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Found 31 results

  1. Hi, I'm new here (but not to Arma), and I already come with a plea for help. I hope I don't get too much flak for that... 😅 I love the static destroyer (been in the Navy for some time), but the VLS-41 just doesn't cut it for me. The real-world equivalent VLS Mk. 41 is (mainly) used for surface-to-air missiles. Anti-ship and land attack missiles are just secondary. So I managed to add e.g. the MIM-145 Defender and/or the Mk21 Centurion Missiles in the editor, but obviously the won't work correctly. Two things are needed: an active radar system (specs similar to the AN/MPQ-105) and the view from the turret needs to be less restricted (can't slew upwards). I see no way to achieve this using scripting in the Eden editor, so I guess I would need to create a modified VLS as an add-on with its own config.cpp. I looked around for tutorials, and I was able to create a usable patch (thanks to Alex# and his amazing tutorial). But pretty much everything else I found seems to lack the information I would need. And/or it's just too complicated/convoluted to find the parts I'm looking for. Yep, I'm pretty old too... So, I would like to ask for the following: - any pointers how to write the necessary config.cpp - or an already completed one (one free wish per day, right?) Hope someone here has the necessary expertise. The second step would be to change the VLS so it can be used for fire support missions. I can include it in the support provider module, but there isn't any ordnance to use. Guess it would require a GPS-guided cruise missile? Would be thankful for any help. Cheers, M.
  2. Is there a way to assign an insignia to a custom soldier like a vest or a uniform, so that it is automatically equipped when the it's spawned?
  3. Hey guys, Im trying to create my very first little addon. It just should execute a function on mission start. If I load the mod with arma then I get the error: .rpt config.cpp
  4. steam-76561198356197292

    Config.cpp error. (DayZ)

    Hello! I decided to try making my first mod for DayZ. But when packaging the mod comes out here is such an error: Build failed. Result code=1 CfgConvert task failed. File E:\@DioG\addons\AuRa\config. cpp, line 24: /CfgVehicles/: 's' encountered instead of ' { ' Config : some input after EndOfFile. Error reading config file 'E:\@DioG\addons\AuRa\config. cpp' Class destroyed with lock count 1 I tried to find the error, but nothing came out 😞 // config.bin - 12:34:00 03/22/21, generated in 0.08 seconds // Generated by unRap v1.06 by Kegetys // Separate rootclasses: Disabled, Automatic comments: Enabled enum { DESTRUCTENGINE = 2, DESTRUCTDEFAULT = 6, DESTRUCTWRECK = 7, DESTRUCTTREE = 3, DESTRUCTTENT = 4, DESTRUCTNO = 0, DESTRUCTMAN = 5, DESTRUCTBUILDING = 1, }; class CfgPatches { class DZ_Weapons_Melee_Blade { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"DZ_Weapons_Melee"}; }; }; class CfgVehicles { class Inventory_Base; // External class reference class Sword; class AuRa sword : Sword { scope = 2; displayName = "AuRa sword"; descriptionShort = "by DioGonal"; model = "\@DioG\addons\AuRa\AuRa.p3d"; repairableWithKits[] = {4}; repairCosts[] = {25.0}; inventorySlot[] = {"Shoulder", "Melee"}; RestrainUnlockType = 1; rotationFlags = 12; itemSize[] = {2, 8}; weight = 1800; itemBehaviour = 2; lootTag[] = {"Historical"}; lootCategory = "Tools"; itemInfo[] = {"Axe"}; openItemSpillRange[] = {20, 40}; class DamageSystem { class GlobalHealth { class Health { hitpoints = 500; healthLevels[] = {{1.0, {"DZ\weapons\melee\blade\data\medieval_sword.rvmat"}}, {0.7, {"DZ\weapons\melee\blade\data\medieval_sword.rvmat"}}, {0.5, {"DZ\weapons\melee\blade\data\medieval_sword_damage.rvmat"}}, {0.3, {"DZ\weapons\melee\blade\data\medieval_sword_damage.rvmat"}}, {0.0, {"DZ\weapons\melee\blade\data\medieval_sword_destruct.rvmat"}}}; }; }; }; isMeleeWeapon = 1; suicideAnim = "sword"; class MeleeModes { class Default { ammo = "MeleeSword"; range = 1.8; }; class Heavy { ammo = "MeleeSword_Heavy"; range = 1.8; }; class Sprint { ammo = "MeleeSword_Heavy"; range = 3.7; }; }; class AnimEvents { class SoundWeapon { class animalSkinning_in { soundSet = "animalSkinning_in_SoundSet"; id = 516; }; class animalSkinning { soundSet = "animalSkinning_SoundSet"; id = 517; }; class animalSkinning_out { soundSet = "animalSkinning_out_SoundSet"; id = 518; }; class CutTies_end { soundSet = "CutTies_end_SoundSet"; id = 519; }; class CutTies_loop { soundSet = "CutTies_loop_SoundSet"; id = 520; }; class shaving_knife_clean { soundSet = "shaving_knife_clean_SoundSet"; id = 600; }; class shaving_knife1 { soundSet = "shaving_knife1_SoundSet"; id = 601; }; class shaving_knife2 { soundSet = "shaving_knife2_SoundSet"; id = 602; }; class shaving_knife3 { soundSet = "shaving_knife3_SoundSet"; id = 603; }; class shaving_knife4 { soundSet = "shaving_knife4_SoundSet"; id = 604; }; class shaving_knife5 { soundSet = "shaving_knife5_SoundSet"; id = 605; }; class shaving_knife6 { soundSet = "shaving_knife6_SoundSet"; id = 606; }; class shaving_knife7 { soundSet = "shaving_knife7_SoundSet"; id = 607; }; class shaving_knife8 { soundSet = "shaving_knife8_SoundSet"; id = 608; }; class shaving_knife9 { soundSet = "shaving_knife9_SoundSet"; id = 609; }; class shaving_knife10 { soundSet = "shaving_knife10_SoundSet"; id = 610; }; class shaving_knife11 { soundSet = "shaving_knife11_SoundSet"; id = 611; }; class shaving_knife12 { soundSet = "shaving_knife12_SoundSet"; id = 612; }; class shaving_knife13 { soundSet = "shaving_knife13_SoundSet"; id = 613; }; class shaving_knife14 { soundSet = "shaving_knife14_SoundSet"; id = 614; }; class shaving_knife15 { soundSet = "shaving_knife15_SoundSet"; id = 615; }; class shaving_knife16 { soundSet = "shaving_knife16_SoundSet"; id = 616; }; class shaving_knife17 { soundSet = "shaving_knife17_SoundSet"; id = 617; }; class shaving_knife18 { soundSet = "shaving_knife18_SoundSet"; id = 618; }; class shaving_knife19 { soundSet = "shaving_knife19_SoundSet"; id = 619; }; class shaving_knife20 { soundSet = "shaving_knife20_SoundSet"; id = 620; }; class shaving_knife21 { soundSet = "shaving_knife21_SoundSet"; id = 621; }; class pickup_light { soundSet = "hatchet_pickup_light_SoundSet"; id = 796; }; class pickup { soundSet = "hatchet_pickup_SoundSet"; id = 797; }; class drop { soundset = "woodaxe_drop_SoundSet"; id = 898; }; class FirefighterAxe_loop_SoundSet { soundSet = "FirefighterAxe_loop_SoundSet"; id = 1121; }; class FirefighterAxe_end_SoundSet { soundSet = "FirefighterAxe_end_SoundSet"; id = 1122; }; }; }; }; };
  5. 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.
  6. Hello, I have a problem with my config.cpp. I want to create a mod in which I add functions to the function library. I have already looked at and tried many posts and github mods, but all variants end up with the same problem. The functions are not found after Arma start. (Warning Message: Script beo_mod_serv_db\fnc\save\fn_dbSaveAct.sqf not found) THE PROBLEM IS SOLVED !!! LOOK AT THE END OF THE POST I will now enter a variant as an example that seems to me the most sensible of the approx. 40 variants that I have tried. config.cpp: class CfgPatches { class beo_mod_serv_db { author = "MBMC"; requiredAddons[] = {}; requiredVersion = 0.1; units[] = {}; weapons[] = {}; }; }; class CfgFunctions { class mbmc { class beo_mod_serv_db_save { file = "addons\beo_mod_serv_db\fnc\save"; // I forgot the addons\ folder class dbSaveAct{}; class dbSaveAm{}; class dbSaveAmPylon{}; class dbSaveBui{}; class dbSaveCargo{}; class dbSaveFiller{}; class dbSaveFobObj{}; class dbSaveGarage{}; class dbSaveGearVeh{}; class dbSaveLoc{}; class dbSaveMark{}; class dbSaveMarkUser{}; class dbSaveMhq{}; class dbSaveMineF{}; class dbSaveSani{}; class dbSaveSup{}; class dbSaveVar{}; class dbSaveVeh{}; }; class beo_mod_serv_db_save_ini { file = "addons\beo_mod_serv_db\fnc\save\ini"; // I forgot the addons\ folder class dbIniAryNum{}; class dbIniArySize{}; class dbIniD{}; class dbIniDelete{}; class dbIniM{}; class dbIniS{}; class dbIniSave{}; class dbIniSin{}; }; class beo_mod_serv_db_load { file = "addons\beo_mod_serv_db\fnc\load"; // I forgot the addons\ folder class dbLoadAct{}; class dbLoadAm{}; class dbLoadAmPylon{}; class dbLoadStatic{}; class dbLoadBui{}; class dbLoadCargo{}; class dbLoadComp{}; class dbLoadFiller{}; class dbLoadFlag{}; class dbLoadFob{}; class dbLoadGarage{}; class dbLoadLoc{}; class dbLoadMain{}; class dbLoadMark{}; class dbLoadMarkFin{}; class dbLoadMhq{}; class dbLoadMis{}; class dbLoadSani{}; class dbLoadSup{}; class dbLoadVeh{}; }; class beo_mod_serv_db_load_ini { file = "addons\beo_mod_serv_db\fnc\load\ini"; // I forgot the addons\ folder class dbIniL{}; class dbIniLd{}; class dbIniLm{}; class dbIniLmd{}; class dbIniLoadUser{}; class dbIniLs{}; }; }; }; Mod Structure: @beo_server >> addons >> beo_serv_db >> inside folder "beo_serv_db": config.cpp folder name: fnc inside folder "fnc": folder name: save >> lot of functions: fn_dbSaveAct,fn_dbSaveAm,fn_dbSaveAmPylon..... etc. and another folder: ini >> also lot of functions: fn_dbIniAryNum,fn_dbIniArySize.....etc folder name: load >> lot of functions: fn_dbLoadAct,fn_dbLoadAm,fn_dbLoadAmPylon.....etc. and another folder: ini >> also lot of functions: fn_dbIniL,fn_dbIniLd......etc I test it also with only one function in only one fnc folder but I cant get it to work. https://community.bistudio.com/wiki/Arma_3:_Functions_Library#:~:text=Arma 3 Functions Library is,Functions manager to be present. In this wiki post I test both variants File Path and Folder Path but same results. I create the mod with Arma 3 Tools and Addon Builder. I hope someone can help me. Thanks in advance. MBMC SOLUTION: After another 2 days of testing, I found the solution. So if anyone has the same problem here is the solution: config.cpp: I forgot the "addons" folder. So the file path must be: file = "addons\beo_mod_serv_db\fnc\save"; file = "addons\yourModPBOname\FolderOfYourFunctions\SubFolderIfYouNeed"; So this post can be closed.
  7. Hey everyone, whilst working on my custom re-skins of the RHS mods I ran into a bit of a problem. The issue is the following: Now I've tried fixing it and I know ArmA sometimes doesn't really properly specify the line but I can't seem to find the problem, it might be because I'm too tired, but if anyone can have a brief look at it I'd be thankful. Here are the contents of the config.cpp
  8. Hi guys, I'm trying to use a CBA slider to effect a particular sound volume in the example here its the MX, but its going to end up being a few different sounds. My slider is going to go from zero to one and I'm hoping to just send a multiplier to the particular sound(s). So, I'm hoping to effect the volumeFactor with a multiplier, is this possible and if so how do I send it to the particular sound? Do I just have to redefine the class? Are these values editable on the fly, or is this somthing that would be better redefined? A little more... So, not only do I have to target a specific variable (I guess by name?) but I need to do it for multiple classes as well as each class may have the variable in a different position, I'm a little out of my depth here so I'm not sure if array structure applies to classes?
  9. There is a strange shadow cast from a cap I added in, i'm pretty sure it's my config.cpp. It only seems to be present when there is only one character in the editor. It also throws various errors like the one below but with different endings after the '.'. Here are some screenshots: https://imgur.com/a/S3yC7UB Here is the section within config.cpp: class Headgear_Base_F; class Headgear_H_Cap; class SAR_Cap: Headgear_H_Cap { author = "baconbore"; displayName = "Custom Cap"; picture = ""; model = "\A3\Characters_F\Common\capb"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\MyAddon\Data\cap_SAR.paa"}; hiddenSelectionsMaterials[] = {"\A3\Characters_F\Common\data\capb.rvmat"}; class ItemInfo: HeadgearItem { mass = 4; allowedSlots[] = {901,605}; uniformModel = "\A3\Characters_F\Common\capb"; modelSides[] = {3,1}; hiddenSelections[] = {"camo"}; armor = "0"; }; }; Any replies are appreciated. Cheers
  10. I copied the code from my working offroad texture, modified it for the quad and placed it directly below in cfgVehicles within the config.cpp. In Eden editor the bike shows in the spawn menu but spawns with a default texture. Any help is appreciated. class C_Quadbike_01_F; class Custom_Quadbike: C_Quadbike_01_F { crew = "Custom_crew_F"; side = 1; scope = 2; scopeCurator = 2; vehicleClass = "Car"; faction = "Custom_Faction"; displayName = "Custom Quad Bike"; hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"\MyAddon\Data\custom_quad_bike.paa"}; class EventHandlers { init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];"; }; }; Cheers SOLVED: 'camo' in hiddenSelections should be 'camo1'
  11. Hey, currently I am working on a small "just for fun" addon to get better knowledge about Arma´s static objects and how to create them. At the moment I am creating a mini golf course with a windmill and i want to animate (spinn) the rotor of it. My Problem is, that i want to constantly rotate the windmill like the default windturbines in Arma 3, but slower. I was looking into the default turbines configs but had problems to understand how the animations work and start at the spawn. I also tryed to trigger my animation via a UserActions in the config.cpp, wich worked but it still was/is not the final solution for me. I also found out about the "sourceAddress="loop";" option after researching but it´s still not working 😞 I hope that explained my problem pretty well. Has anyone a solution, on how to fix that? My objects Class (inherited into CfgVehicles (config.cpp)) class Pro21_Bahn_5 : Static { author = "Prodeath21"; displayName = "$STR_Pro21_Bahn_5"; scope=2; model = "\Pro21_Minigolf\Bahn_5\Bahn_5.p3d"; icon = "\Pro21_Minigolf\default\icons\minigolf.paa"; editorCategory="Pro21_Addon"; editorSubcategory="Pro21_Objects"; //picture = "\Pro21_Minigolf\default\icons\default.paa"; //vehicleClass = ""; class AnimationSources { class windrad { source = "user"; //default "user" animPeriod = 12; //Dauer einer periode (Sekunden) }; }; }; My model.cfg class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class Pro21_Bahn_5_sceleton: Default { skeletonInherit = "Default"; skeletonBones[]= { "wind","" }; }; }; class Rotation; class CfgModels { class Default { skeletonName=""; sections[]={}; sectionsInherit=""; }; class Bahn_5: Default { skeletonName="Pro21_Bahn_5_sceleton"; sections[]={""}; sectionsInherit=""; class Animations { class windrad { type = "rotation"; source = "user"; selection = "wind"; axis = "wind_axis"; sourceAddress="loop"; memory = 1; minValue = 0; maxValue = 1; animPeriod = 0; angle0 = "0"; angle1 = "rad -360"; }; }; }; }; Thank you for your help! 🙂
  12. I have some experience in writing code, but for the life of me cannot figure out how to write a small add on that is 1) always present, not a modified SQF(I do know how to sign a PBO) 2) Access events or other Arma scopes, I want to control the execution of my code. Does someone have a config.cpp with necessary headers for creating an add on. I just want to save flight data out of the game. I have seen the members/types of the Arma Class on BIS's web page, but have no clue on how to structure it. Thanks in advance!
  13. 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
  14. Hi, i want to change the armor of a ifrit... especially the window of the vehicle so if found this https://community.bistudio.com/wiki/CfgVehicles_Config_Reference but i dont know where i have to put this in: // for vehicles general armorStructural= 1; // ranges between 1 and 4.0, default 1 armorFuel = 1.4; // default armorGlass = 0.5; // default armorLights = 0.4; // default 0.4 in all models. armorWheels = 0.05; // default // for tanks armorHull = 1; armorTurret = 0.8; armorGun = 0.6; armorEngine = 0.8; armorTracks = 0.6; // for men armorHead = 0.7; armorHands = 0.5; armorLegs = 0.5; // helicopters armorHull = 0.5; armorEngine = 0.6; armorAvionics = 1.4; armorVRotor = 0.5; armorHRotor = 0.7; armorMissiles = 1.6; armorGlass = 0.5; ??? Thx for your anwers
  15. Hello ! I'm trying to create a faction using a config.cpp, I am able to give them the gear I want, but I am struggling to make units with a the right subset of faces/voices/facewear. For example, I'd like to have units featuring only : African faces, chinese voices and sunglasses only. I strongly believe that to achieve this I have to edit indentityTypes in the CfgVehicles : identityTypes[] = {"LanguageENGB_F","Head_NATO","G_NATO_default"}; But I couldn't find any description of the content of the fields, nor a list of the Languages and Heads "pools" I can use in identityTypes. Would somebody mind sharing some information ?
  16. UPDATE: RESOLVED (8/5/18) Dear Arma Community, I am in the final stages of preparing a custom version of the open source Theseus Services mod (Steam Workshop, GitHub) for my squad. I am brand new to modding, and my work is entirely a set of simple reskins -- some of the assets with the same names as those included in the original mod and some new models. Thus far, everything that I have tested has worked. Yet now that I have gone through the process of adding our "new" assets to the various CfgVehicles, CfgWeapons, and config files, I keep receiving errors about my /addons/headgear/config.cpp file. Sometimes, I am told that I am missing a comma; other times, it is a bracket. Yet all that I did is copy and paste the original format of each entry for the document, replacing the relevant text with the names of or file paths to my own content. Is there something about the documents or the structure of the Theseus Services mod that is keeping me from adding my own assets to those configuration files? Am I missing something in this particular file? All of my troubleshooting has reached a dead end, which is why I am turning to this forum for help. Thank you. Here is the original file: #include "script_component.hpp" class CfgPatches { class ADDON { name = COMPONENT_NAME; units[] = { QCLASS(Item_Cap_Headphones_BlackLogo), QCLASS(Item_Cap_BlackLogo), QCLASS(Item_Cap_TanLogo), QCLASS(Item_Cap_Earpiece_BlackLogo), QCLASS(Item_Cap_Earpiece_TanLogo), QCLASS(Item_Cap_Backwards_BlackLogo), QCLASS(Item_Cap_Backwards_TanLogo), QCLASS(Item_Helmet_Ballistic_DarkBlack), QCLASS(Item_Helmet_PilotHeli_Tan), QCLASS(Item_Hat_Boonie_RangerGreen), QCLASS(Item_Hat_Boonie_DesertMARPAT), QCLASS(Item_Hat_Boonie_Woodland), QCLASS(Item_Hat_Boonie_UCP) }; weapons[] = { QCLASS(Cap_Headphones_BlackLogo), QCLASS(Cap_BlackLogo), QCLASS(Cap_TanLogo), QCLASS(Cap_Earpiece_BlackLogo), QCLASS(Cap_Earpiece_TanLogo), QCLASS(Cap_Backwards_BlackLogo), QCLASS(Cap_Backwards_TanLogo), QCLASS(Helmet_Ballistic_DarkBlack), QCLASS(Helmet_PilotHeli_Tan), QCLASS(Hat_Boonie_RangerGreen), QCLASS(Hat_Boonie_DesertMARPAT), QCLASS(Hat_Boonie_Woodland), QCLASS(Hat_Boonie_UCP) }; requiredVersion = REQUIRED_VERSION; requiredAddons[] = {"tacs_main"}; author = ECSTRING(main,Author); authors[] = {"Pomigit", "Jonpas", "Rory"}; url = ECSTRING(main,URL); VERSION_CONFIG; }; }; #include "CfgVehicles.hpp" #include "CfgWeapons.hpp" Here is the file with my additions: #include "script_component.hpp" class CfgPatches { class ADDON { name = COMPONENT_NAME; units[] = { QCLASS(Item_Cap_Headphones_BlackLogo), QCLASS(Item_Cap_BlackLogo), QCLASS(Item_Cap_TanLogo), QCLASS(Item_Cap_CADPAT), QCLASS(Item_Cap_DarkBlackLogo), QCLASS(Item_Cap_GreenLogo), QCLASS(Item_Cap_MulticamBlackLogo), QCLASS(Item_Cap_Earpiece_BlackLogo), QCLASS(Item_Cap_Earpiece_TanLogo), QCLASS(Item_Cap_Earpiece_CADPAT), QCLASS(Item_Cap_Earpiece_DarkBlackLogo), QCLASS(Item_Cap_Earpiece_GreenLogo), QCLASS(Item_Cap_Earpiece_MulticamBlackLogo), QCLASS(Item_Cap_Backwards_BlackLogo), QCLASS(Item_Cap_Backwards_TanLogo), QCLASS(Item_Cap_Backwards_CADPAT), QCLASS(Item_Cap_Backwards_DarkBlackLogo), QCLASS(Item_Cap_Backwards_GreenLogo), QCLASS(Item_Cap_Backwards_MulticamBlackLogo), QCLASS(Item_Helmet_Ballistic_DarkBlack), QCLASS(Item_Helmet_PilotHeli_Tan), QCLASS(Item_Helmet_PilotHeli_DarkBlack), QCLASS(Item_Hat_Boonie_RangerGreen), QCLASS(Item_Hat_Boonie_DesertMARPAT), QCLASS(Item_Hat_Boonie_Woodland), QCLASS(Item_Hat_Boonie_UCP) QCLASS(Item_Hat_Boonie_CADPAT) QCLASS(Item_Hat_Boonie_DarkBlack) QCLASS(Item_Hat_Boonie_MulticamBlack) }; weapons[] = { QCLASS(Item_Cap_Headphones_BlackLogo), QCLASS(Item_Cap_BlackLogo), QCLASS(Item_Cap_TanLogo), QCLASS(Item_Cap_CADPAT), QCLASS(Item_Cap_DarkBlackLogo), QCLASS(Item_Cap_GreenLogo), QCLASS(Item_Cap_MulticamBlackLogo), QCLASS(Item_Cap_Earpiece_BlackLogo), QCLASS(Item_Cap_Earpiece_TanLogo), QCLASS(Item_Cap_Earpiece_CADPAT), QCLASS(Item_Cap_Earpiece_DarkBlackLogo), QCLASS(Item_Cap_Earpiece_GreenLogo), QCLASS(Item_Cap_Earpiece_MulticamBlackLogo), QCLASS(Item_Cap_Backwards_BlackLogo), QCLASS(Item_Cap_Backwards_TanLogo), QCLASS(Item_Cap_Backwards_CADPAT), QCLASS(Item_Cap_Backwards_DarkBlackLogo), QCLASS(Item_Cap_Backwards_GreenLogo), QCLASS(Item_Cap_Backwards_MulticamBlackLogo), QCLASS(Item_Helmet_Ballistic_DarkBlack), QCLASS(Item_Helmet_PilotHeli_Tan), QCLASS(Item_Helmet_PilotHeli_DarkBlack), QCLASS(Item_Hat_Boonie_RangerGreen), QCLASS(Item_Hat_Boonie_DesertMARPAT), QCLASS(Item_Hat_Boonie_Woodland), QCLASS(Item_Hat_Boonie_UCP) QCLASS(Item_Hat_Boonie_CADPAT) QCLASS(Item_Hat_Boonie_DarkBlack) QCLASS(Item_Hat_Boonie_MulticamBlack) }; requiredVersion = REQUIRED_VERSION; requiredAddons[] = {"tacs_main"}; author = ECSTRING(main,Author); authors[] = {"Pomigit", "Jonpas", "Rory"}; url = ECSTRING(main,URL); VERSION_CONFIG; }; }; #include "CfgVehicles.hpp" #include "CfgWeapons.hpp"
  17. Hello folks, As some of you may already know, I'm working on the AH-64D Project, which was originally made by Franze & Nodunit. As the project went open source, I decided to reorganize the code before exploring new possibilities however I got an issue which I don't understand hence I post here a part of the 'new' code. The concerned code part (CfgVehicles) is accessible here on Pastebin. Any ideas ?
  18. Hello o7, I have a question: I have a script for my arma group where every player can send me a .png file that will be shown as their unit insignia. But I fear that, when I get more players in the group, the mission files will be pretty big as I'm currently having all the pictures and the script in the missions themselves. Now I got the Idea to make a little mod with all the common scripts and other files I use in my missions, that way the mission download at the start of the mission won't take ages. So now the Question(s): Does this even make sense, or is there a better way to achieve this? How would I do that? I hope someone can help me! -Dj
  19. hi guys, someone can help me create a config.cpp for my mod? the main idea is have a action on menu and when i select this action turn on a siren sound... i have the script to play the sound but the config.cpp dosen't work.
  20. Hi everyone. I have been trying to add my own helmet into the game but I keep getting this error when equipping the item ingame: Error "Could not open \AddonsByJoe\IronHelmet\IronHelmet.p3d ". The helmet is showing in Bulldozer with textures. I have also checked that the location is correct with the config.cpp. The files are placed like this: P:\AddonsByJoe\IronHelmet. In the IronHelmet folder is where the IronHelmet.3pd file is. I also have another folder in there called data where I put all the textures and .cpp and .cfg files. Here is the config.cpp. I think this is where the error is. I do see how it could be anything else. class CfgPatches { class YoloJoe { author = "YoloJoe"; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = { }; }; }; class cfgWeapons { class HeadgearItem; class ItemCore; class Vest_Camo_Base; class VestItem; class UniformItem; class Uniform_Base : ItemCore { class ItemInfo; }; class YoloJoeHelmet : ItemCore { scope = 2; author = "YoloJoe"; displayName = "Iron Helmet"; picture = ""; model = "\AddonsByJoe\IronHelmet\IronHelmet.p3d"; hiddenSelections[] = { "Camo1" }; hiddenSelectionsTextures[] = { "\AddonsByJoe\IronHelmet\data\helmetplate01.paa" }; class ItemInfo : HeadgearItem { mass = 30; uniformModel = "AddonsByJoe\IronHelmet\IronHelmet.p3d"; mmodelsides[] = { 3,1 }; armor = 300; allowedSlots[] = { 6 }; explosionShielding = 0.4; hiddenSelections[] = { "Camo1" }; minimalHit = 0.01; passThrough = 0.01; class HitpointsProtectionInfo { class Head { hitpointName = "HitHead"; // reference to the hit point class defined in the man base class armor = 300; // addition to armor of referenced hitpoint passThrough = 0.1; // multiplier of base passThrough defined in referenced hitpoint }; }; }; }; }; I also have the model.cfg here, if needed class CfgSkeletons { class Default { isDiscrete=1; skeletonInherit=""; skeletonBones[]={}; }; class OFP2_ManSkeleton { isDiscrete=0; skeletonInherit=""; skeletonBones[]= { "Pelvis", "", "Spine", "Pelvis", "Spine1", "Spine", "Spine2", "Spine1", "Spine3", "Spine2", "Camera", "Pelvis", "weapon", "Spine1", "launcher", "Spine1", "neck", "Spine3", "neck1", "neck", "head", "neck1", "Face_Hub", "head", "Face_Jawbone", "Face_Hub", "Face_Jowl", "Face_Jawbone", "Face_chopRight", "Face_Jawbone", "Face_chopLeft", "Face_Jawbone", "Face_LipLowerMiddle", "Face_Jawbone", "Face_LipLowerLeft", "Face_Jawbone", "Face_LipLowerRight", "Face_Jawbone", "Face_Chin", "Face_Jawbone", "Face_Tongue", "Face_Jawbone", "Face_CornerRight", "Face_Hub", "Face_CheekSideRight", "Face_CornerRight", "Face_CornerLeft", "Face_Hub", "Face_CheekSideLeft", "Face_CornerLeft", "Face_CheekFrontRight", "Face_Hub", "Face_CheekFrontLeft", "Face_Hub", "Face_CheekUpperRight", "Face_Hub", "Face_CheekUpperLeft", "Face_Hub", "Face_LipUpperMiddle", "Face_Hub", "Face_LipUpperRight", "Face_Hub", "Face_LipUpperLeft", "Face_Hub", "Face_NostrilRight", "Face_Hub", "Face_NostrilLeft", "Face_Hub", "Face_Forehead", "Face_Hub", "Face_BrowFrontRight", "Face_Forehead", "Face_BrowFrontLeft", "Face_Forehead", "Face_BrowMiddle", "Face_Forehead", "Face_BrowSideRight", "Face_Forehead", "Face_BrowSideLeft", "Face_Forehead", "Face_Eyelids", "Face_Hub", "Face_EyelidUpperRight", "Face_Hub", "Face_EyelidUpperLeft", "Face_Hub", "Face_EyelidLowerRight", "Face_Hub", "Face_EyelidLowerLeft", "Face_Hub", "EyeLeft", "Face_Hub", "EyeRight", "Face_Hub", "LeftShoulder", "Spine3", "LeftArm", "LeftShoulder", "LeftArmRoll", "LeftArm", "LeftForeArm", "LeftArmRoll", "LeftForeArmRoll", "LeftForeArm", "LeftHand", "LeftForeArmRoll", "LeftHandRing", "LeftHand", "LeftHandRing1", "LeftHandRing", "LeftHandRing2", "LeftHandRing1", "LeftHandRing3", "LeftHandRing2", "LeftHandPinky1", "LeftHandRing", "LeftHandPinky2", "LeftHandPinky1", "LeftHandPinky3", "LeftHandPinky2", "LeftHandMiddle1", "LeftHand", "LeftHandMiddle2", "LeftHandMiddle1", "LeftHandMiddle3", "LeftHandMiddle2", "LeftHandIndex1", "LeftHand", "LeftHandIndex2", "LeftHandIndex1", "LeftHandIndex3", "LeftHandIndex2", "LeftHandThumb1", "LeftHand", "LeftHandThumb2", "LeftHandThumb1", "LeftHandThumb3", "LeftHandThumb2", "RightShoulder", "Spine3", "RightArm", "RightShoulder", "RightArmRoll", "RightArm", "RightForeArm", "RightArmRoll", "RightForeArmRoll", "RightForeArm", "RightHand", "RightForeArmRoll", "RightHandRing", "RightHand", "RightHandRing1", "RightHandRing", "RightHandRing2", "RightHandRing1", "RightHandRing3", "RightHandRing2", "RightHandPinky1", "RightHandRing", "RightHandPinky2", "RightHandPinky1", "RightHandPinky3", "RightHandPinky2", "RightHandMiddle1", "RightHand", "RightHandMiddle2", "RightHandMiddle1", "RightHandMiddle3", "RightHandMiddle2", "RightHandIndex1", "RightHand", "RightHandIndex2", "RightHandIndex1", "RightHandIndex3", "RightHandIndex2", "RightHandThumb1", "RightHand", "RightHandThumb2", "RightHandThumb1", "RightHandThumb3", "RightHandThumb2", "LeftUpLeg", "Pelvis", "LeftUpLegRoll", "LeftUpLeg", "LeftLeg", "LeftUpLegRoll", "LeftLegRoll", "LeftLeg", "LeftFoot", "LeftLegRoll", "LeftToeBase", "LeftFoot", "RightUpLeg", "Pelvis", "RightUpLegRoll", "RightUpLeg", "RightLeg", "RightUpLegRoll", "RightLegRoll", "RightLeg", "RightFoot", "RightLegRoll", "RightToeBase", "RightFoot" }; pivotsModel="A3\anims_f\data\skeleton\SkeletonPivots.p3d"; }; }; class CfgModels { class Default { sectionsInherit=""; sections[]={}; skeletonName=""; }; class YoloJoeHelmet: Default { htMin=60; htMax=1800; afMax=30; mfMax=0; mFact=1; tBody=37; sections[]= { "Head", "Camo1" }; skeletonName="OFP2_ManSkeleton"; }; };
  21. Hey guys I'm trying to set some customized sounds for my new tropical jungle map using references I found at some terrain configs from Arma 2 like Unsung mod for example. I have my own mono audio files converted both to ogg and wss formats, but I just can't make it work using my code. I've tried to use this code with Unsung sounds and it worked fine, but when I try again using my audio files... This is my code below: Thanks in advance guys! Solved, the config I used is ok, the problem was my audio files! class CfgEnvSounds; class EnvSounds: CfgEnvSounds { class Default { name = "$Traira_default"; sound[] = {"RAOA\Traira\sounds\dia",1.7782794,1}; soundNight[] = {"RAOA\Traira\sounds\noite",1.7782794,1}; }; class Rain { volume = "rain"; name = "$Traira_chuva"; sound[] = {"RAOA\Traira\sounds\chuva_dia",1.7782794,1}; soundNight[] = {"RAOA\Traira\sounds\chuva_noite",1.7782794,1}; }; class Sea { volume = "sea*(1-trees)*(1-meadow)*(1-forest)*(1-hills)"; name = "$Traira_rio"; sound[] = {"RAOA\Traira\sounds\rio_dia",0,1}; soundNight[] = {"RAOA\Traira\sounds\rio_noite",0.7,1}; }; class Forest { name = "$Traira_dia"; sound[] = {"RAOA\Traira\sounds\dia",0.4,1}; volume = "trees*forest*(1-night)"; randSamp1[] = {"RAOA\Traira\sounds\anta",0.1,1,30,0.14,5,8,10}; randSamp2[] = {"RAOA\Traira\sounds\aracari",0.1,30,0.125,10,20,40}; randSamp3[] = {"RAOA\Traira\sounds\arara",0.125893,1,30,0.13,4,8,12}; randSamp4[] = {"RAOA\Traira\sounds\sai",0.125893,1,30,0.125,4,8,12}; randSamp5[] = {"RAOA\Traira\sounds\tucano",0.125893,1,30,0.125,4,8,12}; randSamp6[] = {"RAOA\Traira\sounds\mosquito",0.125893,1,30,0.1,4,8,12}; randSamp7[] = {"RAOA\Traira\sounds\sapo1",0.1,1,30,0.04,10,20,40}; randSamp8[] = {"RAOA\Traira\sounds\mosca",0.1,1,30,0.04,10,20,40}; randSamp9[] = {"RAOA\Traira\sounds\uirapuru",0.1,1,30,0.025,4,8,10}; randSamp10[] = {"RAOA\Traira\sounds\onca1",0.1,1,30,0.025,4,8,10}; randSamp11[] = {"RAOA\Traira\sounds\arara2",0.1,1,30,0.025,4,8,10}; randSamp12[] = {"RAOA\Traira\sounds\tucano2",0.1,1,30,0.025,4,8,10}; random[] = {"randSamp11","randSamp10","randSamp12","randSamp1","randSamp2","randSamp3","randSamp8","randSamp9","randSamp4","randSamp5","randSamp6","randSamp7"}; }; class ForestNight { name = "$Traira_noite"; sound[] = {"RAOA\Traira\sounds\noite",0.5,1}; volume = "trees*forest*night"; randSamp1[] = {"RAOA\Traira\sounds\coruja1",0.5,1,25,0.15,8,15,20}; randSamp2[] = {"RAOA\Traira\sounds\coruja2",0.5,1,25,0.15,8,15,20,30}; randSamp3[] = {"RAOA\Traira\sounds\mosquito",0.5,1,25,0.15,15,30,40}; randSamp4[] = {"RAOA\Traira\sounds\grilo",0.5,1,25,0.15,15,30,40}; randSamp5[] = {"RAOA\Traira\sounds\sapo1",0.1,1,25,0.1,8,15,20}; randSamp6[] = {"RAOA\Traira\sounds\sapo2",0.1,1,25,0.1,8,10,20}; randSamp7[] = {"RAOA\Traira\sounds\onca1",0.1,1,25,0.1,8,10,20}; randSamp8[] = {"RAOA\Traira\sounds\onca2",0.1,1,25,0.1,8,10,20}; randSamp9[] = {"RAOA\Traira\sounds\onca3",0.1,1,25,0.1,8,10,20}; random[] = {"randSamp1","randSamp2","randSamp3","randSamp4","randSamp5","randSamp6","randSamp7","randSamp8","randSamp9"}; }; };
  22. Hello. I was hoping that someone could help me. I am trying to make a custom faction with custom units, using gear that is already in the game (as well as in a few mods such as in RHS, etc.). I managed to get the gear and units to spawn in, however all of the units come under one heading, "Men". I want them split off, for example, "Police Troopers" and "SWAT". See the picture below for reference. As I said, I want them split off into different subsections instead of just "Men". How would I do this? My code is below, in a config.cpp.
  23. Hello, I'm starting off new to modding from mission editing. I was wondering if there was a way to execute a script packed in a addon to be executed after the mission has started? thanks.
  24. Hey guys, i'm new with configs so please go easy on me. Im trying to add a new LRPS to the game by taking the old one and adding a new display-name, the NVG vision mode and some mass via config addon. I do not get any Errors, Messages nor rtp-entries, not even script errors. Everything is fine until I'm looking for my scope in the Virtual Arsenal and can't find it. Here is the config.cpp The mods I use are CBA_A3, ACE3, ACEX, and ACRE2 It would be awesome if someone could help me and also explain it.
  25. Hello my name is Duck and i have a problem. I have made a cool drone that inherits from the Darter drone which works fine but i need to animate the rotors and i have tried everything... i need help getting these rotors animated on engine start!
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