = "AVMGCustomCars";
    maximumLoad = 25000;
    armor = 300;
    hiddenSelections[] = {
        "Camo1",
        "Camo2"
    };
    hiddenSelectionsTextures[]= {
        "avmg_cars\textures\polizei\offroad.paa",
        "\a3\Soft_F\Offroad_01\data\Offroad_01_ext_CO.paa"
    };
};

As you can see, the config should put a texture on the vehicle there, but actually it's not on the vehicle. But when I put it on the vehicle script-side, it's working. So what am I doing wrong?

wintry tartan
#

Check textureList

teal sluice
#

that's what I thought, I'm checking out the vanilla configs for C_Offroad_01_F and recreate them

slim halo
#

that's why it's broken

winged musk
#

Does anyone know if it is possible to have a class in the OpticModes of a scope attachment use the memoryPointCamera of the existing iron sights of the weapon?

untold temple
#

no

teal sluice
lyric berry
#

Hi guys, basic question. Where do I start if I want to make a rifle from one mod compatible with the laser attachment of another mod?

gleaming sentinel
#

Not sure whether I should ask in this channel or scripting, but I'm attempting to make a mod run on the server and not on the clients, I have the actual script setup using "isServer" and that works fine. The mod as a whole runs correctly when used in a singleplayer mission, and local hosted multiplayer server, however when trying to use it on a dedicated server it doesnt run at all. I've tried having it loaded on just the client, just the server, both. Nothing happens. The actual script is being ran from the config via postInit

gleaming sentinel
#

I use isServer...

nova badger
#

I'm trying to make a simple optic, so I copied the optic from the Arma Samples, however the scope doesn't show up in the arsenal, and when I give it to myself I can't put it on any weapon

#
class cfgWeapons
{
    class ItemCore;
    class InventoryItem_Base_F;
    class InventoryOpticsItem_Base_F;
    class Test_scope3D_01: ItemCore
    {
        displayName="Sample of 3D scope";
        author=$STR_A3_Bohemia_Interactive;
        picture="\Samples_F\Test_scope3D_01\Data\uipicture_ca.paa";
        model = "\Samples_F\Test_scope3D_01\Test_scope3D_01";
        scope = 2;
        descriptionShort = "Sample of 3D scope + Holosight combo";
        weaponInfoType = "RscOptics_myOptics";

        class ItemInfo: InventoryOpticsItem_Base_F
        {
            mass = 8;
            opticType = 1;
            optics = true;
            modelOptics="";
            class OpticsModes
            {
                class Test_scope3D_01_Collimator
                {
                    opticsID = 1;
                    useModelOptics = false;
                    opticsPPEffects[]={""};
                    opticsFlare = false;
                    opticsDisablePeripherialVision = false;
                    opticsZoomMin=0.375;
                    opticsZoomMax=1;
                    opticsZoomInit=0.75;
                    memoryPointCamera = "eye";
                    visionMode[] = {};
                    distanceZoomMin=300;
                    distanceZoomMax=300;
                };
                class Test_scope3D_01_Scope
                {
                    opticsID = 2;
                    useModelOptics = false;
                    opticsPPEffects[]={"OpticsCHAbera5","OpticsBlur5"};
                    opticsFlare = true;
                    opticsDisablePeripherialVision = true;
                    opticsZoomMin = 0.2;
                    opticsZoomMax=0.2;
                    opticsZoomInit=0.2;
                    memoryPointCamera = "opticView";
                    visionMode[] = {"Normal"};
                    distanceZoomMin=300;
                    distanceZoomMax=300;
                };
            };
        };
    };
};
tulip sapphire
#

I'm trying to find out where in a vehicle the "inventory" action is located and how far it reaches. It has been said numerous times on this channel that memoryPointSupply = "doplnovani" defines the memory point that is the center of "inventory" action and supplyRadius = 2.5 defines the radius around that point.

However:

  • I find that the actual inventory radius is always somewhere between 1.5 and 2 meters more than supplyRadius.
  • Sometimes the center of inventory seems to be about a meter off the position of memoryPointSupply. For example in C_Van_02_service_F the inventory is centered 1.3 meters back from the defined point.
  • Sometimes the "doplnovani" memory point is not defined for that vehicle even though it is marked as its memoryPointSupply. This is the case for the ammo crate Box_AAF_Equip_F. The inventory center seems to be a bit off from the model center.
  • Sometimes supplyRadius = -1 but I can still access the inventory from 2 meters away from the memoryPointSupply. This is the case for I_supplyCrate_F.

What is going on? And how can I find the actual center and radius of inventory?

nimble sequoia
#

I've done these experiments too and agree with you that the oft stated advice is probably not entirely accurate.
memoryPointSupply and supplyRadius are primarily related to the position and range for auto resupply from a "supply" vehicle, such as an ammo truck. They do affect the visibility of the inventory menu but not necessarily in a straightforward understandable manner.
When memory points are not present in the p3d, the position defaults to the "model centre", whatever that is (not well defined either).
A value of "-1" typically means, "use the default value", as opposed to "disable this feature".

tacit zealot
#

Anyone able to help me figure out why custom nakedUniforms aren't working? I have a guy (MTP) with the naked uniform set to BNI_U_BB_MTP which is below.

        author = "brendob47";
        scope = 1;
        scopeArsenal=1;
        displayName = "Tee Shirt [MTP]";
        hiddenSelectionsTextures[] = {"\A3_Aegis\Characters_F_Aegis\Uniforms\Data\basicbody_green_CO.paa"};
        class ItemInfo: UniformItem{
            scope=0;
            type=801;
            uniformModel="-";
            uniformClass="BNI_Soldier_U_BB_MTP";
            containerClass="Supply0";
            mass=5;
        };
    };```

This config points to the vehicle `BNI_Soldier_U_BB_MTP`, here:
class BNI_Soldier_U_BB_MTP: B_Soldier_base_F{
    author="brendob47";
    side=1;
    scope=1;
    scopecurator=0;
    scopeArsenal=2;
    displayName="Tee Shirt [MTP]";
    model = "\A3\Characters_F\Common\basicbody";
    modelSides[] = {0,1,2,3,4,5,6,7};
    uniformClass="BNI_U_BB_MTP";
    nakedUniform="BNI_U_BB_MTP";
    hiddenSelections[] = {"camo1","insignia"};
    hiddenSelectionsTextures[] = {"\A3_Aegis\Characters_F_Aegis\Uniforms\Data\basicbody_green_CO.paa"};
    class HitPoints: HitPoints{/*trimmed*/};
    class Wounds{/*trimmed*/};
};```

However, my guys are showing up with the default white tshirt when wearing no uniform. I followed the vanilla configs, so any suggestions what I did wrong?

wheat sluice
#

It's a config goof that BI never "fixed", hence why its EventHandler script doesn't work.

#

There's no insignia selection on the model so you can get rid of that, by the way.

tacit zealot
#

aha! Thank you so much.

hollow lagoon
#

Hi, im trying to change truck horn sound but the sound path isnt changing in the config viewer

class CfgWeapons
{ 
class Default;
 class CarHorn;
  class TruckHorn2: Default
    {
    DrySound[] {"Truck_Horn_SFX\sound\Horn.ogg",1,1};
    };
}; 
wintry tartan
#

Is this your config?

hollow lagoon
#

yes

wintry tartan
#

Like at all? Is this your entire config.cpp?

hollow lagoon
#

yes why ?

wintry tartan
#

Because this doesn't seem, like... mean anything at all

hollow lagoon
#

hmm, someone told me thats the way to change sounds in the game

wintry tartan
#

Whoever he is, he doesn't know anything

#

Ugh, where to start?

#

And, how did you tried to pack it? This doesn't seem fine since if you try to load this into a game, the game will crash during the loading it

hollow lagoon
#

i classefied it in cfgPatches, but thats all really and game didnt crash

#

nor the sound changed lol

wintry tartan
#

What

#

That doesn't explain how you did. Please elaborate from the first

#

Did you even make a pbo?

hollow lagoon
#
class CfgPatches
{
    class Truck_Horn
    {
        name="American Truck Horn";
        units[] = {};
        weapons[] = {};
        version = 2.0;
        author=["AirShark"];
        requiredVersion= 0.50;
        requiredAddons[] = {};

    };
};

class CfgWeapons
{ 
class Default;
 class CarHorn;
  class TruckHorn2: Default
    {
       DrySound[] = {"American_Truck_Horn_SFX\sound\AmericanHorn.ogg",1,1,150};
    };
};```
#

American_Truck_Horn_SFX is the pbo name

wintry tartan
#

Like at all? Is this your entire config.cpp?
You lied to me 😢

#

Okay questions:

  1. How did you pack a pbo?
  2. Where is your pbo? Where did it go?
  3. Is your last post, the entire config.cpp? For real this time?
  4. Who taught you it?
hollow lagoon
#

1-pbo is packed with addon builder
2-my pbo goes to @addon folder, this is not my first mod to make really lol
3-thats my entire config this time yes
4-i really dont want to mention names :p

wintry tartan
#
  1. And what is the @addon file/folder structure?
  2. Did you load @addon in Arma 3 Launcher?
hollow lagoon
#

5- @cerulean willowmicVheicleSounds/addons/American_Truck_Horn_SFX.pbo
6-i use custom launcher called ArmA3Sync

#

...sorry dyna lol

wintry tartan
#

Not even sure why AddonBuilder would pass this thing. It should have some error checker

#

Well at least author=["AirShark"]; this doesn't seem fine

hollow lagoon
#

because a single string is inside an array ?

wintry tartan
#

Because that is not how an array works in config. More like the author parameter should just be a string

#

So author="AirShark";

hollow lagoon
#

oh 😮

#

how about the cfgWeapons classes are they correct, i dont understand what the Default class is for, but found it as a parent class for TruckHorn2 in the config viewer

wintry tartan
#

Incorrect actually. Default defines the default weapon actually, but TruckHorn2 should be inherited from CarHorn

hollow lagoon
#

so it sould be like this, right ?

class CfgWeapons
{ 
 class CarHorn;
  class TruckHorn2: CarHorn
    {
       DrySound[] = {"American_Truck_Horn_SFX\sound\AmericanHorn.ogg",1,1,150};
    };
};
wintry tartan
#

Seems fine, except indents but that's only for human readability

#

Ah, and also requiredAddons[] = {}; should be requiredAddons[] = {"A3_Data_F_AoW_Loadorder"};

hollow lagoon
#

once i load the mod the drySound path path is still "A3\Sounds_F\weapons\horns\truck_horn_2",1,1,250] 🤔

#

whats A3_Data_F_AoW_Loadorder ?

wintry tartan
#

Whatsoever the reason is, you need tihs

#

And, are you sure that your Mod appears on your main menu?

hollow lagoon
#

omg A3_Data_F_AoW_Loadorder did it, i think the A3 configs overwrite the mod config without it

hearty sandal
#

The loadorder thing means your mod gets loaded after all Arma3 config

hollow lagoon
hearty sandal
#

its dependant on the required addons array. And in case someone wanted to alter a part of vanilla config it would need to be loaded in correct spot to propagate to configs after it

astral orchid
#

Anyone happen to know if the Ace3 Arsenal extended devs have a discord or anything like that?

hearty sandal
astral orchid
astral orchid
#

@slim basalt Hey there, I have a few questions on yalls camo system for Arsenal extended as iv fallen into a stump and Im unable to find the information from the github

hollow lagoon
#
class CfgWeapons
{ 
  class LauncherCore;
  class MissileLauncher;
  class weapon_BIM9xLauncher: LauncherCore
    {
       lockingTargetSound[] = {"IR_Homing_Seeker_SFX\sound\locking.ogg",5 ,1,150};
       lockedTargetSound[] = {"IR_Homing_Seeker_SFX\sound\locked.ogg",5 ,1,150};
    };
};

im getting rpt error creating weapon on scope = private, what does that mean ?

wheat sluice
#

You aren't using the right inheritance. weapon_BIM9xLauncher does not inherit from LauncherCore, it inherits from MissileLauncher.

hollow lagoon
wheat sluice
#

The classname closest to the left is always the class you need to inherit from. LauncherCore is the parent that MissileLauncher inherits from, hence why you see it listed as well.

#

But because you changed the inheritance to LauncherCore instead, the inheritance got broken and you made weapon_BIM9xLauncher inherit LauncherCore's attributes instead of MissileLauncher's (which has a different scope), hence why the engine's throwing you that error.

hollow lagoon
#

Ah thank you ! that clarified it for me

slim basalt
astral orchid
delicate cypress
#

alrighty, I need some help with MBTs

#

Im tweaking an existing modded tank. I've gotten my custom one working with its new set of sounds and weapons, howerver I can't for the life of me figure out how to make it auto-zero

#

when I press T, it gives me the range to the target, however i still need to zero it manually

#

checked the vanilla tanks' configs but I couldnt find anything that would hint at auto-zeroing

#

google and the wiki did not help either

#

also, I cant get the smoke dispensers to work. They are defined in the turret's weapons and magazines AND they appear in the game's weapon info. But when I press C nothing happens. And yes, C is set to my CM key. It works on the other vehicles.

Also smokeLauncherOnTurret = 1; gunnerHasFlares = 1;
is in the config file

Edit, it seems to be an issue on the original mod as well, ive decided to use a different vehicle. So thats dealt with, im still missing the ranging thing

hollow lagoon
#
class CfgWeapons
{ 
  class LauncherCore;
  class Launcher;
  class Launcher_Base_F;
  class launch_Titan_base;
  class launch_O_Titan_F;
  class rhs_weap_strela;
  class rhs_weap_igla: rhs_weap_strela
    {
       lockingTargetSound[] = {"IR_Homing_Seeker_SFX\sound\locking.ogg",5 ,1,150};
       lockedTargetSound[] = {"IR_Homing_Seeker_SFX\sound\locked.ogg",5 ,1,150};
    };
};

when i launch the game im getting error ";" encountered instead of "=" in class launcher_Titan_Base; though i rechecked and its the correct parent class for launch_O_Titan_F

wheat sluice
#

You're only modifying RHS stuff right? You shouldn't need to declare any external classes other than rhs_weap_strela:

class CfgWeapons
{
    class rhs_weap_strela;
    class rhs_weap_igla: rhs_weap_strela
    {
        
    };
};
hollow lagoon
wheat sluice
#

Pretty much.

#

Only declare stuff that you need.

lone basalt
#

Guys, how can i find a model, for retexture, for example helmet?

wintry tartan
#

You don't find a model, just a texture

lone basalt
#

Texture of this model

#

I meaned this

wintry tartan
#

Go check config viewer, corresponded entry's hiddenSelectionsTextures parameter should have where the texture stored

lone basalt
#

Ok, thx

lone basalt
#

I found this option, but how can i fond my helmet

shy knot
lone basalt
dry carbon
#

Is it possible to make an All-in-one style config file from just my mod using the ingame config viewer? I have several PBOs in the mod, but I was wondering if I could make one config and exclude all the vanilla parameters.

hearty sandal
#

you can probably gather the configs you want buut it would require some scripting magic that fetches configs, recognized your classes by some marker and copies all that into clipboard or writes it down

delicate comet
#

is there any way to make an artillery shell hit its target faster? I.E a shallower angle with a higher velocity to get a lower travel time? or maybe a powered guided munition that doesn't fly in a ballistic arc to its target?

#

would it be as simple as making a guided missile that has artilleryLock=1 and then use the artillery computer?

smoky python
#

Could you spawn an invisible artillery directly above the point you wish to hit and fire straight down?

hearty sandal
#

there are artillery modules that spawn the shots direcly (can be done with scipting too), no need to create the weapon

#

to answer the original question, only if you teleport the ammo closer pretty much

lone basalt
#

Hello guys, how can i find a config of the model, for example i need a config of lwh helmet from rhs?

wintry tartan
#

The same way with vanilla configs

tacit zealot
#

Just did some thinking... How could I go around making a QF-4 out of the S.O.G. F-4? I don't know too much about how the planes modified to be drones work in the US arsenal, but don't they still have the ability to be human-crewed by test pilots? That would mean I can't just replace the pilots with an AI unit

hearty sandal
#

any model changes cant be done though

sullen fulcrum
#

Hey gents quick question, is it possible to make a helmet function as a rebreather or is it impossible to due to how the rebreather vestType thingy works? Not found anything on it

#

Oh and also potentially have the functionality of diving goggles too

#

Wait nevermind, someone asked ages ago the same thing in this channel, shame that's hard coded 😦

smoky python
wintry tartan
#

Because it is how Arsenal mission works

#

Not even a bug

smoky python
#

Oh! In the past I had been testing with the uniform as a vest as I found it easier to get on the characters. So I could see it on the ai characters.

#

Thank you for just stating the obvious 😃

#

The ai characters never had the uniform on.

lone basalt
#

Another question about config, how can i find the config of the model?

slim halo
#

you can't if the model is binarized

lone basalt
#

So i need a person, who can help me to write config

slim halo
#

you can just take a look at A3 samples

#

also I assume you meant model.cfg right?

lone basalt
hazy wigeon
#

would adding around 500 new entries into CfgVehicles (each with their own model) slow down the game in a meaningful way?

hearty sandal
#

yes

hazy wigeon
#

how bad would it be?

hearty sandal
#

not measureable

#

but it can have effect

#

a lot depends on the quality of work

#

errors in config, in models

#

etc

#

and the number itself can cause some slowdown in things like zeus

hazy wigeon
#

they are not going to be listed in the editor or zeus, would it still be affected?

hearty sandal
#

less in zeus

#

possible some elsewhere. depends perhaps how you use them

#

and what else you have running

#

but like I said, such things cant be measured

hazy wigeon
#

so it's try and find out?

hearty sandal
#

yep

hazy wigeon
#

thanks, i suppose thats good news for me

wintry tartan
#

@lone basalt

  1. Do you know how to write a config?
  2. Do you know what are mandatory to make a retextured something?
wintry tartan
#

To make a proper addon (pbo):

  1. Make a config.cpp text file
  2. Write CfgPatches header (ref: https://community.bistudio.com/wiki/CfgPatches)
  3. Write proper configs in config.cpp to make a change
  4. Pack it with a packer software (eg Addon Builder, pboProject)
#

You probably need to make an empty config to learn some syntax basics

lone basalt
leaden steeple
#

Hello everyone, being part of a team arma 3 Milsim, i create scenarios with a lot of AI entities. Actualy, my dedicated server, can't follow, and I would like to link a 2nd server to host the headless . What configuration take for a 2nd server, it's just for host the HC?

wraith burrow
#

on Steam

lone basalt
lone basalt
#

Hello if i need RHUSAF, what should i write into "requiredAddons"

hearty sandal
#

those are what connect between each other

lone basalt
#

hello everyone can you check my config pls

#

class CfgPatches
{
class lwh_mm14
{
units[] = {};
weapons[] = {};
requiredVersion = 1;
requiredAddons[]=
{
rhsusf_infantry
};
version = "1";
};
};
class CfgWeapons
{
class rhsusf_lwh_helmet_marpatd;
class charles_lwh: rhsusf_lwh_helmet_marpatd
{
displayName = "LWH MM14";
hiddenSelectionsTextures[] = {"\lwh_mm14\data\lwh_mm14.paa"};
};
};

#

this config for retextured lwh helmet from RHS USAF

wintry tartan
#

Yes... and?

lone basalt
#

Is rhis config correct

#

This config is not correct but i cant understand whats wrong

wintry tartan
#

How it is wrong?

#

And why you see it is wrong?

#

Without error messages it is very hard to say what's wrong after all

limber citrus
lone basalt
wintry tartan
#

No need to be quoted, since it will be considered as a string already

limber citrus
#

ah oki wobcat

hearty sandal
#

you are not supposed to build mods inside the arma 3\ folders

#

you are supposed to have P drive and build from there

#

basically everything is wrong with the path here

#

P:\YOURTAG_YourMod\TAG_MainMenu\config.cpp something like this

hearty sandal
#

you dont have to but that is bit obsolete folder strcutrure

#

@addonName\addons is for placing non steam workshop pbos into arma3\ folder

#

not for the addon creation

sly ice
#

Does anyone have any decent eventhandler init code for applying insignia to AI units automatically?

strong shuttle
#
init = "params ['_entity']; _insignia = '<<<CfgUnitInsignia_ClassName>>>'; [_entity, _insignia] spawn { params [_entity, _insignia]; [_entity, ''] call BIS_fnc_setUnitInsignia; sleep 0.3; [_entity, _insignia] call BIS_fnc_setUnitInsignia;}";

Just replace <<<CfgUnitInsignia_ClassName>>> with the insignia you want to put on.

Explanation:

params ['_entity']; // current unit, given by Init EH
_insignia = '<<<CfgUnitInsignia_ClassName>>>'; // variable to set insignia, you could make it random or something
[_entity, _insignia] spawn {
   params [_entity, _insignia];
   [_entity, ''] call BIS_fnc_setUnitInsignia; // first clear any insignia that has been set (even when already empty)
   sleep 0.3; // short sleep to ensure the function is done
   [_entity, _insignia] call BIS_fnc_setUnitInsignia; // set the insignia you would like to add
}
wintry tartan
#

Alternatively, you can just add the insignia texture into hiddenSelectionsTextures

sly ice
#

Thanks for the suggestions fellas, will try them out

narrow musk
#

bit stumped
been making a super simple sliding door, and I've made it work several times so I have no idea why this one refuses to cooperate
I see the prompt to open the door, and after a second the prompt to close it appears, but the door itself doesn't move
it moves perfectly in bulldozer so I assumed it must be a config error
but it looks identical to a similar door I made
I'd think the selections are wrongly assigned but if that were the case it wouldn't work in bulldozer
can someone spot something wrong about this?

class AnimationSources
{
            class door_1                /// the class name is later used in model.cfg
            {
                source = "user";    /// user source means it is waiting on some scripting input
                animPeriod = 4;        /// how long does it take to change value from 0 to 1 (or vice versa)
                initPhase = 0;        /// what value does it have while creating the vehicle
                sound = "";
                soundPosition = "";
            };
        };
    class UserActions
        {
            class opendoor1
            {
                displayName = "open door";
                displayNameDefault = "open door";
                textToolTip = "open door";
                position = "Door_1";
                radius = 5;
                priority = 2;
                onlyForPlayer = 0;
                condition = "((this animationPhase ""door_1"" < 0.5))";
                statement = "this animate [""door_1"",1];";
                animPeriod = 1;
};
        class closedoor1: opendoor1
{
                displayName = "close door";
                displayNameDefault = "close door";
                textToolTip = "close door";
                position = "Door_1";
                radius = 5;
                priority = 5;
                condition = "((this animationPhase ""door_1"" > 0.5))";
                statement = "this animate [""door_1"",0];";
                animPeriod = 1;
 };
 };```
slim halo
#

just do:

_entity setVariable ["BIS_fnc_setUnitInsignia_class", nil];

instead

sly ice
#

just another question, adding stuff to the init line of eventhandlers wont overwrite any previous init data from a class inherited will it?

#

trying to have both the unit insignia and helmet randomization but im struggling to combine them into one init eventhandler

sly ice
#

when units are placed in editor

strong shuttle
nimble sequoia
tacit zealot
#

Anyone know why my map screen is showing my GPS position crosshairs, even though I have enableGPS explicitly set to 0 in my vehicle's config? Is there another config entry I need to edit as well?

strong shuttle
#

perhaps a stupid question, but do you have a GPS in your inventory?

tacit zealot
#

nope, I tried removing my radio, compass, and watch too

Edit: might be ACE ignoring both my configs and my settings...

narrow musk
pure bobcat
#

Is there a way to prevent AI from getting into a specific turret in a vehicle?

nimble sequoia
pure bobcat
#

Preferably I would hide the possibility to get into that turret until a specific condition is met completely, but I dont think the engine can do this

nimble sequoia
pure bobcat
nimble sequoia
#

Ah, no, otherway around, sorry. =1

pure bobcat
nimble sequoia
#

enabledByAnimationSource =

pure bobcat
nimble sequoia
#

That might work, depends on your set-up. It's used to restrict the turn-out option from appearing until the animation source (typically a door) is opened.

#

Another option might be to add a UserAction "move to my special turret", which when activated unlocks the turret and moves the player to it through scripting in the statement. It gets complicated because you have to check for the position already being occupied and handle vehicle ejection etc, but it can be done.

pure bobcat
nimble sequoia
#

ok, so turned-in state is simple passenger inside the car, then turned-out state is manning the gun, so you can used the enabledbyAnimationSource for that I think

pure bobcat
#

what would happen if you were in that turret and someone locked it?

hearty sandal
wind cosmos
#

Hey Guys, quick quick question does anyone have like a base script for ace interaction on helmets or knows what to put cause right now i not getting it done and im trying since hours

hearty sandal
wind cosmos
#

Copy that thank you

shy knot
#

Is it possible to have ERA both be able to disappear when shot with a rocket AND have it be on an animationSource so it can be selectable

#

Or would that just cause issues

hearty sandal
#

You can have multiple hides so should be possible

#

They just need to be parented

shy knot
#

?

#

Or other way around

hearty sandal
#

Selection hide first

shy knot
#

Would I need to do anything else besides just add the selection to the model?

#

Like, add it to the fire geo, etc?

#

Also, another quick question, @hearty sandal what's the way to have a component be enabled by default? Then be disabled via garage

#

Model.cfg?

#

Or would the config handle that

#

Nvm, got it

#

Ok, new issue, @hearty sandal, it doesnt disappear now

shy knot
#

And now it wants to work

#

hearty sandal
#

You're wekcome

pure bobcat
#

sadly enabledByAnimationSource didn't work

#

still can get in and switch to that turret 😦

pure bobcat
#

I got it done by locking the turret with an action script, that worked

#

but, Im bringing another question to the table

#

I wish I could show you a picture but no perms 😅 Ive got a gun on a swinging arm in my vehicle that can be deployed (arm swings out, turret is unlocked) or folded (arm swings back towards the vehicle, turret is locked). I basically would like to reset the pitch and yaw of the turret when someone leaves it to prevent it from clipping into the body of the vehicle

#

any ideas how to achieve that? I tried using animateSource on the turret but it didnt help really

nimble sequoia
#

Possibly some animate code inside an turret get-in/out event handler.

pure bobcat
#

I tried running some animate code but it doesnt seem to alter anything

rigid sandal
#

Anyone have a list of all of the ACE_damageType?
I know there's bullet, explosive, stab, and punch. Anyone know any others?

rigid sandal
#

thank you

rare garnet
#

How do I swap turrets on vehicles?
I want to put the CUP LAV25 Turret on the CUP M113A3.

I tried just replacing the turret via copying and pasting the Attribute and MainTurret but it didnt replace the model but its shooting the right rounds.

nimble sequoia
#

A vehicle / turret consists of three things

  1. model (p3d, textures, materials), how it looks
  2. model.cfg, how it animates
  3. config.cpp, how it works
    If you're only changing the config you'll be able to change some aspects such as the bullets it fires, but not it's size, shape or animations.
rare garnet
#

without it been a custom veh?

little phoenix
#

hey any idea on why my cartridge and linkages fall in different locations? their both using the same memory points but only the linkages are going in the correct place

nimble sequoia
#

Do you mean the links are spawning in the same place as the cartridges but going in the wrong direction, or they're spawning somewhere completely different?

little phoenix
#

location has been fixed but for some reason they are going the opposite direction of the dir

nimble sequoia
#

Use separate points for cartridge and links, then you can reverse the wrong ones?

little phoenix
#

they kinda just flop up

nimble sequoia
#

Have you got mass in the geo lod for the particles?

little phoenix
#

uhhh im doing the exact same thing on the M2 which is completely fine

#

positionName = "machinegunC_2_eject_pos";
directionName = "machinegunC_2_eject_dir";
effectName = "MachineGunCartridge";

#

for some reason when we use machineguncartridge its also still using the wrong cartridge no matter what we do

#

its dropping a .50 instead of 7.62

little phoenix
#

yeah so even with pos in a complete different place it just drops m straight down

nimble sequoia
#

Check in game config viewer to make sure your code is applied / not being overwritten.

pure bobcat
#

yeah it's not, checked

#

we're just struggling to find where to configure the points where the weapon is dropping the casings and what type of casing that should be

#

there are two guns on the vehicle and the main turret works well, but the other gun just drops the casings down, like it's using the setting from the main gun, and we dont know where to configure that

little phoenix
#

so even after various testing the DIR for the cartridges doesnt change at all it always just drops it from the pos and it just kinda flops down from there

humble cape
winter rain
tacit zealot
#

So... question about some helicopters and tanks...
I made a custom version of some UH-1s, AH-1, etc. from S.O.G. that has the config parameter enableGPS=0 to make players rely more on their instruments (and because GPS is otherwise unavailable to them), and this works fine in disabling GPS on the side panels. However, I go to fly the thing and the map view shows the exact crosshairs of my position. Any idea what causes this? I have tested this in Vanilla by disabling GPS in 3DEN, as well as in my mod for its vehicles with all mods removed except dependencies, as it was suggested elsewhere that this was an ACE or TFAR mod issue, but those are not loaded, and I still have the problem.

It is some other config parameter or something I have control over? It seems like a massive oversight to let players disable GPS, but then give them crosshairs that point to their exact position.

shy knot
tacit zealot
#

I have my difficulty turned up to avoid this, so now it only happens in vehicles. Is there anything I can do about this?

shy knot
#

Check in game settings

tacit zealot
#

I'm on Veteran difficulty, and made sure to turn off all of this stuff.

shy knot
#

If I'm doing hides for ERA, should they each be on separate hides? Or can they all be under one hide?

gritty mortar
#

Hi there,
dose anyone know how to edit a config file ?

hearty sandal
gritty mortar
#

I know its gonna sound wierd but im trying to do a vehicle and turn it into a UAV.

#

or something i can paste in its INT of the vehicle that turns it into a uav.

hearty sandal
#

there is no scripts to turn something into UAV

#

but what kind of UAV behavior are you looking for?

#

UAV is basically just AI piloted vehicle

gritty mortar
#

yea

#

well normal uav that i can control like the game got

#

i would like to learn how to do them.

#

so i can just for example if i want to do any uav i just do it myself.

gritty mortar
#

like for example I want the Taru to be a uav the one that dosent got any pods to it so i can use the Pod mod to be able to take them where i want. by uav.

hearty sandal
#

I dont think there is any "how to make thing an uav" guides so you would need to compare the vanilla UAV config and see what the differences are

slim halo
#

afaik you just need to add a isuav = 1

#

and change the typical crew to invisible uav crew

gritty mortar
#

i found this on google
crew="B_UAV_AI";
isUav=1;

dont know where to put it tho.

slim halo
# gritty mortar how can i do that ?
class CfgVehicles {
  class VehicleCLass : parentClass {
    isUav = 1;
    crew = "B_UAV_AI"; //change to O_UAV_AI if OPFOR
    vehicleClass = "Autonomous";
  };
};
#

vehicleClass is what you want to modify

#

and parentClass is its parent

nimble lodge
#

is there a reason why I am getting Supply600 Error for my vest? I thought 600 is valid value?

slim halo
#

and no 600 is not valid

nimble lodge
#

really? I thougt it goes by 50 to like 1000 or smth?

slim halo
#

500 is the maximum one

nimble lodge
#

oh

#

okay

#

copy thx

slim halo
nimble lodge
#

I think I got it confused with blackpack load values

gritty mortar
gritty mortar
#

anyone can do voice please to help me out `m at the config file in the eden editor right now

slim halo
# gritty mortar anyone can do voice please to help me out `m at the config file in the eden edit...
class CfgPatches
{
    class STEF_UAVs
    {
        author="Steffan3279";
        name="UAV Stuff";
        requiredAddons[]={"A3_Data_F_AoW_Loadorder"};
        requiredVersion=2.06;
        units[]={};
        weapons[]={};
        version[]={1,0};
        versionStr = "1.0";
    };
};
class CfgVehicles {
    class O_Heli_Transport_04_F;
    class STEF_Unmanned_Taru : O_Heli_Transport_04_F {
        isUav = 1;
        displayName = "Mi-290 Taru (Drone)";
        crew = "O_UAV_AI";
        vehicleClass = "Autonomous";
    };
};
#

just make a mod with that and you're done

rigid sandal
#

Anyone know about adding new wound classes to Ace Medical? I've added the new wound class (which works fine), but the name of the wound doesn't show on the medical menu in game, it just shows 1x, 2x, etc. with a blank space.

hearty sandal
tacit zealot
#

How do I remove the muzzle flash from a pylon weapon, specifically a derivative of the Twin Cannon 20mm?

I tried the line flash = ""; in the fire modes, but it is still there when I fire, and quite obvious because my weapon has a long reload time for which the flash is displayed.

last cedar
last cedar
tacit zealot
#

I deleted the Czech word that was there in the base class

shy knot
tacit zealot
#

Didn't work this time - the flashes are still there

I wouldn't mind, except the weapons have a 5 second reload time so its quite easy to see

nimble sequoia
rigid sandal
cyan venture
#

Hey guys, so I’m trying to modify the fire rate of a weapon that I’m modding into the game and I was told it’s under aifirerate. No matter what I change the value to under the full auto class it seems to have the same rate of fire.. does anyone have knowledge on this?

north fulcrum
#

reloadTime variable

cyan venture
#

(Out of curiosity, what would a baseline of 500 be for the value?)

nimble sequoia
#

500 rounds per minute?
500/60 = 8.33 rounds per second
reloadTime = 1 / 8.33 = 0.12s

dark hound
#

anyone have experience for adding fcs on a personal weapon?

#

I was working on a rifle which I want it to have fcs like the turret weapons, which you could point to yoir target and manual measure its zeroing then print it to the weapons zeroing so it would hit directly on target with the shooter to adjust the aim

#

right now i made the interface of the fcs and opticsmodel works on a rifle, but it seems the zeroing would not print into weapon like it did in turret weapons?

#

anyone got any ideas about make it works?

#

I already defined a "ballisticsComputer = "2 + 16" " in the weapon's config, but it seem not works like in a turret weapon.

flat cedar
#

};
class asdg_MuzzleSlot_556;
class asdg_OpticRail1913_short;
class asdg_MuzzleSlot_9MM;
class asdg_PistolUnderRail;
class acc_flashlight;
class ACE_acc_pointer_red;
class acc_pointer_IR;
class ItemCore;
class CfgWeapons
class UniformItem;
class Uniform_Base;
class VestItem;
class HeadGearItem;
class NVGoggles;
class H_HelmetB;
class rhs_uniform_acu_ucp;
class rhs_uniform_acu_ucp2;
class rhs_8point_marpatwd;
class 121_pvs31_off: NVGoggles
{

#

someone please help

#

dont worry about the start and finish

wintry tartan
#

Help with what?

flat cedar
#

wait one sec

wintry tartan
hearty sandal
coarse sand
#

hello, I'm creating a lightly modified helicopter based on a CUP asset, and I'm having trouble with the LockDetectionSystem and incomingMissileDetectionSystem, even though they appear to be properly stated I get no warning in my helicopter, but works fine in the CUP default...

#

tried just not stating and letting it inherit, did not work either

slim halo
coarse sand
slim halo
#

can you post the config somewhere?

coarse sand
#

sure

#

here

#

i wasn't sure what the best way was, but you can probably take that and copy it into notepad++ for easier viewing

#

i'm relatively new at this, and adapting our modlist from RHS assets to CUP, so i started by simply changing where RHS was with an appropriate CUP asset

slim halo
#

requiredAddons[]=
{
ADDON
};
what's ADDON?

#

anyway I'm pretty sure that's incorrect so make sure that your requiredAddons list contains the CUP addons that create the classes you're trying to inherit from

#

and addon name is not its pbo name. it's the CfgPatches class name it used

coarse sand
#

ok

#

its interesting that it finds the proper classes even if that is not specified correctly, but let me try that

#

so in this case:

class CfgPatches
{
class CUP_AirVehicles_UH60
{
units[]=
{
"CUP_B_UH60M_US",
"CUP_B_UH60M_FFV_US",
"CUP_B_UH60M_Unarmed_US",
"CUP_B_UH60M_Unarmed_FFV_US",
"CUP_B_UH60M_Unarmed_FFV_MEV_US",
"CUP_B_MH60L_DAP_4x_US",
"CUP_B_MH60L_DAP_2x_US",
"CUP_B_MH60L_DAP_4x_USN",
"CUP_B_MH60L_DAP_2x_USN",
"CUP_B_UH60S_USN",
"CUP_I_UH60L_RACS",
"CUP_I_UH60L_FFV_RACS",
"CUP_I_UH60L_Unarmed_RACS",
"CUP_I_UH60L_Unarmed_FFV_RACS",
"CUP_I_UH60L_Unarmed_FFV_MEV_RACS",
"CUP_MH60S_Unarmed_USN",
"CUP_MH60S_Unarmed_FFV_USN"
};
weapons[]={};
requiredVersion=1.02;
requiredAddons[]=
{
"CUP_AirVehicles_Core",
"CUP_Creatures_Military_USArmy",
"CUP_Creatures_Military_RACS",
"A3_Characters_F_INDEP"
};

#

it would be the "CUP_AirVehicles_UH60", along with the required addons for itself, or just "CUP_AirVehicles_UH60"?

slim halo
#

just CUP_AirVehicles_UH60

#

obviously it has its own requirements so no need to list them in yours

coarse sand
#

i figured, thank you

#

interesting, now i get errors for no entry found Helicopters.scope

#

on startup

slim halo
#

which means your inheritance is incorrect

#

or you didn't list the correct required addons

coarse sand
#

I can totally understand i made a mistake, but what's strange is that the UH60M works perfectly

#

i have an idea, line 61 i'm going to replace 61ST_UH60M with CUP_B_UH60M_US

#

maybe that will keep the inheritance continuity?

slim halo
#

idk. check in the config viewer

#

in config viewer, at the bottom next to the list of parents it has a button that shows you the inheritance tree for the given class

coarse sand
#

also, what exactly does faction (X,Y) do in cfgvehicles?

#

can't seem to find literature on that

#

and thank you, i'll look into that

slim halo
#

it doesn't seem to belong to CBA

#

maybe RHS created it themselves

#

check their script_components.hpp or whatever it's called

coarse sand
#

ah ha, right you are

#

#define faction(a,b) class GVAR(a): b {faction = "61st_Aux";};

#

quick way the previous dev built to define it as ours

coarse sand
# slim halo idk. check the CBA macros

FIGURED IT OUT! using the config viewer, i noticed, for some reason (even though the inheritance looked good), that TransportCountermeasuresComponent was not inherited from Components and was absent. I put that in and poof, both CMs and detection work perfectly

slim halo
hearty sandal
#

some parts might not inherit without them being defined in both old and new classes

shy knot
#

Anyway for proximityExplosionDistance to trigger without the need of locking on?

dry kayak
#

what variable is needed to give pilots/gunners the ability to cycle radar contacts with R?

#

I have:
showAllTargets=2;
lockDetectionSystem="8 + 4";
incomingMissileDetectionSystem="8 + 16";

for the pilot, but can't swap targets that show up on the radar

wintry tartan
merry parcel
#

alr

wintry tartan
#

Meta part is not required but better to have. Write as you want

merry parcel
#

Alright thanks

#

In listed objects for vehicles that where i put the new class or the one im editing

wintry tartan
#

New

merry parcel
#

k

#

Leave out the .psd right

wintry tartan
#

What?

merry parcel
#

Nvm

wintry tartan
#

You need CfgVehicles entry next

#

Write cpp class CfgVehicles { [edit here...] };

merry parcel
#

In edit here i would put the OG class name for the phantom right?

wintry tartan
#

Basically yes

#

Whichever you want to put, you can check the classname via script commands or Eden Editor

merry parcel
#

air_f_vietnam_c

#

is the class name

wintry tartan
#

Nope

merry parcel
#

damn ight 2 min

#

vn_b_air_f4b_navy_sead

#

Is this it?

wintry tartan
#

Yes

merry parcel
#

k

#

now i would edit the plane texture?

wintry tartan
#

Yes, you need to inherit the original class using the syntax which I already showed, and change a part of it - hiddenSelectionTextures[]

wintry tartan
#

Inside of your new config

merry parcel
#

i dont remember you saying syntax folder but def hidden texture

#

wait

merry parcel
wintry tartan
merry parcel
#

im only seeing Inheritance

wintry tartan
#

I never said "syntax folder", but "inherit the original class with the syntax"

merry parcel
#

oh my bad i have been up all night

#

class Isaac { class ChildMaleBase { gender = "male"; }; class Esau: ChildMaleBase { firstborn = 1; // ... }; class Jacob: ChildMaleBase { firstborn = 0; // ... }; };

#

Is this it?

wintry tartan
#

Yes

merry parcel
#

k

wintry tartan
#

class NewConfigClass: TheConfigThatHasToBeInherited {}; this is the syntax

merry parcel
#

where would i put that

wintry tartan
#

Inside of CfgVehicles

merry parcel
#

inside the {} i put the new class right

wintry tartan
#

Yes

merry parcel
#

class CfgVehicles
{
[vn_b_air_f4b_navy_sead]
};
class NewConfigClass: TheConfigThatHasToBeInherited {vn_air_f4b_ext_01_co};

#

Is this it?

wintry tartan
#

smh

merry parcel
#

Sorry ik

#

im a real pain

wintry tartan
#
class CfgVehicles
{
  class vn_b_air_f4b_navy_sead;
  class WhateverYouNameIt: vn_b_air_f4b_navy_sead
  {
    //Edit here
  };
};
merry parcel
#

Thanks

#

class CfgVehicles
{
class vn_b_air_f4b_navy_sead;
class WhateverYouNameIt: vn_air_f4b_ext_01_co
{
//Edit here
};
};

so like this right

wintry tartan
#

No

merry parcel
#

k

wintry tartan
#

class A: B means to declare A, using B as the parent

#

And class A; to declare the parent

merry parcel
#

Ahh

#

class CfgVehicles
{
class vn_b_air_f4b_navy_sead;
class WhateverYouNameIt: vn_b_air_f4b_navy_sead
{
vn_air_f4b_ext_01_co
};
};

#

is this right

wintry tartan
#

No

merry parcel
#

damn ight

wintry tartan
merry parcel
#

you do know im doin a CDLC right

wintry tartan
#

It doesnt matter

merry parcel
#

k

#

do i put @test\addons modfolder in main arma folder or p drive

wintry tartan
#

P sorry Main Arma

merry parcel
#

k

#

@test addons modfolder is ok since i cant put a /

#

right

wintry tartan
#

Put what

merry parcel
#

/

#

Wait nvm

placid jay
#

Which value in config defines whether or not a weapon attachment is a light?

little phoenix
#

@dusk jungle do you know if obfuscation is for paid users only? i was able to do it but then i went and reinstalled it so i have the newest version and now its greyed out

dusk jungle
#

Yeah, its for paid users now, used to be free many years ago

little phoenix
#

welp guess ill buy it again

lone basalt
#

Guys need help. Error Config 'X' after addon

limber citrus
lone basalt
#

class CfgPatches
{
class g3_mm14
{
units[] = {};
weapons[] = {};
requiredVersion = 1;
requiredAddons[]=
{
"XYI_SAS_MW",
"XYI_SEAL_TACTIC_UNI",
"XYI_VEST_PACK_1"
};
version = "1";
};
};
class CfgWeapons
{
class SAS_G3_NK_LegH_Support_v1_2_w;
class charles_lwh: SAS_G3_NK_LegH_Support_v1_2_w
{
displayName = "G3 MM14";
hiddenSelectionsTextures[] =
{"
"g3_mm14\data\g3_mm14_top.paa",
"g3_mm14\data\g3_mm14_pants.paa",
"XYI_SAS_MW\data\uni\G3_HD_Belt_Black_co.paa",
"XYI_SEAL_TACTIC_UNI\data\kreuger_gloves_khaki_co.paa",
"XYI_SAS_MW\data\Uni\G3_HD_Boots_BlackYellow_co.paa",
"XYI_VEST_PACK_1\data\Retex\SASCoyote\C_RBeltHolster_SASCoyote_co.paa"
"};
};
};

#

can you check my config

#

problems with line 23

slim halo
lone basalt
#

Yes extra ""

lone basalt
#

Need a person who can help me with config, its very difficult

little phoenix
#

@dusk jungle just letting you know but updating my pbo project version fixed it thanks anyway for the info

dusk jungle
#

👌

delicate cypress
#

does anyone know where 3den's stringtables are located?

#

the languages thing

#

ive checked all the language pbos and the eden pbo but i cant seem to find it

#

im asking for the ones with group names for example like "platoon" "armored" "sentry" "sniper team" that sort of stuff

#

its not on the 3den pbos

strong shuttle
delicate cypress
#

right. Where would be the CFG Groups file be?

strong shuttle
#

character_f and character_f_*

delicate cypress
#

thanks

devout venture
#

Hi, does anyone know if it's possible to config custom markers to be placeable on the map by players?

delicate cypress
#

another question, arma's mass is set in what units?

slingLoadMaxCargoMass = 31000;would mean that the helicopter can sling load 31000 KG? 31k lbs? or is mass its own unit?

strong shuttle
#

Mass is a combination of weight and volume, and is roughly 2x kg (ACE uses that for calculating weight)

So 31000 mass =/= 15500kg

delicate cypress
#

right

long owl
#

anyone know how to add addon settings to a server in here?

#

and have them run by default

nimble sequoia
strong shuttle
delicate cypress
#

Another thing, when you turn on the radar of the AA vics, it starts spinning. I'm messing with a mod which has an AA vic but the radar spins with a useraction instead of when the radar is turned on. I've looked through the vanilla configs but I couldnt really find how the game is telling the dish to spin when the radar is turned on

shy knot
#

One sec

#

activeSensorsPhase

delicate cypress
#

could you elaborate on that?

shy knot
#

It detects when a radar is turned on basically

#

And does the following animation

delicate cypress
#

just defining the activesensorsphase makes the dish spin?

shy knot
#

In the model.cfg source=

#

Following other code to complete said entry

delicate cypress
#

do I need to edit the model.cfg?

#

or is it easily done by config?

shy knot
#

To have it spin? Yes

#
                    {
                        type="rotationY";
                        source = "activeSensorsPhase";
                        sourceAddress = "loop";
                        selection="Radar";
                        axis="Radar_Axis";
                        minValue=0;
                        maxValue=0.1;
                        angle0="rad 0";
                        angle1="rad +360";
                    };```
#

0.1 is the speed

#

You can edit that to get how fast you want it to go

delicate cypress
#

The model has an animation source that makes it spin already, do I need to change that to active sensors phase in model cfg?

shy knot
#

Could try that

delicate cypress
#

alright, thanks for the help

shy knot
#

Though I doubt it’ll work

delicate cypress
#

oh

#

so uhh how would I go about it

shy knot
#

Since animation sources are more for user stuff, etc

shy knot
#

You don’t

delicate cypress
#

isnt it just a binarized text file?

shy knot
#

It combines with the p3d

delicate cypress
#

I dont have access to the model itself, but cant you just right click and edit the cfg with notepad or any other text editor?

shy knot
#

You need access to the file first

#

But the model.cfg, upon packing, combines itself with the p3d

delicate cypress
#

so there's no way of referencing a model.cfg located in a different pbo?

shy knot
#

And touching p3ds that don’t belong to you can get you in trouble. Unless the author gives you the source files willingly

delicate cypress
#

Im not touching any p3ds

delicate cypress
#

thats why im making sure im exhausting all posibilities before asking the author

shy knot
#

Though, I’m curious as to why a user source was used and not activeSensorsPhase

#

Seems an odd choice

delicate cypress
#

because the mod is held togheter by bubble gum and duct tape. I love it but damn its rough

#

I could jerry rig it with an eventhandler that checks if the radar is on and then makes the dish spin

#

the mod already has an SQF to spin and stop the dish from an useraction so how hard could it be

#

not pretty but if it works...

little warren
#

anybody know if the "turn out/turn in" option is possible with air vehicles such as helicopters?

hearty sandal
#

FFV turrets can be limited by animationSource (like door)

steel crown
#

Never had this issue before.

I am currently re-working Fireteam Zulu and when I attempted to add texture sources, in-game it will display the available textures but will not let me select them. Anyone know the fix?

https://pastebin.com/mKgbH0Nz

nimble lodge
#

I am having an error saying
No entry "bin\config.bin/CfgEditorSubcategories.Planes".
I assume it is related to config line
editorSubcategory="Planes"; ?
But isnt thats how you suppose to define where vehicle goes?

#

nvm figured out I am dumb

abstract crypt
#

Hi everyone

I could really use some help on this as i have been banging my head against the wall for a while now. 😑

I'm creating a faction mod and am nearly finished, right now im just trying to add a little lore and flare to it. With that i thought i would create some story characters, but i am having a really hard time getting my last character to wear the uniform i want. I have been reading up on this here which has been fairly helpful so far: https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide

But i can't seem the quite understand how this works.

I would like for my character to wear the uniform "U_C_FormalSuit_01_tshirt_gray_F" but i can for the life of me not figure out why its not working. I created a base class using C_Man_smart_casual_2_F for inheritance who as far as i can see in the config uses the uniform i want. But the furthest i have gotten is that he is wearing the model for "c_poloshirtpants".

Could anyone provide me some insight into how this works and what i could possibly doing wrong?

limber citrus
abstract crypt
# limber citrus Check if the rpt has any helpful info

Surprisingly it did actually. I didn't think to look in the logs because if it loads then i thought it was "working". That said, I'm still not sure what to make of it.

13:45:34 Uniform U_C_FormalSuit_01_tshirt_gray_F is not allowed for soldier class GX_B_C_Miguel_Blanco```


This is what it returned, and i don't understand why its not "allowed" because most of it is inherited. Below is the code for which it says its not allowed.

```class GX_B_C_Miguel_Blanco : GX_B_C_Base_Miguel
    {
        author = "GanX";
        scope = 2;
        scopeCurator = 2;
        scopeArsenal = 2;
        identityTypes[] = 
        {
            "LanguageENG_F",
            "Head_NATO",
            "G_NATO_default"
        };
        displayName = "GX - Miguel Blanco";
        vehicleClass = "MenStory";
        editorSubcategory = "EdSubcat_Personnel_Story";
        cost = 200000;
        camouflage = 1.5;
        sensitivity = 2.5;
        threat[] = {1, 1, 0.8};
        //model = "\A3\Characters_F\Civil\c_poloshirtpants.p3d";
        //uniformClass = "U_C_FormalSuit_01_tshirt_gray_F";
        canDeactivateMines = false;
        engineer = false;
        attendant = 0;
        icon = "iconManLeader";
        //picture = "pictureRepair";
        backpack = "";
    };```
#

and of course

    {
        author = "GanX";
        identityTypes[] = {"LanguagePER_F", "Head_NATO", "G_IRAN_default"};
        faceType = "Man_A3";
        side = 0;
        faction = "GX_B_C_Faction";
        genericNames = "TakistaniMen";
        vehicleClass = "Men";
        editorSubcategory = "EdSubcat_Personnel";
        portrait = "";
        picture = "";
        icon = "iconMan";
        accuracy = 2.300000;
        threat[] = {0.800000, 0.100000, 0.100000};
        camouflage = 1.400000;
        minFireTime = 7;
        canCarryBackPack = 1;
        scope = 0;
        armor = 2;
        armorStructural = 4;
        explosionShielding = 0.400000;
        model = "\A3\Characters_F\Civil\c_poloshirtpants.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\A3\Characters_F_Exp\Civil\Data\U_C_Man_casual_1_F_co.paa"};
        modelSides[] = {0, 3};
        nakedUniform = "U_C_FormalSuit_01_tshirt_gray_F";
        uniformClass = "U_C_FormalSuit_01_tshirt_gray_F";
    };````
#

as you can see it just inherits it from C_Man_smart_casual_2_F

limber citrus
#

but I dont think I ever fixed that problem, if you do please do share the solution with me, maybe someone else in here knows more about it as well

abstract crypt
limber citrus
#

ablobshrug stuff be wonky man

humble cape
#

with a vehicle like the O_LSV_02_armed_F what enables the turrets to use the player weapon? aside from the main turret thats the minigun

wintry tartan
#

You mean FFV?

humble cape
#

yea

#

didnt know there was a word for it lol

#

So looking that up I get

There are several points common for both systems - they are set up in base class CargoTurret
Important part is that despite being turrets, positions for FFV use standard Cargo proxies in model
The most important property of cargo turrets is isPersonTurret which has the values in range from 0 to 2:
0 means turret is not usable for FFV
1 means turret is usable for FFV
while 2 means that turret is usable for FFV both turned in and out
``` from https://community.bistudio.com/wiki/Arma_3:_Cars_Config_Guidelines

Is that all?
wintry tartan
#

Yup, should be

humble cape
#

neat

#

was worried there had to be some model related stuff which would then make it impossible

wintry tartan
nova sail
#

Does anybody know how the soundsets Misc_Building_Sfx_SoundSet and Misc_Distant_Sfx_SoundSet (both seem to be added by sounds_f_oldman) are used by the Tanoa map?

EDIT: nevermind, i found it.
I made some mistake when searching for references to the soundSets, found them now in Tanoa >> EnvSounds >> CfgEnvSpatialSounds >> sound_gutter_1 etc.
So, problem solved.

sullen fulcrum
#

Quick question, got a round that is firing from the coax rather than the cannon barrel, I hear I need to switch the memory points of the weapon but I don't know how to do that, any advice?

sullen fulcrum
#
class GunParticles
        {
            class Effect
            {
                effectName = "AutoCannonFired";
                positionName = "Usti hlavne";
                directionName = "Konec hlavne";
            };
        };
#

That's currently what I have but its still firing out the coax barrel rather than the main cannon

hearty sandal
#

as in what does it shoot

#

bullets or cannon shells

sullen fulcrum
hearty sandal
#

what have you configured the weapon use basically 😅

sullen fulcrum
#

It's inheriting from the autocannon_Base_F if you're wondering

#

cause idk what you necessarily mean by the weapon use

hearty sandal
#

yeh that iherits from cannon core so it should count as cannon too

#

does the turret have a coax?

sullen fulcrum
#

Yes

#

Coax works fine

#

Just the cannon rounds coming out that barrel too XD

hearty sandal
#

I assume you have set different memory points for it

sullen fulcrum
#

idk how to even do that

hearty sandal
#

this is a custom model?

sullen fulcrum
#

Most I got are these

muzzlePos = "usti hlavne";
            muzzleEnd = "konec hlavne";
#

No

hearty sandal
#

ah

sullen fulcrum
#

Vanilla Marshal

#

Just a config inheritance

hearty sandal
#

so that could mean you just dont have correctly set up config inheritance

#

turrets need full config trees

#

they are tricky like that

sullen fulcrum
#

oh god...

#

Wait

#
memoryPointGun[]=
                {
                    "usti hlavne3"
                };
#

This what you're on about?

hearty sandal
#

class LandVehicle;
class Tank: LandVehicle {
class NewTurret;
class Sounds;
class HitPoints;
};
class Tank_F: Tank {
class Turrets {
class MainTurret:NewTurret {
class Turrets {
class CommanderOptics;
};
};
};

#

this stuff

sullen fulcrum
#

Yeah I have all that

hearty sandal
#

then marshal after tank_F or however it does inheritnace and then your tank class after it with fulle class turrets : turrets, class mainTurret : mainturret

#

etc?

sullen fulcrum
#

I think I've got all that, everything else is working fine but just this one single cannon issue

hearty sandal
#

did you copy paste the turret config from the marshal config?

#

whats its classname?

hearty sandal
sullen fulcrum
#

APC_Wheeled_01_base_F

#

Should I be using a different one?..

#

oh wait one...

hearty sandal
#

idk. I just wanted to look at its config

#

B_APC_Wheeled_01_cannon_F this might be better though

ebon pivot
#

hi folks how do i go about adding integrated nv to helmets like the nato pilot one?

#

google isnt giving a clear answer

#

i say adding i mean removing but for all intents and purposes theyre probably the same

hearty sandal
#

its config entry in the item

ebon pivot
#

what is said config entry as i cant figure it out from ingame config viewer

hearty sandal
#

something that has NV, TI in it

ebon pivot
#

ah found it its in subitems

hearty sandal
#

👍

little warren
#

whats the best way to do a red interior light for a helicopter the only good result i've had is when doing it under class markerlights but then it only comes on with collision lights while i want it to be its own toggle useraction

vagrant basin
#

Ok, I've packaged my config into a pbo, have signed, and manually installed it into the game with what should be the correct Mod folder format. However, once I get into the game, it says that the mod is loaded by my faction is nowhere to be seen. Any idea what might be wrong?

wintry tartan
#
  1. Where do you look?
  2. Show config
vagrant basin
wintry tartan
#

In Eden or Zeus?

vagrant basin
#

Eden

#

Also, I'm trying to post the config, but Discord isn't letting me. Don't know if it's cause I don't have permissions or what

wintry tartan
#

pastebin please

vagrant basin
wintry tartan
#

isClass (configFile >> "CfgVehicles" >> "RPG_Marksman")Execute in Debug Console, what it returns?

vagrant basin
wintry tartan
#

Then your Mod is not loaded

vagrant basin
#

Is there any way I can get it to load? I wanna say I've faced this same problem before, but I don't remember how I fixed it

wintry tartan
#

To load it, load it? IDK where your Mod is so can't say exact thing

vagrant basin
#

I just have it in the game's directory on Steam, and then I add it to the launce through the "Local Mod" option

#

*in Steam

wintry tartan
#

And did you checked the checkbox?

vagrant basin
#

Yes, the main menu even tells me that it's enabled

wintry tartan
#

What about isClass (configFile >> "CfgPatches" >> "RPG_Karzeghistan_Defence_Forces") in Console?

wintry tartan
#

Did it return false?

vagrant basin
wintry tartan
#

Well then. Where is your pbo?

vagrant basin
#

I placed it into the addons folder of the mod folder, which I thought was the standard procedure for this sort of thing.

wintry tartan
#

Where exactly terms of the address? And which folder you load?

vagrant basin
wintry tartan
#

Which software you use to pack the pbo?

vagrant basin
#

The Arma 3 tools addon builder

wintry tartan
#

Hmm I still doubt your pbo is loaded. Can you find your config entries in Config Viewer?

vagrant basin
#

the config viewer? To be honest, I don't know what that is

wintry tartan
#

Config Viewer is to view configs. You can access it from Eden or Debug Console

vagrant basin
#

I'm not sure what I'd be looking for (to specify, I made the config with Drongos Config Generator) but I'll take a look

#

I'm not seeing it. Do I have to have the config file as well as the pbo?

#

I'll take a look at this tomorrow. Maybe get somebody who's more familiar with this stuff than me take a deeper look at it with the actual files

#

Anyways, @wintry tartan, thanks for you help. I'm going to retire for the night.

abstract crypt
limber citrus
abstract crypt
#

Alright, 1 sec

limber citrus
#

bcaThumbsUpYes thanku!

abstract crypt
#

This first part is in CfgWeapons and the 3 main things to take away here are the following.

  1. This is the model for how the uniform looks when you drop it on the ground, not when you wear it.
  2. In ItemInfo the "uniformClass" needs to be the same as the unit in CfgVehicles that you want to wear this.
  3. In ItemInfo the "modelSides" need to be set to the same side as the unit in CfgVehicles.

In my case i want my soldier to wear "U_C_FormalSuit_01_tshirt_gray_F" which is civilian clothing and my guy is OPFOR. Hence i inherit from "U_C_FormalSuit_01_tshirt_gray_F" but overwride the things i need.

    class UniformItem;
    class GX_U_C_FormalSuit_01_tshirt_gray_F: U_C_FormalSuit_01_tshirt_gray_F
    {
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\a3\Characters_F_AoW\Uniforms\Suitpacks\data\suitpack_FormalSuit_01_tshirt_Gray_CO.paa"};
        modelSides[] = {0};
        
        class ItemInfo: UniformItem {
            uniformClass = "GX_B_C_Miguel_Blanco";
            containerClass = "Supply20";
            mass = 30;
            modelSides[] = {0};
        };
    };```
    
    Part 2 follows....
#

Now in CfgVehicles is where i mainly had problems which is what threw me off. The main things to take away here are as follows.

  1. The "model" needs to be set to the p3d file of the actual uniform you want. Remember what we had in CfgWeapons was the model when it was dropped, but this is when you are wearing it.
  2. The "hiddenSelectionsTextures" are set to the texture you want to apply. (This isn't anything new really) but point 3 is what got me for a while.
  3. The "hiddenSelections" messed me up a bit because for this particular model its not "camo" but it was "camo1" so when i tried it, it didn't apply the right texture.
  4. The "uniformClass" is set to what you have configured in CfgWeapons, in my case "GX_U_C_FormalSuit_01_tshirt_gray_F"
    {
        author = "GanX";
        scope = 2;
        scopeCurator = 2;
        scopeArsenal = 2;
        identityTypes[] = 
        {
            "GX_B_C_Face_Miguel_Blanco"
        };
        displayName = "Miguel Blanco";
        vehicleClass = "MenStory";
        editorSubcategory = "EdSubcat_Personnel_Story";
        cost = 200000;
        camouflage = 1.5;
        sensitivity = 2.5;
        threat[] = {1, 1, 0.8};
        model = "\A3\characters_f_aow\Uniforms\FormalSuit_01_tshirt_F.p3d";
        hiddenSelections[] = {"camo1"};
        hiddenSelectionsTextures[] = {"\a3\Characters_F_AoW\Uniforms\data\FormalSuit_01_tshirt_Gray_CO.paa"};
        uniformClass = "GX_U_C_FormalSuit_01_tshirt_gray_F";
        canDeactivateMines = false;
        engineer = false;
        attendant = 0;
        icon = "iconManLeader";
        //picture = "pictureRepair";
    };```
abstract crypt
#

Oh sorry i forgot to add that the base class im inheriting from "GX_B_C_Base_Miguel" looks like this below and that one just inherits from a Arma OPFOR soldier base class.

    {
        author = "GanX";
        identityTypes[] = {"LanguagePER_F", "Head_NATO", "G_IRAN_default"};
        faceType = "Man_A3";
        side = 0;
        faction = "GX_B_C_Faction";
        genericNames = "TakistaniMen";
        vehicleClass = "Men";
        editorSubcategory = "EdSubcat_Personnel";
        portrait = "";
        picture = "";
        icon = "iconMan";
        accuracy = 2.300000;
        threat[] = {0.800000, 0.100000, 0.100000};
        camouflage = 1.400000;
        minFireTime = 7;
        canCarryBackPack = 1;
        scope = 0;
        armor = 2;
        armorStructural = 4;
        explosionShielding = 0.400000;
        model = "\A3\Characters_F\Civil\c_poloshirtpants.p3d";
        modelSides[] = {0};
        nakedUniform = "U_BasicBody";
        uniformClass = "GX_U_C_FormalSuit_01_tshirt_gray_F";
    };```
limber citrus
vagrant basin
#

Quick question: If I open up a PBO file with PBO Manager, will any changes made to it's config file be saved when I close the PBO?

hearty sandal
#

no

vagrant basin
#

So, if I want to change something about the config, I have to edit the config itself and make a new PBO file?

hearty sandal
#

no you would make a new config file that refers to the old one via required addons array in its header cfgPatches class
That way the new config gets loaded after the previous one and applies your changes over it

vagrant basin
#

Alright, thanks for answering

vagrant basin
#

What's the best way of packing a config file into a PBO if, as far as I can tell, the Addon Builder isn't working

hearty sandal
#

addon builder works properly basically only if you feed it correct stuff

#

could be you are packing from wrong folder

#

could be your folder structure is pooped

#

could be you have saved config.cpp as config.cpp.txt

#

all the tools are designed to be run along with P: drive, do you have that set up?

vagrant basin
#

I do not, as far as I know

hearty sandal
#

stuff can work without it too

#

buut it all have to be done right

#

and personally I dont know how that even works, I've used P drive since the beginning

#

P drive represents the root of the games file structure

#

so when you got P:\modTag_folder\folder2\file.end in game that is \modTag_folder\folder2\file.end

#

its is good practice to also tag your folders with unique identifier (mod TAG_ prefix)

#

so your files dont then collide with someone elses addon

#

2 people make mod in \cat\config,cpp -> conflict

vagrant basin
#

Alright, I've set up the P-Drive

#

Is there a reason that I need to have P-Drive for Addon Builder to work correctly?

delicate comet
#

how does smoke concealment work with ai and custom particle effects for smoke grenades

#

does the size of the particles affect the area that provides concealment? does wind affect the ai visible area like it does for playerS?

vagrant basin
#

The faction config I created has this problem where, once I get into the game after plopping a unit down in Eden, their helmet gets replaced by the piece of headgear the unit they were bulit from was originally wearing. Any idea as to what might be causing this problem? I can post the config file if it would help

autumn timber
vagrant basin
autumn timber
#

Either you could find a way to disable that script or what I would do is to change the units you are referencing from to something like CSAT or AAF that doesnt have randomization

vagrant basin
vagrant basin
#

One last thing, and then my config should be nearly ready to be packed into a PBO:
Because I used vehicles from different mods, there's a real oddity with the way they're listed. Essentially, for example, tanks are split up between "Tanques", "Tanks", and "Tanks (Desert)". Is there any way to get them under one listing, or is this just some oddity I'm going to have live with? It's not mod-breaking, but it just makes it look all sloppy

hearty sandal
#

you could try giving them all same editor category

#

its a config parameter

vagrant basin
#

Alright, what does/should the parameter look like?

autumn timber
#

This should have all info for categories

#

What you are looking for is editor subcategories

vagrant basin
#

Alright, so, for example, I would want it to look something like this in the config

class rpg2k_MTLB_LV: CUP_O_MTLB_pk_TK_MILITIA
{
editorSubcategory = "Tanks";
faction="rpg2k_Karzeghistan_Defence_Forces";
side=2;
displayName="MTLB LV";
hiddenSelectionsTextures[]={"cup\trackedvehicles\cup_trackedvehicles_mtlb\data\body_1_co.paa","cup\trackedvehicles\cup_trackedvehicles_mtlb\data\pk_mod_co.paa"};
crew="rpg2k_Crewman";
typicalCargo[]={"rpg2k_Crewman"};
};

autumn timber
#

I would have it as editorSubcategory = ”rpg2k_Tanks”

#

prefix is good so it doesnt interfere with something else

#

remember that the subcategory also needs to be defined on its own

vagrant basin
autumn timber
#

it can be anywhere but it needs to be defined on its own

#

Not under cfgWeapons or something like that

vagrant basin
#

Alright, I see. Will probably just stick them at the end.

vagrant basin
#

Okay, the config is all ready to go, but I'm having some major problems getting it packed into a PBO.
Every attempt I'm made with Addon Builder has ended with the game refusing to read the PBO. However, if I give the same config to somebody else to make into a PBO with Addon Builder, it works perfectly fine. No idea what I could be doing wrong.

Alternatively, I've tried using PBO Project, but it can't read the config file. I have it all set up in my P:Drive that I would think it would accept, but I've had no luck

hearty sandal
#

what folder is your config.cpp in?

vagrant basin
# hearty sandal what folder is your config.cpp in?

I have set up the following way:
(Output) P:\Modding@KDF\addons
(Source) P:\Karzeghistan Defence Forces\addons\KDF

The config.cpp is in the KDF folder. TBH, I don't have it titled "config". Maybe that's been the problem this whole time?

hearty sandal
#

it needs to be config.cpp

#

config.cpp is where packing starts

#

and you pack the folder the config.cpp is in

vagrant basin
#

I see. Let me give it a try

#

I tried it with pboProject, but it failed, telling me "makepbo failed: Rapify error"

hearty sandal
#

what does the log say

#

or the rest of the console

vagrant basin
#

The only other thing the console says is "KDF.pbo not produced due to error(s)"
The log says pretty much the same thing, but right at the end, I noticed this:

duplicated 'CfgEditorSubcategories'
In File \Karzeghistan Defence Forces\addons\KDF\config.cpp: circa Line 850 Rap: duplicated token or class
In File \Karzeghistan Defence Forces\addons\KDF\config.cpp: circa Line 850 Rap: duplicated token or class

My theory is that it's freaking out about one or multiple subCategorie(s) I made

#

If I had to guess, it's probably that they match pre-existing ones

grand zinc
#

show your subcategories config

vagrant basin
#

I basically have them all written at the bottom of the config like this example
class CfgEditorSubcategories
{
class MySubcategory
{
displayName = "Cars";
};
};

Was I supposed to make a seperate config folder for them?

grand zinc
#

not basically

#

just show me the actual config you have

vagrant basin
grand zinc
#
class CfgEditorSubcategories
{
    class MySubcategory 
    {
        displayName = "Tanks";
    };
};
 
class CfgEditorSubcategories
{
    class MySubcategory
    {
        displayName = "Cars";
    };
};
 
class CfgEditorSubcategories
    {
        displayName = "APCs";
    };
};

This is what I wanted.
Yes you have duplicate classes, you can't do that.
Also the last one is broken, you are missing the class in the middle

class CfgEditorSubcategories
{
    class TanksCategory 
    {
        displayName = "Tanks";
    };
    class CarsCategory 
    {
        displayName = "Cars";
    };
    class APCsCategory 
    {
        displayName = "APCs";
    };
};
#

You cannot have two classes with the same name on the same level

#

you tried to put 3 CfgEditorSubcategories classes on the same level

#

Also editorSubcategory = "Tanks";
That is the classname of your class inside CfgEditorSubcategories. Not the displayName entry inside that class.
I suggest to not name them just Tanks

vagrant basin
#

Ok, I see. That should be a quick fix

#

So, after doing that, I should change every instance of something like

editorSubcategory = "APCs";
With
editorSubcategory = "APCsCategory";

#

I probably have that totally wrong, but it's worth double-checking

hearty sandal
#

yes

vagrant basin
#

Ok will do

hearty sandal
#

PboProject relies on unpacked data on P drive to check file paths validity

#

so you would need to unpack these mods on P drive (in their correct folders so checking can be done)

#

or you can try addon builder agaiin

vagrant basin
#

So good news: Addon Builder works properly now and the vehicles aren't a problem anymore. However, I still have the problems of their headgear getting randomized, 99% percent of them aren't wearing the intended uniform, and the marksman doesn't have the scope on his AK.
With the random headgear, I could potentially fix that by switching them from TK Guerillas to CSAT troops. Not sure about the other stuff though

stuck nest
#

Anyone wise with cfgWeapons able to help me out?

Having an issue where the gun detects a custom magazine but it refuses to load with R but works fine getting dragged into it, is that an issue with the ammo type?

sacred narwhal
#

im having a problem with using diag_mergeConfigFile anyone able to help me out?

wintry tartan
#

Troubleshooting 101: tell what exactly you do

vagrant basin
#

I hate to keep taking all the attention in this channel, but I have two problems left and I'm honestly stumped on how to solve them.

  1. All of my units, except for the Helicopter Pilot, aren't wearing their uniforms. Their instead wearing the uniforms of the faction they were built from, but the game interprets it as them not wearing any uniform. In the code, the uniform is listed as

czech_tan_jehlici
But the CfgVehicles listing of it is
czech_jehlici_tan_uniform_class
I have tried the above to the CfgVehicles listing, but to no avail.

  1. My marksman is supposed to be a guy with an AKN with PSO-1 AK eyepiece-less optic. But once put him in the game, the optic is nowhere in sight

I can post the pastebin link for my config if it would help.

sacred narwhal
# wintry tartan Troubleshooting 101: tell what exactly you do

I loaded up arma3diag_x64, and I went to the editor,

spawned the car Im trying to work on and test the gearbox with
when then tried to use
diag_mergeConfigFile["D:\cars\config.cpp"];
it then gives me this error
diag_mergeConfigFile ...' Error Missing ;

sorry for late reply, I just woke up

hearty sandal
#

where is cars\config.cpp

sacred narwhal
#

i missed that part when typing it out, I couldnt send screenshots

hearty sandal
#

you can link screenshots

sacred narwhal
#

I was using snipping tool just a copy paste with windows

#

I guess because it counts as a file

hearty sandal
#

correct

sacred narwhal
hearty sandal
#

youll have to post it to firend DMS, imgur, your own server somewhere and then link here

#

👍

#

could try ; at the end

sacred narwhal
#

same thing

#

Ive tried moving ";"

hearty sandal
#

then could be your config is faulty

sacred narwhal
#

and I get nothing

hearty sandal
#

I see you are not using P drive

#

or mod tags

sacred narwhal
#

if the config works on my server itself would it still be fault?

hearty sandal
#

yes

#

since something does not work here

sacred narwhal
#

I copy and pasted it out of the file so I wouldnt mess up the working on

sacred narwhal
#

ill try that

hearty sandal
#

I think the diag merge should be able to read config from anyhwere. but perhaps you did some copy paste error

sacred narwhal
hearty sandal
#

oh anzus stuff..

#

good luck with that.

sacred narwhal
#

whys that?

hearty sandal
#

therir work hasnt exactly been legit

#

would not touch with 10 foot pole

#

and personally I dont want to help with that. I dont support what they do

sacred narwhal
#

im just trying to learn how to customize cars

nimble sequoia
#

Is there any way of changing where the parachute attachment point is placed on a vehicle dropped from an aircraft using Vehicle-In-Vehicle? (like a memory point)

wintry tartan
sacred narwhal
wintry tartan
#

You launch diag exe directly?

sacred narwhal
#

yes

wintry tartan
#

Can you execute productVersion and what it returns?

sacred narwhal
#

let me start up

#

["Arma 3","Arma3",211,149685,"Development",true,"Windows","x64"]

#

sorry I thought I hit send

sacred narwhal
wintry tartan
#

Yeah it wasn't Diag

sacred narwhal
#

yep I found that out

vagrant basin
#

When I run my mod, I get a message every now and then that reads:

No entry "bin/config.bin/CfgVehicles/czech_jehlici_tan_uniform_class.scope".
I can tell this is related to the problem I'm having with the uniforms, but what is it telling me exactly?

wheat sluice
#

That the czech_jehlici_tan_uniform_class doesn't exist in CfgVehicles.

wheat sluice
#

Also...that's a LOT of duplicate external refs. Not sure why you have class O_Soldier_F listed 12 times.

vagrant basin
# wheat sluice Also...that's a LOT of duplicate external refs. Not sure why you have class **O_...

That was my slap-dash solution to their headgear randomizing. Basically, I just switched the original units they were based off of from CUP TK Guerillas to CSAT rifleman.
Also, I was told by somebody that the uniform I was wanting them to wear was called "czech_jehlici_tan_uniform_class" when it came to putting it in CfgVehicles.
I've tried putting that there and listing it as "czech_tan_jehlici" in the actual unit listings.

From what you're telling me, I'm getting the feeling that it isn't called that and/or I don't put the uniform in CfgVehicles, I put it in another listing

wheat sluice
#

What does this classname (czech_jehlici_tan_uniform_class) originate from then? Is it CUP or CWR3?

#

If it's not available in either of those mods then you'll need to create that class first.

#

Your units will be stuck to wearing their undies until then because their uniform doesn't actually exist.

vagrant basin
#

So, where do I go to create the class, and what do I put in?

wheat sluice
#

Downloading Jason's mod now. Gimmie a sec to see.

#

Also with regards to randomisation you can just blank out the headgearList[] array in each classname.

#

I'm pretty sure CUP just uses the default EventHandlers init that calls BIS_fnc_unitHeadgear.

vagrant basin
wheat sluice
#

Looking at how JUM has it defined, it seems like the author mixed up their own classnames. The item in CfgWeapons is called czech_tan_jehlici and it has czech_jehlici_tan_base (CfgVehicles) defined correctly for the uniformClass token in ItemInfo.

However, they dun goofed in CfgVehicles and reference the wrong CfgWeapons classname (czech_jehlici_tan_uniform_class), so the uniform won't actually work if you attempt to wear it.

#

You'll need to either patch their config yourself to implement a fix or notify to author to correct their mistake.

vagrant basin
#

Strange, cause I've seen that somebody else has used it for there mod, but, as far as I can tell from browsing the comments and such, it doesn't appear that they have a problem. I'll still be sure to notify the creator of JUM.

wheat sluice
#

It's a pretty simple fix. If you want to do it yourself, it won't take more than a few seconds to get working again:

{
  class B_Soldier_base_F;

  class czech_jehlici_tan_base: B_Soldier_base_F
  {
    uniformClass = "czech_tan_jehlici";
  };
};

To get your own units wearing the right uniform and not get stuck in their undies, you just need to add the same line used for the fix: uniformClass = "czech_tan_jehlici";

vagrant basin
#

So, do I add this to the config of their mod, or mine?

wheat sluice
#

Your own.

#

You already have JasonsUniformWork_INDFOR_U listed as a dependency in the requiredAddons[] array in CfgPatches so anything you implement will automatically override the original config.

vagrant basin
#

I see

vagrant basin
wheat sluice
#

You add this to the CfgVehicles section in your own config (this fix won't work standalone just like that!)

#

Put class B_Soldier_base_F; at the top (as it's an external ref).

#

Chuck the rest below the other external references but before the classnames for your own units.

vagrant basin
#

Alright. While we're at it, any idea why the Marksman's AK doesn't have the eye-pieceless PSO-1 scope?

wheat sluice
#

Wrong slot. CUP uses their own optics slots so you need to change the following in rpg2k_CUP_srifle_SVD_CUP_optic_PSO_1_1:

#
  {
    displayName="SVD";
    scope=1;
    class LinkedItems
    {
      class LinkedItemsOptic
      {
        slot="CUP_DovetailMount_SVD";
        item="CUP_optic_PSO_1_1";
      };
    };
  };
#

Note CUP_DovetailMount_SVD (what CUP uses) instead of CowsSlot (vanilla).

vagrant basin
#

I think I may be actually stupid. I put in the Uniform fix as I though you told me to, but I still got the error. I know I'm doing something wrong. I had it written like this
"'class cfgVehicles
{
class B_Soldier_base_F;

class czech_jehlici_tan_base: B_Soldier_base_F
{
uniformClass = "czech_tan_jehlici";
};
};
class O_Soldier_F;
class O_Soldier_F;
class O_Soldier_F;'"

etc, etc

wheat sluice
#

What's the error?

#

Ah...

#

You've kept the extra closing brace.

#
    uniformClass = "czech_tan_jehlici";
  };
}; <--- Get rid of this```
vagrant basin
# wheat sluice ``` { uniformClass = "czech_tan_jehlici"; }; }; <--- Get rid of this```

Ok, I have TRIED to do exactly what you told me, but I still think I'm doing it wrong. I tried it as you put it (without the extra closing brace), tried getting rid of that space between lines. None of them worked, still have the problem. Here's how I currently have it written:

class cfgVehicles
{
class B_Soldier_base_F;
class czech_jehlici_tan_base: B_Soldier_base_F
{
uniformClass = "czech_tan_jehlici";
};

wheat sluice
#

Pastebin your entire config.

#

The whole thing, not just for CfgVehicles.

vagrant basin
wheat sluice
#

???

#

It binarises OK for me:

#

What's the error that Addon Builder or MakePBO is throwing at you?

vagrant basin
#

Ok, I don't know what I could be doing wrong

#

I'm retiring for the night. I'll try and sort this out tomorrow

sullen fulcrum
#

Does anyone know how to confing the CLSA Vehicle insignias, i want to add vehicle emblems for the vehicles in CLSA Iron curtain

shy knot
#

Plus, the vehicles need to have a certain spot for it on the model

vagrant basin
#

Addon Builder is giving me an error that reads

Build failed. Result code= 1
CfgConvert task failed.
File P:\Karzeghistan Defence Forces\addons\KDF\config.cpp, line 167: / cfgWeapons.czech_jehlici_tan_base: Undefined base class 'B_Soldier_Base_F'
Config : some input after EndOfFile
Error reading config file 'P:\Karzeghistan Defence Forces\addons\KDF\config.cpp'
Class destroyed with lock count 1

Rubbing two brain cells together, is this telling me that the base-class either doesn't exist or isn't define anywhere, and because/besides this the config file can't be read?

shy knot
vagrant basin
hearty sandal
#

Im still going to suggest the rebuilding of the config in small chunks so you can see easier what parts work

vagrant basin
#

I have a strong feeling my hunch might have been at least partially incorrect

wheat sluice
#

I'll take a look at it later today (...and after I get CWR3). It's kinda hard to see what's going wrong with your config without being able to test the results ingame.

vagrant basin
#

Okay

last cedar
#

Is it possible that NVGs do not support hiddenSelectionsTextures?
So they cannot be easily reskinned?

wheat sluice
#

IIRC they sort of work and also don't work as intended either. I believe reyhard or some other BI dev said something about it a while ago.

last cedar
#

What does that mean, tho?
What I got is not even an NVG, just something that occupies that slot.
Can I fix this by inheriting from a class other than NVGoggles?

wheat sluice
#

Should work if your model is set up properly with named selections. Maybe the model you're using has a different name for the selection or it doesn't have selections to begin with?

wintry tartan
#

Something that occupies the slot is an NVG

#

Whatever it is, same limitations with NVGs still applies

last cedar
#

It has selections. It's originally a facewear item, but I'm porting the config to make it into nvg and helmet, too, so you can wear more than one.
The texture swap via hidden selection works when it's a helmet, but not when it's a NVG

wheat sluice
#

@vagrant basin Uniforms are working. I've implemented the fix and made a bunch of tweaks to your config so that it's...less messy.

Google Drive link for the config file:
https://drive.google.com/file/d/11hz6zheESELgs0txiPMjoH4B1fqwQOjt/view?usp=sharing

Added bonus that they also have their own unique underwear that's coloured in black. Not needed of course, but it makes them look unique from the bog standard white/grey undies that every mod has their units wearing because they never bother to tweak the underwear outfit.

Your new config has a bunch of comments everywhere so you can see why I made changes here and there. It's up to you if you want to use this config, of course. If you wish to stick to your own, just follow the sections where I've left comments regarding fixes for Jason's uniform mod. Get rid of anything related to CfgVehicles from your CfgWeapons (and vice versa) to solve the errors as well.

#

Should also add that once you get more familiar with encoding, it's best to also learn how to use preprocessor commands like #include so that you don't have to chuck everything into a single config. Same goes for using a stringtable but for text strings.

last cedar
#

Can you refer to/use entries of other configs/configs you inherit in the config itself?
Like if I inherit from a config class and want to just add a string to a displayName property, (how) could I do that without manually duplicating the contents of the parent class?

shy knot
#

Creating an override, you’ll need everything in the original

#

Custom, just inherit and change displayName

last cedar
#

Bugger. I have a use case where I just need to add a suffix to a bunch of display names, basically

last cedar
last cedar
#

and then just access it like from SQF with configOf and thelike?

native ether
#

Hi, actually i'm making a module and i have a question ? There is a parameter called "isGlobal = 1;" and i don't know which value i need to use to execute the script in local. Actually i saw there is the value "2" but it say "2 for persistent global execution" so it's global or local ?

slim halo
#

if 1 is global then 0 is obviously not global, aka local

native ether
slim halo
#

are you sure it's a property of the module?

#

I looked at the wiki but there's no such property

#

maybe one module defined it for its attributes?

native ether
#

i forgot to say this is a zeus module. It's not a module i place in the eden editor.

strong shuttle
#

0 for server only execution
Only runs the module once on the server only
1 for global execution
Runs the module once on all clients and server
2 for persistent global execution
Places the module in the world permanently for all clients and server (useful for triggers for example)

If you want to run it local for the one who places it only, you can try to add a check to see who added the module and only run the script for that player

native ether
strong shuttle
#

Not sure if bug or feature 🤔
But if it works it works 😉

native ether
slim halo
#

nvm it was hidden

clever geyser
#

What's the relationship between CfgImprecision and CfgWeaponHandling (specifically, the subclass of SwayDistortion)? I would expect that SwayDistortion controls weapon sway, but the no/reduced weapon sway mods I'm looking at all edit CfgImprecision instead of SwayDistortion.

native ether
unreal vector
#

Hey guys! So I'm trying to build a flag but I don't know why mly config is messed up. Note the the file path under 'editorPreview' is the exact same as the one in the 'setFlagTexture', but when I place my flag, the editor preview works, but the flag itself won't show with a '<path> not found' error.

class CPA_flag_FRA: FlagCarrier{
author="Pyth3rEx";
_generalMacro="CPA_flag_FRA";
scope=2;
scopeCurator=2;
displayName="Flag France";
editorPreview="@CPA-10_test\addons\flag_addon\data\france.paa";
hiddenSelectionsTextures[]={"\A3\Structures_F\Mil\Flags\Data\Mast_mil_CO.paa"};
hiddenSelectionsMaterials[]={"\A3\Structures_F\Mil\Flags\Data\Mast_mil.rvmat"};
class EventHandlers{init="(_this select 0) setFlagTexture '@CPA-10_test\addons\flag_addon\data\france.paa'";};
};``` Any clue?
cyan venture
#

So.. got a question. I'm working on a model configuration, but its muzzle flash is firing like 65 degrees into the air and then straight (how it should). Anyone got any ideas on how to fix?

#

class muzzleFlashROT
{
type="rotationZ";
source="ammoRandom";
sourceAddress="loop";
selection="muzzleFlash";
axis="";
centerFirstVertex="true";
minValue=0;
maxValue=4;
angle0="rad 0";
angle1="rad 90";
};
class OP_ROT
{
type="rotation";
source="zeroing2";
sourceAddress="loop";
selection="OP";
axis="OP_axis";
minValue=0;
maxValue=3;
angle0="rad 0";
angle1="rad 65";
};

clever geyser
#

Can someone remind me of what's the exact text for the Old Man loadorder for requiredAddons? I can't seem to find it

shy knot
shy knot
cyan venture
unreal vector
shy knot
unreal vector
sullen fulcrum
#

Question from my config-making friend for you all:
why are weapons (player held) and weapons (vehicle mounted) treated differently and have differing levels of access to certain systems, e.g the ability to use say memorypointgun[]={"xyz","zya"}; ?

shy knot
#

On a vehicle

versed moss
#
{ 
    class My_Mod_Config 
    { 
        units[] = {"Custom_Uniform_Mod";}; 
        weapons[] = {}; 
        requiredVersion = 0.1; 
        requiredAddons[] =
        {
            "A3_Characters_F"
        }; 
    }; 
}; 

class cfgFactionClasses 
{ 
    class Custom_Faction 
    { 
        displayName = "E4 Mafia Garage"; 
        priority = 3; // Position in list. 
        side = 2; // Opfor = 0, Blufor = 1, Indep = 2. 
        icon = ""; //Custom Icon 
    };  
};

class CfgVehicles 
{     
    class LandVehicle;
    class I_LT_01_scout_F;
    class I_LT_01_cannon_F;
    class Custom_I_LT_01_scout_F: I_LT_01_scout_F
    {
        side = 2;
        scope = 2;
        crew = "I_crew_F";
        faction = "Custom_Faction";
        displayName = "Custom Nyx Scout";
        hiddenSelections[] = {"Camo1","Camo2","Camo3","Camo4"};
        hiddenSelectionsTextures[] = {"Nyx_Pack\Addons\Data\lt_01_main_co.paa","Nyx_Pack\Addons\Data\lt_01_track_co.paa","lt_01_glass_co.paa","Nyx_Pack\Addons\Data\lt_01_radar_co.paa"};
    };
    class Custom_I_LT_01_cannon_F: I_LT_01_cannon_F    
    {
        side = 2;
        scope = 2;
        crew = "I_crew_F";
        faction = "Custom_Faction";
        displayName = "Custom Nyx Cannon";
        hiddenSelections[] = {"Camo1"};
        hiddenSelectionsTextures[] = {"Nyx_Pack\Addons\Data\lt_01_main_co.paa","Nyx_Pack\Addons\Data\lt_01_track_co.paa","lt_01_glass_co.paa"};
    }; 
};```

Currently trying to Reskin whilst following a tutorial, Currently getting mixed results. PBO compiles fine, you can spawn in the Nyx, But it's all see through and shit. As it stands, the Cannon variant only has the actual cannon visible, with a message of; "nyx_pack\addons\data\It_01_main_co.paa". (don't mind the difference inbetween the two hiddenselections and the hiddenselectionsTextures, I was trying shit to fix it
wintry tartan
#

Where did you put the paa?

versed moss
#

Right now it's sitting in the Data Folder

#

Nyx_Pack\Addons\Data

wintry tartan
#

Is it in P?

versed moss
#

I'm a lil stupid, What does that mean?

wintry tartan
#

P Drive

#

If you don't know what it is, well... anyways

versed moss
#

Oh nah, I don't bother with the project drive and do everything on my D

wintry tartan
#

Where is Nyx_Pack?

versed moss
#

It's currently sitting in my Desktop

wintry tartan
#

And is it packed into the pbo?

versed moss
#

Nah, the only thing that the PBO's packed is the Data folder

wintry tartan
#

And how did you pack the pbo?

#

AKA, which software you use?

versed moss
#

I used the Arma 3 Addon builder that comes with the Tools

#

Source directory, Data, destination, addons

wintry tartan
#

Then you should to pack Nyx_Pack instead, not only the Data

versed moss
#

Gotcha Gotcha

#

I feel a little silly, thanks for your help man

unreal vector
little warren
#

would anybody know why my helicopter won't start flying when spawned in the air in the editor? it just falls whiles the engines start also does the same thing when pulled up in the air via zeus but when you pull it up the second time while its falling it starts at full power and flys

strong shuttle
little warren
strong shuttle
#

config.cpp is for mods, description.ext for missions, mission.sqm for placement in mission (which is where the heli is defined when placed in the editor)

little warren
#

this is a mod i'm creating this helicopter

strong shuttle
#

in that case you NEVER want to have those script running, because it means it will always spawn with the engine running

little warren
#

yes i realize that

#

what i'm saying is all the other helicopters you can spawn in the air and when the game starts they're flying at full power

#

mine falls out of the air with the engine turning on

#

i inherit off "Heli_Transport_01_base_F"

strong shuttle
#

And does your version have a crew? Because if nobody is flying it, it won't stay in the air

#

and in Zeus it will automatically turn the engines on, in 3den not (which is why you need to set that script in the init)

shy knot
little warren
#

My helicopter inherits off of "Heli_Transport_01_base_F"

shy knot
little warren
shy knot
little warren
dry mantle
#

Anyone know what might cause the shadowed areas of a model to become pitch black? Not sure what I've done differently but my texture outpost is totally fine.

robust frost
#

@wintry tartan @slim halo

class CfgPatches
{
    class RadiationScript
    {
        requiredAddons[]=
        {
            "A3_Weapons_F",
            "cba_main"
        };
        requiredVersion=0.1;
        units[]={};
        weapons[]={};
    };
};
class Extended_PostInit_EventHandlers
{
    class RAD_post_init_event
    {
        init="_handle = execVM 'RadiationSystem\sqf\RadiationCore.sqf'";
    };
    class RAD_post_init_event2
    {
        init="call compile preprocessFileLineNumbers 'RadiationSystem_devtest\sqf\RadiationActions.sqf'";
    };
};
class Extended_PreInit_EventHandlers
{
    class KPP_RAD_Settings_event
    {
        init="call compile preprocessFileLineNumbers 'RadiationSystem_devtest\sqf\XEH_preInit.sqf'";
    };
};

this is the config
The containing folder is just RadiationSystem_devtest

im not sure why but removing _devtest from everything makes it all work again.

slim halo
#

what is the pbo prefix?

robust frost
#

RadiationSystem_devtest

slim halo
#

then this path is wrong:
RadiationSystem\sqf\RadiationCore.sqf
it doesn't exist

robust frost
#

its what addon builder generated.

#

That just handles the while loop, so the actions path is correct though so im not sure why actions dont show but will correct it and see what happens. Truely I did not notice that though

slim halo
robust frost
#

same name as pbo right?

slim halo
#

it doesn't matter what the pbo name is

#

only pbo prefix matters

robust frost
#

gotcha

slim halo
#

and paths in the addon must use the pbo prefix, not pbo name

robust frost
#

nadda

#

still not loading

#

Omg I apologize, I just realized what is happening, but its still confusing.
Addon builder is deleting folders and files in the final pbo. Why is this happening?
(found out, keeping binarize on does that for some reason.)

#

Ok it all works now, binarize was deleting all the content. I guess if I want to turn a cpp into a bin its best to do it manually.

terse latch
#

Hello I am trying to edit the config of a liberation campaign so I can have full access to the arsenal. When looking through the config I see a blacklist and whitelist and presets. I tried setting the preset to default instead of custom but that did nothing. Do I need to add every piece of gear to the whitelist?

#

Also PBO manager is having issues with the mission which could be part of it. I can extract everything from the mission but that's it. I cannot turn it back into a PBO which is why I think nothing is working

wintry tartan
wintry tartan
#

You should have at least *.sqf as well

robust frost
#

Thank you, will do.

terse latch