#arma3_config
1 messages · Page 147 of 1
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
So you want a remote detonation?
Why not use a trigger, that is let's the mine explode as soon as someone is in that trigger?
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)
there is for mines
mines are the only one with eventhandlers prior to 2.10
its how the training mine worked iirc
training mine uses config eventhandler
If I want to remove the sound of rain falling on a vehicle, what config do I need to change?
interesting, so having loops via a trigger is always faster than an sqf one?
a bit
but triggers are still bad
what is the better way to using a waiting loop then?
just curious performance wise
if possible, event handlers
interesting, thanks for the insight
Question, what causes eyewear items randomly spawn on civilians when you spawn them in?
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[]
Why not define a own trigger in the config? There are different values like its trigger range, how much minimum weight is needed to execute trigger etc
No script or EH needed
Possible to use such EH for every kind of Ammo Type?
In 2.10 Dedmen will introduce a lot of ammo EHs
2.10 when?
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
Alright, thank you 👍
But training mine is already ingame and used
Yeah, so in 2.10 you can like... when a grenade detonates, when a bullet hits, etc
Thats why im asking if its possible only for mines or for other ammo types
Not now (2.08) IIRC
Okey thats nice, that opens some more possibilities for my EMP and Sonic and Flamethrower stuff 😁
Sonic and Flamethrower? Sounds like you're violating SEGA's IP 🙃
No not Sonic like that 😂
Urm, is this gonna be in Arma intact? 🤔
So this is what the killer 5G wave means 🤣
Exactly

Im doing and did a lot exotic stuff, just check my other videos in my youtube profile
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?
https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection
Perhaps this guide helps
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?
That's what I read from the guide, yes
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.
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
is there any difference when saving the config as .cpp or .bin ?
You save a cpp, not bin
cpp is a unbinarized, bin is binarized, that's the difference
ah ok
well that make sense
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?
Check textureList
that's what I thought, I'm checking out the vanilla configs for C_Offroad_01_F and recreate them
why did you even change the hiddenSeletions?
that's why it's broken
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?
no
CBA has some function for doing it with G36 style integrated optic, but I don't think it works with ironsights: i.e. a 3d model https://github.com/CBATeam/CBA_A3/wiki/Scripted-Optics#add-limited-optic-attachment-support-to-weapons-with-carry-handle-optics-including-pip-support
Community Base Addons for Arma 3. Contribute to CBATeam/CBA_A3 development by creating an account on GitHub.
I've added them because I thought they are missing. The textures also didnt worked before.
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?
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
I use isServer...
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;
};
};
};
};
};
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 inC_Van_02_service_Fthe 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 itsmemoryPointSupply. This is the case for the ammo crateBox_AAF_Equip_F. The inventory center seems to be a bit off from the model center. - Sometimes
supplyRadius = -1but I can still access the inventory from 2 meters away from thememoryPointSupply. This is the case forI_supplyCrate_F.
What is going on? And how can I find the actual center and radius of inventory?
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".
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?
basicbody.p3d uses camo as a selection name not camo1.
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.
aha! Thank you so much.
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};
};
};
Is this your config?
yes
Like at all? Is this your entire config.cpp?
yes why ?
Because this doesn't seem, like... mean anything at all
hmm, someone told me thats the way to change sounds in the game
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
i classefied it in cfgPatches, but thats all really and game didnt crash
nor the sound changed lol
What
That doesn't explain how you did. Please elaborate from the first
Did you even make a pbo?
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
Like at all? Is this your entire config.cpp?
You lied to me 😢
Okay questions:
- How did you pack a pbo?
- Where is your pbo? Where did it go?
- Is your last post, the entire config.cpp? For real this time?
- Who taught you it?
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
- And what is the
@addonfile/folder structure? - Did you load
@addonin Arma 3 Launcher?
5- @cerulean willowmicVheicleSounds/addons/American_Truck_Horn_SFX.pbo
6-i use custom launcher called ArmA3Sync
...sorry dyna lol
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
because a single string is inside an array ?
Because that is not how an array works in config. More like the author parameter should just be a string
So author="AirShark";
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
Incorrect actually. Default defines the default weapon actually, but TruckHorn2 should be inherited from CarHorn
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};
};
};
Seems fine, except indents but that's only for human readability
Ah, and also requiredAddons[] = {}; should be requiredAddons[] = {"A3_Data_F_AoW_Loadorder"};
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 ?
Whatsoever the reason is, you need tihs
And, are you sure that your Mod appears on your main menu?
my mod does appear on the main menu but empty
omg A3_Data_F_AoW_Loadorder did it, i think the A3 configs overwrite the mod config without it
The loadorder thing means your mod gets loaded after all Arma3 config
i thought thats the case for all mods, why would any mod load before the vanilla ones ?
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
Anyone happen to know if the Ace3 Arsenal extended devs have a discord or anything like that?
Dont remember anyone mentioning such but a lot of ACE enthusiasts have gathered into the ACE team discord
you happen to have a link for that?
@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
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 ?
You aren't using the right inheritance. weapon_BIM9xLauncher does not inherit from LauncherCore, it inherits from MissileLauncher.
thanks ! but how do you know which class inherit from, in the config viewer it shows both missilelauncher and launchercore as parent classes
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.
Ah thank you ! that clarified it for me
I can help, may you give the details in direct message ?
Yes that would help alot
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
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
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
{
};
};
thanks ^ ^
is it the case for all mods and external configs ?
Guys, how can i find a model, for retexture, for example helmet?
You don't find a model, just a texture
Go check config viewer, corresponded entry's hiddenSelectionsTextures parameter should have where the texture stored
Ok, thx
Сan you explane me how to do this
I found this option, but how can i fond my helmet
Go into ARMA/mod files and grab the paa’s you need > turn them into PNGs > edit in gimp, photoshop, etc > turn into paa’s > Config in the textures onto the helmet > profit
I actually fond a way, but thanks for attention
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.
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
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?
Could you spawn an invisible artillery directly above the point you wish to hit and fire straight down?
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
Hello guys, how can i find a config of the model, for example i need a config of lwh helmet from rhs?
The same way with vanilla configs
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
if you want the UAV controllability you would have to make a new plane config for it. Retexture can be done to get the colors (hiddenselections are set up for it)
any model changes cant be done though
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 😦
Would anyone in here know why a uniform would be visible on the player, but not AI characters?
Here's the image showing the bug
https://postimg.cc/qzqbPfLM
Here's the config
https://pastebin.com/W8p6jLjh
Here's the model.cfg
https://pastebin.com/m8u9ThK6
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.
Another question about config, how can i find the config of the model?
you can't if the model is binarized
So i need a person, who can help me to write config
I need a config to retextured helmet from rhs
would adding around 500 new entries into CfgVehicles (each with their own model) slow down the game in a meaningful way?
yes
how bad would it be?
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
they are not going to be listed in the editor or zeus, would it still be affected?
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
so it's try and find out?
yep
thanks, i suppose thats good news for me
@lone basalt
- Do you know how to write a config?
- Do you know what are mandatory to make a retextured something?
Anything of both
https://community.bistudio.com/wiki/Class_Inheritance
Basically this is the basic things about syntax
To make a proper addon (pbo):
- Make a config.cpp text file
- Write CfgPatches header (ref: https://community.bistudio.com/wiki/CfgPatches)
- Write proper configs in config.cpp to make a change
- Pack it with a packer software (eg Addon Builder, pboProject)
You probably need to make an empty config to learn some syntax basics
І need a person who will write it for me, because i should see how to do that
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?
you can find samples in Arma 3 Samples
on Steam
I dont need samples, i need a teacher
Wrong section to ask in
Hello if i need RHUSAF, what should i write into "requiredAddons"
you would need to find the cfgPatches classname for that config/pbo
those are what connect between each other
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
Yes... and?
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
rhsusf_infantry has to be in quotes iirc, but cant check right now to confirm
Thx, but everything is done
No need to be quoted, since it will be considered as a string already
ah oki 
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
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
Does anyone have any decent eventhandler init code for applying insignia to AI units automatically?
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
}
Alternatively, you can just add the insignia texture into hiddenSelectionsTextures
Thanks for the suggestions fellas, will try them out
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;
};
};```
[_entity, ''] call BIS_fnc_setUnitInsignia; // first clear any insignia that has been set
this will cause network traffic
just do:
_entity setVariable ["BIS_fnc_setUnitInsignia_class", nil];
instead
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
Also applying the code as is (and yes i replaced the CfgUnitInsignia with my classname), its getting an error saying "Entity not defined"
when units are placed in editor
ahh sorry, I got my code from CBA EH's
replace the fist params ['_entity'], with _entity = (_this select 0);
ah ty, will try it out
Try:
statement = "this animateSource [""door_1"",1];";```
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?
perhaps a stupid question, but do you have a GPS in your inventory?
nope, I tried removing my radio, compass, and watch too
Edit: might be ACE ignoring both my configs and my settings...
oh it works
much appreciated
thinking about it I do remember being told animationSourcePhase and animateSource are better, not sure if always though
Is there a way to prevent AI from getting into a specific turret in a vehicle?
dontCreateAI = 0; prevents AI from spawning by default in a turret.
Other than that, you can lock the turret, but it will also prevent players from entering.
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
You can do this using an animationSource and locked turrets.
wait so it prevents the AI from spawning when it's set to 0? I set it to 1 and it still allowed them in, I would have never thought it should be opposite 😄
Ah, no, otherway around, sorry. =1
This is actually perfect with the turret locking, how can I do this?
enabledByAnimationSource =
Thank you, you legend
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.
It's a gun on an arm that's mounted on the side of the car, but you shouldnt be able to use it unless you deploy it (of course has an animation source for that)
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
yeah except its on the outside of the car and it's not quite a "turn out" option, although quite similar
what would happen if you were in that turret and someone locked it?
AnimateSource can trigger any number of animations instead of having to run that many animate commands. It's better for network performance
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
Best place to ask would be the brand new ACE discord I think
Copy that thank you
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
So, just create a hide and do “attach_era”, “era selection name”
?
Or other way around
Selection hide first
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
sadly enabledByAnimationSource didn't work
still can get in and switch to that turret 😦
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
Possibly some animate code inside an turret get-in/out event handler.
I tried running some animate code but it doesnt seem to alter anything
Anyone have a list of all of the ACE_damageType?
I know there's bullet, explosive, stab, and punch. Anyone know any others?
thank you
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.
A vehicle / turret consists of three things
- model (p3d, textures, materials), how it looks
- model.cfg, how it animates
- 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.
ah? so I can change the ammo type but not swap the turret out?
without it been a custom veh?
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
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?
location has been fixed but for some reason they are going the opposite direction of the dir
Use separate points for cartridge and links, then you can reverse the wrong ones?
they kinda just flop up
Have you got mass in the geo lod for the particles?
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
yeah so even with pos in a complete different place it just drops m straight down
Check in game config viewer to make sure your code is applied / not being overwritten.
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
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
in https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines
I dont quite understand the difference between triggerSpeedCoef and submunitionParentSpeedCoef .
when triggerSpeedCoef says "speed of inherited ammo", is the ammo the submunition thats deployed?
you have to make a new effect for the effectName
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.
Base A3 has your position on the map
I have my difficulty turned up to avoid this, so now it only happens in vehicles. Is there anything I can do about this?
Check in game settings
I'm on Veteran difficulty, and made sure to turn off all of this stuff.
If I'm doing hides for ERA, should they each be on separate hides? Or can they all be under one hide?
Hi there,
dose anyone know how to edit a config file ?
in what context?
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.
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
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.
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.
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
afaik you just need to add a isuav = 1
and change the typical crew to invisible uav crew
how can i do that ?
i found this on google
crew="B_UAV_AI";
isUav=1;
dont know where to put it tho.
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
is there a reason why I am getting Supply600 Error for my vest? I thought 600 is valid value?
post the full error
and no 600 is not valid
really? I thougt it goes by 50 to like 1000 or smth?
500 is the maximum one
instead of guessing just check the config
I think I got it confused with blackpack load values
ill see where to put that and how to create it
anyone can do voice please to help me out `m at the config file in the eden editor right now
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
see this
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.
might be best to ask directly in the ACE discord
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.
There is an ace discord?
I goggled for it but didn't find shit
Did you maybe use a base class or sth?
Check the integrity of your mod, too
Check #channel_invites_list
selectionFireAnim
Like this?
/*snipped*/
selectionFireAnim = "";
};
I deleted the Czech word that was there in the base class
Should do it. Though I have found it’s incredibly inconsistent. It works and sometimes doesn’t
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
I haven't had time to read through your issue in detail, but did notice you're setting selectionFireAnim in the weapon class. If the weapon is on a vehicle and perhaps in a turret, have you set the selectionFireAnim in there too ( ie. inside class Turrets{} )?
Yeah, they don't make their discord easy to find. First link I found was dead, but I did eventually find it. ACE discord hasn't solved the issue yet either though.
Everything is working except the name of the wound showing in the medical menu. It still shows the number of wounds, causes pain, unconsciousness, death, etc.
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?
reloadTime variable
Really? 
(Out of curiosity, what would a baseline of 500 be for the value?)
500 rounds per minute?
500/60 = 8.33 rounds per second
reloadTime = 1 / 8.33 = 0.12s
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.
};
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
Help with what?
wait one sec
...And I've been waiting for one and half hours...
I don't think you can make that
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
are you use your inheritance is correct?
not entirely sure, it shows up as what i want it to and other than the lock detection, and now that i think about it, the countermeasures, everything functions as intended.
can you post the config somewhere?
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
there's sqfbin, pastebin, privatebin, etc.
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
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"?
just CUP_AirVehicles_UH60
obviously it has its own requirements so no need to list them in yours
i figured, thank you
interesting, now i get errors for no entry found Helicopters.scope
on startup
which means your inheritance is incorrect
or you didn't list the correct required addons
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?
idk. check in the config viewer
you can use my mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168
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
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
idk. check the CBA macros
it doesn't seem to belong to CBA
maybe RHS created it themselves
check their script_components.hpp or whatever it's called
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
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
i noticed, for some reason (even though the inheritance looked good), that TransportCountermeasuresComponent was not inherited from Components and was absent.
like I said, either your inheritance is incorrect, or your requiredAddons is incomplete/wrong
some parts might not inherit without them being defined in both old and new classes
Anyway for proximityExplosionDistance to trigger without the need of locking on?
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
(continued from #arma3_texture)
https://community.bistudio.com/wiki/CfgPatches
This is the mandatory part of it
alr
Meta part is not required but better to have. Write as you want
Alright thanks
In listed objects for vehicles that where i put the new class or the one im editing
New
What?
Nvm
In edit here i would put the OG class name for the phantom right?
Basically yes
Whichever you want to put, you can check the classname via script commands or Eden Editor
Nope
Yes
Yes, you need to inherit the original class using the syntax which I already showed, and change a part of it - hiddenSelectionTextures[]
where hidden textures at
Inside of your new config
this is a syntax?
im only seeing Inheritance
I never said "syntax folder", but "inherit the original class with the syntax"
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?
Yes
k
class NewConfigClass: TheConfigThatHasToBeInherited {}; this is the syntax
where would i put that
Inside of CfgVehicles
inside the {} i put the new class right
Yes
class CfgVehicles
{
[vn_b_air_f4b_navy_sead]
};
class NewConfigClass: TheConfigThatHasToBeInherited {vn_air_f4b_ext_01_co};
Is this it?
smh
class CfgVehicles
{
class vn_b_air_f4b_navy_sead;
class WhateverYouNameIt: vn_b_air_f4b_navy_sead
{
//Edit here
};
};
Thanks
class CfgVehicles
{
class vn_b_air_f4b_navy_sead;
class WhateverYouNameIt: vn_air_f4b_ext_01_co
{
//Edit here
};
};
so like this right
No
k
class A: B means to declare A, using B as the parent
And class A; to declare the parent
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
No
damn ight
https://community.bistudio.com/wiki/Arma_3:_Replacement_Config_Tutorial
I've found a better tutorial on BIKI
you do know im doin a CDLC right
It doesnt matter
P sorry Main Arma
Put what
Which value in config defines whether or not a weapon attachment is a light?
@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
Yeah, its for paid users now, used to be free many years ago
welp guess ill buy it again
Guys need help. Error Config 'X' after addon
need a bit more info that that
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
{"
wrong
"};
wrong
Yes extra ""
Need a person who can help me with config, its very difficult
@dusk jungle just letting you know but updating my pbo project version fixed it thanks anyway for the info
👌
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
Those are in language_f, and the configs are part of CfgGroups (so not 3den specific).
eg. STR_A3_CfgGroups_West_BLU_F_Infantry_BUS_InfSquad0 translates to 'Rifle Squad'
right. Where would be the CFG Groups file be?
character_f and character_f_*
thanks
Hi, does anyone know if it's possible to config custom markers to be placeable on the map by players?
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?
Mass is a combination of weight and volume, and is roughly 2x kg (ACE uses that for calculating weight)
So 31000 mass =/= 15500kg
right
anyone know how to add addon settings to a server in here?
and have them run by default
Is that for sure on slingLoadMaxCargoMass? Most of the sling load stuff is in kg and is related to the mass of the object to be lifted taken from it's Geometry LOD.
slingLoadMaxCargoMass is the maximum mass, which usually is the mass of the container plus total mass of it's inventory, based on the config values (and not model).
Arma 3 (and before) only used that value for calculations, which is weight and volume combined.
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
There’s an animation source you use
One sec
activeSensorsPhase
could you elaborate on that?
just defining the activesensorsphase makes the dish spin?
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
The model has an animation source that makes it spin already, do I need to change that to active sensors phase in model cfg?
Could try that
alright, thanks for the help
Though I doubt it’ll work
Since animation sources are more for user stuff, etc
If you don’t have access to the model.cfg
You don’t
isnt it just a binarized text file?
It combines with the p3d
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?
You need access to the file first
But the model.cfg, upon packing, combines itself with the p3d
so there's no way of referencing a model.cfg located in a different pbo?
And touching p3ds that don’t belong to you can get you in trouble. Unless the author gives you the source files willingly
Im not touching any p3ds
No, not Config wise
thats why im making sure im exhausting all posibilities before asking the author
Though, I’m curious as to why a user source was used and not activeSensorsPhase
Seems an odd choice
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...
anybody know if the "turn out/turn in" option is possible with air vehicles such as helicopters?
Not possible.
FFV turrets can be limited by animationSource (like door)
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?
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
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?
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
Ye I mentioned the rpt since it reminded me of a problem I had myself a while ago 😅 , iirc the not allowed thing is linked to a modelSides[...] entry in the uniforms config
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
Yea will do. I was just looking on Google and could see someone else had this problem and that people were suggesting modelSides, but the thing is that it is defined in my config for OPFOR (which this character is) so it "should" work 😆 . At least if that is whats causing the issue.
stuff be wonky man
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
You mean FFV?
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?
Yup, should be
neat
was worried there had to be some model related stuff which would then make it impossible
https://steamcommunity.com/sharedfiles/filedetails/?id=2562088211
It's possible, you can refer some Mods like this
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.
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?
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
what type of weapon is it
as in what does it shoot
bullets or cannon shells
How do I check what kind of weapon it is? As far as I can see they're shells, 30mm
what have you configured the weapon use basically 😅
It's inheriting from the autocannon_Base_F if you're wondering
cause idk what you necessarily mean by the weapon use
yeh that iherits from cannon core so it should count as cannon too
does the turret have a coax?
I assume you have set different memory points for it
idk how to even do that
this is a custom model?
ah
so that could mean you just dont have correctly set up config inheritance
turrets need full config trees
they are tricky like that
oh god...
Wait
memoryPointGun[]=
{
"usti hlavne3"
};
This what you're on about?
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
Yeah I have all that
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?
I think I've got all that, everything else is working fine but just this one single cannon issue
did you copy paste the turret config from the marshal config?
whats its classname?
whats the classname of the marshal?
idk. I just wanted to look at its config
B_APC_Wheeled_01_cannon_F this might be better though
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
its config entry in the item
what is said config entry as i cant figure it out from ingame config viewer
something that has NV, TI in it
ah found it its in subitems
👍
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
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?
- Where do you look?
- Show config
Since it's a faction addon, I look under Greenfor, cause that's the side I wanted them to be on.
In Eden or Zeus?
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
pastebin please
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
isClass (configFile >> "CfgVehicles" >> "RPG_Marksman")Execute in Debug Console, what it returns?
"false" (minus the quotation marks)
Then your Mod is not loaded
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
To load it, load it? IDK where your Mod is so can't say exact thing
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
And did you checked the checkbox?
Yes, the main menu even tells me that it's enabled
What about isClass (configFile >> "CfgPatches" >> "RPG_Karzeghistan_Defence_Forces") in Console?
that appears to do nothing
Did it return false?
It doesn't appear to do anything. No "true" no "false", just the sound of me pressing the button
Well then. Where is your pbo?
I placed it into the addons folder of the mod folder, which I thought was the standard procedure for this sort of thing.
Where exactly terms of the address? And which folder you load?
Local Disk (C:)/Program Files (x86)/Steam/steamapps/common/Arma 3/@KDF/addons
When it came to installing it through the launcher, I load it by just selecting the mod folder
Which software you use to pack the pbo?
The Arma 3 tools addon builder
Hmm I still doubt your pbo is loaded. Can you find your config entries in Config Viewer?
the config viewer? To be honest, I don't know what that is
Config Viewer is to view configs. You can access it from Eden or Debug Console
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.
Hey again
I actually got this working now. Took me a while, but i think i figured the right way to do it now. Do you still need a solution to this and if so do you want me to paste it here or do you want to take this into DMs?
Please do post the solution in here, I've still got use for it 
Alright, 1 sec
thanku!
This first part is in CfgWeapons and the 3 main things to take away here are the following.
- This is the model for how the uniform looks when you drop it on the ground, not when you wear it.
- In ItemInfo the "uniformClass" needs to be the same as the unit in CfgVehicles that you want to wear this.
- 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.
- 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.
- 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.
- 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.
- 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";
};```
Now if this is the 100% correct way to do it... i don't know. But it works and I'm not getting any errors so i will take the win xD
Let me know if you are having problems with it and i would be more than happy to take a look.
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";
};```
thanku for the splendid writeup, I'll have a go at my problem again this weekend with this info
Good luck!
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?
no
So, if I want to change something about the config, I have to edit the config itself and make a new PBO file?
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
Alright, thanks for answering
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
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?
I do not, as far as I know
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
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?
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?
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
Is the unit you used to build your custom ones a modded unit?
Yes. My mod is Cold-War era Karzeghistan and all the soldier are based off of Takistani guerillas from CUP, but using uniforms from CWR.
For further context, the config was made with Drongos Config Generator
I have used Drongos Config Generator in the past and I don’t think that is what is causing the problem. I think that maybe the takistanis that you are building upon have a randomization script running.
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
Yes, I just realized they do. Honestly considering re-generating the config, but using CSAT as the base. Will ask on the official CUP server if there's a way to disable that randomization from my config
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
Alright, what does/should the parameter look like?
This should have all info for categories
What you are looking for is editor subcategories
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"};
};
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
So, I'd create listings for all the subcategories. So, something like
class CfgEditorSubcategories
{
class MySubcategory
{
displayName = "Tanks";
};
};
And then do ones for APCs, cars, etc.
Does it matter where I place these in the config
it can be anywhere but it needs to be defined on its own
Not under cfgWeapons or something like that
Alright, I see. Will probably just stick them at the end.
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
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?
it needs to be config.cpp
config.cpp is where packing starts
and you pack the folder the config.cpp is in
I see. Let me give it a try
I tried it with pboProject, but it failed, telling me "makepbo failed: Rapify error"
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
show your subcategories config
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?
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
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
yes
Ok will do
Tried it again, and pboProject told me that there are missing files.
Full log:https://pastebin.com/xHDefYGu
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
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
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?
im having a problem with using diag_mergeConfigFile anyone able to help me out?
Troubleshooting 101: tell what exactly you do
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.
- 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.
- 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.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
where is cars\config.cpp
i missed that part when typing it out, I couldnt send screenshots
you can link screenshots
I was using snipping tool just a copy paste with windows
I guess because it counts as a file
correct
youll have to post it to firend DMS, imgur, your own server somewhere and then link here
👍
could try ; at the end
then could be your config is faulty
and I get nothing
if the config works on my server itself would it still be fault?
I copy and pasted it out of the file so I wouldnt mess up the working on
this is probably why, the guy that showed me how this worked was using the p drive and I just didnt see it
ill try that
I think the diag merge should be able to read config from anyhwere. but perhaps you did some copy paste error
https://i.imgur.com/HjUhV5p.png same problem
whys that?
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
im just trying to learn how to customize cars
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)
My guess is you aren't using Diag exe
https://i.imgur.com/qis5hcO.png Im using the one selected
You launch diag exe directly?
yes
Can you execute productVersion and what it returns?
let me start up
["Arma 3","Arma3",211,149685,"Development",true,"Windows","x64"]
sorry I thought I hit send
I got it to work, thanks for the help
Yeah it wasn't Diag
yep I found that out
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?
That the czech_jehlici_tan_uniform_class doesn't exist in CfgVehicles.
Looking at your pastebin now, all you did was reference it but it's not clear (at least from my perspective) that the class actually exists.
Also...that's a LOT of duplicate external refs. Not sure why you have class O_Soldier_F listed 12 times.
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
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.
It comes from an addon called *Jason's Uniform Mod * which consists of re-textured gear from CWR
So, where do I go to create the class, and what do I put in?
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.
Is the way I decided to fix the problem going to cause issues? Super new to modding, so I'd quite like to know
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.
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.
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";
So, do I add this to the config of their mod, or mine?
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.
I see
Okay, I'm sorry, but where do I put this? I tried putting the bottom half in by itself, but that caused an error making it so that the config couldn't be turned into a PBO. I tried putting it in by itself, and it would turn into a PBO, but the problem still wouldn't be solved.
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.
Alright. While we're at it, any idea why the Marksman's AK doesn't have the eye-pieceless PSO-1 scope?
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).
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
What's the error?
Ah...
You've kept the extra closing brace.
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";
};
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
???
It binarises OK for me:
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
What's the error that Addon Builder or MakePBO is throwing at you?
It appears to binarise fine. Whether I include the line-space or not, it still doesn't fix the issue with uniforms. Let me toy around with having/not having the line space, and having/not having those two line be have either the same or different spacing
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
Does anyone know how to confing the CLSA Vehicle insignias, i want to add vehicle emblems for the vehicles in CLSA Iron curtain
That happens when you have a patch/unit selected
Plus, the vehicles need to have a certain spot for it on the model
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?
Your Config isn’t closed off properly
I've tried a few things that I thought would fix it, but I'm still having no luck. https://pastebin.com/crahDEm2
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Im still going to suggest the rebuilding of the config in small chunks so you can see easier what parts work
In fairness, I know for a fact that it's the recent bits of code i put in.
I kind of went off of a hunch based off of what you and @wheat sluice told me, and put class B_Soldier_base_F; under cfgVehicles and the rest of it underneath cfgWeapons.
I have a strong feeling my hunch might have been at least partially incorrect
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.
Okay
Is it possible that NVGs do not support hiddenSelectionsTextures?
So they cannot be easily reskinned?
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.
Ah, there it is: #arma3_model message
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?
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?
Something that occupies the slot is an NVG
Whatever it is, same limitations with NVGs still applies
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
@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.
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?
I don’t think there is unless you create a custom version
Creating an override, you’ll need everything in the original
Custom, just inherit and change displayName
Bugger. I have a use case where I just need to add a suffix to a bunch of display names, basically
Still curious what a "non-vanilla" nvg would be and whether hiddenSelections/retexture in NVG slots is just a hard no or whether there is an (arcane) solution to it (aside from creating a model per reskin)
you can use macros, or __EVAL
and then just access it like from SQF with configOf and thelike?
Alright, thank you
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 ?
if 1 is global then 0 is obviously not global, aka local
Yeah but actually 0 is for server only execution not for local sadly
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?
yeah actually it's a property here : https://community.bistudio.com/wiki/Modules
i forgot to say this is a zeus module. It's not a module i place in the eden editor.
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
Oh ok thank you but how can i know who placed the module ? Actually i put -1 for isglobal and it seems to work perfectly. The code is run just for the one who placed the module.
Not sure if bug or feature 🤔
But if it works it works 😉
i'm not sure too xD
I don't see anything there
nvm it was hidden
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.
Problem solved with this code
_logic = param [0,objNull,[objNull]];
if ((_logic != objNull) && (local _logic)) then
{
//Here local code
};
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?
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";
};
Can someone remind me of what's the exact text for the Old Man loadorder for requiredAddons? I can't seem to find it
Is it a vehicle or weapon?
If it’s a path error, your pathing is incorrect
Set flag texture should be your source folder. Not the add on
I got it. I was being stupid
but how do I do that since this is intended to be deployed as a mod
What’s your source folder
the source of my mod? @CPA-10_test
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"}; ?
Memorypointgun is where the game figures out where the rounds come from
On a vehicle
{
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
Where did you put the paa?
Is it in P?
I'm a lil stupid, What does that mean?
Oh nah, I don't bother with the project drive and do everything on my D
Where is Nyx_Pack?
It's currently sitting in my Desktop
And is it packed into the pbo?
Nah, the only thing that the PBO's packed is the Data folder
I used the Arma 3 Addon builder that comes with the Tools
Source directory, Data, destination, addons
Then you should to pack Nyx_Pack instead, not only the Data
Hey just putting this back out there as I still couldn't figure it out 😬
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
Try this in the init of the vehicle:
this engineOn true;
this setSpeedMode "FULL";
ya but how can i put that in the config.cpp
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)
this is a mod i'm creating this helicopter
in that case you NEVER want to have those script running, because it means it will always spawn with the engine running
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"
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)
yes it has a crew
Have you referenced any base game Config?
You mean like inheriting off another vanilla helicopter base?
My helicopter inherits off of "Heli_Transport_01_base_F"
No, have you decompiled A3 and looked at other helicopter Config
yes everything works fine it just won't start in the air like other helicopters
Have you compared yours to a vanilla helicopter? Make sure you aren’t missing anything vital. May not seem important but just do a comparison and see what it has that yours doesn’t
i don't see anything that i'm missing
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.
@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.
what is the pbo prefix?
RadiationSystem_devtest
then this path is wrong:
RadiationSystem\sqf\RadiationCore.sqf
it doesn't exist
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
its what addon builder generated.
just set the prefix explicitly in Addon Builder options
same name as pbo right?
gotcha
and paths in the addon must use the pbo prefix, not pbo name
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.
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
Are you sure? What this part of it says?
You should have at least *.sqf as well
Thank you, will do.
Even after extracting a mission pbo and the trying to repack with no edits I still get an error and it fails to pack the file.
"Rapify error
</MakePbo>
makepbo failed: Rapify error
Scion%20Conflict%20Liberation%20[Altis].pbo not produced due to error(s)"
this is what I get each time
