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Found 16 results

  1. I have made a custom faction using Spetsnaz from Contact as the base. Everything regarding the custom faction works as intended, but I would like to replace the editor previews, which still show the base Spetsnaz base units when hovering over them. In the config.cpp, I have added a line for each unit – e.g. editorPreview="@MyMod\addons\previews\myUnit.jpg"; No matter where I put images in the mod folder, the image always fails to load in the editor, despite having the proper dimensions of 455x256px and being JPGs. I have tried putting images straight in the addons folder with no sub-folder putting images into a data folder outside the addons folder but inside the mod folder, and pointing to that instead different variations of folder paths in the config.cpp converting .jpg to .paa, and then repeating prior steps Is there some other place I need to place this images when compiling the mod into a .pbo?
  2. Attempting workaround for hidden selections that don't apply. (Think Huron, some CSAT vehicles, etc.) 1) Made new "TextureSources" class as a test for custom faction. 2) New class is obviously working in game and can be applied from list. 3) New class does not apply to vehicle by default despite being only item in list, defaults to original Sand texture from inherited vehicle. 4) Have to manually select new class for every vehicle put down in editor. Don't want to do that every time for multiple vehicles. 5) I want the vehicle to use new class as default when placed in editor. 6) Want to apply texture by default through CfgVehicles. Know this is possible because I did it years ago but lost the code. Must be an event handler in vehicle config with "BIS_fnc_initVehicle" function in "init =" or something? Looked at OEM configs and found nothing. No idea how to accomplish this because user is an artist and not a programmer. Help? class CfgVehicles { // Texture Vehicle class B_APC_Tracked_01_AA_F; class GGR_Test: B_APC_Tracked_01_AA_F { scope = 2; displayName = "[TEST]"; author = "Steve Sherber (GeeGeeRaffe)"; editorSubcategory = "EdSubcat_AAs"; faction = "GGR_F_USAF"; side = 1; crew = "B_crew_F"; typicalCargo[] = {"B_Soldier_F"}; hiddenSelections[] = {"camo1","camo2","camo3","CamoNet"}; // Define Custom Textures class TextureSources { class USAF_Woodland_APC_Tracked_01_AA { displayName = "USAF Woodland"; author = "Steve Sherber (GeeGeeRaffe)"; textures[] = {"A3\Armor_F_exp\APC_Tracked_01\Data\apc_tracked_01_aa_body_olive_co.paa","A3\Armor_F_exp\APC_Tracked_01\Data\mbt_01_body_olive_co.paa","A3\Armor_F_exp\APC_Tracked_01\Data\apc_tracked_01_aa_tower_olive_co.paa","a3\Armor_F\Data\camonet_NATO_Green_CO.paa"}; factions[] = {"GGR_F_USAF"}; }; textureList[] = {"USAF_Woodland_APC_Tracked_01_AA"}; }; // Vehicle Inventory class TransportItems{}; class TransportMagazines{}; class TransportWeapons{}; class TransportBackpacks{}; }; };
  3. I want to edit the CfgVehicles file (or folder if its a folder with files) to say i'm a engineer for virtual arsenal since you cant change traits to my knowledge, so I need to know where the file is to edit it so. Please tell my if there's a better way and sorry for the bad wording.
  4. Hello everyone! I am here asking for help with an error I am getting from an eventhandler contained within a custom soldier class config.cpp file. This custom class is the project to make giant and miniature soldiers using setObjectScale. The error comes from a misidentification of a variable. Here is my config.cpp file. I used Drungo's config generator. config.cpp [(_this select 0)] returns an error: type array, expected object... .Please correct me here. I figured that the first variable in the TWZ_Pym_Warriors would be "units[]={"TWZ_Twz_Pym_Little_F","TWZ_Twz_Pym_Big_F"};" and when I flex the little knowledge I have of passing variable from scope to scope I add another "select 0" to identify the first variable, of the first variable in units. However, this returns the error: type object, expected array..... *facePalm*. I am obviously way off here. Would you please explain/show me how to Identify the variable of the body of the unit which I am attempting to execute the code upon.
  5. The author summerized this when exploring the reason MG not attacking some helicopter in personal MOD, resistance tank displaying green name for east vehicles, and units like M1A2 and Leo2A6 displaying M1A1 name when just being created. The parameter "accuracy" is mainly discussed. See completed file at link below. https://drive.google.com/file/d/1DLkNhQSbOfjh5gnmu9rKZ9hgelDNp1CA/view?usp=sharing
  6. Hello everyone, I have compiled a little list of base classes for CfgVehicles. so that these can be used in combination with isKindOf CfgVehicles Base I had created a pastebin to preserve a little more forum space.
  7. 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!
  8. Hi guys, I am currently working on a custom composition mod for our unit that uses custom textures on Arma 3. The current code I have works only in Single player Editor, it does not show up for Zeus on the dedicated server. Anybody able to tell me what am I doing wrong? I have been going through the BI forums and the wiki, they don't provide me with the answer I am looking for however. https://pastebin.com/pbr8Au4f Thanks, BigBearZ
  9. I've been having problems with configuring a child class of the "Land_DataTerminal_01_F". What I'm trying to do is, making my child class behave like an ammo crate, so it can be dragged around and loaded with another mod. Since the data terminal is a child of "buildings" and "static" it behaves much different. What I did was setting - simulation = "thing" - in the config. All it did was bringig up errors of missing config entries and making the model disappear. class CfgVehicles { class Land_DataTerminal_01_F; class NDF_radioRelay:Land_DataTerminal_01_F { author = "[NDF MoaB]"; scope = 2; displayName = "TFAR Radio Relay"; ace_dragging_canDrag = 1; ace_dragging_dragPosition[] = {0, 1.2, 0}; ace_dragging_dragDirection = 0; ace_dragging_canCarry = 1; ace_dragging_carryPosition[] = {0, 1.2, 0}; ace_dragging_carryDirection = 0; class UserActions { class aktivieren { displayName = "Aktivieren"; displayNameDefault = ""; priority = 3; radius = 5; position = "action"; showWindow = 0; hideOnUse = 0; onlyForPlayer = 1; condition = true; statement = "[this, 50000] call TFAR_antennas_fnc_initRadioTower;[this,3] call BIS_fnc_DataTerminalAnimate;"; }; class deaktivieren { displayName = "Deaktivieren"; displayNameDefault = ""; priority = 3; radius = 5; position = "action"; showWindow = 0; hideOnUse = 0; onlyForPlayer = 1; condition = true; statement = "[this, -1] call TFAR_antennas_fnc_initRadioTower;[this,0] call BIS_fnc_DataTerminalAnimate;"; }; }; }; }; This is my config at this point. Any help?
  10. Hello, I am working on a new release of my warfare and I have a problem, I wrote here hopefully somebody from forum got same problem and found already a solution I have a check that is based on baseclass, soldierwb/eb/gb, the problem is and I wonder why and how is possible that RHS and CUP did something so stupid: their parent class are based on wrong parent base class. example cup OPFOR Russian are based on soldierWB instead of EB instead of all OPFOR Russia from RHS are based on soldierGB instead of EB, this generate some bug with all the scripts in warfare that use that check, /* Root classes */ westSoldierBaseClass = 'SoldierWB'; eastSoldierBaseClass = 'SoldierEB'; resistanceSoldierBaseClass = 'SoldierGB'; server side script: if ((leader _team) isKindOf westSoldierBaseClass) then {_sideJoined = west}; if ((leader _team) isKindOf eastSoldierBaseClass) then {_sideJoined = east}; I need an alternative way to check if JIP player side (server side script) thanks in advance for any good hint hopefully addon maker will try do use proper base class for soldiers in further updates. Rubber
  11. Gentlemen, I am looking for a way to pull one array each for Uniforms, vests, backpacks, headgear and so on from configfile, similar to below example for weapons. I would like to pull all equipment items, and then pick out all uniforms or vests or.... (whatever group of items that I want to make an array for) by filtering it by the "parent" name. (eg, below example "if "rifle" in _parents) Now I tried to find the correct parents in config viewer by placing an uniform in eden editor and then rightclick + show in config viewer, but i think i get the wrong parents there (maybe just the vehicle for the placed uniform / "groundweaponholder"?) Anyway none of the parents work and i wonder where i am going the wrong way. For backpacks for example, I selected a backpack from the cfg vehicle list in the config viewer and found the parent "Bag_Base" (or something like that) and it would return an array of backpacks, however, many of the backpacks would contain items. Is there a way to avoid this? In the end I only want each array to contain empty vests/uniforms/backpacks. I think my problem is that I use the wrong method to search for an example classname in config viewer and therefore it provides me with wrong parents. I would appreciate any help or guidance in that respect;) Thanks VD
  12. So i have started working on a new faction some days ago. I made some new textures for the vehicles im going to use and created the config.hpp file using the ALiVE ORBAT CREATOR. When i try to pack all the files (Cfgvehicles.hpp, CfgGroups.hpp, CfgPatches.hpp, CfgFactionClasses.hpp, config.hpp, script_component.hpp) into a PBO it gives me the following error The only file i edited was CfgVehicles.hpp I would be very happy if someone could help me :) I also apologize for any error i made or if i created this thread in the wrong section. This is the complete log of CfgVehicles.hpp: ////////////////////////////////////////////////////////////////////////////////// // Config Automatically Generated by ALiVE ORBAT Creator // Generated with Arma 3 version 182.144710 on Stable branch // Generated with ALiVE version 1.6.1.1804271 ////////////////////////////////////////////////////////////////////////////////// class CBA_Extended_EventHandlers_base; class CfgVehicles { class B_Soldier_F; class B_Soldier_F_OCimport_01 : B_Soldier_F { scope = 0; class EventHandlers; }; class B_Soldier_F_OCimport_02 : B_Soldier_F_OCimport_01 { class EventHandlers; }; class I_Truck_02_transport_F; class I_Truck_02_transport_F_OCimport_01 : I_Truck_02_transport_F { scope = 0; class EventHandlers; class Turrets; }; class I_Truck_02_transport_F_OCimport_02 : I_Truck_02_transport_F_OCimport_01 { class EventHandlers; class Turrets : Turrets { class CargoTurret_01; class CargoTurret_02; }; }; class I_Truck_02_covered_F; class I_Truck_02_covered_F_OCimport_01 : I_Truck_02_covered_F { scope = 0; class EventHandlers; class Turrets; }; class I_Truck_02_covered_F_OCimport_02 : I_Truck_02_covered_F_OCimport_01 { class EventHandlers; class Turrets : Turrets { class CargoTurret_01; class CargoTurret_02; }; }; class B_UN_Rifleman01 : B_Soldier_F_OCimport_02 { author = "Pastah"; scope = 2; scopeCurator = 2; displayName = "Rifleman"; side = 1; faction = "B_UnitedNations"; identityTypes[] = {"Head_NATO","LanguageENG_F","G_NATO_default"}; uniformClass = "U_B_CombatUniform_mcam"; linkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemMap","ItemRadio","ItemCompass","ItemWatch","NVGoggles"}; respawnlinkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemMap","ItemRadio","ItemCompass","ItemWatch","NVGoggles"}; weapons[] = {"arifle_MX_ACO_pointer_F","hgun_P07_F"}; respawnWeapons[] = {"arifle_MX_ACO_pointer_F","hgun_P07_F"}; magazines[] = {"30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag"}; respawnMagazines[] = {"30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag"}; ALiVE_orbatCreator_loadout[] = {{"arifle_MX_ACO_pointer_F","","acc_pointer_IR","optic_Aco",{"30Rnd_65x39_caseless_mag",30},{},""},{},{"hgun_P07_F","","","",{"16Rnd_9x21_Mag",16},{},""},{"U_B_CombatUniform_mcam",{{"FirstAidKit",1},{"30Rnd_65x39_caseless_mag",2,30},{"Chemlight_green",1,1}}},{"V_PlateCarrier1_rgr",{{"30Rnd_65x39_caseless_mag",7,30},{"16Rnd_9x21_Mag",2,16},{"SmokeShell",1,1},{"SmokeShellGreen",1,1},{"Chemlight_green",1,1},{"HandGrenade",2,1}}},{},"H_HelmetB","",{},{"ItemMap","","ItemRadio","ItemCompass","ItemWatch","NVGoggles"}}; class EventHandlers : EventHandlers { class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {}; class ALiVE_orbatCreator { init = "if (local (_this select 0)) then {_onSpawn = {_this = _this select 0;sleep 0.2; _backpack = gettext(configfile >> 'cfgvehicles' >> (typeof _this) >> 'backpack'); waituntil {sleep 0.2; backpack _this == _backpack};if !(_this getVariable ['ALiVE_OverrideLoadout',false]) then {_loadout = getArray(configFile >> 'CfgVehicles' >> (typeOf _this) >> 'ALiVE_orbatCreator_loadout'); _this setunitloadout _loadout;reload _this};};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];};"; }; }; // custom attributes (do not delete) ALiVE_orbatCreator_owned = 1; }; class Zamak_UN : I_Truck_02_transport_F_OCimport_02 { author = "Pastah"; scope = 2; scopeCurator = 2; displayName = "Zamak Transport"; side = 1; faction = "B_UnitedNations"; crew = "B_UN_Rifleman01"; hiddenSelections[] = {"Zamak_UN"},{"Zamak_Covered_UN"}; HiddenSelectionsTextures[] = {0,"x\data\Zamak_UN.paa"},{1,"x\data\Zamak_Covered_UN.paa"}; class Turrets : Turrets { class CargoTurret_01 : CargoTurret_01 { gunnerType = ""; }; class CargoTurret_02 : CargoTurret_02 { gunnerType = ""; }; }; class EventHandlers : EventHandlers { class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {}; class ALiVE_orbatCreator {init = "if (local (_this select 0)) then {_onSpawn = {sleep 0.3; _unit = _this select 0;};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];};"; }; }; // custom attributes (do not delete) ALiVE_orbatCreator_owned = 1; }; class Zamak_Covered_UN : I_Truck_02_covered_F_OCimport_02 { author = "Pastah"; scope = 2; scopeCurator = 2; displayName = "Zamak Transport (Covered)"; side = 1; faction = "B_UnitedNations"; crew = "B_UN_Rifleman01"; hiddenSelections[] = {"Zamak_UN"},{"Zamak_Covered_UN"}; HiddenSelectionsTextures[] = {0,"x\data\Zamak_UN.paa"},{1,"x\data\Zamak_Covered_UN.paa"}; class Turrets : Turrets { class CargoTurret_01 : CargoTurret_01 { gunnerType = ""; }; class CargoTurret_02 : CargoTurret_02 { gunnerType = ""; }; }; class EventHandlers : EventHandlers { class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {}; class ALiVE_orbatCreator { init = "if (local (_this select 0)) then {_onSpawn = {sleep 0.3; _unit = _this select 0;};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];};"; }; };
  13. Hi, I've just started to get in the modding scene for Arma 3. I'm starting off with the basics like config modifications. And I've made a lot of progress so far. However, I've been working on a new type of ammo that is roughly equivalent to artillery in power. Due to this I was hoping to have the same visual and sound effects of the 230 mm Rockets from the M5 Sandstorm MLRS play when the new round i'm working on impacts a surface/target. But I'm at a bit of loss of how to go about implementing that. Any advice or suggestions would greatly appreciated, thank you!
  14. Hi! Need some help how can i change vehicle settings in mp mission? i'm beginer... I want to change B_UAV_02_dynamicloadout's irTargetSize and radarTargetSize. I hope this helps lock uav with missle over 2200m.... I tried make config.cpp file: class cfgVehicles { class HTom_ReplacementSet_UAV_IR_AND_RADAR_SIZE { units[] = {}; weapons[] = {}; vehicles[] = {}; requiredVersion = 1.70; requiredAddons[] = {}; }; }; class CfgVehicles { class B_UAV_02_dynamicLoadout; class B_UAV_02_dynamicLoadout_new: B_UAV_02_dynamicLoadout { irTargetSize = 2; radarTargetSize = 2; }; }; I need to execute config cpp somewhere? or need put somewhere in mission pbo file? or its working only mods and not on mp mission? Have any way to change irTargetSize and radarTargetSize with script? Or have other way to lock UAV with missle from ground if UAV flying over 2200m? AA tank and AA ais just see UAVs... Thanks for answers! HTom
  15. Hi, This is a config / terrain builder question not quite sure where the problem is any help would be appreciated! Ive got a house model in game this is its config: class Land_VehiclePadCornor: House_F { scope = 2; scopeCurator = 0; displayName = "Sub Terrain Vehicle Pad Corner"; armor = 999999; armorStructural = 999; author = "Article 2 Studios"; model="P:\OPTRE_MapCommon\Buildings\VehiclePadCorner.p3d"; class AnimationSources { class liftgate_1 /// the class name is later used in model.cfg { source = "user"; /// user source means it is waiting on some scripting input animPeriod = 8; /// 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 = "ServoRampSound_2"; }; }; }; It works fine when I place it the Eden Mission editor in that it cannot be destroyed as Ive given it high Armour values in the config. However when placed in Terrain builder it can be destroyed, in addition my add actions and animations do not seem to work on versions placed in Terrain builder. I also ran a small script to test the problem using the nearestObject scripting command, when I ran the test on buildings in Altis it returned the buildings classname when I tested it on my buildings it returned just empty string. The only information on this forum Ive found seems to suggest to link the config and the p3d file you add "Land_" followed by the p3ds file name to the class name and it should work, but this does not seem to be the case for me. Thanks for reading.
  16. Addonbuilder keeps deleting my vehicle's config files during the PBO process. It still adds the model and textures however, with the exception of the .RVMATs.
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