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Found 246 results

  1. Im doing a custom bullpup AK, but looking at the samples I see some parts of the model has vertex groups with a name... But I dont if I have to make only one OBJ file to export at OB with vertex groups or shall I make the body OBJ and seperated the bolt as other OBJ but put both OBJs in a single file in Object Builder? (this applies to my muzzle, mag and other parts that are animated? I want to use the MSBS animations) EDIT EXTRA QUESTION: Is there any kind of proxy that allows the character to take the grip? Or I need to make my bullpup fit in the sample given in arma 3 samples?
  2. Hey y'all, I'm freshly dipping my toes in the waters of Arma III modding in general, with the aim of tweaking MP gameplay for my friends & I. I've been doing my own research for a bit, but I'm getting to the point where I ought check my understanding with others. I ideally want to play around with infantry movement, and eventually, health, damage, and weapon mechanics. First thing I've been looking at is how on-foot movement speed is controlled. Despite my best hopes that there would be a object definition with movespeed vars I could change via console functions to modify an object's movement speeds - it seems the only option for that, is setAnimSpeedCoef. Which definitely makes you move faster\slower how I like, and looks very funny, but the intense crackhead energy it gives off doesn't strike me as ideal (yet). I would like to adjust move speed independently of animation playback speed. To test changing config values, I modded configFile >> "CfgMovesMaleSdr" >> "States" >> "(movement animation here)" >> "speed" using someone else's mod (didn't want to play with the core files). I increased the "speed" property for certain animations (like sprinting) but like the wiki suggests, it just changes playback speed and gives the same crackhead energy as setAnimSpeedCoef, albeit for whatever animations you chose. I'm going to look for other properties, possibly under CfgMoves (relSpeedMin\Max) or CfgVehicles(maxSpeed). If that doesn't work, I'm wondering if the movespeed is controlled somewhere along the animation inclusion process or behind a source code wall. That still strikes me as strange, considering the ability to mod in new vehicles with their own movement properties independent of animation. On the odds anyone knows exactly what I'm looking for, had experience with these areas, just sees an error in my understanding, or knows I'm about to hit some brick wall, just lmk. Thanks.
  3. Hello guys, inspired by the great MarkXIII and with a new audio engine around the corner here we go with ~ ArmA 3 Sound Modding 101 ~ What? A place to ask questions (no matter how stupid you think they are) related to the creation and implementation of audio into Arma 3. Be precise, if you have RPT problems, post the RPTs into code boxes so they don't take away half of the site space. Creation -> audio engeneering, sound waves. Implementation -> configs & tools, programming. Valid questions: I have a sound X, how do I put it into the game? how does the whole wav <-> wss/ogg system work? I want the pitch of my engine sound to change, how do I do that? my audio sounds like Y but I want it to sound like X, how do I do that? Not valid questions: when will bohemia release X? is mod X compatible with mod Y? sound-system related questions (my headphones don't work in 5.1 mode) Why? There is no central ArmA 3 sound modding thread. We are all spread around Skype, Discord and PMs, this should serve a central meeting point. Game audio is very closely connected to technical stuff so this should be good for people who can create audio but have problems with implementing it into the game. Good for newcomers: open PBOs and edit current sounds add their own sounds to the game create certain sounds for the game create their own workflow Who? Anyone who wants to help out should help. We already have experienced Arma-Audio advanced users here such as Audiocustoms, TheMaster303, Myself, Laxeman and LordJarhead (probably more that I forget, please PM me their names) all being active community members and having their own areas of expertiese who can surely help. Content I will start producing educational content. Also YOU guys are the content. Ask away. Text Bohemia Wiki - Sound Page, learn about audio configuration Custom script to make the AI fire in full auto, full weapon speed at player position View sound controllers (For the first time in ArmA!) Videos What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Advanced tool usage to speed up workflow Current to-do list for me: What tools do I need to access BI content in order to learn from it? P: drive & how do I package my audio into a mod that works? Basic sound replacement (will probably wait with this until the new engine is out). Advanced tool usage to speed up workflow. Understanding config files & tree structure More detailed explanation of parameters in configuration. Additional Some info about the current state of the "interior" controller used for weapon tails.
  4. Hi All, So I'm trying to learn how to create new characters for arma 3, is there some good tutorials? I would like to learn: Face texturing using Gimp first Then maybe some face modeling but I have never done that before. So far I have learned how to create a new identity config and facecfg.
  5. combat_medic18

    I am stuck

    So, I am trying to retexture the vanilla black Helicopter crew helmet. I can not seem to get the retexture to populate once i go into the editor to check. Could someone give my config a look over and let me know what I am doing wrong? Thanks in advance. class CfgWeapons { class H_CrewHelmetHeli_B; class HeadgearItem; class custom_helmet_heli_blk_co : H_CrewHelmetHeli_B { author = "Bohemia Interactive, Billy"; scope = 2; weaponPoolAvailable = 1; displayName = "Beavers HGU-56"; picture = "\A3\characters_f\Data\UI\icon_H_helmet_plain_ca.paa"; model = "\A3\Characters_F\Common\headgear_helmet_heli.p3d"; hiddenSelections[] = { "camo" }; hiddenSelectionsTextures[] = { "\RaiderCustoms\Data\custom_helmet_heli_blk_co.paa" }; class ItemInfo : HeadgearItem { mass = 40; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_plain"; modelSides[] = { TCivilian, TWest }; hiddenSelections[] = { "camo" }; // if defined, this headgear item gains functionality (visual modes) of given NVG item and will occupy its slot as well. // Currently works only for Headgear + NVG + Radio item combinations. // subItems[] = { "Integrated_NVG_F" }; class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection { class Head { hitPointName = "HitHead"; armor = 6; passThrough = 0.5; }; }; }; }; };
  6. Advanced Developer Tools by Leopard20 Short description: An addon that adds completely new and revamped developer tools to the game, including a Debug Console with syntax highlighting, Config Viewer with many new features, etc. Long description: If you're a mod/mission maker, then you definitely must've used the Debug Console, the Config Viewer, as well as other in-game tools that can help you test and verify your codes and configs. But when you use those tools, the first thing that strikes you is their clunkiness and a rather user-unfriendly design. For instance, lack of syntax highlighting in Debug Console means that you'll have to actually read every single word of your code in order to make sure you haven't made a typo, etc. That's why most of us use third party code editors such as Visual Studio Code and Notepad++. But this means that you'll have to switch out of the game every time you want to write and test some code. Or let's take a look at the Config Viewer: every time you want to go one level deeper into the config, the whole config viewer must be reloaded! And if you have hundreds of mods loaded, this means you have to spend more time waiting for the Config Viewer to load than actually viewing the config! This is exactly why I made this mod: to make the Arma environment more user friendly to the mod/mission makers. So without further ado, let's take a look at the features! Screenshots: Review Video (Thanks to Instant Arma): Documentation: The documentation is available in the mod folder. You can find the online version here. ⚠ If your input method is set to anything other than English in Windows, some input related features (shortcuts, auto-completion of brackets, etc.) might be broken. I'll try to address this issue in future updates. Download: Steam Workshop Note: This is a preview release. Please provide feedback regarding the mod features, such as design, what you'd like to see, etc. Thank you! Localization: Interested in translating the mod to your language? Or maybe the translation is not good and you'd like to improve it? Please visit the localization repository on GitHub. Known issues: FAQ: Requirements: None (Arma 3 v2.06+)
  7. _-xXShArK_OGXx-_

    Config identity

    Hi guys. I want to make a unit named King Abab he should use the TanoanHead_A3_09 and have an African voice. How do I config this? So I got this working almost, but I'm using this class event handler: class EventHandlers{ init = "(_this select 0) setIdentity ""SHQ_ID_KingAbab"""; But how do I get it to set the identity in Eden editor? Right now it is not setting until I'm in game.
  8. I have custom textures for the items I want in a custom faction, it’s just beyond my comprehension to set up a config that can use them and completely pack em. Price is completely negotiable. List of mods that faction will be using: - RHSUSAF Vehicles being used from the RHSUSAF mod - UH-60 (ESS) - CH-47 - M115A1 (Unarmed, M2, Grenade Launcher) Base Game Items - AAF Uniform (Both rolled and not rolled) - Rhino MGS These items will be given a texture Just a basic soldier with the uniform is all that is required along with these retextured vehicles
  9. So I observed some rather frustrating behavior when it comes to configs and prefabs. I found myself assigning waypoint prefabs a lot, so I naturally created a config class for waypoints so I can reuse the same things across different systems. I also created a config which contains group prefabs for a specific faction. That way I can once again reuse certain things. Finally, I have created an encounter config where I can give a type, min/max groups to spawn, timers and such. So think of it as the following structure EncounterConfig { GroupsConfig WaypointsConfig }; This all works within the editor. I can both assign an existing config file, or manually assign values. The issue is, if I spawn a prefab with this EncounterConfig the sub-configs do NOT load at runtime. They're null. Doesn't matter if it's a file or manual assignment. As a workaround I tried having ResourceNames for the configs instead, so I could load them similarly to prefabs but I cannot for the life of me figure out how to load a config via ResourceName. Anyone got some pointers?
  10. GF Auto Loot Script - Mod by GEORGE FLOROS [GR] Description: GF Auto Loot Script , will detect the enable Mods , without editing lists. 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 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 colours 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 Script , will detect the enabled Mods , without editing lists. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only There is a Possibility option available. There are Blacklist Zones available , 5 from default and a safe distanse from players , to prevent the loot from spawn. The loot will spawn also , at the spawned or placed in editor Buildings. 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: v3.1 Fixed , working now also on Dedicated , with auto init. v3.0 A lot of the previous code is reedited. Added option for the spawned items number. Code optimization. v2.0 It is possible to add your custom item list. There are 4 options available : 1 = Load every Mod + Bohemia Items , 2 = Load every Mod - No Bohemia Items , 3 = Load Bohemia Items Only , 4 = Custom items only Changed the codes for the search of the configs. Minor Fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40299 Armaholic GF Auto Loot Script - Mod Thank you very much Realthinged , i hope you like it ! You can add a case 4 : case 4 : { /* ________________ How to disable a certain mod : ________________ example 1 : (!(getText( _x >> 'author' ) == 'The CUP Team')) example 2 : (!(getText( _x >> 'DLC' ) == 'CUP_Weapons')) */ //________________ Load every Mod / No CUP Loot ________________ _CfgWeapons = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x>> 'scope') > 1" configClasses (configfile >> "CfgWeapons")) apply {configName _x}; "getNumber (_x >> 'scope') >= 2 && {getNumber (_x >> 'type') in [256,16,2*256,3*256,6*256] && {_CfgWeapons pushBack (configName _x);false}}"configClasses (configFile >> "CfgMagazines"); _CfgGlasses = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x >> 'scope') > 1" configClasses (configfile >> "CfgGlasses")) apply {configName _x}; _cfgArray_backpack = ("(!(getText( _x >> 'author' ) == 'The CUP Team')) && getNumber (_x >> 'isbackpack') isEqualTo 1 && getNumber (_x>> 'scope') >1 && getNumber (_x>> 'maximumLoad') != 0" configClasses (configfile >> "CfgVehicles")) apply {configName _x}; _Loot_case = "Load every Mod - No CUP Loot"; _Select_Loot_Loaded = true; }; or if you want to exclude completely the weapons for example : go to this line : //________________ To disable the weapons completely , you can delete for example the: _CfgWeapons ________________ GF_Auto_Loot_with_userconfig_cfgArray = _CfgWeapons + _CfgGlasses + _cfgArray_backpack;
  11. Hey there! Trying to import models to ARMA 3 for an addon I've been working on (legally bought, rigged them ourselves). We've finished the rigging portion, but we're finding issues in what we assume is an object builder for texturing. Whenever we load up the addon in the game, the hidden selection textures (in our case, the helmet cover) show up as black or brown. The base helmet (which uses the same RVmat as the cover) show's up without any issue, however, it uses a texture set in the object builder instead of the config. The textures have all the proper names and are listed in what we think is the right section of the config. Would anyone mind helping us? Config (Portions referring the selections): class BCO_SHC : ItemCore { scope=2; author="BCO/10SFG"; scopeArsenal=2; displayName="(BCO/10SFG Super High Cut"; picture=" "; model="BCO10SFGHelmets\models\BCO_SHC.p3d" hiddenSelections[]= { "Camo1", // BackPouch "Camo2", // Battery "Camo3", // Comtacts "Camo4", // Cover "Camo5", // Earpro "Camo6", // InforceLight "Camo7", // Olight1 "Camo8", // Olight2 "Camo9", // Patch1 "Camo10", // Patch2 "Camo11", // Patch3 "Camo12", // Strobe "Camo13", // Strobetape "Camo14", // Surefire "Camo15", // VLITE }; hiddenSelectionsTextures[]= { "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_AC.paa", // BackPouch " ", // Battery " ", // Comtacts "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_MC.paa", // Cover " ", // Earpro " ", // InforceLight " ", // Olight1 " ", // Olight2 " ", // Patch1 " ", // Patch2 " ", // Patch3 " ", // Strobe " ", // Strobetape " ", // Surefire " ", // VLITE }; class ItemInfo: HeadgearItem { uniformModel="BCO10SFGHelmets\models\BCO_SHC.p3d"; mass=50; hiddenSelections[]= { "Camo1", // BackPouch "Camo2", // Battery "Camo3", // Comtacts "Camo4", // Cover "Camo5", // Earpro "Camo6", // InforceLight "Camo7", // Olight1 "Camo8", // Olight2 "Camo9", // Patch1 "Camo10", // Patch2 "Camo11", // Patch3 "Camo12", // Strobe "Camo13", // Strobetape "Camo14", // Surefire "Camo15", // VLITE }; hiddenSelectionsTextures[]= { "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_AC.paa", // BackPouch " ", // Battery " ", // Comtacts "\BCO10SFGHelmets\Data\SuperHighCut\BCO_SHC_OD.paa", // Cover " ", // Earpro " ", // InforceLight " ", // Olight1 " ", // Olight2 " ", // Patch1 " ", // Patch2 " ", // Patch3 " ", // Strobe " ", // Strobetape " ", // Surefire " ", // VLITE }; RVMats for the helmet + cover: ambient[] = { 1, 1, 1, 1 }; diffuse[] = { 1, 1, 1, 1 }; forcedDiffuse[] = { 0, 0, 0, 1 }; emmisive[] = { 0, 0, 0, 1 }; specular[] = { 0.1, 0.1, 0.1, 1 }; specularPower = 2; PixelShaderID = "Super"; VertexShaderID = "Super"; class Stage1 { texture = "BCO10SFGHelmets\Data\SuperHighCut\SuperHighCut_NOHQ.paa"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 0 }; pos[] = { 0, 0, 0 }; }; }; class Stage2 { texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,dt)"; uvSource = "tex"; class uvTransform { aside[] = { 1, 1, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 0 }; pos[] = { 0, 0, 0 }; }; }; class Stage3 { texture = "#(argb,8,8,3)color(0,0,0,0,mc)"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 0 }; pos[] = { 0, 0, 0 }; }; }; class Stage4 { texture = "BCO10SFGHelmets\Data\SuperHighCut\SuperHighCut_AS.paa"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 1 }; pos[] = { 0, 0, 1 }; }; }; class Stage5 { texture = "BCO10SFGHelmets\Data\SuperHighCut\SuperHighCut_SMDI.paa"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 0 }; pos[] = { 0, 0, 0 }; }; }; class Stage6 { texture = "#(ai,64,64,1)fresnel(0.4,0.2)"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 1 }; pos[] = { 0, 0, 0 }; }; }; class Stage7 { texture = "a3\data_f\env_land_ca.paa"; useWorldEnvMap = "true"; uvSource = "tex"; class uvTransform { aside[] = { 1, 0, 0 }; up[] = { 0, 1, 0 }; dir[] = { 0, 0, 1 }; pos[] = { 0, 0, 0 }; }; }; class StageTI { texture = "a3\data_f\default_vehicle_ti_ca.paa"; };
  12. So im trying to setup a side attachment for all rifles in the game, im just trying to take the peq2 laser sight from cup and have it show up on the left side of the guns instead of the right where i cant see it, but i cant do that bc my p3d to blender tool doesnt work and i cant edit the p3d files, so im using a custom peq2 mesh i foundt on the internet and used object builder to move the mesh to the far left side i dont think theres another way to do it, anyways i dont see the item showing up in game at all it should be appearing under the rail attachments, heres wat my config looks like if anyone wants to help i can upload the folder aswell
  13. As part of CfgWeapons there is a parameter governing the dispersion/muzzle spread of a weapon called dispersion which is described as "In-game weapon dispersion in radians". There is however no mention of the actual mathematical or statistical properties of how said angular deviation is applied to the projectile vector as it exits the muzzle nor can I find an authoritative reference to how value is used. Specifically I'm looking for information on: What the value represents (e.g. is it a standard deviation value, CEF, maximum value of a uniform distribution from [0, dispersion], etc) What kind of statistical distribution is used to generate the 'random' variable based on the dispersion parameter (is it a uniform distribution from 0 to max dispersion, single-variate normal, bi-variate normal where the value is applied twice across two axis [e.g. azimuth and elevation], etc) The closest thing I have found to give a clue as to how the value is used is in this line from the ACE3 mod here: dispersion = 0.0046; //0.279508497 = 0.25 * sqrt(0.8^-1); (80%, 5mil. https://en.wikipedia.org/wiki/GAU-8_Avenger#Accuracy) - Luke where a CEF 80% value has been used to calculate the standard deviation σ of a bi-variate normal (assuming uncorrelated variables with the same σ). But the relationship of the commented value σ = 0.2795... to the actual value used for the game engine is not clear, the commit that introduced the change doesn't give any hints either. Most other posts that talk about dispersion do so in a general way without really quantifying how the value works, instead opting to experiment with the value until it roughly matches what the mod author wants. In addition to the above, are there any other parameters that affect the shot deviation from muzzle vector within the game engine (for players, not AI) that I am unaware of? Ultimately I'm trying to develop a mathematical model of shot precision such that I can run calculations without having to run statistical simulations within the game which is both time consuming and error prone.
  14. I've spent the last 3 days trying to figure out what this error code is and where there is an issue i keep getting error code File 532nd\config.cpp, line 1713: /CfgWeapons/: Missing '}' and i cannot find the issue anyone mind taking a look . heres the entire code class CfgPatches { class 532nd_Aux_Mod { requiredAddons[]= { "A3_Data_F", "A3_anims_F", "A3_Weapons_F", "A3_Characters_F", "A3_Characters_F_Proxies" }; units[]= { "532nd_Trooper_P1_DC15S", }; weapons[]= { "532nd_Trooper_Uniform", }; }; author="Psycho"; }; class CfgEditorSubcategories { class 532nd_Subfaction { displayName="532nd Trooper"; }; }; class CfgFactionClasses { class 532nd_Faction { displayName="532nd Siege Company"; priority=1; side=1; icon=""; }; }; class CfgWeapons { class InventoryItem_Base_F; class NVGoggles; class UniformItem; class HeadgearItem; class VestItem; class ItemCore; class Vest_Camo_Base; class V_rebreatherB; class U_I_CombatUniform; class ls_cis_b1_uniform; class ls_gar_phase1Pilot_helmet; class ls_gar_desert_helmet; class JLTS_DroidB1; class JLTS_CloneHelmetP2; class JLTS_CloneHelmetBARC; class JLTS_CloneHelmetAB; class JLTS_CloneArmor; class JLTS_CloneArmorRecon; class JLTS_CloneArmorGrenadier; class JLTS_CloneArmorSupport; class JLTS_CloneArmorMC; class JLTS_CloneVestSuspender; class JLTS_CloneVestARC; class JLTS_CloneVestLieutenant; class JLTS_CloneVestReconNCO; class JLTS_CloneVestRecon; class JLTS_CloneVestReconOfficer; class JLTS_CloneVestKama; class JLTS_CloneVestHolster; class JLTS_CloneVestOfficer; class JLTS_CloneVestOfficer2; class JLTS_CloneVestCommander; class JLTS_CloneVestAirborneNCO; class JLTS_CloneVestAirborne; class JLTS_CloneNVG; class JLTS_CloneNVG_spec; class JLTS_CloneNVGCC; class 3as_P1_Base; class 3as_P2_Pilot_helmet; class 3as_P2_Pilot_helmet_republic; class 3AS_V_Katarn_Vest_Demo; class 3AS_V_Katarn_Vest_Tech; class 3AS_U_Rep_Katarn_Armor; class 3AS_H_Katarn_Helmet; class 3as_ATRT_Helmet; class 3AS_ARF_Helmet; class SWLB_clone_ARF_P1_helmet; class LST_Uniform_21_Nova_Corp; class 21st_clone_P2_helmet; //Helmets class 532nd_p1_pilot_base: ls_gar_phase1Pilot_helmet { author="Psycho"; displayName="[532nd] P1 Pilot Helmet"; model="ls_armor_bluefor\helmet\gar\phase1Pilot\ls_gar_phase1Pilot_helmet.p3d"; picture="\Thatchers_Test_Mod\Logo.paa"; ace_hearing_protection=1; ace_hearing_lowerVolume=0; hiddenSelections[]= { "camo1", "camo2", "visor" }; hiddenSelectionsTextures[]= { "532nd\Data\Helmets\532nd_p1_pilot_base.paa", "ls_armor_bluefor\helmet\gar\phase1Pilot\data\lifesupport_co.paa", "ls_armor_bluefor\helmet\gar\phase1Pilot\data\visor_co.paa" }; class Iteminfo: HeadgearItem { uniformModel="ls_armor_bluefor\helmet\gar\phase1Pilot\ls_gar_phase1Pilot_helmet.p3d"; mass=15 hiddenselections[]= { "camo1", "camo2", "visor" }; modelSides[]={3,1}; class HitpointsProtectionInfo { class Head { hitpointname="HitHead"; armor=6; PassThrough=0.08975; }; class Face { hitpointName="HitFace"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_base_arf: SWLB_clone_ARF_P1_helmet { author="Psycho"; scope=2; displayName="[532nd] ARF Helmet"; picture="\SWLB_clones\data\ui\icon_SWLB_clone_helmet_arf_p1_ca.paa"; model="\SWLB_clones\SWLB_clone_ARF_helmet.p3d"; hiddenSelections[]= { "camo1", "camo2", "camo3" }; hiddenSelectionsTextures[]= { "532nd\Data\Helmets\532nd_base_arf.paa", "532nd\Data\Helmets\532nd_base_arf.paa", "", }; subItems[]= { "Integrated_NVG_TI_1_F" }; class ItemInfo: HeadgearItem { uniformModel="\SWLB_clones\SWLB_clone_ARF_helmet.p3d"; mass=15 hiddenSelections[]= { "camo1", "camo2", "camo3" }; allowedSlots[]={801,901,701,605}; modelSides[]={6}; class HitpointsProtectionInfo { class Head { hitpointname="HitHead"; armor=6; PassThrough=0.08975; }; class Face { hitpointName="HitFace"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_ARF_Helmet_Flaps: 532nd_base_arf { displayName="[532nd] ARF Helmet W/ Flaps"; picture="\SWLB_clones\data\ui\icon_SWLB_clone_helmet_arf_p2_ca.paa"; hiddenSelectionsTextures[]= { "532nd\Data\Helmets\532nd_base_arf.paa", "532nd\Data\Helmets\532nd_base_arf.paa", "SWLB_clones\data\helmet_arf_flaps_co.paa" }; }; class 532nd_p1_base: 3as_P1_Base { author="Psycho"; scope=2; displayName="[532nd] P1 Helmet"; ace_hearing_protection=1; ace_hearing_lowerVolume=0; picture="3AS\3AS_Characters\Clones\Headgear\ui\phase1_ui_ca.paa"; model="\3AS\3AS_Characters\Clones\Headgear\3AS_Clone_Standard_P1.p3d"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "532nd\Data\Helmets\532nd_p1_base.paa" }; class Iteminfo: HeadgearItem { uniformModel="\3AS\3AS_Characters\Clones\Headgear\3AS_Clone_Standard_P1.p3d"; mass=15 hiddenselections[]= { "camo", }; class HitpointsProtectionInfo { class Head { hitpointname="HitHead"; armor=6; PassThrough=0.08975; }; class Face { hitpointName="HitFace"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_psycho_helm_p1: 3as_P1_Base { author="Psycho"; scope=2; displayName="[532nd] Psycho's Helmet"; ace_hearing_protection=1; ace_hearing_lowerVolume=0; picture="3AS\3AS_Characters\Clones\Headgear\ui\phase1_ui_ca.paa"; model="\3AS\3AS_Characters\Clones\Headgear\3AS_Clone_Standard_P1.p3d"; hiddenSelections[]= { "camo" }; hiddenSelectionsTextures[]= { "532nd\Data\Helmets\532nd_psycho_helm_p1.paa" }; class Iteminfo: HeadgearItem { uniformModel="\3AS\3AS_Characters\Clones\Headgear\3AS_Clone_Standard_P1.p3d"; mass=15 hiddenselections[]= { "camo", }; class HitpointsProtectionInfo { class Head { hitpointname="HitHead"; armor=6; PassThrough=0.08975; }; class Face { hitpointName="HitFace"; armor=6; PassThrough=0.08975; }; }; }; }; //NVGs class TTM_NVG: JLTS_CloneNVG { author="Psycho"; displayName="[532nd] Clone Macrobinoculars"; modelOptics="\MRC\JLTS\characters\CloneArmor\CloneNVG_regular_optic.p3d"; model="\MRC\JLTS\characters\CloneArmor\CloneNVG_off.p3d"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\Clone_nvg_ui_ca.paa"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "532nd\Data\Equipment\532nd_nvg.paa", }; visionMode[]= { "Normal", "NVG" }; thermalMode[]={0,1}; }; class TTM_NVG_Fixed: JLTS_CloneNVG_spec { author="Psycho"; displayName="[532nd] Clone Macrobinoculars (Fixed On)"; modelOptics="\MRC\JLTS\characters\CloneArmor\CloneNVG_regular_optic.p3d"; model="\MRC\JLTS\characters\CloneArmor\CloneNVG_on.p3d"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\Clone_nvg_ui_ca.paa"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "532nd\Data\Equipment\532nd_nvg.paa", }; visionMode[]= { "Normal", "NVG" }; thermalMode[]={0,1}; }; class TTM_Visor: JLTS_CloneNVGCC { author="Psycho"; displayName="[532nd] Clone Visor"; modelOptics="\MRC\JLTS\Core_mod\nvg_optic_dummy.p3d"; model="\MRC\JLTS\characters\CloneArmor\CloneNVGCC.p3d"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\Clone_nvg_cc_visor_ui_ca.paa"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "Thatchers_Test_Mod\Data\Equipment\TTM_Visor.paa", }; visionMode[]= { "Normal", "NVG" }; thermalMode[]={0,1}; }; //Uniforms class Trooper_Uniform_P1: JLTS_CloneArmor { author="Psycho"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneArmor_ui_ca.paa"; displayName="[532nd] Unpainted Armor"; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="532nd_Trooper_Phase_2_Blank"; containerClass="Supply150"; mass=15; }; }; class 532nd_Pilot_Uniform: JLTS_CloneArmor { author="Psycho"; scope=1; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneArmor_ui_ca.paa"; displayName="[532nd] P1 Pilot Armor"; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="532nd_Pilot_P1"; containerClass="Supply150"; mass=15; }; }; class 532nd_Trooper_Uniform: JLTS_CloneArmor { author="Psycho"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneArmor_ui_ca.paa"; displayName="[532nd] P1 Trooper Armor"; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="532nd_Trooper_P1_DC15S"; containerClass="Supply150"; mass=15; }; }; class 532nd_ARF_Uniform: JLTS_CloneArmorRecon { author="Psycho"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneArmor_ui_ca.paa"; displayName="[532nd] ARF Armor"; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="532nd_Trooper_ARF"; containerClass="Supply150"; mass=15; }; }; class 532nd_Trooper_Uniform_Medic: JLTS_CloneArmor { author="Psycho"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneArmor_ui_ca.paa"; displayName="[532nd] P1 Medic Armor"; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="532nd_Trooper_P2_Medic"; containerClass="Supply150"; mass=15; }; }; class 532nd_ARF_Uniform_Medic: JLTS_CloneArmor { author="Psycho"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneArmor_ui_ca.paa"; displayName="[532nd] ARF Medic Armor"; class ItemInfo: UniformItem { uniformModel="-"; uniformClass="532nd_Trooper_ARF_Medic"; containerClass="Supply150"; mass=15; }; }; //Vests class 532nd_vest_base: V_rebreatherB { author="Psycho"; displayname="[532nd] Standard plating"; model=""; scope=2; scopecurator=2; scopearsenal=2; allowedSlots[]={901}; picture=""; class ItemInfo: VestItem { uniformmodel=""; containerclass="Supply200"; mass=15; vesttype="Rebreather"; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=6; PassThrough=0.08975; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=6; PassThrough=0.08975; }; class Abdomen { hitpointName="HitAbdomen"; armor=6; PassThrough=0.08975; }; class Body { hitpointName="HitBody"; armor=6; PassThrough=0.08975; }; class Arms { hitpointName="HitArms"; armor=6; PassThrough=0.08975; }; class Legs { hitpointName="Hitlegs"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_Vest_DC15S: 532nd_vest_base { scope=1; scopecurator=1; scopearsenal=1; class ItemInfo: VestItem { uniformmodel=""; containerclass="SupplyDC15S"; mass=15; vesttype="Rebreather"; }; }; class 532nd_vest_holster: 532nd_vest_base { author="Psycho"; scope=2; displayName="[532nd] Holster"; picture="\MRC\JLTS\characters\CloneArmor2\data\ui\CloneVestHolster_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "\MRC\JLTS\characters\CloneArmor\data\Clone_vest_officer_co.paa" }; class ItemInfo: VestItem { uniformModel="\MRC\JLTS\characters\CloneArmor2\CloneVestHolster.p3d"; containerClass="SupplyDC15S"; hiddenSelections[]= { "camo1" }; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=6; PassThrough=0.08975; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=6; PassThrough=0.08975; }; class Abdomen { hitpointName="HitAbdomen"; armor=6; PassThrough=0.08975; }; class Body { hitpointName="HitBody"; armor=6; PassThrough=0.08975; }; class Arms { hitpointName="HitArms"; armor=6; PassThrough=0.08975; }; class Legs { hitpointName="Hitlegs"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_pauldron_kama: JLTS_CloneVestOfficer { author="Psycho"; scope=2; displayName="[532nd] Pauldron + Kama"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "532nd\Data\Vests\532nd_vest.paa", }; class ItemInfo: VestItem { uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer.p3d"; containerClass="SupplyDC15S"; hiddenSelections[]= { "camo1" }; mass=80; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=6; PassThrough=0.08975; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=6; PassThrough=0.08975; }; class Abdomen { hitpointName="HitAbdomen"; armor=6; PassThrough=0.08975; }; class Body { hitpointName="HitBody"; armor=6; PassThrough=0.08975; }; class Arms { hitpointName="HitArms"; armor=6; PassThrough=0.08975; }; class Legs { hitpointName="Hitlegs"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_pauldron_kama_reversed: JLTS_CloneVestOfficer2 { author="Psycho"; scope=2; displayName="[532nd] Pauldron + Kama Reversed"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestPauldron_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "532nd\Data\Vests\532nd_vest.paa", }; class ItemInfo: VestItem { uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestOfficer2.p3d"; containerClass="SupplyDC15S"; hiddenSelections[]= { "camo1" }; mass=80; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=6; PassThrough=0.08975; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=6; PassThrough=0.08975; }; class Abdomen { hitpointName="HitAbdomen"; armor=6; PassThrough=0.08975; }; class Body { hitpointName="HitBody"; armor=6; PassThrough=0.08975; }; class Arms { hitpointName="HitArms"; armor=6; PassThrough=0.08975; }; class Legs { hitpointName="Hitlegs"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_Pauldron: JLTS_CloneVestLieutenant { displayName="[532nd] Pauldron"; model="\MRC\JLTS\characters\CloneArmor\CloneVestLieutenant.p3d"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "532nd\Data\Vests\532nd_vest.paa", }; class ItemInfo: VestItem { uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestLieutenant.p3d"; containerClass="SupplyDC15S"; hiddenSelections[]= { "camo1" }; mass=80; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=6; PassThrough=0.08975; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=6; PassThrough=0.08975; }; class Abdomen { hitpointName="HitAbdomen"; armor=6; PassThrough=0.08975; }; class Body { hitpointName="HitBody"; armor=6; PassThrough=0.08975; }; class Arms { hitpointName="HitArms"; armor=6; PassThrough=0.08975; }; class Legs { hitpointName="Hitlegs"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_Kama: JLTS_CloneVestKama { displayName="[532nd] Kama"; model="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestKama_ui_ca.paa"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "532nd\Data\Vests\532nd_vest.paa", }; class ItemInfo: VestItem { uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestKama.p3d"; containerClass="SupplyDC15S"; hiddenSelections[]= { "camo1" }; mass=80; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=6; PassThrough=0.08975; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=6; PassThrough=0.08975; }; class Abdomen { hitpointName="HitAbdomen"; armor=6; PassThrough=0.08975; }; class Body { hitpointName="HitBody"; armor=6; PassThrough=0.08975; }; class Arms { hitpointName="HitArms"; armor=6; PassThrough=0.08975; }; class Legs { hitpointName="Hitlegs"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_Vest_NCO: JLTS_CloneVestRecon { displayName="[532nd] NCO Sash (FTL)"; model="\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; hiddenSelections[]= { "camo2" }; hiddenSelectionsTextures[]= { "532nd\Data\Vests\532nd_vest_Heavy.paa", }; class ItemInfo: VestItem { uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestRecon.p3d"; containerClass="SupplyDC15S"; hiddenSelections[]= { "camo2" }; mass=80; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=6; PassThrough=0.08975; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=6; PassThrough=0.08975; }; class Abdomen { hitpointName="HitAbdomen"; armor=6; PassThrough=0.08975; }; class Body { hitpointName="HitBody"; armor=6; PassThrough=0.08975; }; class Arms { hitpointName="HitArms"; armor=6; PassThrough=0.08975; }; class Legs { hitpointName="Hitlegs"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_Vest_NCO_SL: 532nd_Vest_NCO { displayName="[532nd] NCO Sash (SL)"; model="\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "532nd\Data\Vests\532nd_vest_Heavy.paa", }; class ItemInfo: VestItem { uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestReconNCO.p3d"; containerClass="SupplyDC15S"; hiddenSelections[]= { "camo2" }; mass=80; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=6; PassThrough=0.08975; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=6; PassThrough=0.08975; }; class Abdomen { hitpointName="HitAbdomen"; armor=6; PassThrough=0.08975; }; class Body { hitpointName="HitBody"; armor=6; PassThrough=0.08975; }; class Arms { hitpointName="HitArms"; armor=6; PassThrough=0.08975; }; class Legs { hitpointName="Hitlegs"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_Vest_NCO_Kama: 532nd_Vest_NCO_SL { displayName="[532nd] NCO Sash + Kama"; model="\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestKama_ui_ca.paa"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsTextures[]= { "532nd\Data\Vests\532nd_vest.paa", "532nd\Data\Vests\532nd_vest_Heavy.paa", }; class ItemInfo: VestItem { uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestReconOfficer.p3d"; containerClass="SupplyDC15S"; hiddenSelections[]= { "camo1", "camo2" }; mass=80; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=6; PassThrough=0.08975; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=6; PassThrough=0.08975; }; class Abdomen { hitpointName="HitAbdomen"; armor=6; PassThrough=0.08975; }; class Body { hitpointName="HitBody"; armor=6; PassThrough=0.08975; }; class Arms { hitpointName="HitArms"; armor=6; PassThrough=0.08975; }; class Legs { hitpointName="Hitlegs"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_Vest_Suspenders: JLTS_CloneVestSuspender { displayName="[532nd] Suspenders"; model="\MRC\JLTS\characters\CloneArmor\CloneVestSuspender.p3d"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestSuspender_ui_ca.paa"; hiddenSelections[]= { "camo1", }; hiddenSelectionsTextures[]= { "\MRC\JLTS\characters\CloneArmor\data\Clone_vest_suspender_co.paa" }; class ItemInfo: VestItem { uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestSuspender.p3d"; containerClass="SupplyDC15S"; hiddenSelections[]= { "camo1", }; mass=80; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=6; PassThrough=0.08975; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=6; PassThrough=0.08975; }; class Abdomen { hitpointName="HitAbdomen"; armor=6; PassThrough=0.08975; }; class Body { hitpointName="HitBody"; armor=6; PassThrough=0.08975; }; class Arms { hitpointName="HitArms"; armor=6; PassThrough=0.08975; }; class Legs { hitpointName="Hitlegs"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_Vest_HeavyBag: JLTS_CloneVestAirborne { scope=2; displayName="[532nd] Heavy Gunner Bag"; model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; hiddenSelections[]= { "camo1", "camo2", }; hiddenSelectionsTextures[]= { "", "532nd\Data\Vests\532nd_vest_Heavy.paa", }; class ItemInfo: VestItem { uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d"; containerClass="SupplyDC15S"; hiddenSelections[]= { "camo1", "camo2", }; mass=80; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=6; PassThrough=0.08975; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=6; PassThrough=0.08975; }; class Abdomen { hitpointName="HitAbdomen"; armor=6; PassThrough=0.08975; }; class Body { hitpointName="HitBody"; armor=6; PassThrough=0.08975; }; class Arms { hitpointName="HitArms"; armor=6; PassThrough=0.08975; }; class Legs { hitpointName="Hitlegs"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_Vest_Airborne: 532nd_Vest_HeavyBag { displayName="[532nd] Airborne Kama + Bag"; model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; hiddenSelections[]= { "camo1", "camo2", }; hiddenSelectionsTextures[]= { "532nd\Data\Vests\532nd_vest.paa", "532nd\Data\Vests\532nd_vest_Heavy.paa", }; class ItemInfo: VestItem { uniformModel="\MRC\JLTS\characters\CloneArmor\CloneVestAirborneNCO.p3d"; containerClass="SupplyDC15S"; hiddenSelections[]= { "camo1", "camo2", }; mass=80; class HitpointsProtectionInfo { class Chest { HitpointName="HitChest"; armor=6; PassThrough=0.08975; }; class Diaphragm { HitpointName="HitDiaphragm"; armor=6; PassThrough=0.08975; }; class Abdomen { hitpointName="HitAbdomen"; armor=6; PassThrough=0.08975; }; class Body { hitpointName="HitBody"; armor=6; PassThrough=0.08975; }; class Arms { hitpointName="HitArms"; armor=6; PassThrough=0.08975; }; class Legs { hitpointName="Hitlegs"; armor=6; PassThrough=0.08975; }; }; }; }; class 532nd_Kama_NoHolster: 532nd_Vest_HeavyBag { scope=2; displayName="[532nd] Kama (No Holster)"; model="\MRC\JLTS\characters\CloneArmor\CloneVestAirborne.p3d"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\CloneVestHeavy_ui_ca.paa"; hiddenSelections[]= { "camo1", "camo2", }; hiddenSelectionsTextures[]= { "532nd\Data\Vests\532nd_vest_Heavy.paa", }; }; class CfgVehicles { class B_Kitbag_rgr; class 442_jt12; class SoldierWB; class B_Soldier_02_f; class O_officer_F; class B_Officer_F; class headgear_base_f; class ls_greenfor_jt12_backpack; class JLTS_Droid_B1_E5; class JLTS_B1_backpack; class JLTS_B1_antenna; class JLTS_Clone_RTO_pack; class JLTS_Clone_backpack; class JLTS_Clone_backpack_rto; class JLTS_Clone_backpack_medic; class JLTS_Clone_backpack_EOD; class JLTS_Clone_jumppack_mc; class JLTS_Clone_LR_attachment; class JLTS_Clone_ARC_backpack; class JLTS_Clone_P2_DC15A; class JLTS_Clone_P2_marshalcommander; class JLTS_Clone_jumppack_JT12; class 3AS_Rep_Commando_F; class 3AS_B_Katarn_Backpack; class LST_Armor_21_Nova_Corp; class ContainerSupply; class SupplyDC15s : ContainerSupply { maximumLoad=200; class TransportItems { class _xx_TTM_blaster_cell_Low { count=10; name="TTM_blaster_cell_Low"; }; }; }; class SupplyDC15A : ContainerSupply { maximumLoad=200; class TransportItems { class _xx_TTM_blaster_cell_High { count=10; name="TTM_blaster_cell_High"; }; }; }; class SupplyARC : ContainerSupply { maximumLoad=200; class TransportItems { class _xx_TTM_blaster_microcell_Dual { count=10; name="TTM_blaster_microcell_Dual"; }; }; }; //Loadouts class 532nd_Trooper_P1_DC15S: JLTS_Clone_P2_DC15A { author="Psycho"; displayName="[532nd] Clone Trooper (DC-15S)"; scope=2; scopeCurator=2; scopearsenal=2; backpack=""; side=1; role="Rifleman"; faction="532nd_Siege_Company"; editorSubcategory="532nd_Subfaction"; uniformclass="532nd_Trooper_Uniform"; model="\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; hiddenSelectionsMaterials[]= { "\MRC\JLTS\characters\CloneLegionsRework\data\Clone_armor1.rvmat", "\MRC\JLTS\characters\CloneLegionsRework\data\Clone_armor2.rvmat" }; hiddenSelections[]= { "camo1", "camo2", "insignia" }; hiddenSelectionsTextures[]= { "532nd\Data\Uniforms\532nd_upper_body_base.paa", "532nd\Data\Uniforms\532nd_lower_body_base.paa", }; linkedItems[]= { "532nd_p1_base", "532nd_Vest_DC15S", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "JLTS_clone_comlink" }; respawnLinkedItems[]= { "532nd_p1_base", "532nd_Vest_DC15S", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "JLTS_clone_comlink" }; weapons[]= { "Throw", "Put" }; respawnWeapons[]= { "Throw", "Put" }; magazines[]={}; respawnMagazines[]={}; items[]={}; respawnItems[]={}; class Wounds { tex[]={}; mat[]= { "MRC\JLTS\Characters\CloneLegionsRework\data\Clone_armor1.rvmat", "MRC\JLTS\Characters\CloneArmor\data\Clone_armor1_injury.rvmat", "MRC\JLTS\Characters\CloneArmor\data\Clone_armor1_injury.rvmat", "MRC\JLTS\Characters\CloneLegionsRework\data\Clone_armor2.rvmat", "MRC\JLTS\Characters\CloneArmor\data\Clone_armor2_injury.rvmat", "MRC\JLTS\Characters\CloneArmor\data\Clone_armor2_injury.rvmat", "A3\Characters_F\Common\Data\basicbody.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "A3\Characters_F\Common\Data\basicbody_injury.rvmat", "a3\characters_f\heads\data\hl_white.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "a3\characters_f\heads\data\hl_white_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_02_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_tanoan_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat", "A3\Characters_F_Exp\Heads\Data\hl_asian_02_bald_muscular_injury.rvmat" }; }; }; class 532nd_Trooper_ARF: 532nd_Trooper_P1_DC15S { author="Psycho"; displayName="[532nd] Clone ARF Trooper"; backpack=""; side=1; role="Rifleman"; faction="532nd_Siege_Company"; editorSubcategory="532nd_Subfaction"; uniformclass="532nd_ARF_Uniform"; model="\MRC\JLTS\characters\CloneArmor\CloneArmorRecon.p3d"; hiddenSelections[]= { "camo1", "camo2", "camo3", "insignia", }; hiddenSelectionsTextures[]= { "532nd\Data\Uniforms\532nd_upper_body_base.paa", "532nd\Data\Uniforms\532nd_lower_body_base.paa", "\MRC\JLTS\characters\CloneArmor\data\Clone_armor_recon_co.paa", }; weapons[]= { "JLTS_CloneBinocular", "Throw", "Put" }; respawnWeapons[]= { "JLTS_CloneBinocular", "Throw", "Put" }; linkedItems[]= { "532nd_base_arf", "532nd_Vest_DC15S", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "JLTS_clone_comlink" }; respawnLinkedItems[]= { "532nd_base_arf", "532nd_Vest_DC15S", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "JLTS_clone_comlink" }; }; class 532nd_Trooper_P1_Medic: 532nd_Trooper_P1_DC15S { author="Psycho"; displayName="[532nd] Clone Medic"; scope=2; backpack=""; side=1; role="Rifleman"; faction="532nd_Siege_Company"; editorSubcategory="532nd_Subfaction"; uniformclass="532nd_Trooper_Uniform_Medic"; model="\MRC\JLTS\characters\CloneArmor\CloneArmor.p3d"; hiddenSelections[]= { "camo1", "camo2", "insignia" }; hiddenSelectionsTextures[]= { "532nd\Data\Uniforms\532nd_upper_body_base.paa", "532nd\Data\Uniforms\532nd_lower_body_base.paa", }; linkedItems[]= { "532nd_p1_base", "532nd_Vest_DC15S", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "JLTS_clone_comlink" }; respawnLinkedItems[]= { "532nd_p1_base", "532nd_Vest_DC15S", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "JLTS_clone_comlink" }; }; class 532nd_Trooper_ARF_Medic: 532nd_Trooper_P1_Medic { author="Psycho"; displayName="[532nd] Clone ARF Medic"; scope=2; backpack=""; side=1; role="Rifleman"; faction="532nd_Siege_Company"; editorSubcategory="532nd_Subfaction"; uniformclass="532nd_ARF_Uniform_Medic"; model="\MRC\JLTS\characters\CloneArmor\CloneArmorRecon.p3d"; hiddenSelections[]= { "camo1", "camo2", "camo3", "insignia", }; hiddenSelectionsTextures[]= { "532nd\Data\Uniforms\532nd_upper_body_base.paa", "532nd\Data\Uniforms\532nd_lower_body_base.paa", "\MRC\JLTS\characters\CloneArmor\data\Clone_armor_recon_co.paa", }; weapons[]= { "JLTS_CloneBinocular", "Throw", "Put" }; respawnWeapons[]= { "JLTS_CloneBinocular", "Throw", "Put" }; linkedItems[]= { "532nd_base_arf", "532nd_Vest_DC15S", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "JLTS_clone_comlink" }; respawnLinkedItems[]= { "532nd_base_arf", "532nd_Vest_DC15S", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "JLTS_clone_comlink" }; }; //Equipment + backpacks class 532nd_Pocket_DLC: B_Kitbag_rgr { author="Psycho"; scope=2; scopecurator=2; scopearsenal=2; displayName="[532nd] Belt Bag"; maximumload=125; model="\MRC\JLTS\characters\CloneArmor\CloneBeltBag.p3d"; picture="\MRC\JLTS\characters\CloneArmor\data\ui\Clone_belt_bag_ui_ca.paa"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "\MRC\JLTS\characters\CloneArmor\data\Clone_belt_bag_co.paa" }; }; class 532nd_Small_Antenna: JLTS_Clone_LR_attachment { author="Psycho"; scope=2; scopecurator=2; scopearsenal=2; displayName="[532nd] Antenna Attachment"; maximumload=125; picture=""; }; class 532nd_backpack_Antenna: JLTS_Clone_RTO_pack { author="Psycho"; scope=2; scopecurator=2; scopearsenal=2; displayName="[532nd] Radio Antenna"; maximumload=250; model="\MRC\JLTS\characters\CloneArmor\CloneRTOPack.p3d"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "532nd\Data\Equipment\532nd_radiopack.paa", }; }; class 532nd_backpack: JLTS_Clone_backpack { author="Psycho"; scope=2; scopecurator=2; scopearsenal=2; displayName="[532nd] Standard Backpack"; maximumload=250; model="\MRC\JLTS\characters\CloneArmor\CloneBackpack.p3d"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "532nd\Data\Equipment\532nd_backpack.paa", }; }; class 532nd_backpack_Straps: 532nd_backpack { author="Psycho"; scope=2; scopecurator=2; scopearsenal=2; displayName="[532nd] Standard Backpack (Straps)"; maximumload=250; model="\MRC\JLTS\characters\CloneArmor\CloneBackpackStraps.p3d"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "532nd\Data\Equipment\532nd_backpack.paa", }; }; class 532nd_backpack_RTO: JLTS_Clone_backpack_rto { author="Psycho"; scope=2; scopecurator=2; scopearsenal=2; displayName="[532nd] Radio Backpack"; maximumload=250; model="\MRC\JLTS\characters\CloneArmor\CloneBackpackRTO.p3d"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "532nd\Data\Equipment\532nd_backpack.paa", }; }; class 532nd_backpack_RTO_Straps: 532nd_backpack_RTO { author="Psycho"; scope=2; scopecurator=2; scopearsenal=2; displayName="[532nd] Radio Backpack (Straps)"; maximumload=250; model="\MRC\JLTS\characters\CloneArmor\CloneBackpackRTOStraps.p3d"; }; class 532nd_backpack_Jetpack_JT12: JLTS_Clone_jumppack_JT12 { author="Psycho"; scope=2; scopecurator=2; scopearsenal=2; maximumload=250; displayName="[532nd] JT-12 Jetpack"; picture="\MRC\JLTS\characters\CloneArmor2\data\ui\Clone_jumppack_jt12_ui_ca.paa"; model="\MRC\JLTS\characters\CloneArmor2\CloneJumppackJT12.p3d"; hiddenSelections[]= { "camo1" }; hiddenSelectionsTextures[]= { "532nd\Data\Equipment\532nd_jetpack.paa", }; }; }; class cfgMods { author="Psycho"; timepacked=""; };
  15. When configuring an opfor faction, i ran into a problem. In testing, units loadouts were fine except the uniform which is missing and (probably?) is being auto-corrected to CSAT standard, although still being inaccesible, appearing as empty in inventory. the configs class DGF_EU3_base: O_Soldier_base_F { author="Doggifast"; faction="DGF_EU3"; side=0; scope=0; scopecurator=0; scopeArsenal=0; identityTypes[]={"LanguageENG_F","Head_NATO","G_NP"}; cost=100000; camouflage=1.5; sensitivity=1.75; threat[]={1,0.1,0.1}; displayName="EU3 Man Base"; editorPreview=""; editorSubcategory="EdSubcat_Personnel"; uniformClass="USP_G3C_CS_KP_MX"; modelSides[]={0,1,2,3,4,5,6,7}; canDeactivateMines=0; canHideBodies=1; engineer=0; attendant=0; uavHacker=0; role="Rifleman"; icon="iconMan"; picture=""; weapons[] = {"Throw","Put"}; respawnWeapons[]= {"Throw","Put"}; items[] = {}; respawnItems[] = {}; magazines[] = {}; respawnMagazines[] = {}; linkedItems[] = {}; respawnLinkedItems[]= {}; backpack=""; nameSound = "veh_infantry_s"; textSingular = "rifleman"; textPlural = "riflemen"; }; config for a rifleman for example class DGF_EU3_Rifleman: DGF_EU3_base { author = "Doggifast"; scope = 2; scopeCurator = 2; displayName = "Rifleman"; side = 0; faction = "DGF_EU3"; uniformClass = "USP_G3C_CS_KP_MX"; backpack = ""; weapons[] = {"arifle_Velko_lxWS", "CUP_hgun_Mk23", "Throw", "Put"}; magazines[] = {"35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "CUP_12Rnd_45ACP_mk23", "CUP_12Rnd_45ACP_mk23", "CUP_12Rnd_45ACP_mk23", "rhs_mag_m67", "rhs_mag_m67"}; items[] = {"ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_epinephrine", "ACE_epinephrine", "ACE_morphine", "ACE_morphine", "ACE_splint", "ACE_splint", "ACE_tourniquet", "ACE_tourniquet"}; linkedItems[] = {"CUP_V_PMC_IOTV_Black_TL", "lxWS_H_bmask_base", "G_Balaclava_blk_lxWS", "", "", "", "", "", "", "", ""}; respawnweapons[] = {"arifle_Velko_lxWS", "CUP_hgun_Mk23", "Throw", "Put"}; respawnmagazines[] = {"35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "CUP_12Rnd_45ACP_mk23", "CUP_12Rnd_45ACP_mk23", "CUP_12Rnd_45ACP_mk23", "rhs_mag_m67", "rhs_mag_m67"}; respawnitems[] = {"ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_epinephrine", "ACE_epinephrine", "ACE_morphine", "ACE_morphine", "ACE_splint", "ACE_splint", "ACE_tourniquet", "ACE_tourniquet"}; respawnlinkedItems[] = {"CUP_V_PMC_IOTV_Black_TL", "lxWS_H_bmask_base", "G_Balaclava_blk_lxWS", "", "", "", "", "", "", "", ""}; };
  16. I am very new to Modding on Steam and have just released my first scenario with Arma 3 only 2 weeks ago. Now I have worked tirelessly on this great campaign but I am haveing beginners troubles with getting my config file and my description file to work. I have scrounged the internet looking for every scrap of informaiton online to get my mod to do two simple functions. 1. Show My Custom Campaign under Campaigns in the Arma 3 menu. 2. To show my Overview.paa, Description, and not show my levels all at once. Currently I have only gotten them to work as scenarios but I have followed to the best of my knowledge the config and description.ext setups. Please anyone can you spare a few minutes to help me out with this? I would like to release the mod as a proper campaign. All the levels are finished and I already have a .pbo file. Here is my code in the config. /* Addon configuration */ class CfgPatches { // Directory under which all content contained in the PBO can be referenced ingame class Campaigns { // You can set up restrictions using these requirements units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] ={}; }; }; class CfgMissions { class Campaigns { // The campaign package class Campaigns { // Location of the campaign files. Note that it uses the defined directory in CfgPatches directory = "Campaigns\TCOE_MAIN\Campaign"; }; }; }; When I launch the game it comes up with an error stating... File SteamLibrary\steamapps\Common\Arma 3\Campaigns\TCOE_MAIN\config.cpp,line 15: '/CfgMissions/Campaigns/TCOE_MAIN.": '"' encountered instead of '=' Im not sure what I did wrong can someone please point it out to me in laymans terms?
  17. I'd like to host a server in-game for myself and some friends to play on with the vanilla radio system. However, the vanilla radio system has a default VON quality level of 3, 1/10th of the possible quality. So my question is how would I be able to pass "VonCodecQuality=15;" to a non-dedicated server that is run through the main menu server browser? I found a total of one source on reddit of a guy who asked the same question, and the answer he got was "just run a dedicated server lol." I'm really hoping this isn't the only possible answer.
  18. Someone pls halp, I am hosting one of the only populated servers in the game right now and I have been racking my brain trying to implement a custom scenario/map. I have applied the proper formatting for the mod in my config JSON file to no avail. "mods": [ { "modId": "5A54BB9103829754", "name": "BARZAN", "version": "1.3.0" }, What am I doing wrong? Right now, I suspect it is not possible at the moment but I am persistent and want to deliver a fresh experience for my community. Thank you for any clarification.
  19. ok so I'm working on a simple retexture mod and I don't really understand what's wrong it says and I don't understand what I did wrong because line 153 is just a closing bracket(?) but here is my code so you can take a look class CfgPatches { class My_Mod_Config { units[] = {"NOD AIR BORNE";}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Characters_F"}; }; }; //************************************************************************************************************************************************************************************************ //***** Factions ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class cfgFactionClasses { class NOD_A_Faction { displayName = "NOD AIR BORNE"; priority = 3; // Position in list. side = 0; // Opfor = 0, Blufor = 1, Indep = 2. icon = "\ranegade mod\UI\NOD_LOGO_WHITE.paa"; //Custom Icon }; }; class CfgUnitInsignia { class NOD_A_Insignia { displayName = "NOD AIR BORNE"; // Name displayed in Arsenal author = "TWID"; // Author displayed in Arsenal texture = "\ranegade mod\UI\NOD_LOGO_WHITE.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; }; class UniformSlotInfo { slotType = 0; linkProxy = "-"; }; class CfgVehicles { //************************************************************************************************************************************************************************************************ //***** Units ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class B_Soldier_F; class NOD_Basic_soldier: B_soldier_F { author = "twid"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "NOD basic Soldier"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "NOD_A_Faction"; model = "\A3\characters_f_beta\BLUFOR\b_soldier_01.p3d"; //Default NATO uniformClass = "NOD_Basic_uniform"; hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {"\ranegade mod\data\NOD_clothing1_co.paa"}; weapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; respawnWeapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"NOD_Helmet1","NOD_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"NOD_Helmet1","NOD_Vest2","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class NOD_Adv_soldier: B_soldier_F { author = "twid"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "NOD basic Soldier"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "NOD_A_Faction"; model = "\A3\characters_f_beta\OPFOR\o_soldier_01.p3d"; //Default NATO hiddenSelections[] = {"Camo1", "camo2"}; hiddenSelectionsTextures[] = {"\ranegade mod\data\NOD_clothing_co.paa", "\ranegade mod\data\tech_NOD_CO.paa"}; hiddenSelectionsMaterials[] = {"\renegade\Data\NOD_clothing.rvmat", "\renegade\Data\tech.rvmat"}; uniformClass = "NOD_Adv_uniform"; weapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; respawnWeapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"NOD_Helmet1","NOD_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"NOD_Helmet1","NOD_Vest5","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class NOD_Crew: B_soldier_F { author = "twid"; _generalMacro = "B_soldier_F"; scope = 2; displayName = "NOD Crewman"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; genericNames = "NATOMen"; faction = "NOD_A_FACTION"; model = "\A3\characters_f_beta\BLUFOR\b_soldier_01.p3d"; //NATO Rolled Up Sleeves hiddenSelections[] = {"Camo1"}; hiddenSelectionsTextures[] = {"\ranegade mod\data\NOD_clothing1_co.paa"}; uniformClass = "NOD_Basic_uniform"; weapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; respawnWeapons[] = {"arifle_TRG20_ACO_Flash_F","Throw","Put"}; magazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; respawnMagazines[] = {"HandGrenade","HandGrenade","SmokeShell","SmokeShellGreen","Chemlight_green","Chemlight_green"}; linkedItems[] = {"NOD_Helmet2","NOD_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; respawnLinkedItems[] = {"NOD_Helmet2","NOD_Vest1","ItemMap","ItemCompass","ItemWatch","ItemRadio"}; }; class LandVehicle; class B_APC_Wheeled_01_cannon_F; class NOD_APC_F: B_APC_Wheeled_01_cannon_F { crew = "NOD_Crew"; side = 0; scope = 2; faction = "NOD_A_FACTION"; displayName = "NOD APC"; hiddenSelections[] = {"Camo1", "Camo2", "Camo3"}; hiddenSelectionsTextures[] = {"\ranegade mod\data\APC_Wheeled_01_NOD_base_CO.paa", "\ranegade mod\data\APC_Wheeled_01_NOD_tows_CO.paa", "\ranegade mod\data\APC_Wheeled_01_NOD_adds_CO.paa"}; class EventHandlers { init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];"; }; }; class cfgWeapons { //******************************************************************************************************************************************************************************************** //***** Uniforms ***************************************************************************************************************************************************** //******************************************************************************************************************************************************************************************** class ItemCore; class UniformItem; class Uniform_Base: ItemCore { class ItemInfo; }; class NOD_Basic_uniform: Uniform_Base { scope = 2; displayName = "NOD Basic uniform"; picture = "-"; model = "\A3\characters_f\BLUFOR\b_soldier_01.p3d"; class ItemInfo : UniformItem { uniformClass = {"NOD_Basic_uniform"}; containerClass = "Supply60"; mass = 45; }; }; class NOD_Adv_uniform: Uniform_Base { scope = 2; displayName = "NOD Adv uniform"; picture = "-"; model = "\A3\characters_f\OPFOR\o_soldier_01.p3d"; class ItemInfo : UniformItem { uniformClass = {"NOD_Adv_uniform"}; containerClass = "Supply50"; mass = 50; }; }; //************************************************************************************************************************************************************************************************ //***** Vests ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class VestItem; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class NOD_Vest1: Vest_Camo_Base { scope = 2; displayName = "NOD Platecarrier"; picture = "-"; model = "A3\Characters_F\BLUFOR\equip_b_Vest01"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\ranegade mod\data\NOD_vests_co.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest01.p3d"; containerClass = "Supply120"; mass = 80; armor = "5"; passThrough = 0.3; hiddenSelections[] = {"camo"}; }; }; class NOD_Vest2: Vest_Camo_Base { scope = 2; displayName = "NOD Platecarrier Lite"; picture = "-"; model = "A3\Characters_F\BLUFOR\equip_b_Vest02"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\ranegade mod\data\NOD_vests_co.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F\BLUFOR\equip_b_Vest02.p3d"; containerClass = "Supply120"; mass = 80; armor = "5"; passThrough = 0.3; hiddenSelections[] = {"camo"}; }; }; class NOD_Vest3: Vest_Camo_Base { scope = 2; displayName = "NOD Platecarrier Kerry"; picture = "-"; model = "A3\Charactrs_F_EPA\BLUFOR\equip_b_vest_kerry"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\ranegade mod\data\NOD_vests_co.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F_EPA\BLUFOR\equip_b_vest_kerry.p3d"; containerClass = "Supply120"; mass = 80; armor = "5"; passThrough = 0.3; hiddenSelections[] = {"camo"}; }; }; class NOD_Vest4: Vest_Camo_Base { scope = 2; displayName = "NOD Platecarrier GL"; picture = "-"; model = "A3\Charactrs_F_EPA\BLUFOR\equip_b_vest_kerry"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\ranegade mod\data\NOD_vests_co.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F_EPA\BLUFOR\equip_b_vest_gl_rig.p3d"; containerClass = "Supply120"; mass = 80; armor = "5"; passThrough = 0.3; hiddenSelections[] = {"camo"}; }; }; class NOD_Vest5: Vest_Camo_Base { scope = 2; displayName = "NOD Platecarrier spec rig"; picture = "-"; model = "A3\Charactrs_F_EPA\BLUFOR\equip_b_vest_kerry"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\ranegade mod\data\NOD_vests_co.paa"}; class ItemInfo: VestItem { uniformModel = "A3\Characters_F_EPA\BLUFOR\equip_b_vest_spec_rig.p3d"; containerClass = "Supply120"; mass = 80; armor = "5"; passThrough = 0.3; hiddenSelections[] = {"camo"}; }; }; //************************************************************************************************************************************************************************************************ //***** Headgear ********************************************************************************************************************************************************* //************************************************************************************************************************************************************************************************ class H_HelmetB: ItemCore { class ItemInfo; }; class NOD_Helmet1: H_HelmetB { displayName = "NOD ENHANCED COMBAT HELMET"; picture = ""; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\ranegade mod\data\NOD_equip1_co.paa"}; class ItemInfo: ItemInfo { mass = 20; allowedSlots[] = {901,605}; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_ballistic"; modelSides[] = {3,1}; hiddenSelections[] = {"Camo"}; armor = "3*0.4"; passThrough = 0.65; }; }; class NOD_Helmet2: H_HelmetB { displayName = "NOD ENHANCED COMBAT HELMET LIGHT"; picture = ""; model = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = {"\ranegade mod\data\NOD_equip1_co.paa"}; class ItemInfo: ItemInfo { mass = 15; allowedSlots[] = {901,605}; uniformModel = "\A3\Characters_F\BLUFOR\headgear_b_helmet_light"; modelSides[] = {3,1}; hiddenSelections[] = {"Camo"}; armor = "3*0.3"; passThrough = 0.75; }; }; };
  20. i wanted to add a new drone with a modded turret heres what i had done so far it adds the drone but it dont have the turret i wanted to add, can someone correct my config pls..
  21. i need a drone addon config for my arma 3 addon, can someone give me a template.
  22. Sorry in advance if the answer is available somewhere, but I've scoured google and poured quite a few more hours into this than I'm proud to admit. I'm doing an OPTRE armor retexture for my little group and I've got the Armor all working finally (With proper textures, names, hidden selections for the vest items and all). Before I had the armor working the helmets showed up correctly and as they should, after today (had a call with someone who could help with the armor) the armor is finally working but the helmets have completely disappeared. I don't have any errors when I pack the pbo, launch the game, or anything like that. However the helmets don't show up in the arsenal, they don't show up when I reference them in scripting like "this add headgearItem 'c_helmet_snow'", but also don't show an error (which it would if it wasn't a valid classname.) When I DID do that though, it did at least show the collar to the helmet, but no error regarding the item, class, texture, or anything else that would cause it to be invisible. The config is about 14500 lines long so I'll just post the short bit with the helmets. (90% is just the armor configurations.) This part is under CfgWeapons as well for clarification. Not sure why it's simultaneously working perfectly as a mod with no errors and not showing this code as well. class C_beret_cornstar: H_Beret_Colonel { author="Rod Peckerman"; scope=2; scopeArsenal=2; displayName="Cornstars Beret"; model="\A3\Characters_F_epb\BLUFOR\headgear_beret02.p3d"; hiddenSelectionsTextures[]= { "\cornstar_optre\Data\cornstar_beret_co.paa" }; }; class C_Helmet_Snow: OPTRE_UNSC_CH252_Helmet2_SNO { author="Rod Peckerman"; scope=2; scopeArsenal=2; displayName="CH252 Helmet (Snow, Cornstars)"; model="OPTRE_Units\Army\helmet.p3d"; hiddenSelectionsTextures[] = { "cornstar_optre\Data\c_helmet_snow.paa" }; }; class C_Helmet_Snow_RP: C_Helmet_Snow //didn't work when I had the base set to OPTRE_UNSC_CH252_Helmet2_SNO either. { author="Rod Peckerman"; scope=2; scopeArsenal=2; displayName="CH252 Helmet (Snow, Rod Peckerman)"; model="OPTRE_Units\Army\helmet.p3d"; hiddenSelectionsTextures[] = { "cornstar_optre\Data\c_helmet_snow_rodpeckerman.paa" }; }; Thank y'all in advance for your help. I'm absolutely stumped and I'm brand new to modding as of like 4 days ago.
  23. I'm trying to make a minimalist UI. I've had some success but one thing I'm struggling with is recreating the "waiting for the next round" bar. You know, this thing: My UI is constantly getting refreshed in a while loop, so I was hoping I could query if a certain weapon was ready to fire. Functions such as CanFire and WeaponState unfortunately didn't give me what I wanted and are misleadingly named. So is there a function I've missed that can query the weapon state i.e ready to fire, not ready to fire? Failing that, where is the m256's "time taken for next round to be loaded" set? In a config? What attribute am I looking for? Can I use getText to extract it to a variable in my script? If it's listed in seconds somewhere in the config I could use an event handler and BIS_fnc_deltaTime to work out if a weapon is ready to fire or not.
  24. Hello everyone. I make a mod and easily switched standart ammo (B_65x39_Caseless) into a custom ammo in Type 115, but i have some troubles with second ammo (50BW) I looked through a lot of forums, lines in the ARMA 3 configurator and even converted BI Config, but I didn't see a single class responsible for using Type 115 50BW. I already have ready config for the magazines, but they only replace the basic magazines on the Type 115. Thanks for any help and sorry for grammatical mistakes. // here only ammo and rifle, because the configuration has 1000 lines, but I can throw off the entire config. class CfgAmmo { class BulletBase; class V_20_Ball_Corp_F: BulletBase { airLock=1; hit=22; indirectHit=0; indirectHitRange=0; typicalSpeed=550; airFriction=-0.0020000001; caliber=4.1999998; cartridge=""; model="\A3\Weapons_f\Data\bullettracer\tracer_green"; tracerScale=1; tracerStartTime=0.050000001; tracerEndTime=1; nvgOnly=0; dangerRadiusBulletClose=12; dangerRadiusHit=16; suppressionRadiusBulletClose=8; suppressionRadiusHit=12; }; class V_20HE_Ball_Corp_F: BulletBase { airLock=1; hit=25; indirectHit=3; indirectHitRange=3; typicalSpeed=550; airFriction=-0.0020000001; caliber=4.1999998; cartridge=""; model="\A3\Weapons_f\Data\bullettracer\tracer_green"; tracerScale=1; tracerStartTime=0.050000001; tracerEndTime=1; nvgOnly=0; dangerRadiusBulletClose=12; dangerRadiusHit=16; suppressionRadiusBulletClose=8; suppressionRadiusHit=12; }; class V_55x50_Standart: BulletBase { hit=13; indirectHit=0; indirectHitRange=0; cartridge=""; aiAmmoUsageFlags=64; dangerRadiusBulletClose=3; dangerRadiusHit=4; suppressionRadiusBulletClose=1; suppressionRadiusHit=2; cost=1.2; airLock=1; typicalSpeed=1100; caliber=1,5; model="\A3\Weapons_f\Data\bullettracer\tracer_red"; tracerScale=1; tracerStartTime=0.050000001; tracerEndTime=1; airFriction=-0.00089999998; }; class V_55x50_HE: BulletBase { hit=16; indirectHit=1; indirectHitRange=1; cartridge=""; aiAmmoUsageFlags=64; dangerRadiusBulletClose=3; dangerRadiusHit=4; suppressionRadiusBulletClose=1; suppressionRadiusHit=2; cost=1.2; airLock=1; typicalSpeed=1100; caliber=1,5; model="\A3\Weapons_f\Data\bullettracer\tracer_red"; tracerScale=1; tracerStartTime=0.050000001; tracerEndTime=1; airFriction=-0.00089999998; }; }; class CfgMagazines { class Default; class CA_Magazine; class CA_LauncherMagazine; class 5Rnd_20_Mag_Corp_F: CA_LauncherMagazine { author="$STR_A3_Bohemia_Interactive"; scope=2; displayName="5 патр. 20мм"; descriptionShort="$STR_A3_CfgMagazines_10Rnd_50BW_Mag_F1"; ammo="V_20_Ball_Corp_F"; count=5; initSpeed=580; picture="\A3\Weapons_F_Exp\Data\UI\icon_10Rnd_50BW_Mag_F_ca.paa"; tracersEvery=0; lastRoundsTracer=0; mass=12; }; class 5Rnd_20HE_Mag_Corp_F: CA_LauncherMagazine { author="$STR_A3_Bohemia_Interactive"; scope=2; displayName="5 патр. 20мм (Гранаты)"; descriptionShort="$STR_A3_CfgMagazines_10Rnd_50BW_Mag_F1"; ammo="V_20HE_Ball_Corp_F"; count=5; initSpeed=580; picture="\A3\Weapons_F_Exp\Data\UI\icon_10Rnd_50BW_Mag_F_ca.paa"; tracersEvery=0; lastRoundsTracer=0; mass=12; }; }; class CfgMagazineWells { class VAR20Mags { VAR_Magazines[]= { "5Rnd_20HE_Mag_Corp_F", "5Rnd_20_Mag_Corp_F", }; }; }; class arifle_ARX_blk_F; class arifle_ARX_V_F: arifle_ARX_blk_F // Type 115 { author= "Vuldemar"; _generalMacro= "arifle_ARX_V_F"; baseWeapon= "arifle_ARX_V_F"; displayName = "VAR-520"; scope = 2; scopeCurator = 2; scopeArsenal = 2; picture= "\V_weapons\Data\VAR-520\UI\VAR-520_icon.paa"; hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsTextures[]= { "\V_weapons\Data\VAR-520\arifle_ARX_blk_01_F_co.paa", "\V_weapons\Data\VAR-520\arifle_ARX_blk_02_F_co.paa" }; magazines[]={"40Rnd_55VAR_mag"}; magazineWell[] = {VAR55Mags,VAR20Mags}; //VAR20Mags in this line, replace main magazines }; };
  25. Hi, I've been trying to retexture some Contact DLC content, but whenever I reference a model from the DLC in my config file, I get an error mesage saying "Missing File Summary, config.cpp : \A3\Characters_F_Enoch\Vests\V_CarrierRigKBT_01_F.p3d" when creating PBO in Eliteness. I managed to work around that by making my custom vest inherit properties of a DLC vest and changing the hiddenSelections, but it doesn't work if I want to change some of the vest armor values, since I have to reference the base vest model in the ItemInfo class in order for it to work. When I use one of the vanilla models, everything works fine. So, is it a problem of Arma blocking acces to p3d files of the vest, or something else? Can somebody give me a hint on finding some way around this problem? Vest class that results in error: class V_CarrierRigKBT_01_light_Olive_F; class V_VestWea_01_light : V_CarrierRigKBT_01_light_Olive_F { author = "Wifi"; scope = 2; displayName = "WEA Vest"; model = "\A3\Characters_F_Enoch\Vests\V_CarrierRigKBT_01_light_F.p3d"; hiddenSelections[] = {"Camo"}; hiddenSelectionsTextures[] = { "vumod\data\wea_vest.paa"}; }; CfgPatches: class CfgPatches { class my_config { units[] = { "VU_Unit_base","VU_rifleman","VU_AutomaticRifleman","VU_Grenadier","VU_SquadLeader","VU_ATSpecialist","WEA_Unit_base","WEA_Unit_Rifleman","WEA_Unit_MGGunner","WEA_Unit_SquadLeader","WEA_Unit_Marksman","WEA_Unit_AutomaticRifleman","WEA_Unit_Medic","WEA_Unit_RTO","WEA_Unit_ATSpecialist","WEA_Unit_Rifleman_NLAW","WEA_Unit_Crew","WEA_Unit_Ammobearer_MG","WEA_Unit_Ammobearer_AT","WEA_LAV","WEA_Strider","WEA_Dingo","WEA_Jackal" }; weapons[] ={ "WEA_arifle_standard","WEA_arifle_standard_reflex", "WEA_lmg", "WEA_dmr", "WEA_lmg_light" }; requiredVersion=0.1; requiredAddons[] = { "A3_Characters_F","A3_Characters_F_Enoch","A3_Functions_F","cba_main","ace_main","CUP_AirVehicles_AH6","CUP_AirVehciles_AW159","CUP_AirVehicles_CH47","CUP_AirVehicles_CH53E","CUP_AirVehicles_HC3","CUP_AirVehciles_KA60","CUP_AirVehicles_MH60S","CUP_AirVehicles_Mi8","CUP_AirVehciles_SA330","CUP_AirVehicles_UH1H","CUP_AirVehciles_UH1Y","CUP_AirVehicles_UH60","CUP_WheeledVehicles_MTVR","CUP_WheeledVehicles_T810","CUP_WheeledVehicles_Ural","CUP_WheeledVehicles_V3S","ace_interaction","cup_weapons_acr","cup_weapons_m16","kat_main","tfar_core"}; }; }; Eliteness error message: <adding entries:...> P:\vumod\CfgGroups.hpp :excluded P:\vumod\CfgInsignia.hpp :excluded P:\vumod\CfgMarkers.hpp :excluded P:\vumod\CfgPatches.hpp :excluded config.cpp:compiling... data\empty.paa:loading... data\helmet_camo.paa:loading... data\vu_backpack_light.paa:loading... data\vu_helmet.paa:loading... data\vu_kitbag.paa:loading... data\vuAFInsignia.paa:loading... data\vuAFInsignia_test.paa:loading... data\vuFlag.paa:loading... data\wea_backpack_light.paa:loading... data\wea_carryall.paa:loading... data\wea_helmet.paa:loading... data\wea_soldier_01_clothing_co.paa:loading... data\wea_vest.paa:loading... P:\vumod\factionsCfgs.hpp :excluded P:\vumod\vuAssets\vuEquipment.hpp :excluded P:\vumod\vuAssets\vuGroups.hpp :excluded P:\vumod\vuAssets\vuUnits.hpp :excluded P:\vumod\vuAssets\vuWeapons.hpp :excluded P:\vumod\weaAssets\weaEquipment.hpp :excluded P:\vumod\weaAssets\weaGroups.hpp :excluded P:\vumod\weaAssets\weaUnits.hpp :excluded P:\vumod\weaAssets\weaWeapons.hpp :excluded </end entries> Missing File Summary config.cpp : \A3\Characters_F_Enoch\Vests\V_CarrierRigKBT_01_light_F.p3d missing file(s)
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