No Entry Bin Config Bin Cfgweapons Arma 3
This is still happening for me, at least with the following PBOs: hlcwpakhlcwpar15hlcwpaughlcwpFALhlcwpfhAWChlcwpg3I didn't bother to test the rest of the PBOs, but I guess it's the same for them. All PBOs were freshly downloaded from the primary mirror from.//Edit: It is at least not happening with hlcwpmg3, which I downloaded from Armaholic and not from the official site.//Edit2: Just tested it with hlcwpak from Armaholic and it doesn't happen there. It seems the files on the official website are outdated.//Edit3: I can confirm: No errors when I downloaded all the files from Armaholic, it seems the files on the official website are all outdated. This should be fixed immediately.

0002433: 'No entry' Various, including iteminfo.scope and cfgweapons.burst warning messages since Arma 1.62 Apex Update Description Since the Apex update for the main branch of Arma 3, the following two errors have appeared. Dec 5, 2016 - It may not have had anything to do with the bin/config.bin/CfgWeapons/ItemInfo.scope error. Breaking point updated it's mod to 166.
Equip w wyour path name // for weapons and equip m myour path name // for magsIf no picture is specified, then like OFP, equipwwNameOfClass is assumed.Note also the 'convention' of naming weapon images with w and magazine images with m (and to a certain extent having dataequip file paths). This is rigidly followed in Arma.
In OFP, BI were inconsistent.Types type=WeaponHardMounted (ArmaOnly)magazineType=None (OfpOnly)weaponType=WeaponHardMounted (OfpOnly)(Note this value is often held as a math )Gear (equipment) selection consists of SlotTypes and one or more slot positions of that type.This integer is a bit-field containing SlotType and count which defines which SlotType this item will occupy in gear selection and how many slots of that type it requires. It does NOT define which slot position to occupy, only the Type of Slot. Various engines will show this item in positions of their own choosing.An item is defined as being a weapon, magazine, or equipment. A weapon is rifle, handgun, LAW launcher. A magazine is a magazine, a shell,a LAW, a PipeBomb, a grenade - i.e. A housing for the cfgAmmo explosive(s). equipment are binoculars, NVG, etc.For Arma, MagazineSlots and WeaponSlots are mutually exclusive.
The classes occur in the cfgWeapons or cfgMagazines respectively. In OFP both types of class exist in cfgWeapons, and are often the same class. OFP does not have a Type=; instead, it uses WeaponType= and MagazineType= couplets. The end result, and the intent, is identical. Note: the quite serious alteration to SecondaryWeapon and Handgun mags that occurred in Arma. This to allow for an increased count field in Handgun Magazines.
Simply great.This time playing according to our partners is going to be a must if we want to survive. Call of duty 2 appsofshah.com. And finally you’ll play as an American doing a D-Day landing, but not on Omaha Beach, you’ll be scaling the sheer cliffs of Pointe du Hoc as artillery with the Army Rangers.try rock climbing with artillery and machine-gun fire raining down on you. The final mission in the British campaign sends you to the bombed-out houses and hedgerows of Caen, France.
Slot:SlotTypevalue/nbitsExampleOFPArmaEither:NoSlot0/0samestroke is a weapon, but it occupies no slotsWeapon:PrimaryWeapon1/1sameAK47Weapon:HandGun2/1sameCZ75Weapon:SecondaryWeapon16/14/1LAWMag:HandGunMagazines32/316/4CZ75Mag or GLMagMag:MainMagazines256/4sameAK47Mag or explosivesWeapon:BinocularSlot4096/4sameBinoculars or NVG, LD etc.Weapon:HardMounted65536/1sameMag:SmallItems131072/4(Arma 2) map, compass, small items (derived from ItemCore)The specific combination for machine guns normally occupy both weapon slots i.e. PrimaryWeapon + SecondaryWeapon.Magazine SizesArchitecturally, all bit-fields are counts. The fact that a PrimaryWeapon can only be 1, still makes it a count of that SlotType.In practical terms magazines are the only item ( warning: currently) to have bit-fields 1.Most weapons use a single slot to declare a single magazine.Shell weapons such as the RPG require three slots to hold the magazine. OFP presented this by filling those slots with the image. Arma makes a mess of it with a somewhat ugly blank between slots. You are supposed to guess why it's blank.No handgun magazine ( currently) has a size 1.
Arma 3 No Entry Bin Config.bin/cfgweapons Fix
This could change on e.g. A remote controlled explosive. The bit-field is larger for reasons explained in (below).For MainWeapon Magazines, specific bit-field identities between 256 and 4096 are frequently represented textually as.
'1. 256' // main mags '2. 256' // m60,pk,mortars '3.
No Entry Bin Config Bin Cfgweapons Arma 3 1

256' // law, rpg '4. 256' // 6g30 4 slots needed '6. 256' // carlgustav,stinger 6 slots needed '8. 256' // mm1 all slots neededAnd, of course, in Arma, these fields are only relevant in it's CfgWeapons.CfgVehicles: Joining the dotsA vehicle, in this case a human or parachute, has it's equipment slots defined in it's cfgVehicles Class.
The Weaponslots= bit-field declares whether or not a piece of equipment can be carried at all, and if so, how much, or max size of that equipment, measured in slots.cfgVehicles.Weaponslots= is deceptively similar to cfgWeapons.Type= (and vice versa). Weaponslots= defines the carrying capacity for equipment, type= defines the size of of that equipment.Different humans have more or fewer slots than others. Clearly, medics, police, civilians and some resistance fighters, cannot carry heavy armament.
They're either not trained to, or, they're already implicitly carrying medical packs. The disastrous Arma completely destroyed this distinction. Arma 2 enhances the distinction a little more than OFP.A generalised capacity declaration for humans is:weaponSlots=PrimaryWeapon+Can carry a Primary WeaponSecondaryWeapon+Sometimes able to carry a Secondary or even heavier Weapon ( LAW, MG, stinger)(4+6).MainMagazines+Can carry n.Magazines for these weapons (AK47Mag) (or max size of shell)HandGun+Can carry a Handgun ( e.g.
Beretta)2.WeaponSlotBinocular+Can carry n.slots of equipment4.HandGunMagazines+Can carry n.Handgun Magazines (CZ75Mag)12.SmallItemscan carry n.slots of SmallItems (Arma 2)These will later be filled out with specific weapons in the human's weapons= and magazines= arrays. Placing too many causes a ctd.Note that specific Arma 2 women can only carry magazines and small equipment (for their boyfriends?) and nothing else.Magazine carrying ability altered markedly for Arma 2 vs OFP; it's the reason for the nasty change to the bit-field, and is as follows:OFPArmaRiflePotential1515Actual4 to 102 to 12HandgunPotential715Actual44 or 8Binoculars1 or 20 to 2Alphabetical Order.

#define ReadAndWrite 0 // any modifications enabled #define ReadAndCreate 1 // only adding new class members is allowed #define ReadOnly 2 // no modifications enabled #define ReadOnlyVerified 3 // no modifications enabled, CRC test applied aiDispersionCoefX=1.0 Type Description Dispersion multiplier for AI units (axis X - left to right). AiDispersionCoefY=1.0 Type Description Dispersion multiplier for AI units (axis Y - top-down). AimTransitionSpeed=1.0 Type Description Speed for switching between normal mode and iron sights/optics. AiRateOfFire=5.0 Class ModeClass Type Description Delay between shots at given aiRateOfFireDistance.
AiRateOfFireDistance=500 Class ModeClass Type Description At shorter distance delay ( aiRateOfFire) goes linearly to zero. AiRateOfFireDispersion=1 Class ModeClass Type Description Property that affects the randomness of delay between shots. Value sets the maximum of the range in which a random number influencing the delay between shots is generated. 0 means the delay between shots will be the same (with given actual distance). The bigger the value the longer delay can be generated.
Ammo = 'TimeBomb'; autoAimEnabled=true Type Description false for all standard weapons. AutoFire=false Class ModeClass Type Description If true, weapon will fire repeatedly all the while you hold the fire button down.And if true the gunner can use the weapon on his own discretion (no commander fire order needed - like MG type).autoReload=true Type Description If true weapon will be reloaded automatically once magazine is empty. B backgroundReload=false Type Description Weapon automatically reloads magazines without player intervention or animation. BallisticsComputer=false Class Arma Type Description Weapon attempts to calculate and shift the aim-point to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type.
New updated information for A3: burst=1 Class ModeClass Type Description Number of shots actually fired each time the weapon is fired. C cameraDir Class MuzzleClass Type. CameraDir = 'GL look'; canDrop=true Type Description Weapon can/not be dropped from Inventory Menu.canDrop is poorly implemented. It is normally associated with true vehicles such as air. For humans nothing in the GUI panel suggests that you can't drop a weapon, and yet, hidden-from-view, the drop action has no effect.
CanDrop should have also been implemented in cfgMagazines, but isn't. You can always drop the magazine, and yet, for some weapons, such as a laser designator, this is nonsensical.canLock=2 Type Description Defines if weapon can be locked on the target (white box appears).