#arma3_animation
1 messages · Page 27 of 1
Is the "Acts_EpicSplit" animation bugged or something cause it plays a different animation.
He first dies then gets up and puts his weapon on the back and gets it back in his hands instead of doing a split.
All I want is a split! 
use switchMove
and then playMoveNow directly after it
_unit switchMove "Acts_EpicSplit";
_unit playMoveNow "Acts_EpicSplit";
also this is a #arma3_scripting question
How would you guys go about animating a chute, I'm kind of struggling here with the limited options?
chute for what?
and animate it how?
gib pictures? could help to figure out best approach. @inland bramble
Chut for an APOBS system. The unfold animation, is what I'm tring to do.
https://i.imgur.com/DcaLgdX.png
Okay, diffrent question, how would I animate an Object shrinking?
You would have to have multiple bones and smooth weighting (isDiscreet in model.cfg skeleton) enabled and then move those bones so they compress the mesh.
Ah, that makes sence. Thanks.
is it possible to "revert" an rtm to its real original, if you debin it and apply some algorithm/math with the data from the model.cfg?
Character rtm?
Model.cfg does not really contain much information related to rtm. Only the bone hierarchy.
weapon animations
The weapon holding animation?
If such a pose Is loaded on a default pose skeleton, it should work without anything else. Although Mikeros deRtm is a bit bugged at the moment and he is working on fixing it
LAxemann — Today at 10:14 AM
....maybe? I wasn't able to make it work, in any way, and tried multiple times 😄
But then again, I don't think so - You'd have to animate with those weird offsets, and since rotation is involved in there, too, the result will be fucked
I think the main problem is the rotation, as it fucks up the hands in "relation" to the launcher... a bit hard to explain properly for me
Okay, so, I'll give it a try.
Due to the model.cfg animation trickery, what we animate is not what we get ingame. "So far so good".The largest issue is the following:
When doing reloads etc, you can influence the hand's IK. Meaning at which points in the animation will have the hands in the position defined by the handanim and in which parts they use the data from the reload.Now you do the reload animation. Ingame, the weapon itself will be moved away. But as soon as you decouple the hands from the ik, they will be back where you put them in blender, so totally offset from what is now ingame
not sure if just that makes it clear (enoug)
If animation is made properly there should be no problem as far as I know. 
Or perhaps I know what you mean.
If its the fact that the blender rig is made for making new animations and not for editing old imported rtms and it needs some rework and trickery to make it work OK with imported animations
There are many ways to set up a rig
Does anyone know of any good tutorials/resources on making gestures? I've experimented a bit with static animations, but other than that, don't have a ton of experience.
There are not really much in that territory.
Depending what tools you use you can likely find lot of general animating tutorials that can help you learn how your chosen tool works
The Arma specific parts are pretty much same for static and multi frame animations
What's the best way to preview an animation and know if it's the output from blender, or your config that is jacked? If it was an object, I'd use Object Builder, but in this case that wouldn't work
pack it up in game and view it in animation viewer
but also depends what kind of issue you are facing I suppose
Yeah, I'm not seeing the anim get played ingame, just in the standard "Jesus" pose. I have all the keyframes done in Blender, and added them to Arma Toolbox, but nothing in game
do you see a animation class for it?
and how did you pack it into a pbo?
and how many KB is your rtm?
It's in-game, using Animation Viewer I can see it, and packed it using PBO Manager for testing
I usually just use it for testing
lmao, assuming it does something "wonderful" to animations?
I know it breaks signatures among other things
fair enough
honestly it should not be used for testing
the rtm is only 13kb, assuming it's not exporting the frames now, its the same size as a static anim I did a few hours ago.
the "fast" time you will then waste debugging your errors
yeah, I'll probably stick with makePbo/pboProject going forward then
yeah, AddonBuilder is a blackbox right?
and 13kb rtm probably has no frames
addon builder works if you feed it 100% correct stuff
otherwise it just crunches it into pbo
and you will one day find out you have bugs
lol wonderful
in terms of frames not being in, any advice? I've added the RTM key-frames, but likely missed something along the way.
https://i.imgur.com/dLJV1vb.png
you sure you want 10 frame step?
Nope, but trial and error I guess. At this point, I'm just trying to preview it in Arma, and make adjustments from there. It's not a complex animation, if I need to step up, or down the time, it won't be very difficult or time consuming
ok so you export this to rtm? what export options do you use?
Literally just went to File -> Export, then Export as RTM. If there are other options, probably what I'm missing then lol
I have Arma3 Toolbox enabled for the rig, with the keyframes though. If that helps.
theres couple of tick boxes in the export dialog
Ahh I see now. Just exported, it is a lot larger. I suspect I had static still on, and clip frames. Let me give this a try real fast, and I'll report back
👍
So file size is larger, but in game same thing, the "Jesus Pose"
did you pack it with pboProject this time?
Just did, and it works. I don't know why, but I packed at first with AddonBuilder. Found the problem. And yeah you were right 50 frames is wayyyy too many
Thanks for the help
good luck
i cannot figure out how to get my wheel animations to work for my plane, anyone mind looking at my model.cfg?
have you compared to the sample plane?
rotates how much?
sounds odd
off the top of my head cant think of anything in the animation config that would cause it
does it rotate only to one direction?
Im pretty sure its an AI issue
a dead unit has no AI
has the custom character been set up with physX
a dead unit has no animation either afaik. Isnt it just ragdoll if he dies?
is it man or animal based?
no
well it is supposed to stick to the dead state
ragdolling is optional too
I ve been living a lie all this time. 
you must've seen the rabbits and snakes in the game
death anim is enough
they don't ragdoll
Been so long since I launched arma to play it so yeah. Plus virtual animal lives matter for me. 
tsk tsk 😛
does the turning happen also with player control
is it automatic or does it come from user input?
what axis does it rotate over?
does the animations have unique skeleton name?
any other mods running that could interfere with it?
(development should always done with no unnecessary mods loaded)
Id suppose it could be some sort of configuration error for the death state
@crisp flicker Can you share the config of the death anim?
is there a way to have 2 arma rigs in the same project?
when I try to paste it it just replaces the current one
how would I do that?
are you in object mode?
oh I might be in pose mode

I'd like to convert A2 animations to A3 to prevent rpt spam (Error: Bone XX doesn't exist in skeleton OFP2_ManSkeleton). But I have a couple of hundreds of them, what is the best way to make a macro or a software?
Never mind, I'm executing a bruteforce-ish stupid macro using UWSC 😂
Aaaaaaaaaaaaaand it worked! Import rtm into male.p3d and export it, that's it
Wanted to write o2script for it one day but I think I was missing some script commands to export those RTMs
I need help making my AI do animations, can someone send me a list of animations to put on my characters.
@shell pier no the list is very long. use the ingame animation viewer
also in the future. keep you questions on single channel.
Alright
are vehicle animations only made in model.cfg? or is there something i have to do in config.cpp?
you can set up custom animation sources
turrets need few parameters to connect to their model.cfg counterparts
physx stuff has parameters to connect to bones
etc
the animation movement part is done in the model.cfg
that's my model.cfg, i think i'm connecting the bones correctly, I'm just unsure why they aren't appearing in game, wrong way to inherit or something?
What are not appearing in game?
oof
you dont want proxies in sections list
and you have mixed up cfg skeletons and cfg mocels contents
as in you have skeleton class and animation class in cfg skeletons
please review the sample model.cfg for correct setup
and you dont want all that stuff in your sections list
theyre uselsess there
aand some of the skeleton seems not to be in correct parent order
liek you have the top parent at the bottom
when it should be above its child bones
Oh wow! That's a lot of issues HAHAHA, I'll try to resolve them, also, the wheel animations are what i'm worried about right now, they wont appear in game. I do have the animation sources class in my config.cpp for it too FYI.
Yeah, I'm gonna surf through samples and try to recreate it, then try again 😄 thanks goat!
samples have the layout very well
just follow that
and put your stuff in correct places
How does my model.cfg look now? Animations wont appear, but it did one time, it was attached to the wrong bone, I think i'm very close, but no cigar https://paste.ee/p/2ghPC
By quick look. Better. Does your P3d name match your class in cfgModels
Yup
Was this the one that you can't open in buldozer? As that is the fastest way to see if model and model. Cfg connects
Yup, is there another way to see if they connect besides buldozer?
Eeeeee I cannot figure out these animations D: I went on Project hatchet's github for their open source model.cfg and basically did what they did, but still no luck D: I got it to work once, but it was connected to the wrong bone and parts of my model were rotating that i didn't want
ok so
you need to set up a simple p3d with 2 cubes
and set up a simple model.cfg for that
by copying the sample house model.cfg and removing all bones in skeleton and adding just 1 or 2
and then deleting all animation classes and making just 1 or 2 new ones
so you can test it in OB buldozer
you are trying to skip a big basic knowledge step with jumping right into ultra complex plane
Alright, I'll try that out!
I just want to know how to animate xd
looks like ill have to start from basics ;3
quite 😅
Cant and shouldnt rush anything, a strong foundation wont crumble later
Still having issues, can I send over my test cube model.cfg ? it's super simple 😄
I know I'm missing something 🤔
class CfgSkeletons
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class Test_cube_skeleton : Default
{
skeletonInherit = "";
skeletonBones[] =
{
"1", "2"
};
};
};
class CfgModels
{
class Default
{
sectionsInherit="";
sections[] = {};
skeletonName = "";
};
class Test_cube : Default
{
sectionsInherit = "Default";
sections[] = {};
skeletonName = "Test_cube_skeleton";
class Animations
{
class CubeRot
{
type = "rotation";
source = "wheel";
selection = "2";
axis = "cube2_axis";
memory = true;
minValue = 0;
maxValue = 2;
sourceAddress = "loop";
angle0 = 0;
angle1 = "-rad 360";
};
};
};
};
bones are always pairs
If you have bone 1 and bone 2, with bone 1 parented to bone 2 like that, bone 2 needs to be defined itself as "2","", before you add "1","2"
so I fixed the wheel error! It finally spins! Now i would like to do gear animations, does this bone layout work? (I can explain further if you're confused about the wording of the bones)
"Wheel Front Top Slider Hydraulic", "",
"Wheel Front 3rd Hydraulic", "Wheel Front Top Slider Hydraulic",
"Wheel Front 2nd Hydraulic", "Wheel Front 3rd Hydraulic",
"Wheel Front Main Hydraulic", "Wheel Front 2nd Hydraulic",
"wheel_1", "Wheel Front Main Hydraulic",
"wheel_2", "Wheel Back main hydraulics",
"wheel_3", "Wheel Back main hydraulics"
no
back hydraulics bone is not defined anywhere for starters
dont try to make all of them at once
start from 1 moving part
then make next one
and so on
This is my skeletonBones code, that's where I define these right?
Wdym by one at a time?
the first moving part
define its bone
and animation
test in buldozer
oh wait
its you
make a simpler version of your model that you can verify animation in buldozer
then define 1 bone and its animation
test in buldozer
define next bone and its animation
test in buldozer
repeat
okieeee 😄
this way youll learn how they work together
and using buldozer to test the animations is quite essential
otherwise you waste hours of time
could I do a translation / rotation at the same time? i need this panel to go up a tiny bit D:
It is possible
Is there anyway to shorten how far the legs move via model.cfg or something?
Or is that RTM stuff
rtm
How do I make an animation/
Look up some YouTube tutorials
All right, other question, is it considered animation in trying to make sure that when you ADS, the scope is aligned with the camera?
Explain more.
Alignment when aiming with ironsights and optics is determined by a memory LOD point in the optic model if it's an attachment, or weapon model if it's an integrated sight (ironsights etc.)
Animation would simply change how the unit looks holding the weapon in third person. It's not a factor in how the camera is aligned to the scope when actually using the scope to aim
In theory, it should be an integrated red-dot
I am making a modification to a Mass Effect mod that fixes a couple issues for me
One of the big ones is that the scopes don't work
In theory, when aiming down the sights for this weapon, it should show through the scope
But,it doesn't, instead showing as a reticle above the scope
How would that work, and what would it be categorized as so I can put it in the correct channel?
oof not touching that. The opposition mod stuff is stolen crap
If nothing else, I'm possibly considering paying a guy to model a couple weapons from scratch
Stolen?
ripped from other games
Would paying the guy to make a couple models be a good idea?
I know this guy is not a scam, but he doesn't seem to be the most knowledgeable in Arma
50/50 could work or could be waste of money
and you would still have to get it in game
configs, modelc.cfg stuff, technical lods
Right, the only real modding I've done is for an engine that is considered spagethhi code
So, shit
it can all be learned. just takes time and effort
So, let's say I get a couple models which were made in blender, what would I do then
I am not stealing
you install the modding tools, set up the dev environment, download Arma 3 samples from steam, look up blender to arma tutorial series and start practicing
Hey, I'm trying to get into making animations for Arma, but I'm not sure where to get started. Everything I Google either brings up guides on how to install mods or how to get started in Arma itself, and any guides I do find about making addons seems to be outdated
do you already know how to do animations in general?
well that is more longer story then
Would you know of any good, modern guides?
first you would need to set up the Arma tools and modding dev suite. PMCwiki has good steps to do the setup
PMC wiki?
Alright, I'll take a look at this, thanks
as there arent much any guides on animations
so you would have to read up on how configs work on the BI wiki
and then start working from there
Ok, thanks dude
and there is the static animation steps in the pinned messages here I recall
multi frame animations follow same principles
Would multi frame animations be used for things like weapon reloads?
yes
anything that has more than 1 frame
weapon reloads are 2 part though, the model.cfg animation on the weapon itself
and then the character animations that play in tandem
How would I fix that?
I am acutally curious
You can't without source filed
What is that?
Files
How do I know if I have the source files?
Quick question, if I did keyframes in blender and added them to arma object properties, do I need to do anything to get them in? Do they need to be separate RTM files? Or are keyframes fine
you would create a cfgMovesMaleSoldier animation class
Also, upon spawning it, the unit just dies
That fixable?
Or did I do something wrong
no idea about that. does sound like you did something wrong
Also, unit is stuck in the ground....for some reason
And the anims are reversed
Reversed?
I’ve figured out that the stretching is a skeleton model.cfg issue. Also, I exported the matrices wrong lol
whats the deal with animations? does the arma animation system require in loop out for all animations? e.g access inventory?
Anyone familiar with setting up unit skeletons in model.cfg?
It is same as with vehicles
The bone hierarchy just needd to match the skeleton the RTM animations are made with
Possibly. If you got picture of how it stretches could maybe say more
And picture of the animation in comparison
Hey guys, If I wanted to have an AI move forward in the game world whilst using a moving animation specifically AmovPercMwlkSrasWrflDf how would I achieve this?
At the moment the anim works but just on the spot
how do you play the animation?
If youre asking me @desert raven im using POLPOX anim viewer to apply the anims atm
Isn’t polpox just for poses?
It just applies animations, so can be used for statics anims but also the 'acts' animations
im just filming, this isnt for playable use
just want to get an AI to walk toward a target with their pistol raised
You probably would get better result with unitcapture
Now we're back to the model being invis
I'm not getting any RPT errors on why it's now invis again
@plucky sierra Do you use Blender?
Yes
what does the armature in Blender look like?
are both the critter and the armature origins centered on 0,0,0 coordinates
They should be. The body seems to be fine but the legs are stretched upwards
rest pose of the armature match the model?
It should. I’ll give it another look
Rest does not
Could that be the issue?
Now we're back to being invisible
Missing some memory points and it is still stretched
Maybe wrong bone names?
I have my selections and bone names as the same. LegL1_1, LegL1_2, LegR1_1, LegR1_2
Should they be different?
IDK, if it is your own model, you know how they are. Make sure the bone in Blender has the exact same name, case sensitive
No they should be the same and like polpox said, case sensitive
@plucky sierra Download this script (https://drive.google.com/file/d/1JqTzt4YHmLeg3E5xtIYIC7XWpiYEdPkW/view?usp=sharing) or type it directly into the script window and run the script. It will copy the exact structure of your bones into your clipboard. You can then paste this directly into your model.cfg.
I already have skelExport and all that. I have the exact name of my bones and skeleton hierarchy set correctly. The left legs are the only thing stretched atm
and you fixed the rest pose and exported animations again?
rest pose as in the pose clear of all transformations
the rtm is then still same faulty one that is created with the broken rest pose and thus wrong bone transformations
Hopefully that’ll be the final fix in this pain of skeletons and animations
🥖
My edit and pose mode bone locations were off
Could thatve been it?
Nope
Still stretched after re exporting rtm
All my selections and bones are correct
I’ve got a memory LOD with the leg memory points in there as well
I’ve basically followed the A3 sample example to a T
Minus the skeleton
is it packed with pbo project and binarized
those anims look the same in animation viewer?
Where would I go for animation viewer?
mission editor and ummm one of the top bar menus
It should. It plays in game fine
@desert raven Does the Rtm need to be defined in config?
Or just in the files
I don’t see my rtm in the animation list
yes you would need to it defined to be used in the actions and connected states
and since this is custom skeleton you would need a custom movesCfg config
mm well the animal moveset configs are a lot simpler structured with fever actions used so they could be easier to adapt
the main soldier move config is many thousands of lines of stuff you would not need
I’ve got leg bones only and that’s all that moves
Nothing else needed for these little guys
the bone amount does not really matter in this case

Now it’s just sunk in the ground
have you animated it so that your actual animation is on top of 0 height
that would explain why the animations are inside ground too in game
I re exported and it's in the center of OBJ builder
Thats normal right
The only thing left is that the animation doesn’t play even though I’ve defined the rtm
file = "\OPTRE_Flood\data\anims\InfectionFormWalkAnim";
looped=0;
speed=-50;
mask="BodyFull";
leftHandIKBeg=0;
leftHandIKCurve[]={};
leftHandIKEnd=0;
rightHandIKBeg=0;
rightHandIKCurve[]={};
rightHandIKEnd=0;
weaponIK=0;
enableOptics=0;
showWeaponAim=0;
disableWeapons=0;
disableWeaponsLong=0;
leaning="empty";
aimingBody="empty";
aiming="empty";
forceAim=1;
limitGunMovement=9.1000004;
headBobMode=0;
headBobStrength=0;
canPullTrigger=0;
enableDirectControl=0;
weaponLowered=0;
variantsPlayer[]={};
variantsAI[]={};
ConnectFrom[]=
{};
ConnectTo[]=
{};```
That's what I have. Any issues?
Is it speed?
It goes from 0-35
The only thing I have checked is the clip interval 0,1
It's also in the ground still after moving it up
is your animation range in the timeline also set to the amount of frames
@desert raven Set it to be above the ground and it’s still in the ground
odd
Could it be land contact?
could be
So, the movement anim is above ground
Rest is where it was before right?
Or is that also above ground
if you did not fix the other anims also to be above 0 and re export rtms
I only have a walk anim
How would I do a standing anim alongside my walk anim?
It doesnt seem to want to do that
Ok got it
Would I assign it the same way as the walk?
@desert raven Hopefully last anim question, where and how would I define walk and stand?
Just the unarmed stand
That's all I need
//UNARMED ACTIONS
class CivilStandActions: NoActions
{
gestureHi[] = {"GestureHi","Gesture"};
gestureHiB[] = {"GestureHiB","Gesture"};
gestureHiC[] = {"GestureHiC","Gesture"};
stop = "AmovPercMstpSnonWnonDnon";
default = "AmovPercMstpSnonWnonDnon";
stopRelaxed = "AmovPercMstpSnonWnonDnon";
turnL = "AmovPercMstpSnonWnonDnon_turnL";
turnR = "AmovPercMstpSnonWnonDnon_turnR";
turnLRelaxed = "AmovPercMstpSnonWnonDnon_turnL";
turnRRelaxed = "AmovPercMstpSnonWnonDnon_turnR";
reloadMagazine = ""; //"AmovPercMstpSnonWnonDnon";
reloadGM6 = ""; //"reloadGM6";
reloadMGun = ""; //"AmovPercMstpSnonWnonDnon";
reloadMortar = ""; //"AmovPercMstpSnonWnonDnon";
throwPrepare = ""; //"AwopPercMstpSgthWnonDnon_start";
throwGrenade[] = {"GestureThrowGrenadeUna","Gesture"};
WalkF = "AmovPercMwlkSnonWnonDf"; //"AmovPercMwlkSnonWnonDf";
WalkLF = ""; //"AmovPercMwlkSnonWnonDfl";
WalkRF = ""; //"AmovPercMwlkSnonWnonDfr";
WalkL = "AmovPercMwlkSnonWnonDl"; //"AmovPercMwlkSnonWnonDl";
WalkR = "AmovPercMwlkSnonWnonDr";
WalkLB = ""; //"AmovPercMwlkSnonWnonDbl";
WalkRB = ""; //"AmovPercMwlkSnonWnonDbr";
WalkB = "AmovPercMwlkSnonWnonDb";
PlayerWalkF = "AmovPercMwlkSnonWnonDf"; //"AmovPercMwlkSnonWnonDf";
PlayerWalkLF = ""; //"AmovPercMwlkSnonWnonDfl";
PlayerWalkRF = ""; //"AmovPercMwlkSnonWnonDfr";
PlayerWalkL = "AmovPercMwlkSnonWnonDl";//"AmovPercMstpSnonWnonDnon_turnL";//"AmovPercMwlkSnonWnonDl";
PlayerWalkR = "AmovPercMwlkSnonWnonDr";```
you need this stuff
and then also define the animations that are used in this actions
Toss that in cfg moves basic then how would I go about defining my anims in there? Through cfgmovesmalesdr?
well thats not quite complete
you would create your own cfgmovesmalesdr -> cfgmovescreature
option 1 is to make it animal and use animal configs as base
as they are simpler
or make it playable character where you need to make the civilstandactions as those are used for unarmed movement
@desert raven Alright, I’ve got it now. Everything is fine and functional. The sinking was a LandContact issue. That’s been resolved. The anims are now functional and working as needed. Thanks for the help!
Though, one final issue is that when hitting play, the unit dies
Is that because no hitpoints?
uhh maybe? does it have the geometry collision blob?
possibly its still getting stuck inside the ground and dies because of that?
possibly it does not have all necessary actions/states set up so it goes right into dead state
no you need to use the original geometry blob from the sample character
or make new ones and config your animations to use those
I’ve already been through enough pain
I’ll just use the sample one
Everything’s set for Halloween
At least on my end
Thanks for withstanding my questions @desert raven


One more thing. I tried another way with how to do anims and that didnt work so I'm doing the soldier way. How would I go about defining my specific RTMs? @desert raven
Does it go in cfgmovesbasic then I define the class name in cfgmovesmalesdr?
this is the simplest I can put it
cfgmovesmalesdr inherits the cfgmovesbasic and adds into that
but you will want to use cfgmovescreature instead
or else you break the normal character movement
@desert raven All I see is CfgMovesX_F. Just pick a creature and copy?
I meant you need to make one
for your own thingy
otherwise you mess up the originals and wont have much fun playing
or well
maybe youll have lots of fun
Should I inherit anything? Or just make it all custom
Then, once I'm done. How would I go about defining it for use?
Youll have to trace it from the configs where the cfgmovesmalesdr is used in the man class unit config etc
I still think the animal config would be better way to learn
since it is so much simpler
or at least it can give you insight on how the stuff works together
Alright, hope I can figure this out lol
@desert raven Sorry to bother you so late, but, we're back to the anims not working and the unit dying
Again
Is it possible to copy over everything cfgmovesbasic and cfgmovesmalesdr and create a new anim for the custom model within it while changing nothing else?
Sure
Does anyone have a face rig that I can work with? I have clipping issues for my balaclava model whenever my character talks and weighting in O2 isnt really working
Alright, animations are in but the unit does not move
The anims have step and xstep but still dont move
It's set to 0 rn
Should it be 1?
Or am I missing something
My key frames start on 0
Should they be 1?
It’s moving now but seems to be going the wrong direction
step -1 to make it move forward
xStep 0?
What is the default value for forward and back and side to side?
I don't know, I think it depends on the animation
I use custom values for my characters.
Boar: step -1.5 for the walk (front) anim
Same value for the crocodile
Setting it to 0 it’s unable to move side to side atm
It moves backwards though
Just needs to be reversed
@subtle falcon What about xStep?
Horse: xStep -1 for the strafe (left) anim
if you want to make it move faster, try xStep -3
movement vector means that it goes X amount of meters in the duration of the animation
and then the playback speed of the animation defines the final in game world speed
so animation that plays for 1 second and with movement vector of 1 (or -1 as the negative direction is front in Arma)
then the final speed would be 1m/s
if the animation is played at half speed it would be 0.5m/s and with double speed 2m/s


should an animation be designed with either the 1) inloopout stages all in one animation, or seperated into three seperate animations? please dont ask specifics
should not matter, up to your own preference
Anyone able to help me out here?
I'm just beginning to get into filming stuff in Arma, and I'm trying to learn animations but holy shit is this too complicated for something like this
I've been checking out a million tutorials on the topic and nothing seems to work. I have an animation from the viewer, control C'd, and then what do I even type into the animation parameters in Eden? Why don't these kinds of animations appear in the drop down that already exists in Ambient Animation?
They are no ambient animations
And polpoxes tools are not exactly meant for video making if I remember right. They arr more for screenshot making
You will need to take a step back
And familiarise yourself with the Arma 3 scripting and how you can piece different kinds of commands together to achieve the scene you want to make.
The basic premise I've got going is this
There's an arrest animation for a soldier, for the victim, and then the victim on the ground which is a loop
I want to play them and record it, but I can't really find concrete examples of how to do so
The recording itself is obviously solvable by OBS, and I have Gcam, but getting them to do it and being able to position a camera right is my struggle
For animations you would have to run the stuff live in game
Not In the editor
You could create a script that you trigger via radio commands for example and the script runs the animations and such.
But for that you will have to do what I said earlier
I've got absolutely no knowledge in scripting and seeing a lot of things people do make my brain fuzz over, so this'll take a while
Since you seem to be passionate about it, the time spent learning will be worth it
is there a way to modify rtm during A3 runtime? (with -filePatching)
or not doable even with loading unbinned rtm as they are cached by the game
I believe it is not possible unfortunately @crisp berry
copy. 😭
Unless dedmen reveals some dark magic from his closet.
Animation cache goes quite deep but everything is doable potentially but.. rather not
Is there an animation source I can call upon for simple, cyclic or oscillating movement in a land_ object? For example, a water wheel that will rotate on its own in a smooth way.
time ?
https://community.bistudio.com/wiki/Model_Config#Animation_sources wiki is your friend
What would I need to apply the ARMA skeleton to a custom unit?
Ok, it's applied, but the model is stretched
You can't. You need full new set of animations
If I was to copy the ARMA animations, would that work?
it would have to be retargeted on the new skeleton
the shape of the skeleton is saved into the animation itself
Would a whole new set of animations be best? Or attempt a smaller scale version of the ARMA skeleton?
conversion is not easy to setup if you dont have the knowhow. new animations would likely work better too
if you have a different shaped character that usually means the arms and legs end up in wrong places with conversion
Alright, I’ll see what I can do. Working with something more closely to the ARMA man instead of the small little thing earlier
@desert raven Is it possible to have a custom skeleton and have the A3 animations be placed onto that skeleton?
in theory yes.
but not in arma engine
you would need to do such conversion in external 3d software
Great….so, I need to make custom animations again
that would be the simplest approach
Hey I am looking for someone that does handanim and reloadanim for weapons. I am willing to pay for you to teach me or just do it.
@long bone#creators_recruiting
Where should I start when reading up on non-static animations with regard to blender with the arma rig and the arma toolbox? Ive been experimenting with a running animation and while I can get it to play fine with a refrence animation, when i use my own it results in the animation playing while the player remains stuck in one place. Im afraid I’ve hit a wall here since my google-fu and forum crawling has failed me so far 😅
animations need the movement vector defined in order to physically change the position
step for foward backward direction, stepX for sideways
negative step value is forward
step = -1 would mean the thing moves 1 meter in the duration of the animation
Is this defined somewhere in blender? Ive been looking for something like that but I cant recall seeing it
Is it in the arma toolbox section? Or defined when exporting or something?
yes toolbox animation tab has place for the movement vector
Thanks! You're the GOAT 🐐
I cant seem to find the option for RTM motion vector, so far I've tried a bunch of different things like selecting the animations window, downgrading to the 2.83.16 version of blender, different versions of the armarig, selecting different bones etc. I am using the latest version of the Arma toolbox (3.0.4). Looking at the Arma toolbox user guide it should be there but it isnt for me. Is there anything I should do differently?
Attaching an image of what I'm seeing.
https://i.imgur.com/egI1ZOS.png
looks like the toolbox has not installed incorreclty
or do you have the armature selected?
I dont think so. This is that I see if I do select it
https://i.imgur.com/FRvr7M3.png
VS. selecting a bone which is what I understand is what i'm supposed to do
I will see in any of the older 2.8 blender versions works with the newest version of the toolbox
id update blender to 2.9+
Success! 
Extracting the armatoolbox.rar directly into the addons directory instead of installing it from the .rar file seems to have done the trick.
zip downloaded from git can contain 1 extra folder and does not install right
hm?
i get a error when i try to import
hm it looks like something wrong in the code maybe
is there other way i can view the .rtm
yea i will just try to make the animate from scratch anyway
If the rtm is binarized you can't
Dis.
So in arma editor, how do I make my units face a certain way for an animation? moving them manually seems to be off and isnt always consistent.
you can type in the direction/rotation in the objects/units attributes menu
they dont seem to care about the rotation i have them in
they go to whatever direction they want
mostly consistent but it doesnt alter much
how are you executing animations?
just a looping animation where hes kneeling and rifle is up, i just need him watching a specific direction
you may need to either disable part of the AI or use doStop and/or lookAt to make them stay
if you just place them down, they have free will to do whatever
also you can just set them to crouch stance and into combat mode to get them to be like that
dont think there is need to play the animation
https://cdn.discordapp.com/attachments/864834486189555740/898545345171165194/unknown.png this is what i want them doing
https://cdn.discordapp.com/attachments/864834486189555740/898545743592292392/unknown.png vs what they actually do
i don't want them to be combat stance and kneeling, i want this specific animation
im making a teaser for a mission im making so i want the animation
alright then doStop and lookAt could work
does doStop stop them moving entirely or just temporarily? considering i've got them moving after another animation trigger
just until new orders are received
gotchas
would this be fine?
dostop this;
this lookat t1;
this switchmove "Acts_SupportTeam_Left_KneelLoop";
maybe
ah i think ive found what i can do one sec
perfect
dostop worked after shifting them in editor, thanks a lot @desert raven
fuck
👌
now dostop stops them from moving to their next waypoint 💀 xD
pain and suffering
ok fixed it had to use Stop
no more anguish
Hello, I made a pistol for myself, but I don't know how to do the animation from the beginning. Anyone know how this is done? I tried many times but it broke
hey I don't know if I'm just stupid and can't see it but is there an "hit" animation source?
should I use "damage"?
what are you trying to do?
a door that opens when shot
yeah probably damage then
a friend suggested using a config eventhandler
damage is only the whole object/vehicle
if the whole object is just one hitbox then it should work
which does have "hit" as an option
if by hitbox you mean geometry components there are more than one
you could look at the config of the shooting targets
you dont need an eventhandler to do that
you create an animation source in the config and a hitpoint for it
see: https://community.bistudio.com/wiki/Arma_3:_Jets_Hitpoint_Configuration#INST
this page is obviously for jets avionics but its the same thing
you just name the hitpoint whatever you want
what if I have multiple hitpoints
each hitpoint can have separate corresponding animation
I need different hitpoints to animate the same stuff, how would I do that?
its something like this https://videohive.img.customer.envatousercontent.com/files/230706500/sci fi door preview.jpg?auto=compress%2Cformat&fit=crop&crop=top&max-h=8000&max-w=590&s=43dca824e0df8cb8f8b548281591748f
so it would have 4 separate geometry components
you can have 4 moving parts be in 1 hitpoint selection
oh right I'm dumb
unless you want each of them to open separately
nah just textbook dumb
like I've said before, it needs to be 3 parts
hi i have a problem with hand anim again
in blender my weapon is named "weapon" and not "weapons" or "Weapon" i check in o2 if the hand anim is good and all it's perfect but in game my hands are broken
idk why
here it's my model.cfg : https://pastebin.com/aP5jy6QC
pics of it in blender and in game would be helpful
can you select the weapon bone and show where it is and its name
in blender ?
there was a thingy about that but I dont remember the specifcis anymore
maybe something about binarizing rtms
but binarizing them makes them load faster
so i need mikeros
well those I know to work
but i have always error message cause he don't found my texture
some of them are not in the pbo i tried to pack
so he give me an error and i can't pack my addons
the file check is quite important part of it
do you need to refer to textures that are not in your pbo?
especially if you inherit parameters like that you dont have to define them on your own config
they come from the inheritance
or you could unpack the files from their pbos
to your p drive
with extractPboGui
from mikeros tools
or if they are Arma 3 files, your P drive should be set up with them so checks like this can be done
is it used on a new p3d or just in config?
as textures should need to be present on P drive so their properties can be properly baked into the p3d
first_mod/data/beautiful_co.paa
in my second mod i call her from the hiddenselectionstextures
yes new p3d new config
so 2 textures for 1
you can bypass the check by making any placeholder file as long as its in correct folders
i make another addons just for packing rtm and its working perfectly thanks you after 2years i have finally an custom handanim !
Any other way to debinarize an rtm with DeRTM. I don't really want to pay $46 for one tool
dont think so. But with that payment you also support the tools development etc etc
depending on what you are trying to do you probably can work without it too
Is RTMImport broken though?
rtms are not very useful
Whenever I try to import one to blender I get an error
its probably binarized rtm then
That's what I thought it was
I tried one from an animation tutorial however and that one didn't work either
Unless that one is also binarized
it is I think
but also rtms import as each frame keyframed and you can properly use the IK constraints without some workarounds
so they are not really very useful
Hey question
What is the difference between CfgMovesBasic and CfgMovesMaleSdr?
Explain it to me like I'm an absolute zero-experience beginner idiot with animations, because plot twist, I am
CfgMovesMaleSdr contains the animation states
CfgMovesBasic contains the actions
...What is the difference between animation states and actions, and/or where can I read up on it? 😅
not really much written about it. there is some stuff down in the wiki but its kinda incomplete. a lot of animation config work comes down to understanding how configs work together and figuring out the logic of it by studying the existing configs
what is it that you are trying to do?
also cfgmovesbasic is basically the base class for character animations that like @cerulean pivot said contains the actions the character can use and then the cfgmovesmalesdr is the state animations that correspond to those actions for male soldier type character (which is all of the arma man characters)
action is what you play using playAction command. also other config "animations" such as weapons reloads and get out anims are actions
walking and stuff like that is also actions
yeah
so all movement a character does is actions and states are what those actions look like
so again what is it that you want to do?
-> easier to give guidance if there is specific context
Ahhhhh okay
So then if I wanted to add something to be used by playMove, where would that config go?
cfgmovesmalesdr - states
doesnt work together cfgGesteuesMale and enableBinocular = 1? CfgMovesMaleSdr is fine
gesture would be playd on top of a animation that has enable binocular 1
as in binoculars are active
hm damn...
can i do a animation in cfgMoveMaleSdr only for uppertorso? like a gesture?
what kind of animation are you trying to do?
i have a breach-animations for doors and worked good. but in the first variant i do it with item in binocular slot as"Crowbar Item".
i do before i use the animation selectWeapon "binocular" and after 1,5 sec my breach animation. Problem: the bincoular animation must be end before i can use a gesture. look not very good....
another variant is, i make a animation in cfgMovemaleSdr and make enablebinocular = 1 and use the animation and the Bincoular/Crowbar is on the hand. but the animation is full on the skeleton and i cant move. look not very good on this... and... the player is not
agile
well this is the kind stuff that is "using the engine wrong"
so its no wonder its difficult
Where is the difference between "gunnerAction" in the config file and the proxy name in the model p3d? Do I need the same animation in both places to work properly?
no, proxy only marks the position of the character
the action defines what it looks like in game
using a proxy that matches the animation is useful for aligning the thing in its right place
A ok, thk you!
https://community.bistudio.com/wiki/CfgMoves_Config_Reference#connectTo
it allows for blending
what is this supposed to mean?
when an action changes to another connectTo allows the animations to overlap and blend between each other
do you mean interpolateTo?
this is on connectTo
the section on interpolateTo is nonsense as well. the numeric value has nothing to do with the speed of interpolation. that's what interpolationSpeed is for
its the animations phase where the connection/interpolation can start from
the numeric value in interpolateTo[] = { "Blah", 0.01 }; ?
yes
no, that has nothing to do with the speed of interpolation or the amount of overlap
alright, youre the expert.
it's the cost of the state transition same as in connectTo
what do you think the number means in connectTo then? connectTo doesn't interpolate
animation states form a directed graph with weighted edges. this number is the weight, or cost. to get from one state to another the game finds the path of lowest total cost
@echo quiver in ManActions there should be some action of the form Freefall = "HaloFreeFall_non"; or something to that effect
or Freefall = ""; and some other action class might refer to HaloFreeFall_non. or they might refer to some transition state
anyway, you need to find that action
great
there should be StartFreefall = "something"; somewhere, maybe in multiple action tables
might just be in NoActions
anyway, it's those that you need to change to "" to disable it
@brisk jewel there is noStartFreefall="HaloFreeFall_non";anywere.
But i found that:``` class ParachuteFreeFall: NoActions
{
upDegree="ManPosFreefall";
Stop="AmovPpneMstpSnonWnonDnon";
StopRelaxed="AmovPpneMstpSnonWnonDnon";
Default="HaloFreeFall_non";
WalkF="HaloFreeFall_F";
WalkLF="HaloFreeFall_FL";
(...)
};
and that class HaloFreeFall_non: Default
{
file="a3\anims_f\data\anim\sdr\halo\halofreefall_neutralloop.rtm";
actions="ParachuteFreeFall";
speed=0.30303001;
(..)
};
there must be some StartFreefall= "...";
that's fine. replacing those with "" might work, but seeing that it has its own upDegree i'm thinking it might just break even more...
it might just stop you from being able to do anything if they're removed
anyway you can try replacing all the StartFreefall with ""
Thanks!
Hi everyone, I'm here to ask you if anyone could create a mod to add some immersion during a firefight.
What I'm looking for is a mod that makes bots hit by a bullet or explosion fall to the ground (without it losing waypoints). I am aware that the TPW and the ProjectInjuryReaction already exist which have these characteristics, but I am not interested in the bleeding functions, state of unconsciousness etc etc ...
Someone would be able to help me, even in the development of a mod, even telling me which tool to use, I am completely ignorant about mod development.
anyone have or know of an existing character rig for say maya?
you don't need to make animations for that
you need #arma3_scripting
Thx
suppose i wanted to add like, a 10' guy or something; i'm aware that animations in this engine don't retarget, but would there be a simple way to just scale up the animation + skeleton by some factor without having to manually convert/retarget said animation?
No
Otherwise you would see a lot more different sized character mods
sad 😢
hmm models have 0,0,0 at their physical center though right?
so in theory if one scaled up the skeleton and the model
one could just run, say, a python script that parsed all the RTM files, transformed all their quaternions and offsets by the same scaling factor, and then re-serialized it elsewhere
sure
instead of having to do all the work by hand
what do you mean by that?
the skeleton is in man proportions
the limb, body length ratios are grown adult mans
scaling it keeps the ratios same
oh like in the sense of "tall people don't actually look the same as short people x1.5"?
yes
exactly
depends on what you want to achieve really if that is ok
there are few mods that have done similar
yeah makes sense
hmm do you mean stuff like female mods
or do you mean specifically the "scale-up big boys with weird proportions" thing
i broke open a female mod earlier actually but the guy didn't seem to have retargeted any skeletons at all
oh interesting
ill take a look
nope all of those are just normal man characters
Im so far only one with any progress with smaller frame female character
nothing released yet though. got lots of projects to keep me occupied
yeah makes sense
well that's really helpful though thanks a lot
i guess ill try opening up some of those
well opening them up does not really yield any new information
mostly just about how to lay out configs for a new skeleton and stuff
oh is there some skeleton config
oh boy is there also like 100000 lines of manual assignment of the animation graph
very exciting stuff
do you have a lot of modding experience with Arma?
almost none for arma specifically but i have a lot of experience with modding generally/coding/doing stuff in blender
that can be helpful
it feels like a lot of doing this is just figuring out where everything is
but I would start getting familiar with Arma stuff with something simpler than new character
pretty much
especially with custom sized characters
well i spent a couple of days playing around with sqf the other day lol
there isnt really documentation on that
ok so i have a weird fiddly question about the RTM format
so here https://community.bistudio.com/wiki/Rtm_(Animation)_File_Format#BoneTransform it states that the BoneTransform is effectively a standard 3d affine transform matrix, but here https://community.bistudio.com/wiki/Rtm_Binarised_File_Format for the binarised version it looks like BoneTransform is just saved as a quaternion + a translation vector
that means that any component of the transform matrix that isn't translation or uniform rotation is just dropped, right? since quaternions can't express stuff like skewing or nonuniform scaling or whatever?
arma in general doesn't use non-uniform scaling
is the coordinate system used by unbinarised RTMs object space and not skeletal hierarchy? it's not what i expected...
i assume it uses skeletal hierarchy because model.cfg defines a hierarchy of bones at least
but i guess affine transform matrices are easily composable so it's kind of an academic concern here anyways
it's not an academic concern if i'm producing tooling to work with these things
anyway yeah, it turns out unbinarised transforms are object space and binarised are parent bone space
ok so i made a new CfgMoves thing inheriting CfgMovesBasic for a new skeleton and it seems to load, except i get "Animation not found or empty" for basically every new animation included with my addon
if i have an animation under Test.pbo as anim/foo.rtm, is it not correct to refer to that animation as Test/anim/foo.rtm inside a config file?
ok it turns out i'm just dumb, the error was that my paths had forward slashes / and apparently the arma engine only recognizes backslashes \ when dealing with archive files
ok it works 😮 😮
well it's a little glitchy because i haven't swapped out every animation only the basic ones in the walk cycle so sometimes when you turn everything briefly cronenbergs
but dang
what a journey
hmm ok i have a new problem now: it looks like the view frustrum culling of the game doesn't respect the bounds of the model, but rather only the bounds of a normal human-sized object, so if you stand right next to an upscaled guy and look at only his e.g. head he disappears
is there a way to mess with whatever the game uses to determine if something is in the field of view or not?
i upscaled my viewgeometry LOD (which i originally assumed was the thing responsible for this) alongside everything else; does that have any skeleton-type definitions it needs to know?
or does it use the collisionShape from CfgMoves for culling instead?
collisionShape is for collision
yes that's what i assumed, but do you also know if it doesn't affect view culling?
something that isn't the ViewGeometry LOD is responsible for view culling of this model, anyways
view geom is for AI spotting and LOS blocking
yes i assumed that as well
sorry, to be clear, i have read the docs for each of these LODs and know what they are stated to be for
my question is: which among these things, if any, is used in view culling calculations?
I doubt there's anything you can do.
characters in Arma are very special entities. I bet their bounding box and other stuff are hardcoded
Boundingsphere or what it was called is used for that @zealous coral
oh interesting
well the wiki says that boundingsphere is mostly superseded by collisionshape now
so maybe collisionshape is the way to go after all
It's attribute in the moves config
No it's boundingsphere attribute
I know. I've been in your situation
hm
Collision shape is just for collision
so how does the boundingsphere work
It defines the bounds of animation state
so what would i need to do here? do i just scale it up so boundingSphere = 1 becomes boundingSphere = 1.5 or w/e?
Ye
No it's not boolean
the wiki is all over the place
arma configs don't really have booleans anyway. true and false are just macros expanding to 1 and 0
or there might be an enum as well but it has the same effect
hmm apparently i can't upload :/ all i really have rn is a 2x-scaled untextured model running around anyways though
https://imgur.com/a/rYkYjJQ it looks really bad lol
but it mostly animates correctly
weapons show up at the correct locations, if a bit small, etc
mostly i was just making sure this was possible so i wouldn't waste a bunch of time on actually making real assets, and it looks like it's possible!
dang that's very C
hm so i'm getting a weird issue with the scaled models where some animations result in the character's head/upper body glitching into their chest when interpolated between, and then slowly fixing itself over the duration of the interpolation
most notably any movement animation -> stop animation always glitches when interpolating to the stopped state
i'm pretty sure this is an interpolation issue because the duration of time spent glitched is a function of interpolationSpeed, and i've checked the first/last frames of lots of my animations and they seem to look correct (at least, i don't see how interpolating between them could result in what i'm seeing)
has anyone ever seen anything similar? i saw a note on the forums about how useIdles=1; was often set in order to reduce the effects of glitching when transitioning to stop/idle states, but setting useIdles=1; doesn't produce an appreciable effect for me
the only thing that seems to work is setting interpolationSpeed to some absurdly high number such that the interpolation is disabled, which obviously looks bad because it causes e.g. the weapon to snap to the idle position instantly, but looks better than the head cronenberging into the body and then slowly flowing back out
Turtleman CDLC wen? 
hmm ok i managed to get rid of the worst of it by
- changing model.cfg skeleton from
isDiscrete=1;toisDiscrete=0;(i guess i'd just copy pasted some vehicle config when i started?) - removing
variantsPlayer/variantsAIfromCfgMoves
i still get a little bit of glitchy on some blended animations like reloading while walking or whatever but it's not nearly as bad
i suspect that it's overall an issue with blendAnims or something but it is a lot of work to sort through those :/
Usually that behavior has meant a missing/wrong animation in between that it blends through or bad frames at the end of an animation
hm what makes frames bad?
it doesn;t seem to have missing animations; i actually set up an event handler with animStateChanged and logged every animation state
and it goes directly from walk > stop, both of which exist and seem to have valid frame data (they verify using deRTM, and also when i look at the frame transforms for the head/neck/whatever bones they seem to be reasonable)
with the reloads it doesn't actually seem to use anim Actions/States so i'm not sure about that one
i think the reload is implemented as a gesture that just plays while you're in the walking/standing/whatever animstate right
hmm
now that i think about it, useIdles=1 is actually pre-set on the Default animstate
and useIdles=1 afaict causes the variant anims to be played as gestures or something? so when i removed variant anims it probably worked because it stopped trying to gesture-fy things
so it seems likely that the problem is actually with gestures
hm
Bad frame would not be bad in data point of view, just bad in sense of looking wrong
Weird stuff can happen especially in conversion
yeah my shadow volumes actually somehow got extremely fucked up
Is it even possible to do as an enduser:
play a masked animation (e.g. weapon switching mask = "weaponSwitching";) on a unit, without interrupting the current animation and mask it properly?
(Don't ask why, this leads to my desire)
you can blend a gesture on top of the primary animation
Well, unfortunately a gesture can't activated over a gesture. I'd like to add more than two animations once
i'm guessing A3 still has only two animation layers like A2
Like A2? Huh I didn't know that
lol i needed like until now to read "enduser" correct. asked myself the whole time what an en-du-ser would be
A2 has gestures as well
"one who enduses"
btw if anyone is curious i figured this out; it's because i'd changed my pivotsmodel (to a scaled-up version) in my model.cfg, but not in my CfgSkeletonParameters (which i didn't even know was a thing)
so when it played gestures i guess it went to the latter occasionally which would cause my model to fold into itself due to the unscaled pivots
👍
does anyone have any experience with why a firegeometry for a character wouldn't work? seems like my guy's upper body doesn't register collisions at all
my firegeometry is just the regular armaman firegeometry but i scaled it up, then ensured all of its components were convex/closed, etc (and it passes validation by pboproject+binariser which usually complains about invalid geometries)
but bullets just phase straight through
it's not just overpenetration or whatever because it doesn't trigger Hit event handlers and the unit doesn't take damage or die, except from indirect sources like explosions
i'm thinking it's possible that he's just too big for the engine or something, but he's smaller than, say, a tank or a lighthouse and those seem to hit detect fine, although maybe mans are handled differently in this regard
Do you have custom geometry shape blob for it?
I recall that's related but would have to check my walker legs for reference. Also it might be it broke at some point 
I have recollection I've had full 8 meter of hit detection
hmm what do you mean by this?
Animation states have geometry collision shapes
oh yeah i upscaled all of those
And if memory serves the hit geometry had to be encompassesd by it
There is no access to the models though
well i used the web ODOL thing and then convex hulled them, they're not perfect but they should be roughly the right shape
this guy https://odolconverter.bytex.digital/
That could work. Also they can be made out of the sample character geometry blob
Main difference in them is prone one being more flat pancake
But like I said it's possible the hit detection on large characters has broken at some point
hmm well ok just to sanity check, a collisionShape just needs a Geometry LOD right?
geometry LOD with 1 component
Number of components depends on the number of parts you got
number of parts as in... like bones?
all the geometryblobs i odol converted only had one component i think
No components
Like the sample char has 2 or 3 doesn't it
Also the point matrix need to match so it can deform
wait ok so just to confirm when you say "Animation states have geometry collision shapes" you mean the p3d files that are referenced by the collisionShape field in the state, right
afaict the sample guy didn't come with any collisionshapes because i don't think he had any custom states defined in cfgmoves
yes
although i could have just missed it
no not separate collisionshape .p3d
but it has geometry lod
which basically is same as standing collisions shape
oh yeah he has 2 pieces on geometry lod
so does my guy i think, since i just copied that bit over
all of the actual collisionshapes i could find seem to just have the one component though
and it's also not centered the way the other models are; it just floats over in the corner of the grid
who do i contact for dev support?
@quaint token nobody.
:(
this is also very wrong channel to ask random stuff
#arma3_questions is the place to start asking

