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Found 247 results

  1. Hey, I am currently working on an Arma object and now want to implement the ladder function on to the model. But it´s not working and I don´t know why. Tryed out several things, but still not working... I also surched for a thread about it but could not fined one. Here´s my object class class Static; class Pro21_Autobahnschild : Static { author = "Prodeath21"; displayName = "$STR_Pro21_autobahnschild"; scope=2; model = "\Pro21_Autobahnschild\autobahnschild\autobahnschild.p3d"; //icon = "\Pro21_Autobahnschild\autobahnschild\icons\autobahnschild.paa"; editorCategory="Pro21_Addon"; editorSubcategory="Pro21_Objects"; //editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\I_Boat_Transport_01_F.jpg"; //picture = "\Pro21_Autobahnschild\autobahnschild\icons\autobahnschild.paa"; //vehicleClass = ""; ladders[]= { { "Ladder_1_start", "Ladder_1_end", 2.5, "Ladder_1_action" } }; }; I configured: Ladder_1_start -> Memory LOD -> at the start of the ladder Ladder_1_end -> Memory LOD -> at the end of the ladder Ladder_1_action -> Geometry LOD -> geometry selection of the ladder I looked it up here: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#ladders But the player option to climbe is still not showing up ingame.. Am I missing something? Pls Help Thanks in advance. Transfered to other section --> https://forums.bohemia.net/forums/topic/231663-problems-with-ladder-class-config/
  2. Hey everyone ! I'm stuck I just can't seem to figure out why my soldiers's head and face gear randomization is not working. I have been following manual here, but I'm missing something, could someone please assist ? https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#FIA_headgear_and_facewear_randomization No errors are reported, nothing happens to units in eden. Example of code: class spu_Soldier_base: I_Soldier_F { class EventHandlers: EventHandlers { init="if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};"; }; headgearList[] = { "SPU_PatrolCap_blue", 0.33, "spu_helmet_blk", 0.33, "H_Watchcap_blk", 0.33 }; allowedFacewear[] = { "G_Balaclava_blk", 0,33, "G_Bandanna_blk", 0.33, "G_Shades_Black", 0,33 }; }; class spu_soldier_SL: spu_Soldier_base { author="FoxFort"; scope=2; faction="spu_battalion"; editorSubcategory="spu_men"; displayName="Squad Leader"; nakedUniform="U_BasicBody"; uniformClass="spu_uniform_01"; icon="iconManLeader"; role="Grenadier"; hiddenSelectionsTextures[]= { "\spu_data\Data\spu_uniform_01_co.paa" }; hiddenSelections[]= { "Camo", "insignia" }; weapons[]= { "arifle_TRG21_GL_MRCO_F", "hgun_Rook40_F", "Throw", "Put", "Laserdesignator" }; respawnWeapons[]= { "arifle_TRG21_GL_MRCO_F", "hgun_Rook40_F", "Throw", "Put", "Laserdesignator" }; Items[]= { "FirstAidKit", "FirstAidKit" }; RespawnItems[]= { "FirstAidKit", "FirstAidKit" }; magazines[]= { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "Laserbatteries", "SmokeShell" }; respawnMagazines[]= { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "Laserbatteries", "SmokeShell" }; cost=300000; threat[]={1,0.69999999,0.30000001}; linkedItems[]= { "SPU_PatrolCap_blue", "spu_spcs_black", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS" }; respawnLinkedItems[]= { "SPU_PatrolCap_blue", "spu_spcs_black", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS" }; };
  3. I see red, green and blue items, some of them at indentation levels. I can use getText in a script to retrieve red items. getText when used on a green item just returns an empty string. Blue items can always be retrieved, but getArray has to be used. What do the colors and indentation mean? And how do I retrieve a green item? I'm guessing it's to do with inheritance but I'd appreciate an encompassing answer. And the best way to get a green item. Currently trying to get reloadTime for a weapon and all I get is an empty string: getText(configfile >> "CfgWeapons" >> "CUP_optic_LeupoldMk4_20x40_LRT" >> "reloadTime"); // ""
  4. Hello, I am currently making a helicopter. I don't understand how i can change speed of my helicopter in config. I tried to change all the parameters which seemed to me to be able to modify the speed, without success. I can't find the solution maybe due to the fact that I don't speak perfect English. can someone who has the solution help me
  5. I want to run a function before EVERY mission. This is a QOL addon, not a scenario. I do not want the CBA dependency for something that should be so simple. I've spent 8 hours trying to get fn_myFunction to run when a mission is started. 🙃🙃🤬 This is the structure of my mod: This is the contents of config.cpp: class CfgPatches{ class SinglePlayerCharacterSwitcher{ author = "CaptainDucko"; version = 1.0; units[]={}; weapons[]={}; requiredAddons[]={}; requiredVersion = 0.1; }; }; class CfgFunctions { class myTag { class myCategory { class myFunction {}; }; }; }; This is the result: 🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬🤬 WHY IT'S RIGHT HERE Sorry but 8 hours trying backslashes, forward slashes, changing directory structures, building, building, building I'm going insane.
  6. Hello, does anyone know how to create the Zeus modules for the Zeus of Arma 3 Vanilla. I knwo how to create the modules for EDEN, but I don't see nothing for Zeus Modules https://community.bistudio.com/wiki/Modules Thx.
  7. Hello, I am trying to retexture a standard nato rebreather and make it have space and armor. It is doing everything i want it to, accept for having the new textures. Its textures still are the base ones. Please help me and also ignore the wierd file names...So what i called it "Nippel" and "Fucking exerything" The following is said code: class Breath: V_RebreatherB { scope=2; displayName = "Ballistic Rebreather"; author = "Napalm"; class ItemInfo : VestItem { uniformModel = "Nippel\data\equip_rebreather.p3d"; hiddenSelectionsTextures[] = { "\Nippel\data\Fucking_everything\Breath.paa", "\Nippel\data\Fucking_everything\Breath.paa", "\A3\characters_f\data\visors_ca.paa" }; containerClass = "Supply100"; mass = 25; class HitpointsProtectionInfo { class Neck { hitpointName="HitNeck"; armor=10; passthrough=0.2; }; class Arms { hitpointName="HitArms"; armor=10; passthrough=0.2; }; class Chest { hitpointName="HitChest"; armor=10; passthrough=0.2; }; class Diaphragm { hitpointName="HitDiaphragm"; armor=10; passthrough=0.2; }; class Abdomen { hitpointName="HitAbdomen"; armor=10; passthrough=0.2; }; class Body { hitpointName="HitBody"; armor=10; passthrough=0.2; }; }; }; };
  8. I have suit and basic armor config. What parameters should I change to have a hugh armor resistance suit (not invincible) (When I change armor from 2 to 10, shot at any part of the suit(legs, hands) is registered on the "body" Basic armor config class HitPoints: HitPoints { class HitFace { armor=1; material=-1; name="face_hub"; passThrough=0.80000001; radius=0.079999998; explosionShielding=0.1; minimalHit=0.0099999998; }; class HitNeck: HitFace { armor=1; material=-1; name="neck"; passThrough=0.80000001; radius=0.1; explosionShielding=0.5; minimalHit=0.0099999998; }; class HitHead: HitNeck { armor=1; material=-1; name="head"; passThrough=0.80000001; radius=0.2; explosionShielding=0.5; minimalHit=0.0099999998; depends="HitFace max HitNeck"; }; class HitPelvis: HitHead { armor=8; material=-1; name="pelvis"; passThrough=0.80000001; radius=0.23999999; explosionShielding=3; visual="injury_body"; minimalHit=0.0099999998; depends=""; }; class HitAbdomen: HitPelvis { armor=6; material=-1; name="spine1"; passThrough=0.80000001; radius=0.16; explosionShielding=3; visual="injury_body"; minimalHit=0.0099999998; }; class HitDiaphragm: HitAbdomen { armor=6; material=-1; name="spine2"; passThrough=0.33000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitChest: HitDiaphragm { armor=8; material=-1; name="spine3"; passThrough=0.33000001; radius=0.18000001; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; }; class HitBody: HitChest { armor=10; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=6; visual="injury_body"; minimalHit=0.0099999998; depends="HitPelvis max HitAbdomen max HitDiaphragm max HitChest"; }; class HitArms: HitBody { armor=6; material=-1; name="arms"; passThrough=1; radius=0.1; explosionShielding=3; visual="injury_hands"; minimalHit=0.0099999998; depends="0"; }; class HitHands: HitArms { armor=6; material=-1; name="hands"; passThrough=1; radius=0.1; explosionShielding=1; visual="injury_hands"; minimalHit=0.0099999998; depends="HitArms"; }; class HitLegs: HitHands { armor=6; material=-1; name="legs"; passThrough=1; radius=0.14; explosionShielding=3; visual="injury_legs"; minimalHit=0.0099999998; depends="0"; }; class Incapacitated: HitLegs { armor=10; material=-1; name="body"; passThrough=1; radius=0; explosionShielding=3; visual=""; minimalHit=0; depends="(((Total - 0.25) max 0) + ((HitHead - 0.25) max 0) + ((HitBody - 0.25) max 0)) * 2"; }; class HitLeftArm { armor=6; material=-1; name="hand_l"; passThrough=1; radius=0.079999998; explosionShielding=3; visual="injury_hands"; minimalHit=0.0099999998; }; class HitRightArm: HitLeftArm { name="hand_r"; }; class HitLeftLeg { armor=6; material=-1; name="leg_l"; passThrough=1; radius=0.1; explosionShielding=3; visual="injury_legs"; minimalHit=0.0099999998; }; class HitRightLeg: HitLeftLeg { name="leg_r"; }; }; armor=2; armorStructural=4; explosionShielding=0.40000001; minTotalDamageThreshold=0.001; impactDamageMultiplier=0.5; };
  9. Hi All - Hope everyone is doing well, I've got a little problem here that i didn't have 1 month ago. I recently after 4 weeks starting to work on my custom backpack mod again, and for some reason it seems that Arma now cannot find the icons or models for the packs. The config is correct (at least i think it is - it was working and the items DO appear in the Virtual Arsenal list, just no .paa files and .p3d models.) I don't really understand what has changed, but obviously something has happened. I will post the config below - but again, it is working because the mod and the mod contents appear in game, just no models or icons. It almost like the config model and picture paths to the objects is hidden or prohibited when loaded in game? I will add imgur images to show the file directories and example files. The mod is called A3MOD (for testing purposes i haven't changed it) then it has Addons, then the A3MOD PBO, then the contents (objects, icons, textures - textures aren't implemented yet though) Icons: Objects: CONFIG.CPP: class CfgPatches { class A3MOD { units[]={}; weapons[]={}; requiredVersion = 0.1; requiredAddons[]={}; author = "Tommy"; }; }; class CfgVehicles { class Land; class Man: Land { class ViewPilot; }; class CAManBase; class B_AssaultPack_cbr; ////////////////////////////BAGS///////////////////////////////// class BF_Pack_Iteration1_OB: B_AssaultPack_cbr { displayName = "BF - Assault Pack"; author="Tommy"; model = "\@A3MOD\Addons\A3MOD\objects\BF\BF_Pack_Iteration1_OB.p3d"; picture = "\@A3MOD\Addons\A3MOD\icons\bf.paa"; icon = "\@A3MOD\Addons\A3MOD\icons\bf.paa"; descriptionShort = "Small and lightweight assault pack perfect for small operations"; transportMaxMagazines = 8; transportMaxWeapons = 1; }; }; Any help would be GREATLY appreciated - perhaps its something right in front of me that i cannot see, or maybe i'm just blind. Cheers guys. EDIT: This is what appears in-game https://imgur.com/a/FMxed1W
  10. I'm just wondering if it's possible to create a replacement config that replaces the satellite texture (layers), the clutter and the ground textures of a terrain, without access to its source files. I want to replace textures and clutter of the vanilla, 2035 maps, with the textures and clutter from Arma 3 version 1.58. I understand I can just do this by replacing files using a manager (have done before), but what I want to do is make a replacement config that is accessible by everyone, which would be a part of my mod.
  11. So im pretty new here also new to the modding scene everything seems to be working fine except i am unable to spawn the object in zeus even though i have scope=2 and scopecurator=2 set in the config. Any ideas?
  12. Hello everyone, I'd like to ask for some help with an addon that I've been working on. I have to mention that it's a bit heartbreaking to me personally - I've spent my last month preparing it and learning a lot of new things only so that I can submit it for the "Art of War" contest, and so that people could enjoy this asset in their scenarios in the base game. Sadly, I've run into too many issues and didn't manage to finish it on time, but figured I'll at least learn from it, maybe I'll just release it to the workshop as a mod at some point. Basically, I've made a casket model. Just to showcase quickly what I'm talking about: As you can see, I've put an awful amount of work to make all the details I wanted (also, poly count is like 3k on 0.00 resolution LOD so don't worry about all them creases). The casket spawns properly (apart from minor issues with tweaking the rvmat's specularity/smoothness) and looks rather nice. My actions which were supposed to open the door also work. However, I didn't want to make it just a static map asset - I wanted to give this casket a "cargo", so that you can place units inside - either for funeral scenes, or for scenarios involving sneaking people in coffins. This, I didn't manage to get to work. So first of all, to achieve this I made a custom player animation: Which worked well in the animation viewer, but when I loaded the mod and tried doing literally anything in the game, the whole animation cycle was broken. I was even following a tutorial on how to place custom cargo animations in the game, but somehow, for me, it wouldn't work of course. The result was - characters being stuck in T-pose halfway through the ground, civillians running sideways when asked to go forward, also T-Pose when interacting with Inventory. Here's the config. class CfgMovesBasic { class Actions; class DefaultDie; class ManActions { CasketCargo = "CasketCargo"; }; }; class CfgMovesMaleSdr : CfgMovesBasic { class States { class Crew; class CasketCargo_dead : DefaultDie { file = "\casket\anim\CasketCargo.rtm"; }; class CasketCargo : Crew { file = "\casket\anim\CasketCargo.rtm"; interpolateTo[] = {"CasketCargo_dead",1}; }; }; }; Any idea what went wrong here? I've tried to edit this configuration in a thousand different ways too, none of them worked. I also gave the casket some "transport cargo" so that you can transport items inside, which could be also quite useful for some scenarios, and thankfully that worked well, at least. Here is the config for the casket itself: class CfgVehicles { class Thing; class Casket_Base : Thing { displayName = "Casket"; author = "Vestarr"; scope = 0; cost = 0; weight = 60; simulation = "thing"; mapSize = 0.9; accuracy = 1; destrType = "DestructNo"; waterLeakiness = 0.1; maximumLoad = 500; transportSoldier = 1; transportMaxWeapons = 5; transportMaxMagazines = 10; cargoAction[] = {"CasketCargo"}; cargoIsCoDriver[] = {0}; castCargoShadow = 1; hideWeaponsCargo = 1; cargoCanEject = 0; memoryPointsGetInCargo = "cargo_action"; memoryPointSupply = "cargo_action"; supplyRadius = 2; side = 4; vehicleClass = "Objects"; maxSpeed = 0; class UserActions { class OpenTorsoDoor { displayName = "Open Torso Door"; position = "cargo_action"; radius = 3; onlyForPlayer = 0; condition = "true"; statement = "this animateSource [""open_torso_door"", 1]"; }; class OpenLegsDoor { displayName = "Open Legs Door"; position = "cargo_action"; radius = 3; onlyForPlayer = 0; condition = "true"; statement = "this animateSource [""open_legs_door"", 1]"; }; }; }; class Wooden_Casket : Casket_Base { displayName = "Wooden Casket (Openable)"; scope = 2; model = "\casket\model\casket_wood_openable.p3d"; }; }; I tried experimenting with other Base Classes as well - Car, LandVehicle, etc. but none of them worked. In fact, LandVehicle and Car complained about "submerged" properties missing which I initially added but then abandoned the idea since it just kept giving me more errors about other missing properties. I tried the Car/LandVehicle base class because I thought that maybe it has to inherit from a proper vehicle class to even enable the "Get In Cargo" functionality. From the model perspective, I do have a "cargo_action" point in my Memory LOD, and the 0.00 resolution LOD also contains a cargo proxy. So, my question here I guess is - what went wrong? How can I do it properly in the future? How to avoid doing mistakes like this? As I mentioned - I'm still learning so all this is very new to me, but so far I couldn't find answers to a lot of problems that I found on the way, documentation didn't clarify a lot of things either. I know that there is a ton of community tutorials but how do I know which one provide the knowledge I need? Which ones are legit? They are usually very long and cover very particular examples and it's also very hard to pick the information that I need to learn from them... So if there's anything useful I could do for homework, please let me know. Also, if someone would be so kind to explain one thing to me: How does Geometry LOD know which Components should move during animations? Is there any particular way of assigning them to the components in the resolution LODs? It's been bugging me yesterday a bit but didn't get around to test it. Thanks in advance.
  13. I've tried everything related to changing the mass field via a CfgWeapons patch of the ItemInfo class but nothing has been working. Any way to change the mass?
  14. Hello everyone. As you may have noticed, some objects (which are typically part of the terrain itself, such as most rocks on Stratis and Altis) do not have a type (typeOf _x == ""), which means you can't read their config properties. I was wondering if it's possible to somehow read their config properties (such as 'cfgVehicles' properties, e.g. "epeImpulseDamageCoef")
  15. Hey all, Me and my friend are currently working on some edits to the Pandur vehicle from ARMA 3, we wanted to add some variants such as a commander and medical vehicles. My bud managed to make the medical variant with hidden selections and retrexturing the vehicle, which wasn't that hard. However, a commander vehicle is a bit more complicated case since we'd like to at least put some sort of Remote Controlled Weapon Station on top of it. Now, I understand it involves a bit of modelling, I've been playing with this for long enough, but I'm wondering if there's any way we can prepare a separate model file of this RCWS and somehow bind it to the vehicle with config so that it spawns and stays in that position at all times? It seems that the Pandur is binarized so editing the original p3d is not really an option here; we have to find a way to work around this and I'm just curious if it's possible to have a vehicle which is built from more than one P3D. I'll be very grateful for all suggestions. Thanks!
  16. Problem Discription: I am currently working on a uniform retexture for my Hungarian Armed Forces Mod. Therefore I wrote a config code, but when I pack my folder into a .pbo and launch the game, the uniform doesn't appear in the Arsenal, only the Uniform Class soldier, and when placing him down, I get an error that talks about an Old classname I used for the uniform. Error: No entry 'bin\config.bin/cfgWeapons/HUN_Uniform_Base_Uniform.nameSound' Config: class CfgPatches { class Schraxt_Uniforms { author="Schraxt"; units[]={ "HUN_Uniform_Base_Dude", }; weapons[]={ "HUN_Uniform_Base", }; requiredVersion=0.1; requiredAddons[]={"A3_Characters_F",}; }; }; class CfgVehicles { class fow_s_ger_heer_rifleman; class HUN_Uniform_Base_Dude: fow_s_ger_heer_rifleman { author = "Schraxt"; model = "\NORTH\NF_Uniforms\M36_Winter\Fin_M36Uniform_winter.p3d"; displayName = "Soldier"; uniformClass = "HUN_Uniform_Base"; side=2; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Hungarian_Armed_Forces\Data\hun_uniform.paa"}; accuracy = 5; }; }; class cfgWeapons { class U_NORTH_FIN_Corporal; class HUN_Uniform_Base: U_NORTH_FIN_Corporal { displayName = "[HUN] Uniform Base"; picture = "Hungarian_Armed_Forces\Data\little.paa"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\Hungarian_Armed_Forces\Data\hun_uniform.paa"}; scope = 2; scopeCurator = 2; scopeAsenal = 2; class ItemInfo: ItemInfo { uniformModel = model = "\NORTH\NF_Uniforms\M36_Winter\Fin_M36Uniform_winter.p3d"; uniformClass = "HUN_Uniform_Base_Dude"; containerClass = "Supply80"; mass = 50; }; }; }; Full config: Can someone help me?
  17. I'm testing an addon that adds things to a campaign I'm working on. At the moment the config.cpp file only adds one character to the editor and one vest. It looks like this: I have everything in its current state in a folder labeled "@Test_Mod" and inside is an addons folder and within that is the pbo titled "Test Mod.pbo". The mod shows up in the launcher and when I open the game it shows up in the bottom left corner of the main menu, but neither the custom unit nor the vest show up in-game. I'm still very new to making configs, so it's incredibly likely that I missed something, but what would it be?
  18. GF Auto Loot Airdrops Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Airdrops , will detect the enabled Mods , without editing lists,for loot. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Auto Loot Airdrops Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Auto Loot Airdrops , will detect the enabled Mods , without editing lists,for loot. There are 4 options available : 1 = Load every Mod + Bohemia Loot , 2 = Load every Mod - No Bohemia Loot , 3 = Load Bohemia Loot Only , 4 = Custom items only. Custom arrays can be used as well. There are Blacklist Zones available , 5 from default and a safe distanse from players. This is the new reedited version of the previous GF Airdrops script. More information inside the GF_Auto_Loot_Airdrops.sqf There is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40315 Armaholic GF Auto Loot Airdrops Script - Mod
  19. Hi everyone. Does anyone know if there's a command or config value that tells you whether an object can be knocked down by vehicles (basically tells you it's a wall)? Apparently, the "epeImpulseDamageCoef" value tells you that an object can take damage from collisions, but I didn't find anything that tells you whether it gets knocked down when it's dead.
  20. Iv had this problem for months when using the ORBAT. I keep getting the same error when i try to run the game with the exported faction in the add on section, its extremely frustrating as these factions take nearly 3 days to create, iv had to delete them then remake them multiple times. Could someone please help me as i want to make a RMC faction, RAF, RAF regiment RN and so on. Asked this question on the ALIVE forum months ago and no one has replied , posted it on reddit and no one replied either, I even uninstalled and reinstalled ARMA twice hopefully someone here could help me out or redo it for me. (sorry for the crap quality) sorry for sounding so petty. Let me know if i should send you the folder or config etc. Please help https://ibb.co/0BG6Lcc https://ibb.co/rpSWxFn
  21. decided to try and make a simple retexture of the hummingbird heli, I followed some tutorials and got a config going that makes the heli appear ingame but missing the textures that i am trying to load in giving me the textures not found error. The texture and config are both in the pbo and the config is pointing to the correct file path for the HiddenSelectionsTextures. Heres my config. class CfgPatches { class Custom_MH6 { units[] = {"Custom_MH6";}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Air_F"}; }; }; class cfgFactionClasses { class Custom_Faction { displayName = "RNEF"; priority = 3; // Position in list. side = 1; // Opfor = 0, Blufor = 1, Indep = 2. icon = ""; //Custom Icon }; }; class CfgVehicles { class B_Heli_Light_01_F; class Custom_MH6 : B_Heli_Light_01_F { side = 1; scope = 2; faction = "Custom_Faction"; displayName = "MH-6 Hummingbird RNEF"; hiddenSelections[] = { "Camo1" }; hiddenSelectionsTextures[] = {"Addons\data\RNEFhelis\RNEF_Heli_1_CO.paa"}; }; }; and if it helps the file path from arma 3 to the addon is Arma3\!Workshop\@RNEFFlagMod\Addons\Data\RnefHelis\"The config and .paa is here" if anyone could point me in the direction of whats causing the error would be a real help
  22. Iv had this problem for months when using the ORBAT. I keep getting the same error when i try to run the game with the exported faction in the add on section, its extremely frustrating as these factions take nearly 3 days to create, iv had to delete them then remake them multiple times. Could someone please help me as i want to make a RMC faction, RAF, RAF regiment RN and so on. Asked this question on the ALIVE forum months ago and no one has replied , posted it on reddit and no one replied either, I even uninstalled and reinstalled ARMA twice hopefully someone here could help me out or redo it for me. (sorry for the crap quality) sorry for sounding so petty. Let me know if i should send you the folder or config etc https://ibb.co/0BG6Lcc https://ibb.co/rpSWxFn
  23. Hello everyone, I have been trying in the past few days to make a retexture of the AAF uniform at which I succeeded. Then I needed to put it in game as an addon so I have to write a config.cpp file. No matter what I can't get it to work, so any help would be appreciated. Config.cpp Screenshots
  24. Hello all. I'm a non-coder, trying to figure this out, and have put together my first ever patch, to change a loadout in ITC's SPHs. I've got 99% of it ironed out, but am running into an issue where I get an error in CBA every time I load a mission with it included - trying to polish this to use w/ Zeus-based MP server, and would love to eliminate this error. Here's the relevant error section from the RPT. This repeats several 10's of times, over a couple seconds. 23:01:10 Error in expression <ba_settings_fnc_openSettingsMenu'] call SLX_XEH_COMPILE_NEW; ['\x\cba\addons\set> 23:01:10 Error position: <SLX_XEH_COMPILE_NEW; ['\x\cba\addons\set> 23:01:10 Error Undefined variable in expression: slx_xeh_compile_new 23:01:10 File \x\cba\addons\settings\fnc_addSetting.sqf [CBA_fnc_addSetting]..., line 5634 23:01:10 Error in expression <nit.sqf', 'cba_settings_fnc_init'] call SLX_XEH_COMPILE_NEW; ['\x\cba\addons\set> 23:01:10 Error position: <SLX_XEH_COMPILE_NEW; ['\x\cba\addons\set> 23:01:10 Error Undefined variable in expression: slx_xeh_compile_new 23:01:10 File \x\cba\addons\settings\fnc_addSetting.sqf [CBA_fnc_addSetting]..., line 5622 23:01:10 Error in expression < call SLX_XEH_COMPILE_NEW; }; }; call cba_settings_fnc_init == 0 }> 23:01:10 Error position: <cba_settings_fnc_init == 0 }> 23:01:10 Error Undefined variable in expression: cba_settings_fnc_init 23:01:10 File \x\cba\addons\settings\fnc_addSetting.sqf [CBA_fnc_addSetting]..., line 5655 And here's the fairly simple cfgVehicles.hpp (called with an #include from the Config.cpp) /// Magazines macros definition /// #define mag_2(a) a, a #define mag_3(a) a, a, a #define mag_4(a) a, a, a, a #define mag_5(a) a, a, a, a, a #define mag_6(a) a, a, a, a, a, a #define mag_7(a) a, a, a, a, a, a, a #define mag_8(a) a, a, a, a, a, a, a, a #define mag_9(a) a, a, a, a, a, a, a, a, a #define mag_10(a) a, a, a, a, a, a, a, a, a, a #define mag_11(a) a, a, a, a, a, a, a, a, a, a, a #define mag_12(a) a, a, a, a, a, a, a, a, a, a, a, a #define mag_15(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define mag_20(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define mag_24(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define mag_30(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define mag_35(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a class CfgVehicles { class LandVehicle; class Tank: LandVehicle {}; class Tank_F:Tank { class Turrets { class MainTurret {}; }; }; class MBT_01_base_F:Tank_F { class Turrets: Turrets { class MainTurret: MainTurret {}; }; }; class MBT_01_arty_base_F:MBT_01_base_F { class Turrets: Turrets { class MainTurret: MainTurret {}; }; }; class B_MBT_01_arty_base_F:MBT_01_arty_base_F { class Turrets:Turrets { class MainTurret:MainTurret {}; }; }; class itc_land_SPH01_base:B_MBT_01_arty_base_F { class Turrets:Turrets { class MainTurret:MainTurret { //animationSourceBody = "turret_source"; //animationSourceGun = "gun_source"; turretInfoType = "ITC_Land_RscIGS_SPH"; weapons[] = {"itc_land_155mm_howitzer"}; magazines[] = { mag_35("itc_land_g155hex"), mag_10("itc_land_g155smo"), mag_5("itc_land_g155ill"), mag_10("itc_land_g155lgm"), mag_10("itc_land_g155pgm"), mag_5("itc_land_g155map"), mag_10("itc_land_g155mat") }; }; }; }; class itc_land_b_SPH_Sholef2:itc_land_SPH01_base { class Turrets:Turrets { class MainTurret:MainTurret { //animationSourceBody = "turret_source"; //animationSourceGun = "gun_source"; //turretInfoType = "ITC_Land_RscIGS_SPH"; //weapons[] = {"itc_land_155mm_howitzer"}; magazines[] = { mag_35("itc_land_g155hex"), mag_10("itc_land_g155smo"), mag_5("itc_land_g155ill"), mag_10("itc_land_g155lgm"), mag_10("itc_land_g155pgm"), mag_5("itc_land_g155map"), mag_10("itc_land_g155mat") }; }; }; }; class itc_land_b_t_SPH_Sholef2:itc_land_b_SPH_Sholef2 { class Turrets:Turrets { class MainTurret:MainTurret { //animationSourceBody = "turret_source"; //animationSourceGun = "gun_source"; //turretInfoType = "ITC_Land_RscIGS_SPH"; //weapons[] = {"itc_land_155mm_howitzer"}; //magazines[] = { // mag_35("itc_land_g155hex"), // mag_10("itc_land_g155smo"), // mag_5("itc_land_g155ill"), // mag_10("itc_land_g155lgm"), // mag_10("itc_land_g155pgm"), // mag_5("itc_land_g155map"), // mag_10("itc_land_g155mat") //}; }; }; }; }; You'll note I've commented out some strings, trying to figure out what I can cut from the file, and what needs to stay - the last two classes at the end ("...b_SPH..." and "...b_t_SPH..." weren't changing when I put their parent class in (itc_land_SPH01_base), so there's an inheritance issue somewhere, but I was able to get it to work. Less concerned about that (I can do iterative revisions to figure it out) and more concerned about the CBA errors. Any thoughts as to what might be causing the CBA error, or resources I can dig into to figure it out, are all appreciated. Thanks in advance!
  25. I'm making an awful inhouse mod for me and my buddies. It's my first time trying to mod anything really and I've gotten a lot farther then I thought I would. I've got everything working except Randomized headgear. I would like the units spawned to use the randomized headgear made for the FIA in the bootcamp DLC but for the life of me I can't get it working. There doesn't seem to be much documentation on config modding in general and the stuff I do find requires trial and error to get working because it's incredibly vague. Anyway I just want another set of eyes to look this over and tell me what I'm doing wrong. class EventHandlers; class CfgVehicles { class B_Soldier_F; class B_Kitbag_rgr; class MO_inf_soldierOB : B_Soldier_F { side = 0; scope = 0; displayName = "Base"; editorCatergory = "MO_csr_fact"; author = "Kaas298"; nakedUniform = "U_BasicBody"; uniformClass = "CUP_U_O_CHDKZ_Kam_03"; backpack = "rhssaf_kitbag_md2camo"; weapons[] = {"hlc_wp_m16a1","rhs_weap_m72a7","Throw","Put"}; respawnWeapons[] = {"hlc_wp_m16a1","Throw","Put"}; magazines[] = {"hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","HandGrenade","HandGrenade"}; respawnMagazines[] = {"hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","hlc_30rnd_556x45_EPR_EMAG","HandGrenade","HandGrenade"}; linkedItems[] = {"rhssaf_vest_otv_md2camo","ItemMap","ItemCompass","ItemWatch","ItemRadio","ACRE_PRC343","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine"}; respawnLinkedItems[] = {"rhssaf_vest_otv_md2camo","ItemMap","ItemCompass","ItemWatch","ItemRadio","ACRE_PRC343","ACE_fieldDressing","ACE_fieldDressing","ACE_morphine"}; headgearList[] = { //"", 0.3, "rhssaf_beret_green", 0.5, "CUP_H_Ger_M92", 0.3, "rhsgref_helmet_pasgt_woodland", 0.1, //"H_FakeHeadgear", 0.7, "H_Watchcap_blk", 0.4, "H_Watchcap_khk", 0.5, "rhs_beanie_green", 0.9, }; allowedFacewear[] = { //"", 0.5, "rhsusf_shemagh_grn", 0.5, "rhsusf_shemagh2_grn", 0.5, "rhsusf_shemagh_od", 0.5, "rhsusf_shemagh2_od", 0.5, "rhs_scarf", 0.5, "G_Balaclava_blk", 0.5, "G_Balaclava_oli", 0.5, "G_Bandanna_oli", 0.5, "G_Balaclava_combat", 0.5, "CUP_G_Scarf_Face_White", 0.5, }; class EventHandlers: EventHandlers { init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;}"; }; }; };
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