#arma3_config

1 messages · Page 6 of 1

wintry tartan
#

Well since I can't really elaborate pretty clear, this article can be the main reader while I am the side reader

vale quail
#

I didn't expect changing the value of ammo damage would require this tbh, not a single tutorial on google for it at all either

ashen chasm
#

also beware, getting comfortable with Arma configs can irreparably rewire your brain into not understanding any other data structure blobcloseenjoy

wintry tartan
#

Well fortunately and unfortunately you can learn this so you can mod almost everything, and this should be the great messy way to do only one thing

last cedar
#

There are a bunch of alternatives, too.
I am personally very fond of the hemtt way.

steady beacon
#

I have a plane with a pilot and spotter, I have set the spotter as a cargo turret so it can use binos (FFV), I got it working to not fire personal weapons but I have found that it seems to have two positions in the back. If I use hasGunner = 0 it removes the position I don't want to use, but now my character spawns in the roof and in the middle of the seat in 1st person view as well as personal weapons now working. Is there any way to get around this?

nimble sequoia
steady beacon
#

Thanks @nimble sequoia, so another dumb question, I have another plane and added a second turret, everything works except in 1st.person the character model is stuck in the middle of the plane model, but shows properly in 3r.d person any tips/suggestions?

teal canyon
#

Going through some cfgCloudlets configs, I see a lot of simple expressions with calculations that seemingly have no point, such as:
(surfNormalX / 1) * 60
"0 + (speedX/1)"
etc. What could be the significance of diving by 1, adding a 0 + etc?

nimble sequoia
wintry tartan
toxic solar
#

on the merkava for the gunner, what determines when the cannon shots to show cannon muzzle flash versus showing the coax MG muzzle flash. I thought it would be selectionFireAnim but both are zasleh

novel lava
#

only the machinegun triggers selectionFireAnim the cannon uses a hide animation tied to the 'reload' source

#

at least that's generally how its done

toxic solar
#

but then the merkava still gets a muzzle flash on the last shot

novel lava
#

i dont think it does?

#

like yeah reloading doesnt work on the last shot but I'm pretty sure the markava doesnt get a muzzleflash on its last shot as a result

toxic solar
#

it does, let me try again

#

Yeah both the last shot on cannon and MG do have muzzle flashes

novel lava
#

interesting

#

it definitely is just using reload source though

#
            class muzzle_hide_cannon
            {
                source = "reload";
                weapon = "cannon_120mm";
            };
steady beacon
mortal dove
#

How are sounds applied to surfaces? (Have a building/object that has no footstep sounds at all)

hearty sandal
potent pasture
#

i realized one of my mods that i have the problem with uses relative paths (i think) where the path starts from the name of the folder the cpp is in

hearty sandal
#

P: represents the root of the game engine file system

#

so in game P:\somepath is \somepath

#

so in all mod files you never put P: in paths

toxic solar
hearty sandal
#

it might have another animation for the last shot

potent pasture
#

its what i was doing for the longest time

#

and it worked
just that i had to mount p: every time

#

things seem to work fine now though

hearty sandal
potent pasture
#

i see

#

thank you

#

this will save me significant pain

nimble lodge
#

Which part of the config defines how much speed an aircraft looses on a turn?

nimble sequoia
nimble sequoia
#

draconicForceXCoef and draconicTorqueXCoef are different

steady beacon
#

Damn my brain

#

I will go back to my corner

nimble lodge
#

Another question, is there a way to "simulate" afterburner. I tried adding ridiculious numbers at the end values of thrustcoef but it doesnt seem to work. I assume each value is for different power setting

nimble sequoia
#

ThrustCoef values are the effect of the thrust on the aircraft at different speeds (up to 150% of it's maxSpeed).
The graph shows the BI Gryphon response.

shut fulcrum
#

Does anyone know how BI calculated their hit/impact and splash values?
Specifically it there a guide somewhere or a formula I am missing?

ebon yew
#

when a heli is lowering its sling ropes there is a winch sound effect playing… where is that set in configs?

#

looked around for awhile in sound effects and vehicle configs but couldnt find it

runic heart
#

quick question, i'm having some trouble trying to retexture some base game vehicles
Tigris, ifrit, lsv, polaris, rhino, xian, taru w/pods and typhoon

none are accepting the retextures im trying to apply.

class Plastic_Tigris_O_Green : O_APC_Tracked_02_AA_F
    {
        scope=2;
        scopeCurator=2;
        author="Nightwolf";
        faction="Green_Nation";
        editorSubcategory="Green_AA";
        displayName="Plastic ZSU-39 Tigris";
        side=0;
        crew="Plastic_Rifleman_O_M16A2_Green";
        hiddenSelectionsTextures[]={PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN};
    };
wintry tartan
runic heart
#

@wintry tartan that didn't exactly work

#

buttttt

#

it did lead me to a solution

wintry tartan
#

Hmm

runic heart
#

Pretty much I just went into the base pbo and snagged the config for the Madrid and copied it over before tweaking it

toxic solar
#

Is it possible to have CM flares attached to a turret? Whenever I try the flares dont spawn at the memory point where the turret has moved, just where it initially was if that makes sense

shy knot
subtle crater
#

Hi, i need some help with my config pls.
I have a config for a vehicle. I this config i use a evenhandler "Init".
Now i have a fnc that only runs on the server.
in this fnc get some Variables from the server and after a little calculation i want send the return to an Variable for each client and remote with setVariable.
Now the Problem, the Variable is still only on the server. I used a lot of variants but nothing worked.

As an an example:
_veh setVariable ["blabla",_var,true];
[[_veh,_var],{ (_this # 0) setVariable ["blabla",(_this # 1),true] }] remoteExecCall ["call",0];
[[_veh,_var],{ (_this # 0) setVariable ["blabla",(_this # 1),true] }] remoteExecCall ["call",0,true];

It seems that the vehicle cannot be sent back to all clients. The vehicle is every time objectNull.

FNC:

if !(isServer) exitWith {}; // Server

private _mhqs = (missionNamespace getVariable ["MBMC_mhqs",[]]) - [objNull];

private _num = call {

if (_mhqs isEqualTo []) exitWith { 1 };
if ((count _mhqs) == 1) exitWith { 2 };
if ((count _mhqs) == 2) exitWith { 3 };
1 

};

_this setVariable ["MBMC_mhq_num",_num,true]; // doesn´t work only on sever not on the clients
_mhqs pushBackUnique _this;
missionNamespace setVariable ["MBMC_mhqs",_mhqs];

CFG:

class EventHandlers: EventHandlers {

class beo_client_eh {
        
       init = "(_this # 0) call beo_fnc_client_eh_mhqInit";
};

};

I hope someone can tell me the problem or a solution.

ashen chasm
#

although i've tested only in SP. I wonder if "Init" is called earlier than the object gets transferred over the network 🤔

#

yep, seems to only assign server-side in MP 🤔

toxic solar
#

I actually tried to use mem points I 100% know follow the turret (the place where rocket spawns, spice rakey and somethingelse rakety) and it had the flares spawn

#

relative to hull instead of turret

nimble sequoia
#

Some objects don't seem to be animated when their memory points move, this may be one of those cases.

livid trail
#

Hey there, I am new to configs, so I might need a little help with this.
Looking at two different modsets I got, I understand that one of them is editing the values using CfgPatches (?).
The behaviour of the vest, mainly how much one can survive, differs. When I got the vests Config, the difference in is this.
The main difference is

armor = "5*0";
passThrough = 1;
hitpointName = "HitBody";

Does setting armor outside of the HitpointsProtectionInfo have any effect? Even though it's set to 5*0 which is 0?
What will setting passThrough to 1 in that part of the config cause? It's an armored vest afterall, can't be destroyed right?

subtle crater
# ashen chasm yep, seems to only assign server-side in MP 🤔

So, I find out that I need a short delay for my Problem. For now my solution is to use a "CBA_fnc_waitAndExecute" function.

[{
params ["_veh","_num"];

if ( !(isNull _veh) || {alive _veh} ) then {

    _veh setVariable ["MBMC_mhq",_num,true];
}

},[_this,(count _mhqs)],0.5] call CBA_fnc_waitAndExecute;

Maybe a function (CBA_fnc_execNextFrame) will suffice.
If anyone has a better solution please let me know, thanks.

fading fog
#

Hey, so according to the Wiki you can add custom magazines with adjusted hit values etc to the game via a config, good so far, but is there a way to find out the Magwell (names) ? Having troubles to find these for the CfgMagazineWell.

hearty sandal
ashen chasm
#
    class arifle_MX_Base_F : Rifle_Base_F
    {
      ...
      magazineWell[] =
        {
          "MX_65x39",
          "MX_65x39_Large"
        };
      ...```
fading fog
fading fog
ashen chasm
#

ADR97 doesn't seem to have any wells in vanilla, though

hearty sandal
#

it does not

#

its a bit incomplete with some features

ashen chasm
#

"official mod" (c)

hearty sandal
#

quite so

#

it does not support magazine proxy either

fading fog
#

lol my hopes are destroyed, thanks very much nonetheless

hearty sandal
#

which can be a bummer

ashen chasm
#

nothing prevents you from adding them 🤷‍♂️

fading fog
#

If I would have the competence maybe yeah,

ashen chasm
#

use CBA, it adds magazineWell[] ={ "CBA_57x28_P90"};

toxic solar
#

I am adding passanger proxies for a tank so that people can sit on the outside. Whenever I do this for some reason the muzzle flash for machine guns for the gunner stop showing up. the muzzle effects for the cannon for gunner still work. Object builder wise I am pretty sure its all correct and the configwise I am using the same from another tank that works fine (muzzle flashes for cannon and MG show). Any ideas why?

nimble sequoia
toxic solar
narrow swallow
#

You may need to set selectionFireAnim = ""; in the cargoTurret

carmine basin
#

I need help I cant change faction config in warlords and when i am changing faction config nothing happening in the game and i have RHSUSAF mod but I dont know how I use that in faction config

#

I have Mod RHSUSAF and RHSAFRF and I want the store to be US forces, but they are NATO forces, and I don't want to be NATO forces, and I don't know how to change faction config?

#

in warlords

toxic solar
narrow swallow
#

What determines the air resistance or terminal speed of a falling object or parachute?

last cedar
#

can #if __has_include() be nested?
// Yes, it can.

fading fog
#

Hey, me again, managed to get many things working now, currently am working an a 40mm based on the BS-1 Tishina.
Only thing: Is there a way to implement it's features properly ? EG. Non explosive, armor penetration etc ? Still important, needs to be for a grenade launcher (GP25)

toxic solar
carmine basin
#

i have mod RHSUSAF and RHSAFRF and How I put the codes inside this? Can you give me an example of how to write?

rough hatch
#

I'm thinking about that supposed mm of penetration / ((15 * projectile speed) / 1000) formula for calculating caliber in ammo config, if that is to believed, the vanilla 105mm gun has about 660mm of penetration, does that actually seem right?

#

are vanilla tank guns just made overpowered on purpose?

#

has anyone done any testing on how much mm the vanilla tank guns can penetrate?

ashen chasm
#

Rhino's 105mm indeed does penetrate a 640mm thick block of armor and gets stopped by 650mm one

rough hatch
#

you've tested that?

ashen chasm
#

oof, that's 120mm. Yes, i've tested that

ashen chasm
#

although the stats for that seem to imply it should do 880 thonk

#

now i'm confused

rough hatch
#

ah yeah I was calculating it with typicalSpeed and not initSpeed

#

with initSpeed it does come out to about 640

#

wait you mean you tried the 120mm not the 105mm?

ashen chasm
#

yes, Rhino is using 120 and i was under wrong assumption it had 105

rough hatch
#

when did you do that test?

#

it used to have the 105

ashen chasm
#

extra thonk

#

either way i'm bad at reading at some point

rough hatch
#

update in 2018 changed it to the 120

ashen chasm
#

i've tested right now, game is still running

rough hatch
#

hmm weird

#

yeah the 120 should have about 880

ashen chasm
#

and now it suddenly pens. I'm still confused

rough hatch
#

also I do wonder why some vanilla shells have different initSpeed and typicalSpeed values

ashen chasm
#

after actually adding 105mm to Rhino i again get the expected result. 650mm seems to reliably stop "40Rnd_105mm_APFSDS" (mag class as it defines both speed and ammo with its pen :3), 640mm is penetrated with around 130 m/s remaining speed on the projectile.

rough hatch
#

okay so that formula is all correct then

#

does arma take distance into account for penetration? that might be also useful to test

#

what distance were you testing at?

ashen chasm
#

which gives roughly 0.7% of kinetic energy that is roughly equal to 0.7% of overpenetration value ((645-640)=5 mm over 645), but that might be a coincidence. Distance is dead close, roughly 14 meters. I get camera clipping if i get closer 🤣

#

that's most likely just a coincidence, "12Rnd_120mm_APFSDS_shells_Tracer_Red" with supposed 880/650 loses 3/4 of its speed (~435 left from starting 1670), meaning only ~6.8% of KE is remaining notlikemeow

hearty sandal
mortal dove
#

Have inherited the properties of the Sochor (Just to add a unique Ammo) but I cannot use Artillery Computer. Any ideas?

carmine basin
hearty sandal
#

I don't know how warlords is set up specifically so can't really be much of help.

reef meadow
#

I'm making some vest however the stats for each vest in the arsenal are not updating to match what the vest's armor value is.

tiny sleet
#

Hey guys, I'm looking for some immediate assistance! I've thrown together a custom retextured gas mask but it doesn't seem to appear in my game, I've enabled it and says the mods enabled just no mask shows up

hearty sandal
#

and where does it not show up?

tiny sleet
#

I used PBO manager

#

I also put it in "addons" as well because I was watching an older video before the workshop was out as a way to test it but neither work

hearty sandal
#

in arma 3\addons?

#

never ever put anything in there

tiny sleet
#

I put it in both, I put it in addons after not having any luck with it

hearty sandal
#

well you did not put it "correctly" in arma 3\addons for it to run

#

but that folder is not to be touched

tiny sleet
#

Oh well I just deleted the Arma 3\addons one but the !workshop one is still in there

hearty sandal
#

are you actually starting the mod?

tiny sleet
#

Yeah, using -mod=@CUSTOMMASK

#

I don't know how else to access it yet other then that

hearty sandal
#

you can also add it to the launchers mod list as local mod

tiny sleet
#

google isn't really a good help either imho

hearty sandal
#

but check in game with the config viewer if your new config is in there

tiny sleet
#

Oh true

#

Ok one moment

tiny sleet
hearty sandal
#

could be you have not packed the pbo correctly

#

pbo manager is not quite correct tool for that

#

Im gonna guess you are not using P drive mod development environment either

tiny sleet
#

No I'm not, just don't really see what could be the problem

#

Like looking at this and then mine, I really don't see the issue

hearty sandal
#

my guess is that either you dont even pack the config in there or its not in right place so its not even read

tiny sleet
#

Should be

hearty sandal
tiny sleet
#

It shows the location in the top

hearty sandal
#

for the pbo

#

the pbo might be empty all I know

#

well there is something in there because its no 0 kb

tiny sleet
#

I got a photshop file i nthere but that shouldn't be the issue

hearty sandal
#

no its not

#

Im not familiar with non P drive modding except that nearly every time I've seen someone do it, it breaks stuff.

#

so cant really help any further

#

Id recommend setting up the mod environment and using pboProject so you get actual packing debug

tiny sleet
#

Alright I'll give it a shot

hearty sandal
#

actually

hearty sandal
#

or did you add the modfolder as local mod to the mod list

tiny sleet
#

Yeah

#

ACtual start up parameter

hearty sandal
#

and you put the mod into the !workshop folder?

tiny sleet
#

Yup

hearty sandal
#

then thats the problem

#

!workshop mods needs full path to the folder

#

mod=@foldername works only if the folder is arma 3\foldername

tiny sleet
#

ohh okay

#

Okay it' showing up but now I have a minor problem Ibelieve

#

My mask doesn't show just the visor

hearty sandal
#

your texture path is not right

#

it does not match your folder structure

tiny sleet
#

hiddenSelectionsTextures[] = {"Custom_Mask\Data\APR_Mask_02_Foley_CO.paa"}; So that'll have to be like A3@CUSTOMMASK\Custom_Mask\Data\APR ?

#

a3@custom*

#

\

#

Nope wasn't that

#

I am stumped

Edit just figured it out

hearty sandal
tiny sleet
#

For hiddenselection I just did Custom_Mask\Data\APR_Mask_02_Foley_CO and took out the .paa, loads no problem

last cedar
#

Okay maybe not?
Can someone confirm whether #if __hasInclude() is supposed to be nestable or not?
I thought it worked, but it's not working anymore and I am doubting myself.

opal crater
#

Nested #if had some issues, I know Dedmen was fixing that for me but I do not recall if it's in current release build.

#

Try dev/profiling branch to be sure.

grand zinc
#

It was Prof V4, that sounds like right after 2.10 release

last cedar
#

Well on the regular build it gives me an "empty file name" error when I nest them.

wintry tartan
#

How you've done BTW?

nimble lodge
#

I am trying to execute a script onto a vehicle as it spawns, the script adds an add action command to a xion (csat vtol) that allows it to open its ramp

this addAction ["<t color='#01AC01'>Open Door", 
{ 
params ["_target", "_caller", "_actionId", "_arguments"]; 
_target animateDoor ['Door_1_source', 1]; 
},  
[], 7, true, true, "", "_this == driver _target"];
this addAction ["<t color='#AC0101'>Close Door", 
{ 
params ["_target", "_caller", "_actionId", "_arguments"]; 
_target animateDoor ['Door_1_source', 0]; 
},  
[], 7, true, true, "", "_this == driver _target"];

so I put this into a config file, but it dont seem to work?

init="[(_this select 0)] exec ""\MF_Plane_Configs\MF_Y_32X\scripts\door.sqf""";

what am I doing wrong?

hearty sandal
sour sparrow
#

i tried to make a custom faction on warlords, it doesn't work,can someone help me? :c

urban cargo
#

This config.cpp will not work I IDK why (It is part of a mod)

class CfgFunctions
{
    class GTF
    {
        class acre1
        {
            class signalboost
            {
                file = "\ACRE_Changes\An_PRC_117F_signal_boost.sqf";
                preInit        = 1;
                postInit    = 1;
            };
        };
        class acre2
        {
            class channelName
            {
                file = "\ACRE_Changes\Radio_channel_names.sqf";
                preInit        = 1;
                postInit    = 1;
            };
        };
    };
};

This is the SQF file An_PRC_117F_signal_boost.sqf, the time skip is in there for trouble troubleshooting.

skipTime 12;
[{
  params ["", "", "", "_transmitterClass"];
  if ("ACRE_PRC117F" in _transmitterClass) exitWith {
    [1,0]
  };
  _this call acre_sys_signal_fnc_getSignalCore
}] call acre_api_fnc_setCustomSignalFunc;

the pbo is called "ACRE_Changes"

hearty sandal
#

you might get more direct advice in the ACREs discord (they are sharing server with ACE)

urban cargo
chilly tulip
#

@urban cargo Check in config viewer that it's actually loading the config.

#

I suspect you have prefix issues but better check first.

nimble lodge
urban cargo
chilly tulip
#

CfgFunctions/GTF

urban cargo
chilly tulip
#

Is that your entire config.cpp?

urban cargo
#

Yes

chilly tulip
#

IIRC CfgPatches is a requirement, like if you don't declare an entry there first then it doesn't add anything into config.

urban cargo
#

Found the wiki for it thx

urban cargo
# chilly tulip IIRC CfgPatches is a *requirement*, like if you don't declare an entry there fir...

This is the new one it is still not showing upp

class CfgPatches
{
    class ACRE_Changes
    {
        name = "GTTFs mod";
        author = "Mattifine";
        requiredAddons[] = { "A3_Functions_F" };

    };
};
class CfgFunctions
{
    class GTF
    {
        class acre1
        {
            class signalboost
            {
                file = "\ACRE_Changes\An_PRC_117F_signal_boost.sqf";
                preInit        = 1;
                postInit    = 1;
            };
        };
        class acre2
        {
            class channelName
            {
                file = "\ACRE_Changes\Radio_channel_names.sqf";
                preInit        = 1;
                postInit    = 1;
            };
        };
    };
};
urban cargo
#

Figured it out! The file was not being binarized

chilly tulip
#

That's not a requirement (for that, anyway). I don't binarize anything personally.

fading fog
#

Tho me personally i have to say,
had occasionally Problems due to not binarizing

molten musk
# urban cargo This is the new one it is still not showing upp ```sqf class CfgPatches { cl...

You don't need set own file path for each functions.
You could do

class CfgPatches
{
    class ACRE_Changes
    {
        name = "GTTFs mod";
        author = "Mattifine";
        requiredAddons[] = { "A3_Functions_F" };

    };
};
class CfgFunctions
{
    class GTF
    {
        class acreChanges
        {
            file = "\ACRE_Changes\"
            class signalboost
            {
                preInit        = 1;
                postInit    = 1;
            };
            class channelName
            {
                preInit        = 1;
                postInit    = 1;
           };
        };
    };
};

And name those files by class in folder
fn_singalboost.sqf
fn_channelName.sqf

Little bit easier to read

last cedar
#

Also you really do not have to run both post and pre init

#

postInit is fine. Though running it twice probably has no negative side effects besides wasted cpu cycles

runic heart
#

Heyo, looking for a bit of help on a uniform config. I apply the new PRO_COLOR_Green to replace the actual texture but all it does is put a stupid green square on the shoulder instead of the uniform. I've been using this same config for all of my other content without fail.... uniforms are my greatest bane when it comes to configs

class Plastic_macv_01_07_Green_SOG : vn_b_uniform_macv_01_07
    {
        displayname = "Plastic US Fatigues 1 Green";
        scope=2;
        scopecurator=1;
        scopearsenal=2;
        class ItemInfo: UniformItem
        {
            uniformmodel="-";
            containerclass="Supply50";
            mass=20;
            uniformtype="neopren";
            uniformclass="Plastic_macv_01_07_B_Green_SOG";
        };
    };
class Plastic_macv_01_07_B_Green_SOG : Plastic_Baseman_B_Green
    {
        author="Nightwolf";
        scope=1;
        scopeCurator=0;
        scopeArsenal=1;
        icon="iconMan";
        displayname = "Plastic US Fatigues 1 Green";
        faction="Plastic_Test";
        editorpreview="";
        editorSubcategory="Green";
        model = "\vn\characters_f_vietnam\BLUFOR\uniforms\vn_b_macv_bdu_01";
        nakedUniform = "Plastic_macv_01_07_Green_SOG";
        uniformClass="Plastic_macv_01_07_Green_SOG";
        backpack="";
        hiddenSelectionsTextures[]={PRO_COLOR_GREEN,PRO_COLOR_GREEN};
        Items[]=
        {
            "FirstAidKit"
        };
        RespawnItems[]=
        {
            "FirstAidKit"
        };
        linkedItems[]=
        {
            "ItemMap",
            "ItemWatch",
            "ItemRadio",
            "ItemCompass"
        };
        respawnLinkedItems[]=
        {
            "ItemMap",
            "ItemWatch",
            "ItemRadio",
            "ItemCompass"
        };
    };
hearty sandal
runic heart
#

@hearty sandal

class Plastic_Baseman_B_Green : B_Soldier_base_F
    {
        displayName = "Base Plastic Man Green";
        nakedUniform="Plastic_macv_01_07_Green_SOG";
        uniformClass = "Plastic_macv_01_07_Green_SOG";
        hiddenSelectionsTextures[] = {PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN,PRO_COLOR_GREEN};
        faceType="Man_A3";
        IdentityTypes[]={"ArmyMen_Green"};
    };
hearty sandal
#

B_soldier_base does not have same hiddenselections[] = array as teh sog uniform

runic heart
#

okay so i need to snag that from the vehicle config then

#

i'll give that a go. thanks

hearty sandal
#

that is my guess yes

runic heart
#

@hearty sandal you sir.... are a fucking genius.... that fixed not only the fatigues but all the other... but then broke the two uniforms that were working XD

hearty sandal
#

different uniforms may have different setups

#

youll need individual base setups for them

runic heart
#

awesome thank you again

#

another question. for the weapons, the SOG PPSH-41 does not like the retexture system at all. only the sling will retexture

class Plastic_ppsh41_Green_SOG : vn_ppsh41
    {
        displayName="Plastic PPSH-41 Green";
        baseWeapon = "Plastic_ppsh41_Green_SOG";
        hiddenSelectionsTextures[] = {PRO_COLOR_GREEN,PRO_COLOR_GREEN};
    };
hearty sandal
#

only the strap

#

I'll ask if its just a bug

toxic solar
#

does shotShell support having submunitions? tryna make canister shot for tanks shell

toxic solar
#

ah nvm, I was missing a few things

wintry fox
hearty sandal
#

looks like its related to using the put action to place mines

wintry fox
#

That's what I was thinking it might be, since the item I was looking at had an action to place it

#

Does 0 enable the action?
The mod has useAction=0 in the config, yet there's an action to place it

hearty sandal
#

blobdoggoshruggoogly Id assume useAction=1 is when its enabled since only mine/bomb objects have it like that

wintry fox
#

Apparently I was looking at a version of the explosive in an optional addon, so it wasn't normally loaded as part of the mod, which makes sense

hearty sandal
#

👌

toxic solar
#

Is it possible in config to change a squads starting formation? they always seem to be in the V formation

wintry tartan
#

Open up group attributes and change the formation

jovial zephyr
#

What is entry side?

I am also getting the following error with the factions mod I am putting together.

No Entry 'bin\config.bin/CfgWeapons/iteminfo.scope'

hearty sandal
#

those mean you have your parent classes put in wrong places

#

youre now trying to create a weapon class called iteminfo

#

same for anythin in cfgvehicles that is missing .side

#

youre put class in wrong place and the game is seeing it as new vehicle that lacks bunch of parameters

jovial zephyr
#

Ok I will look at some other configs to see what I am doing wrong then. That is a good start.

hearty sandal
#

check sample configs and compare where you have put the parent classes that throw the errors

jovial zephyr
#

Now I am just down to weapons which is a hassle so I will save for the AM.

Thanks for the feedback.

grand zinc
#

FYI it didn't get much attention, but starting with 2.12 you can add lasers and flashlights to a optic attachment.
So you can have lasers integrated into optics. But side laser attachment takes priority, so if side laser is there your optic one won't work

wintry tartan
#

Hmm do we have such optic IRL?

grand zinc
#

There are some ye (I don't know names)
Plus you can just ducttape a flashlight onto it 😄

wintry tartan
#

It is pretty much same to implement into rail accessory ye?

hearty sandal
#

cool

ebon pivot
#

Generally used on shorter guns with no space for lasers etc and is very expensive but this is arma and both are of no object to anyone

wintry tartan
#

Oh nice, thanks

ebon pivot
#

And obviously using cbas stuff you could fairly easily make all its configurations etc

keen oyster
#

so missiles can track things

#

can you

  1. make a gun fire a missile
  2. make a missile act as a tracking bullet
  3. allow the user to lock infantry (i know that one AT launcher with ACE can do this)
hearty sandal
#

no

keen oyster
#

womp womp

hearty sandal
#

rifle and pistol can fire bullets and shells and greandes

keen oyster
#

that would also explain why trying to make a bullet fire missile submunitions caused my mod to stop working then 🤔

hearty sandal
#

missile ammo makes the weapon launcher

keen oyster
#

so i could theoretically just make the planned 20mm antimaterial rifle a rocket launcher?

#

that fires technically missiles

hearty sandal
#

bullet that turns into missile via submunition should work

keen oyster
#

but the mod failed to work whenever i put a submunition down

#

though it is entirely possible that i just did it incorrectly

hearty sandal
keen oyster
#

nvm i looked it up :P

livid trail
#

Hello there!
Simple question.
I got configFile >> "ACE_Medical_Injuries" >> "damageTypes" >> "bullet" >> "VelocityWound" >> "weighting" and I want to edit the "weighting".
How would this config look like? monkaHmm
I am new to this and got no idea. Where would I "register" this in my CfgPatches? units?

Would it look something like this?

class ??? {
  class bullet {};
  class VelocityWound : bullet {
    weighting[] = {my values};
  };
};
grand zinc
#

I am new to this and got no idea. Where would I "register" this in my CfgPatches? units?
only vehicles and weapons are registered in CfgPatches. so you don't register this at all because its neither

#

"ACE_Medical_Injuries" >> "damageTypes" >> "bullet" >> "VelocityWound" >> "weighting"
that is all nested, so

class ACE_Medical_Injuries {
class damageTypes {
class bullet {
  class VelocityWound  {
    weighting[] = {my values};

and count the } by yourself.

I can't tell if any of the classes are supposed to inherit something, you can see that in config viewer ingame, if yes then that makes it a bit more complicated

livid trail
#

The "parents" field is empty all the way, so I guess no inheritance there

#

Alright
adding "ace_medical_damage" into requiredAddons[]
and having

class ACE_Medical_Injuries {
    class damageTypes {
        class bullet {
            class VelocityWound {
                weighting[] = {values};
            };
        };
    };
};

does it, thank you Dedman!

ionic warren
#

I want to remove/replace the rain sound on vehicles(Because it's snowing, but they make the rain sound effect). What's the config that I need to look into?

opal widget
#

I poked around in rhs_decals.pbo and tried overriding some but it did not work. Any help would be appreciated.

bitter sundial
#

Hi there!

#

I'm making a sniper version of the Mosinaghan rifle mod, which by default has a unique and non-replaceable sniper optic (attached directly to the gun and integrated with the weapon model). I've looked up a lot of document but the basic sight they did are all about iron sight. What config code I should write if i want to replace the basic/initial iron sight to where I can press the right mouse button and open a high power scope?If possible, I'd like to use the MOS optic from arma3(which is using my own scope model, but bring up the MOS sight screen when I right-click).

hearty sandal
bitter sundial
#

Well then, do you mean I need to make a separate model for the scope and then attach it to the weapon?

wintry tartan
#

HG did mean you can't attach an attachment if the model doesn't even support it

hearty sandal
bitter sundial
#

I see... So I need to set up the optic proxy first right? Even i don't want to use other optics.

wintry tartan
#

In the first place you cannot modify a binarized p3d

hearty sandal
#

👆This. Unless the original author gives you source files to use, you can not make the alterations.

bitter sundial
#

Well, I think I am the original author for this mod. 😂 I modified it in blender and then import it into object builder and then save it as p3d file.

hearty sandal
#

I'm not sure I understand the original question right

#

And where the problem is

bitter sundial
#

Not quite, i extract the model from another game.

#

Well

hearty sandal
#

Ah. Then we step back to the nono zone

#

IP theft is not tolerated

bitter sundial
#

Umm actually it's not the model exactly in that game, it's created by another author and he post the model online for free.

#

Also I am not going to sell it or post it.

#

I just want to make myself a mod, with the thing i love.

hearty sandal
#

Selling or posting is irrelevant in the IP theft policy. We do not condone ripping etc for any purpose.

wintry tartan
#

You say it was extracted from a game now it was not?

bitter sundial
#

Yea that is what I want to do at first but I failed.

#

This is what my mod looks like.

#

It is from a game but not actually from that game. That is what I mean. 🥲

#

I'm sorry my English is not very good. 🥲

wintry tartan
#

Your wordings is still confusing. I know where it from (a Sketchfab model) and it is based on the game, but not from the game directly

bitter sundial
#

Yes

hearty sandal
#

OK so now that that's out of the way, you wanted the scope to be replaceable with the in game Scopes?

bitter sundial
#

Well, in short, I want it can open the scope when right click. But I don't have idea about how to define this scope.

ashen chasm
bitter sundial
#

Appreciate that! Will have a look on it.

#

This is what it looks like when I right click now.

grand zinc
#

Thats cuz modelOptics and 3d scope

#

you want non-3d

abstract crypt
#

Is there a way to delay a weapon animation? Say i base it on "reload" source but i want it to trigger a little delayed

hearty sandal
#

animation can play at different stages of a source

#

but the actual reload action starts when reload is done/started

#

what is it you want to do? its usually easier to answer the exact use case than hypoteticals

abstract crypt
#

I'm playing around a little with the gun i made and am doing a sort of alien/fallout style version of it. I have added some "piston" looking things to it and am currently messing with an animation for it that either sinks it into the gun or pops it out of it( i haven't decided yet). But it would be cool to have a fast ripple going, so that when you fire it sinks or extends the one closest to the character first and then the next and so on.

hearty sandal
abstract crypt
#

I was looking at animPeriod

hearty sandal
#

well you would have to change the time between each shot in the weapons config

#

and use relaod as source and then time the sequence between 0-1

#

so one piston moves between 0-0.2 second 0.2-0.4 and so on

#

the actual time it takes between shots is not a model.cfg controlled

abstract crypt
hearty sandal
#

yes

abstract crypt
#

gotcha

#

yea i was wanting to increase the time between shots anyways

hearty sandal
#

there is reload and reload magazine paramters, first one is time between shots and second time it takes to change magazine

abstract crypt
#

Do you by chance remember what defines this? I assume its in cfgweapons somewhere?

#

ahh perfect

hearty sandal
#

if I remember them right.

#

something like that anyway

abstract crypt
#

no thats perfect, thanks for the info!

hearty sandal
#

the sample weapon config is good reference

#

and there is also the wiki page that explains some of the cfgweapons stuff (cfgweapons config reference)

abstract crypt
#

hehe yea i have dissected that a few times

fringe radish
#

does anyone have a magazines[] macro? I remember seeing one somewhere but I forgot save it, copy pasting the same mag X times isn't that clean :/

#

(for vehicle magazines)

shy knot
#

Is there anything involving thermal imaging quality?

#

Like, do gen 1 or gen 2 thermals?

#

Or would that involve other stuff

wheat sluice
#

You could use a custom super blurry effect in CfgOpticsEffect and add that to the sight's opticsPPEffects array.

shy knot
#

Hmmm, interesting

#

I’ll look into it

abstract crypt
#

Anyone that could give me a quick hint as to what the values mean that are defined after a sound in cfgweapons? The samples config isn't terribly useful in this regard.

#

db i assume is the volume, but the 1 and 30 im not sure about

#

one of them i think is the speed?

ashen chasm
abstract crypt
novel lava
#

pitch and distance

abstract crypt
#

My issue is that when i change the drysound to a different file, then it won't play it. Even if i make a copy of the original and put it in my custom directory and link to that it wont play

hearty sandal
abstract crypt
#

I'm trying to change the drySound

#

drySound[] = {"GX_M82A2000\Data\Sound\GX_M82A2000_Dry.wav", 1, 1, 10};

#

i tried it in wav and wss just to see

#

it makes no difference

#

it just won't play

hearty sandal
#

if you change it to some other vanilla sound in vanilla path does that work?

#

like drysound from some other weapon or car horn or something

#

but in A3\ path

fringe radish
#

would anyone know if there are configurable parameters for shotgun ammo?

#

all I can find is it has a different simulation type, shotSpread

fringe radish
hearty sandal
fringe radish
#

ooh yes I was just having a look now and the one shotgun I found (contact dlc) uses submunitions, which is what I expected it to use

#

I had looked last night and didn't see that, I blame it 4 am coding haha

hearty sandal
#

it often solves many problems

fringe radish
fringe radish
fringe radish
#

are model cfg animations possible for non-weapon items? things like backpacks for example

hearty sandal
#

but for backpacks, no

fringe radish
#

so possible for weapons but not for uniforms, vests, backpacks, nvgs, facewear? if my reading is gud

hearty sandal
#

correct

fringe radish
#

ok thank you again goat

hearty sandal
#

vehicles and buildings also animate via model.cfg

#

characters and wearables are animated by the character animations

fringe radish
#

hmm wondering how it would work if I wanted to animate some section of a backpack then

hearty sandal
#

you cant

fringe radish
#

ok I read it incorrectly

hearty sandal
#

oh true I read your possbile as not possible

#

sorry

#

oh wait

#

yes

#

possible for weapons

#

and not for the others

#

so what you said was right

#

and in line with what I said

#

😵‍💫

hearty sandal
fringe radish
#

something like an idle animation for them so they just move around a bit

#

(not for one of the models currently available but for a new one)

hearty sandal
#

only possible if the arm is attached on the character via scripting

#

and separate object with its own animations

fringe radish
#

ohh ok ok

#

that gives me some ideas

#

thanks

hearty sandal
#

I have plans for a shoulder mounted turret attached that way.

#

should work but Arma being Arma, can offer no guarantee 😅

fringe radish
hearty sandal
novel lava
#

Is there a way to disable a units view being locked to their turret without disabling their ability to fire a weapon?

#

For example:
the use case is a commander position in a tank with a 3d cupola view
gunnerFireAlsoInInternalCamera = 0;
changes it so they're in free look unless they go into optic mode, but they're unable to fire smoke launchers unless they go into optic mode

#

if there's no turret animations defined in the model.cfg it works but soon as there is one it locks their view to the turret (so limited speed and rotation)

#

an example of the problem i guess is the GM leopard commander position where they must have used gunnerFireAlsoInInternalCamera = 0; as you can't use its smoke launchers from the cupola view

toxic solar
#

can selectionFireAnim be an array?

novel lava
#

Yeah tried that - only change is how it handles third person iirc

#

it stops the third person camera being locked to it

winter rain
#

What happens with value 1?

abstract crypt
# hearty sandal but in A3\ path

yup, anything vanilla works. I have also tried to take the vanilla dry sound file out of its directory and included it in my own simply to see if it would play, and it does not

novel lava
#

cant remember tbh but it didn't solve this issue

#

I think 1 and 2 are identical with the difference being that 1 only works if you have a turret with a weapon

winter rain
#

And if you add the arma's dummy weapon like the FakeWeapon?

novel lava
#

well I have a weapon so I dont need to

winter rain
#

Okey

novel lava
#

i'm starting to think its not possible because GM had to just disable the ability to fire the smoke launchers from the cupola view

winter rain
#

What is the cupola view?

novel lava
#

the 3d free look interior of the tank commanders cupola

#

the leopards have a cupola and a periscope for the commander

#

they have gunnerFireAlsoInInternalCamera = 0; set so you can only fire it when using the periscope (optic view)

winter rain
#

gunnerOutFireAlsoInInternalCamera if you add this as test to be true?

novel lava
#

Yeah thats for when you're turned out

winter rain
#

gunnerFireAlsoInInternalCamera
gunnerOutFireAlsoInInternalCamera

When i look at this 2, the positions of Fire and Also are different at both

Maybe a typo? Maybe a try worth?

#

There's a Out but no In

novel lava
#

so what try?

                        gunnerFireAlsoInInternalCamera = 0;
                        gunnerOutFireAlsoInInternalCamera = 1;
winter rain
#

gunnerInFireAlsoInInternalCamera

Cause the other has a Out before Fire

novel lava
#

oh I doubt that i think its just how they named them

winter rain
#

I dont know, i always try such and had sometimes success kekw2

novel lava
#

like ill try it anyway but i very much doubt it'll work lol

#

yeah no dice

#
                        gunnerInFireAlsoInInternalCamera = 1;
                        gunnerFireAlsoInInternalCamera = 0;
                        gunnerOutFireAlsoInInternalCamera = 1;
#

if I changed the second one to 1 it'll work but then the view will be locked to the turret

winter rain
#

Locked inside?

novel lava
#

usePip 'unlocks' it from the turret...but instead its forced to face directly forward

#

yes

winter rain
#

PiP=2?

novel lava
#

yeah

#

1 and 2 makes no difference in this instance

#

it just locks the view facing foward

winter rain
#

InGunnerMayFire = true;
Have you tried this?
 If true, the gunner will be able to fire the turrets weapons while inside the vehicle.

#

Not sure if it lets it turn aswell

#

But maybe it does

novel lava
#

true is being inherited yeah

#

that's for like, if you have a gun thats only available turned out

#

so you would set that false and outGunnerMayFire true

winter rain
#

Yeah im just looking for options, sometimes the weird stuff works at least 🤣

novel lava
#

really usePip should be what fixes it but it seems so weird, like I don't even know what 1 does over 2

winter rain
#

Elevationmode is set to normal i think?

novel lava
#

yeah thats normal - thats jsut for artillery

winter rain
#

Yeah i know had to use it also for my artilleries

novel lava
#

like per the wiki:
usePip 0 should be what I want, and usePip = 1 should be what I'm encountering now

#

but instead 1 and 2 seem identical

#

and 0 acts like 1

winter rain
#

Other option would work if you figure out how that smoke is done and add it as new defined weapon but AI wont use it auto

#

Im sure its a weapon and has a simulation on it

novel lava
#

well I could script something that isn't the problem just don't want to have to do it

#

it's kinda strange because this is a very common set up for a tank, especially ones that don't have remote controlled weapons

winter rain
#

Yeah trying vanilla like is best way mostly when its given already

#

But you dont have to script maybe

Just find the definition class of this smoke launcher

#

Maybe there is something you could use of

novel lava
#

well its not just the smoke launcher

#

its any weapon

#

the way i'd fix it via scripting is just force fire them, like add a scripted keybind on the existing inengine ones that force it to fire regardless of gunnerFireAlsoInInternalCamera

winter rain
#

Have you also tried this
cameraDir = ""
I know its also for arty but i try everything first kekw2

novel lava
#

i think thats the default inherited anyway

#

and doesn't work unless elevationmode is set iirc

molten musk
#

Is there way to get these true to static object? Non vehicle.
I want attach my rope to pole.
fromObject has to be transport vehicle, alive with rope attachment enabled

ebon yew
#

player breathing sounds different when underwater ... i want to apply this to when they are wearing a regulator mask on land .. am i going to have a rough time?

hearty sandal
delicate comet
#

is it possible to have an object that doesn't have physics (i.e it doesn't move) like a house sim type, but has an inventory?

#

basically a static box

novel lava
#

I had to do it to an ammobox because it worked as a weaponholder and physx didn't like that

#

so I just did it like a normal ammobox but set
simulation = "house";

#

works and doesn't have physics

delicate comet
hearty sandal
#

maybe it was turrets that I remembered 🤔

novel lava
#

house sim.... turrets?

#

was that ever a thing? that's interesting if so

hearty sandal
#

well turrets used to be static objects didnt they

#

before A3 physX

#

now staticTurret seems to be tankX

#

dont remember what it was in A2 🤔 have to check

#

cant find a A2 config dump but from what I could trace it from A2 config.cpps class static was simulation=house and that propagated to class staticweapon and further up

wheat sluice
#

It actually diverges from StaticWeapon (and onwards for StaticMGWeapon, StaticATWeapon, etc.) and uses tank instead:

    class StaticWeapon : LandVehicle {
        GhostPreview = "M2StaticMGPreview";
        vehicleClass = "Static";
        driverOpticsModel = "\ca\weapons\optika_empty";
        simulation = "tank";
        class Eventhandlers : DefaultEventhandlers {
            init = "if(isNil 'BIS_Effects_Init' || isNil 'Corepatch_Effects_Init') then {call compile preProcessFileLineNumbers '\CorePatch\CorePatch_FIS\data\scripts\init.sqf';}; _this call compile preprocessFileLineNumbers '\ca\communityconfigurationproject_e\ai_madetankgunnersuseatandheammo\muzzle\init.sqf';";
            fired = "_this call BIS_Effects_EH_Fired; _this call BIS_CPP_Muzzle_ForceReload;";
        };
    };
hearty sandal
#

ah

#

there we go

#

then it was never fully static

#

thanks @wheat sluice

#

can always init create a static anchor object and attachTo on it 😄

winter rain
hearty sandal
wintry fox
#

Not technically directly config related but I'm having a bit of an issue with the Addon Builder
Not anything technical, it works fine, but I'm trying to make it so that it takes the source files from directory SomeDirectory/x, but packs them into SomeOtherDirectory/y.pbo

The Addon Builder says (screenshot below), which gives me the idea that I should put "C:\etc\etc\y.pbo" for the destination directory, but that ends up creating a folder called y.pbo, with the actual addon (called y.pbo) inside of it

#

Am I just misunderstanding something?

wheat sluice
#

You need to set the addon prefix. Click on OPTIONS and then type in the desired prefix (in this case, just 'x' minus quotes).

wintry fox
#

I might have to give more specifics here, since it seems like I'm doing it wrong
I'm also doing this through the command line because I work on an aux mod for a unit as well as my own personal mods, so I make bat files to auto-pack things for me.

@REM pack.bat
del "addons/ModName.pbo"
<Addon Builder Path> "...\@ModName\source" "...\@ModName\addons\ModName.pbo" -prefix="ModName"

What part am I doing incorrectly here?

somber turtle
#

asked in #arma3_scripting and moved over to here but was just wondering if
the size of a rope segment a engine defined parameter?

im looking to make a 1 segment rope that is 1.5m long that will swing but if i set up the config for the rope i cant seem to define a size for it and even if the size of the model is different the game will just squish it to be 0.5m for referance the sizes are at the top of the pic but you can see that the segments are all the same size

https://cdn.discordapp.com/attachments/713230732407078953/1068767420833075200/image.png

wintry tartan
#

Can you show me what you got so far?

somber turtle
#

I can tomorrow

wintry fox
wheat sluice
#

Can't really help you with CL I'm afraid, since I don't know how your environment is configured.

#

Surely you can just build it manually via the GUI?

#

You only have to manually tweak the OPTIONS -> Addon prefix field every time you build addons for your unit vs. personal.

wintry fox
#

Yeah I can, I just find it a bit annoying at times to have to go to the Arma 3 Tools and then to the addon builder. Not a huge deal at all, I just like to automate things when I can

#

Could you explain the addon prefix more though?
The description you gave makes it seem like it would just be the mod name, but the description on the wiki says it's a relative file path

"relative path to files used in addon, if not present then this value is calculated automatically."

wheat sluice
#

It's documented on the BIKI:

#

In simple terms, Addon Prefix is a virtual (in-game) path to the root of an addon. This virtual path should be unique to prevent collision with other addons. The addon prefix is added to the PBO properties by the packing tool.

shy knot
#

Anyway to have side gunners actually look to the side instead of forward?

abstract crypt
nimble sequoia
pallid sierra
#

What can I use to reliably filter out suppressors? Right now I've been using:

hyp_arsenal_wl_weaponItems = hyp_arsenal_wl_weaponItems select {
    private _config = (configFile >> "CfgWeapons" >> _x);
    getNumber (_config >> "scope") >= 2 and
    {!("muzzle_snds_H" in ([_config] call BIS_fnc_returnParents apply {configName _x}))}
};

is this fine? or do I need to use a different config value

pallid sierra
#

what config value would you use to grab all the explosives out of CfgMagazines? I'm not seeing something that looks unique enough. Do I have to go through CfgAmmo to filter, then grab the associated magazine?

#

I think? you can use type = 512 but it looks like the config value is actually a text type = "2* 256"

grizzled mason
#

I'm trying to run a killed EH on every op4 unit that dies using a mod. I want a simpel script to run every time op4 dies. IE like

//Config.cpp
class CfgVehicles
{    
  class CAManBase //Make this op4?
  {
    class EventHandlers
    {
      class killed
      {
        call "fnc_script"; //Only run for op4
      };
    };
  };
};

How can I achieve this?

wintry fox
#

How do you make a vest count as a rebreather?
I know to make a uniform a wetsuit, you add uniformType = "Neopren"; to the uniform's ItemInfo class, but I can't seem to find how to make a vest a rebreather. I've been looking on the wiki to see if I can look at the config for one of the base game ones, but I haven't had any luck

ashen chasm
wintry fox
#
class V_HarnessO_brn: Vest_NoCamo_Base
{
  class ItemInfo;
};

I've seen this before but never really understood the purpose, by the looks of it it just inherits the ItemInfo class from Vest_NoCamo_Base, and then later you just change the vestType. That way you don't need to re-define the rest of the ItemInfo class, correct?

wintry fox
molten musk
# grizzled mason I'm trying to run a killed EH on every op4 unit that dies using a mod. I want a ...

Easier to do via mission EH killed?

EntityKilled
Triggered when an entity is killed.

addMissionEventHandler ["EntityKilled", {
    params ["_unit", "_killer", "_instigator", "_useEffects"];
if (_unit side == east) then {
    [_unit] call fnc_script
};
}];

unit: Object - entity that was killed

Depends what you want to happen when opfor unit dies. Some text or effect ?
That is server side , so if you achieve event for everyone you need use remoteExec

shy knot
#

I have a sidegun turret but I can only shoot it. It won't rotate any direction

#

Am I missing anything code wise?

#

Or is it model related

hearty sandal
shy knot
hearty sandal
#

turret and gun source definitions in turret config and in animations classes match?

shy knot
#
class ObsTurret: mainturret
                    {
                        source="obsTurret";
                        selection="sidegun1_turret";
                        axis="sidegun1_turretaxis";
                        minValue="rad -45";
                        maxValue="rad +45";
                        angle0="rad -45";
                        angle1="rad +45";
                    };
class ObsGun: maingun
                    {
                        type="rotationZ";
                        source="obsGun";
                        selection="sidegun1_gun";
                        axis="sidegun1_gunaxis";
                    };```
#

Si

#

Could it be model related?

hearty sandal
#

you have the selection names

#

but not obsTurret and obsGun

#

unless my eyes are 💤

shy knot
#

Animationsourcebody?

#

And all that?

hearty sandal
#

yeh

shy knot
#

Hmmm. I added that back in just a little bit ago and it still wouldn’t work

#

I’ll look at it again

somber turtle
#

@wintry tartan sorry about yesterday i was very sleepy are you around today to see if you can help fix the rope segments?

wintry tartan
wintry tartan
#

Ah I've only saw NonAIVehicles part

somber turtle
#

ya forgot to add in the cfgvics

wintry tartan
#

Tried to leave maxExtraLenght 0?

somber turtle
#

so in ropes type they say
const float maxRopeStretchLength = (desiredLength * maxRelLength) + maxExtraLength;
if (currentLength > maxRopeStretchLength) { /* breaks */ };

wintry tartan
#

This is basically how Engine handles the rope, I guess

somber turtle
#

so i think maxExtralength is just part of define how it brakes

shy knot
#

Puts me in free look

#

I can shoot but not move the gun

#

Do guns facing to the side work?

#

Or do they need to be facing front then rotated in config

#

Ok, tried having the gun face front then get rotated in config

#

It now shoots straight

#

This engine gives me pain

hallow quarry
#

I have a question for the AMV-7 Marshal

#

Is the turret a seperate model?

#

cause I saw in code there's a no turret variant

wintry tartan
#

It is an animation to hide turret

#

It is impossible to have multiple working parts into multiple p3ds

#

(sort of, at least)

hallow quarry
#

oh ok

nimble sequoia
hallow quarry
#

I have a question is there a way to call the display name of an item as is and add extra text at the end?

#

eg for the Marshal
I want it to call the name AMV-7 Marshal (or Badger IFV with ace) and add the words Unarmed or Medevac

wintry tartan
#

Just replace the displayName

hallow quarry
#

I mean is there a way to just add to the string

wintry tartan
#

No

winter rain
vagrant idol
#

I'd like to make a change to the stamina system, so when player is moving in the 2xCtrl 2xC tempo (slow jog or whatever you can call it), his stamina goes up or at least stays at current level. In vanilla it goes down, very slowly but it does.

I figured out that having an eventhandler or oneachframe checker for animation would take a lot of resources, so how would I go about changing this through config, if possible?

winter rain
#

Not sure if this would help:

{
    staminaDuration=60;
    staminaCooldown=10;
    staminaRestoration=30;
    aimPrecisionSpeedCoef=5;
    terrainDrainSprint=-1;
    terrainDrainRun=-1;
    terrainSpeedCoef=0.89999998;
};```
so far, i had no success with changing values
Needs to be added in your Character cfgVehicles:
```movesFatigue="CfgMovesFatigue";```
thats how vanilla is done
i have changed it to my own name so as example class __CfgMovesFatigue_Custom__ and did it in my Character __movesFatigue="CfgMovesFatigue_Custom";__

maybe you got more luck or someone else would know how to
novel lava
#

for some reason I thought 'duty' in cfgMoves was related

#

but I don't see anything written suggesting that

#

I did spot an undocumented

stamina = -0.1;
``` in animations
#

with sprint being -1

#

so if you set that to 0 in the respective animation it might stop draining and slowly restore

#

at least all the 'stopped' animations seem to have it set to 0

vagrant idol
#

alright, I'll try it out tomorrow hoping it will work, can I overwrite existing moves or would I have to make them as new ones and "attach" them back to characters? Never played with animations

lunar aurora
#

Hey, I'm new here so go easy on me. I'm having a bit of trouble with some mods I made and was wondering if anyone can help. They're a couple of simple baby's-first-mods that nag me with some annoying issues.

I have a music mod over at https://steamcommunity.com/sharedfiles/filedetails/?id=2913965256 and, again, mostly works fine--except that the music album is a jumbled mess with no rhyme or reason to the order of its tracks. How do I order the tracks in the Zeus editor? Some people say that ArmA just orders the tracks by length and there's nothing I can do about it, but I feel like that's entirely not true. I swear I've seen other mods order the tracks sanely instead of just by length. Again, I'll post the config if anyone wants to help.

lunar aurora
#

Also trying to learn how to do flagpoles and banners but I'm having trouble finding information.

rare garnet
#

where can i find the value role and where its defined and what constitutes a defined role as I looked on the wiki and cant find anything
Examples:
MachineGunner
Rifleman

hearty sandal
rare garnet
#

I think it expects the role to be a defined one

hearty sandal
#

get all in on config dump and search through it for the rifleman etc definition maybe?

#

or mayhaps its this

rare garnet
#

can do, just wondering if folk knew how these roles worked

#

so its just a UI thing

wintry fox
rare garnet
wintry tartan
#

What makes an object amphibious/floatable? Is it a model side not config side I'm afraid so far?

wintry tartan
#

Oh wait, I've just found canFloat.

tepid arrow
#

Hey, can somebody explain, what cfgModels is actually used for?

#

I'm having a trouble with assigning texture to a model through HiddenSelections

wintry tartan
#

Better to leave what you got in this chat so far

ashen chasm
#

"leave" as in "post"?

wintry tartan
#

Yea

tepid arrow
#

oh. one sec

wintry tartan
#

if I meant literally I'll probably add “as is” at the last part of it :D

tepid arrow
wintry tartan
#

And the issue so far is just you can't apply texture on it?

#

Which I mean, is there anything else to solve?

tepid arrow
#

yeah. no errors

#

the material is set to the default.rvmat (actual path in there but too lazy to go into it and copy); if it isn't set it just displays grey/black tiled 'missing texture' texture

wintry tartan
#

Oh just realized that you have some issues in your filepath/names

#
  1. You can't have a space in a file name (at least not very recommended). If you want to make a space you can use _
  2. You don't have suffixxes in the textures. Usually it is _co.paa if it doesn't have a solid (have no transparent part) oart, _ca.paa if it has
  3. The CfgModels className should be completely same with the p3d name. In this case, your p3d name should be DGF_keycardmodel.p3d

(I think. I ain't a model pro but I think I know a bit of config)

tepid arrow
#

okie dokie gonna test that right now

#

Loading right now, finders crossed

tepid arrow
#

@wintry tartan It works! Thank you very much!

wintry tartan
#

👍

nimble lodge
#

I want to create a dependency which would add aircraft like RHS F22 and SU-57 targeting pods/cameras. Anyone know which part of the config from basegame aircraft I need to rip off to do so? I mean just general direction of it

nimble lodge
#

Gotcha, I "added it" and the camera is now on pilots face and isnt movable

fringe radish
fringe radish
# nimble lodge Gotcha, I "added it" and the camera is now on pilots face and isnt movable

Example I found that works, the RenderTargets class felt related

class RenderTargets {
  class Gunner01_pip {
    renderTarget = "rendertarget0";
    class CameraView1 {
      pointPosition = "Cannon_pip_pos";
      pointDirection = "Cannon_pip_dir";
      renderVisionMode = 2;
      renderQuality = 2;
      fov = 0.40000001;
    };
  };
};

class PilotCamera {
  class OpticsIn {
    class Wide {
      opticsDisplayName = "WFOV";
      initAngleX = 0;
      minAngleX = 0;
      maxAngleX = 0;
      initAngleY = 0;
      minAngleY = 0;
      maxAngleY = 0;
      initFov = "(60 / 120)";
      minFov = "(60 / 120)";
      maxFov = "(60 / 120)";
      directionStabilized = 1;
      visionMode[] = {
        "Normal",
        "NVG",
        "Ti"
      };
      thermalMode[] = {
        0,
        1
      };
      gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d";
      opticsPPEffects[] = {
        "OpticsCHAbera2",
        "OpticsBlur2"
      };
    };
    class Medium: Wide {
      opticsDisplayName = "MFOV";
      initFov = "(12 / 120)";
      minFov = "(12 / 120)";
      maxFov = "(12 / 120)";
      gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_medium_F.p3d";
    };
    class Narrow: Wide {
      opticsDisplayName = "NFOV";
      initFov = "(4 / 120)";
      minFov = "(4 / 120)";
      maxFov = "(4 / 120)";
      gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d";
    };
    class VeryNarrow: Wide {
      opticsDisplayName = "NFOV";
      initFov = "(2 / 120)";
      minFov = "(2 / 120)";
      maxFov = "(2 / 120)";
      gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_narrow_F.p3d";
    };
  };
  minTurn = -180;
  maxTurn = 180;
  initTurn = 0;
  minElev = -20;
  maxElev = 90;
  initElev = 5;
  maxXRotSpeed = 1;
  maxYRotSpeed = 1;
  maxMouseXRotSpeed = 0.5;
  maxMouseYRotSpeed = 0.5;
  pilotOpticsShowCursor = 1;
  controllable = 1;
};
nimble lodge
#

Thanks I was looking at something simular, I will check it out in a second

fringe radish
#

did you change the memory points in CameraView1?

nimble lodge
#

oh shit, I forgot

jovial zephyr
#

I am adding units to my teams faction mod.

Is it possible when a unit is placed for the unit to be randomly given a weapon from a list of lets say 4~12 weapon classnames? All weapons would use the same magazines so no need to randomize the magazines and respawnMagazines

Think similar headgear randomization on civilians.

opal widget
#

Anyone know a way to change the unit type of helicopter door gunners easily? Like without using an entire inheritance structure or by using event handlers or something.

opal widget
hallow quarry
#

is there a way to add a turret to the AMV-7 other than the one the AMV-7 normally has

#

cause I saw this image

#

I think from official arma 3

#

if you zoom in you see it has an HMG or GMG turret

wheat sluice
#

Not without editing the model, no. And that's not possible until BI releases the sample MLODs whenever (which is supposedly coming with patch 2.12).

hallow quarry
#

oh

#

cause I had in mind a AMV-7 with RCW-30 turret

#

I made a Medevac/unarmed ' variant

#

by just not calling the turret

wheat sluice
#

All that involves is hiding the turret via AnimationSources and disabling the turret's seats. The turret is still present.

#

The actual dual feed 12.7mm/40mm RCWS turret needs to be added to the p3d itself.

hallow quarry
#

oh ok

#

if they give the MLODs I'll try to make it

#

the MLODs are the objects needed to make the p3d right?

wheat sluice
#

MLOD = unbinarised model that can be opened/exported in Object Builder

hallow quarry
#

ok

wheat sluice
#

ODOL = binarised model that we can't edit but the game can still load

hallow quarry
#

P3d files are ODOLs then

wheat sluice
#

You can have MLOD p3ds. They just get binarised by the engine once they load, hence why you might've experienced some mods have a strange lag spike when their assets get placed for the first time in-game.

hallow quarry
#

oh

#

yea I've seen that

#

if I hide the turret is the hitbox of it still there? The turret one

#

for my AMV carriers

wheat sluice
#

Give it a try and see if you can shoot through where the turret would usually be. If you see a ricochet then it means the geo hasn't been hidden.

hallow quarry
#

ok

#

I gave it a test rifle rounds pass through but the cup rpg blew up

#

could be drop off will try with a metis

dry frost
#

Is there a loadorder that loads after all dlc/cdlc without requiring said dlc?

wintry tartan
#

In binarized config, no. Unbinarized, you can use __has_include

dry frost
coral knoll
#

What pieces of code are used to make a helicopter accelerate faster?

dry frost
coral knoll
#

Gotcha, Thanks

dry frost
#

It’s more of an art than a science

sullen fulcrum
#

i need help regarding maybe cfgs and ammo types?

#

how do i make my own ammo type? via cfg

wintry tartan
upper axle
#

Hello, i've come across an error in MikeForce after trying to do some modifications. I've used this same file in another Mike Force that i've edited and it works. So curious what I am doing wrong, or if something decided to completely bork.

This is what the line looks like as is in the file:

(Line 142) // VN HAM init
(Line 143) #include "config\init.hpp"

I put this up in the Mike Force Modification thread in the SOG discord as well. But figured more eyes would be great. Thanks in advance!

dry frost
little tundra
#

Does anyone have any docs for weaponPoolAvailable= ;

radiant quartz
#

Anyone knows how I can get the class name of a mod?

#

I need it for requiredAddons[]

last summit
little tundra
#

CfgVehicles.hpp:

       class Attributes: AttributesBase
        {
                class Units: Units
                {
                  property = "TFHC_Mainbase_Active";
                };

                class doSpawn: Checkbox {
                //property = "TFHC_Mainbase_Active";//
                displayName = "Mainbase Active";
                typeName = "BOOL";
                defaultValue = "false";
            };
        };
    };
};```
last summit
little tundra
#

yeah afaik

#

that is why it goes under unit class

last summit
#

I see, let me test that real quick

#

Still no custom category :/ The module goes to Other, just like before..

little tundra
#

CfgVehicles.hpp:

       class Attributes: AttributesBase
        {
                class Units: Units
                {
                  property = "TFHC_Mainbase_Active_Units";
                };

                class Yield: Combo {
                property = "TFHC_Mainbase_Active_Yields";
                displayName = "Mainbase Active";
                typeName = "BOOL";
                defaultValue = "false";
            };
        };
    };
};```
#

try this

last summit
#

Tried. Put "TFHC_Mainbase_Active_Units" into units[] in config.cpp. Still no custom category, the Mainbase Module is still listed under the Other category

little tundra
#

ahhh i see i didn't see before wait a sec

#
class CfgFactionClasses
{
    class My_class;
    class TFHC_Modules: My_class
    {
        displayName = "Mainbase Module";
    };
};```
#

^ in config

#

I don't actually know if it works but yolo right?

last summit
last summit
#

I can't get behind that xD I absolutely do not understand the correlation between CfgFactionClasses and CfgPatches and where to put what, so that my custom category will be used.

little tundra
#

that is interesting...

#

does the module work?

last summit
#

Yeah, and so does its function. The module can be found and placed in the editor and does what it is supposed to, the function simply gives hint ("It's activated!"), when the "doSpawn" checkbox is ticked

little tundra
#
class CfgFactionClasses
{
    class Mainbase;
    class TFHC: Mainbase
    {
        displayName = "Mainbase Module";
    };
};```

For some reason i think that these might impact the class

```sqf
class CfgFunctions
{
    class TFHC
    {
        class Mainbase
        {
            file = "mainbase\functions";
 
            class test {};
        };
    };
};```
last summit
#

Hey, I got it to work!

#

Give me a second, I'll tell you what I did and what was missing. TL;DR: I'm an idiot

#

First of all, the module's classname has to be put into units[] in config.cpp.

Second, I was missing category = "TFHC_Modules"; in the Module's definition.

It's working now.

tepid saffron
#

Hi all! Is there a feature (I'm told it's a CBA_A3 thing, but I'm having trouble finding documentation) that a modder could incorporate into configs that allows users to disable/hide factions? ...either in Eden & Zeus, or just Zeus? I'm trying to accomodate a complaint that my mod adds too much clutter 🙄

last summit
#

@little tundra Thank you so much for your help, really appreciate it

little tundra
#

Not CBA but Zeus enhanced

#

in short you choice the factions on or off can be force but server but i believe they could turn it off if they want to see less

#

iirc MRH has a similar thing

tepid saffron
#

Ahhh, thanks! So it's only a mission level thing, right? This complainer, telling me that I can enable something in my mod that will allow him to hide my factions in Eden, hasn't got facts straight?

little tundra
#

if you modded the factions you could set them to only viewable in zeus

tepid saffron
#

Alright. And I assume that's an "absolute" setting, not toggleable in-game, correct?

tepid saffron
#

Setting factions to be only viewable in Zeus. If I do that to my modded factions, they'd be hidden from view in Eden editor?

little tundra
#

yes

tepid saffron
#

So I could satisfy this one complaint, but only at the expense of other mission makers, correct?

little tundra
#
scope = 2;                            // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only).```
bleak hill
#

Hi guys, I'm trying to create a config to make a modded facewear into a backpack, using the facewear mod as a dependency, would someone mind checking the config I've written and let me know if I've gone wrong anywhere?

little tundra
#

sure

bleak hill
little tundra
#

how ever you wish

tepid saffron
#

Oh right, scope = 1 and scopeCurator = 2 probably. Thanks for the help, Jupster!

primal halo
#

I am having a problem with converting a config.cpp to bin
I am getting an error while doing it, and I am a newbie so I could use some help

#

The system cannot find the drive specified.
File C:\Users\ ...\Desktop@Uniform Test\config.cpp, line 12: /CfgPatches.graves_pcu1: Undefined base class 'B_Soldier_base_F'
Config : some input after EndOfFile.
Error reading config file 'C:\Users\ ...\Desktop@Uniform Test\config.cpp'
Class destroyed with lock count 1
Press any key to continue . . .

#

I am really lost, so if anyone could tell me what I am doing wrong

bleak hill
#

After making my patch, packing it into a pbo, publishing to the workshop, subbing to it and the dependencies, when I try to launch the game I get the following error

chilly tulip
#

Missing semicolon at the end of line 13.

bleak hill
#

That simple?

#

My god

little tundra
#

Arma is a simple yet terrifying complex World

bleak hill
#

But the Biki doesn't have an = after cfgVehicles

primal halo
#

Err I some what managed to overcome my problem but now I am getting an error saying

#

Config : some input after EndOfFile.

#

what does it mean?

little tundra
# bleak hill ???

Wont be able to assit for 12 hours if you still require help i can lend a hand then

little tundra
#

Might try ny luck Does anyone have any docs for weaponPoolAvailable= ;

primal halo
#

I just found on some Arma forum it means apparently bracket issue?

#

do I have some bracket mistake?

#

if so I am blind af but I can't see it

#

anyone? for the love of god please

little tundra
#

11 hours and 30 min

chilly tulip
#

@bleak hill I don't write config but that line is probably supposed to be class Bag_Base; not class FOG_TraumaRollBackpack;

bleak hill
#

I'll give that a try

primal halo
chilly tulip
#

I looked. Can't see anything wrong.

primal halo
#

why the heck am I getting an error then I am losing my mind

chilly tulip
#

sounds normal for Arma :P

#

you have to learn what each error means the hard way because they're all bullshit.

primal halo
#

Ok so what does Config : some input after EndOfFile means

#

I am new at this none of the errors mean anything to me

chilly tulip
#

I don't know, I don't write config :P

mortal dove
#

It is a bracket issue.
Check your brackets when { opens, there must be a }; ending it.

primal halo
#

I checked I can't see anything

#

but maybe fresh eyes will help

chilly tulip
#

oh, line 25

mortal dove
#

should try using something other than notepad. Something that shows bracket issues

chilly tulip
#

extra bracket rather than a missing one.

primal halo
#

I thought you saved me lol but still getting the error

#

any other bracket I messed up?

#

all I see is darkness xD

mortal dove
#

If its still an issue then perhaps it's from another part of the config you aren't sharing.. considering this is part of a config for Ripped Assets I wouldn't be surprised.

chilly tulip
#

hmm, are classnames allowed to start with numbers?

mortal dove
#

As that config there works fine for me and doesnt show any issues. That looks like the case.

mortal dove
chilly tulip
#

ah yeah, nothing in CfgWeapons or CfgVehicles but probably allowed.

#

Sometimes those sorts of errors are just a bad hidden character from a paste.

mortal dove
#

If its an issue, it didn't appear when I pbo and launched the file

chilly tulip
#

SQF has a specific failure mode for those, seen it a lot recently for some reason. Not sure about config.

bleak hill
little tundra
ebon pivot
#

Typically good practice to not begin them with numbers but it's mostly for scripts and stuff -- I know some ACE/CBA bits can have issues with beginning with numbers

dreamy juniper
#

Hi fellas. So I created custom missile config for planes but AI does not want to launch them aganist air targets. How can I fix this issue?

shy knot
sacred bison
#

I have a question, I am trying to modify Antistasi Plus, just adding a new template for the PLA faction mod. My difficulty is this error, which has stumped me for the past couple of days. Is there any tips to deal with such an issue, I'm just simply wanting to add a new faction. I've checked the core folder after i've converted it into a PBO, and it has that file that it says it cannot find.

dreamy juniper
shy knot
#

Doesnt look to be

dreamy juniper
# shy knot There's your issue

but thats the thing.The config I mentioned was for soviet era missiles and they inherited from Pooks.While for my Western missiles they work with no issue

shy knot
dreamy juniper
#

they are already,wait let me show you what I mean

#

cfgweapons: class weapon_R73Launcher;
class sov_r3_aa2s_launcher: weapon_R73Launcher
{
burst=1;
multiplier=1;
displayName="R3S";
magazineReloadTime=1;
magazines[]=
{
"1Rnd_R3S",
"pylon1rnd_R3S"
};
aiRateOfFire = 1;
aiRateOfFireDistance = 3000;
};

#

cfgammo: class ammo_Missile_AA_R73;
class sov_r3s_missile_ammo: ammo_Missile_AA_R73
{
proxyShape="\pook_Missilebox\FRL_R3\FRL_R3.p3d";
model="\pook_Missilebox\FRL_R3\FRL_R3fly.p3d";
simulation="shotMissile";
irLock="true";
laserLock="false";
airLock="true";
airFriction=0.1;
cmimmunity = 0.5;
lockSeekRadius = 100;
maneuvrability = 20;
missileLockCone = 75;
missileKeepLockedCone = 75;
missileLockMinDistance = 10;
missileLockMaxDistance = 4000;
missileLockMaxSpeed = 600;
thrust = 200;
thrustTime = 10;
};

#

and lastly cfgmagazine class ammo_Missile_AA_R73;
class 1Rnd_R3S: ammo_Missile_AA_R73
{
model="\A3\weapons_F\ammo\mag_univ.p3d";
displayName="R-3S";
ammo="sov_r3s_missile_ammo";
};
class pylon1rnd_R3S: 1Rnd_R3S
{
displayName="R-3S";
displayNameShort = "R-3S";
descriptionShort = "Soviet reserve engineered of the AIM-9B missile.";
image="\a3\ui_f\data\gui\cfg\hints\Miss_icon_ca.paa";
model="\pook_Missilebox\pylons\AApylon_wingtip.p3d";
count=1;
hardpoints[]=
{
"SOV_AA2_RAIL"
};
pylonWeapon="sov_r3_aa2s_launcher";
mass=125;
simulation="ProxyMagazines";
};

#

this is the pretty much same layout for the other missiles but for some reasons with soviet ones AI does not lock onto enemy planes

ashen chasm
#

inb4 the problem is caused by the quotes on *Lock members of ammo class. Because in-game and in the config dumps i have i can only see number values there 🤔

#

BIS_fnc_getCfgData always returns one of 0,1,2 values for all lock (airLock, irLock, laserLock) types when i check in-game config. No strings, no quotes no nothing. Only numbers.

dreamy juniper
#

so instead of true or false I should add 1 or 2?

ashen chasm
#

0/1 for irLock/laserLock; 0/1/2 for airLock

dreamy juniper
#

sorry I didnt wrote it above but I can lock on enemy targets when I pilot the plane with custom missiles,its just AI does not want to

sacred bison
#

I've changed the Script_component to include the files home and it still shows the same error

shy knot
sacred bison
#

like this: "\x\A3AEPLA\addons\core\Includes\script_mod.hpp"

hearty sandal
#

@dusky mist does Antistasi got any documentation for this setup and for what goes where?

dusky mist
#

He's working on Antistasi Plus, not on Antistasi.
Hence the documentation we have might not be applicable.
Typical case of Not our version - not our problem.

ashen chasm
#

what's the relative path to that file inside the PBO? What's the PBO prefix of the PBO?

dusky mist
sacred bison
#

and I tried the A3Aextender, which the script didn't work.

#

I just want to add simply a template and I have been looking through anything to get it done lol.

#

I really wish there was at least a short video tutorial for the A3Aextender lol

hearty sandal
sacred bison
#

I've been working with both plus and antistasi. To see which one I can actually get to work

dusky mist
#

people got the Antistasi one to work

sacred bison
#

Yeah I've heard, i placed comments on their mods asking how they've done it. Only got one response so far

#

and it basically went that they fiddled with the files to see what worked and what didn't

dusky mist
#

if you work with Antistasi, not Antistasi Plus, join our discord. We support our stuff.

sacred bison
#

I thought getting the pathing right this time would work this time, but it continues to show that mod_script cannot be found

sacred bison
#

I placed a message in the help last night

#

been working on this for the past 2 days lol

opal crater
dusky mist
sacred bison
#

Thanks, I hope I can figure it out

dusky mist
opal crater
dusky mist
#

(I didn't write it through)

nimble sequoia
#

though

shy knot
hearty sandal
#

x\ pathing was something ACE started as their standard? or CBA? 🤔 I always forget

chilly tulip
#

I was like "wait, are we doing that wrong" but ACE also has addons in the path :P

ashen chasm
#

\m\ for "muh memes" 😛

hearty sandal
#

I mean it does help finding your folders when they are at the bottom of the list 😅

uncut pike
#

Is there like an array/memory point on vehicles for where their eject/dismount locations are?

#

Looking through the CfgVehicles_Config_Reference page but nothing came up on the simple search therms I used.

hearty sandal
#

there is but the config references do not cover all the parameters

#

best way to find stuff is the all in one config dump of all loaded configs

uncut pike
#

Yea I had a look through it in the config viewer but it's too much data 😅

hearty sandal
#

oh wait the actions are the animations

#

theres another list for the positions

#
        memoryPointsGetInGunner="pos cargo LR";
        memoryPointsGetInGunnerDir="pos cargo LR dir";


        memoryPointsGetInCargo[]=
        {
            "pos cargo r",
            "pos cargo l"
        };
        memoryPointsGetInCargoDir[]=
        {
            "pos cargo r dir",
            "pos cargo l dir"
        };
        memoryPointsGetInDriverPrecise="pos driver";
        memoryPointsGetInCargoPrecise[]=
        {
            "pos cargo r",
            "pos cargo r"
        };
uncut pike
#

Thx, I'll have a look at them tomorrow blobcloseenjoy

last cedar
#

Is it more generally not allowed to have preprocessor conditions inside each other?

grand zinc
#

Arma used to have issues with it, but I hope its fixed now

last cedar
#

Well for a construct like this

#if __has_include("xx")
#if __has_include("ww")
#endif
#endif

I get an "empty filename" error on Addon initialization, even though each __has_include works individually.

#

And I seem to get the same for

#if __has_include("xx")
#ifndef  WW
#endif
#endif

too

opal crater
lunar aurora
#

Hey is there any way to change what order music appears in for Zeus and in the editor? For some insane reason ArmA defaults to track length and not something more sane like alphabetical order.

Assume I have access to the mod and can change its music track config to correct this if the solution exists.

vagrant idol
#

you already answered it yourself - Arma 3 sorts music by file length. You want different order, make a new module/player/wherever you need that different listing

#

3den Enhanced has its own jukebox thing where you can sort audio files by different categories.

hallow quarry
#

hello how do I make a item eg a weapon, to be able to placed down from eden editor

grand zinc
#

So it'll be there soon

last cedar
grand zinc
#

Nu

last cedar
uncut pike
#

Might have found it using selectionPosition just then.

hearty sandal
rocky crescent
#

Hi, I'm looking to replace the Arma3 logo in the main menu, so from the RscDisplayMain..StandardDisplay..controls..logo..ActivePicture...... and all that once I use a "custom" PAA done by me it does not appear, but when I use a PAA already available in the game files no problem and I do not understand why.

Any ideas ?

wintry tartan
#
  1. Any error?
  2. How's your config?
rocky crescent
# wintry tartan 1. Any error? 2. How's your config?

Any error, I don't see any problem also in the config viewer
:/

class CfgPatches {
    class 14eGamingNewMainMenu {
        author = "Vaskii#3449";
        requiredAddons[] = {"A3_Ui_F"};
        requiredVersion=1.6;
        units[] = {};
        weapons[] = {};
    };
};
class RscStandardDisplay;
class RscPictureKeepAspect;
class RscControlsGroup;
class RscActivePicture;
class RscDisplayStart: RscStandardDisplay {
    class controls {
        class LoadingStart: RscControlsGroup {
            class controls {
                class Logo: RscPictureKeepAspect {
                    text="\14eGaming_menu\logo.paa";
                };
            };
        };
    };
};
class RscDisplayLoadMission: RscStandardDisplay {
    class controls {
        class LoadingStart: RscControlsGroup {
            class controls {
                class Logo: RscPictureKeepAspect {
                    text="\14eGaming_menu\logo.paa";
                };
            };
        };
    };
};
class RscDisplayNotFreeze: RscStandardDisplay {
    class controls {
        class LoadingStart: RscControlsGroup {
            class controls {
                class Logo: RscPictureKeepAspect {
                    text="\14eGaming_menu\logo.paa";
                };
            };
        };
    };
};
class RscDisplayMain: RscStandardDisplay {
    class controls {

        class Logo: RscActivePicture {
            text="\14eGaming_menu\logo.paa";
            onButtonClick="connectToServer ['***.**.**.**', 2302, '*****'];";
            tooltip="Se connecter | Persistent v10"
        };
        class LogoApex: Logo {
            text="\14eGaming_menu\logo.paa";
            onButtonClick="connectToServer ['***.**.**.**', 2302, '*****'];";
        };
    };
};
wintry tartan
#

Resolution of the paa?

rocky crescent
#

1024x512

#

I tried with smaller and larger

wintry tartan
#

Perhaps because it is you miss _ca suffix

rocky crescent
#

I try this

#

not working :c

wintry tartan
#

Have you tried to use the latest loadorder?

rocky crescent
#

doesn't work too

#

it's frustrating not to find why, because in my mod.cpp there is no problem for my PAA

hearty sandal
#

Most likely path does not match the folder structure in pbo

wintry tartan
#

But if so it should return an error

rocky crescent
#

if the path wasn't good, he would tell me that he couldn't find the PAA

winter rain
rocky crescent
winter rain
#

so in the fnc is nothing about any logos etc?

last cedar
#

Either the loadorder is wrong or the path to/the image itself

#

the fnc should not interfere

#
class RscStandardDisplay;
class RscActivePicture;
class RscDisplayMain: RscStandardDisplay {
    class controls {
        class Logo: RscActivePicture{
            text = QPATHTOEF(branding,menu\tacg_e_logo_wide_ca.paa);
            tooltip = CSTRING(Logo_Tooltip);
            url = "https://www.reddit.com/r/tacg/";
            action = "";
            onButtonClick = "";
        };
        class LogoApex: Logo{
        };
    };
};

this works for me

#

Does your icon work in all the other places you put it?

rocky crescent
#

my icons only work in mod.cpp, so why I don't understand why it doesn't work once it's build and that for any PAA

last cedar
#

afaik the paths in the mod.cpp are resolved differently than from within your addons

#

Do you have any such paths in your mod that work?

#

At least you can try packing a copy of the file into the addon instead and use a proper path, rather than trying to use it from the root directory

#

But I am quite certain that your paths are the issue

mortal dove
#

.. will grab the config for this too dw.

rocky crescent
last cedar
rocky crescent
#

yes, I redid everything as simple as possible to check if something else is confusing with

#

but even that doesn't work

last cedar
#

Your config is fine otherwise, it has to be the path.

rocky crescent
#

but the path is good, I lose hope :cc

#

I just tried to rebuild an existing mod and I have the same problem, which is really not normal

rain scarab
#

Howdy. If anyone happens to know off the top of their head, can I use HiddenSelectionsTextures and HiddenSelectionsMaterials to make multiple "skins" of a single P3D building I made? I gave it named selections but it's not reflecting the changed textures when compiled.

#

Trying to do this instead of duplicating the p3d and only changing texture names, to save on filesize.

rain scarab
# winter rain it works yes

Nice timing haha! I forgot to add my "camoX" selections to the model.cfg, it just loaded up and looks like its working. Thanks!

winter rain
#

maybe i can help you to make it easier / better

#

cause i did it a bit special xD

rain scarab
#

My second color variant in the config.cpp is only this:

    {
        displayName = "Strip Mall (A) Blue";
        hiddenSelectionsTextures[]=
        {
            "\Bro_Objects\Bro_StripMall\paa\SM_Blue_Details_co.paa",
            "\Bro_Objects\Bro_StripMall\paa\SM_Blue_ExtWall_co.paa",
            "\Bro_Objects\Bro_StripMall\paa\SM_Blue_Interior_co.paa",
            "\Bro_Objects\Bro_StripMall\paa\SM_Blue_Floor_Ceiling_co.paa",
            "\Bro_Objects\Bro_StripMall\paa\SM_Blue_Doors_co.paa"
        };
        hiddenSelectionsMaterials[]=
        {
            "\Bro_Objects\Bro_StripMall\paa\SM_Details.rvmat",
            "\Bro_Objects\Bro_StripMall\paa\SM_ExtWall.rvmat",
            "\Bro_Objects\Bro_StripMall\paa\SM_Blue_Interior.rvmat",
            "\Bro_Objects\Bro_StripMall\paa\SM_Blue_Floor_Ceiling.rvmat",
            "\Bro_Objects\Bro_StripMall\paa\SM_Doors.rvmat"
        };
    };```
#

I tried to simplify it down as much as possible and it works in game, I'm satisfied with this for now

winter rain
#

ok i can help you to make it a stage better

rain scarab
#

Sure

winter rain
#
        hiddenSelectionsTextures[]={"tg_defense\data\colors\beam_gdi_co.paa","tg_defense\data\colors\gdi_mud_co.paa"};
        class Attributes
        {
            class ChooseColor
            {
                displayName="Choose Color";
                tooltip="Choose your favourite Color";
                property="ChooseColor";
                control="Combo";
                expression="_value = call compile _value; _this setObjectTextureGlobal [0, _value # 0]; _this setObjectTextureGlobal [1, _value # 1];";
                defaultValue="0";
                typeName="STRING";
                class values
                {
                    class Gold
                    {
                        name="Gold";
                        value="['tg_defense\data\colors\beam_gdi_co.paa', 'tg_defense\data\colors\gdi_mud_co.paa']";
                        picture="#(argb,8,8,3)color(0.7,0.6,0.4,1,co)";
                    };
                    class Red
                    {
                        name="Red";
                        value="['tg_defense\data\colors\beam_red_co.paa', 'tg_defense\data\colors\red_mud_co.paa']";
                        picture="#(argb,8,8,3)color(0.7,0,0,1,co)";
                    };
                    class Blue
                    {
                        name="Blue";
                        value="['tg_defense\data\colors\beam_blue_co.paa', 'tg_defense\data\colors\blue_mud_co.paa']";
                        picture="#(argb,8,8,3)color(0,0,0.7,1,co)";
                    };
                    class Cyan
                    {
                        name="Cyan";
                        value="['tg_defense\data\colors\beam_cyan_co.paa', 'tg_defense\data\colors\cyan_mud_co.paa']";
                        picture="#(argb,8,8,3)color(0,0.7,0.7,1,co)";
                    };
                    class Green
                    {
                        name="Green";
                        value="['tg_defense\data\colors\beam_green_co.paa', 'tg_defense\data\colors\green_mud_co.paa']";
                        picture="#(argb,8,8,3)color(0,0.7,0,1,co)";
                    };
                    class Orange
                    {
                        name="Orange";
                        value="['tg_defense\data\colors\beam_orange_co.paa', 'tg_defense\data\colors\orange_mud_co.paa']";
                        picture="#(argb,8,8,3)color(0.7,0.5,0,1,co)";
                    };
                    class Purple
                    {
                        name="Purple";
                        value="['tg_defense\data\colors\beam_purple_co.paa', 'tg_defense\data\colors\purple_mud_co.paa']";
                        picture="#(argb,8,8,3)color(0.5,0,0.7,1,co)";
                    };
                    class Pink
                    {
                        name="Pink";
                        value="['tg_defense\data\colors\beam_pink_co.paa', 'tg_defense\data\colors\pink_mud_co.paa']";
                        picture="#(argb,8,8,3)color(0.7,0,0.7,1,co)";
                    };
                    class Grey
                    {
                        name="Grey";
                        value="['tg_defense\data\colors\beam_grey_co.paa', 'tg_defense\data\colors\grey_mud_co.paa']";
                        picture="#(argb,8,8,3)color(0.5,0.5,0.5,1,co)";
                    };
                };
            };
        };```
#

so you can choose your colors you want defined in Attributes

#

i did as example my walls with this, can choose different colors without scripting etc

#

just with 1 model

rain scarab
#

Ooh, I see that. That's smart

#

I bake my textures so color changing looks kind of awkward usually

winter rain
#

also you can do the same with setObjectMaterials

rain scarab
#

as in changing the rvmat?

winter rain
#

yeah

rain scarab
#

Huh, sweet

winter rain
#

or with flags you can do the same instead of adding 100 flags

#

so you can add 1 flagpole but you can choose 100 different flags

rain scarab
#

Ohhh damn, okay

#

That's fantastic

winter rain
#

is there any option to make the slingload ropes via config shorter? maybe any slingload entry to add?

nimble sequoia
#

Not that I know of.

toxic solar
#

For C_man_1 in cfgVehicles, does armor, armorStructural and explosionShielding have anything to do with damage? I essentially wanted to make a vest more resistant to explosives but hitpoints for vest didnt have explosionShielding but I saw that C_Man_1 did

wheat sluice
#

You can add explosionShielding to vests too and it will reduce the damage you get from indirect blasts. It won't do much on its own unless you also tweak the armor value and passThrough multiplier though.

#

And including protection for other exposed body parts (neck, pelvis, etc.) would be needed to provide proper damage reduction.

#

Something like this for instance gives very good blast protection but does not stop bullets from killing you (provided you also include hitpoints for the neck/diaphragm/abdomen too):

class HitpointsProtectionInfo
{
    class Chest
    {
        hitpointName = "HitChest";
        armor = 24;
        passThrough = 0.9;
        explosionShielding = 0.1;
    };
};
toxic solar
#

oh okay, I didnt see any other vest having explosionShielding in its config, I assume if its not present the default value is 1?

#

would armorStructural also work?

dusk jungle
#

How does game figure out which turrets are UAV unit turrets and which aren't?

#

Take UGV for example, it has isUAV = 1, and a turret for passenger

#

Can't see anything indicating its a seat for non-UAV unit

#

Before FFV it was a simple cargo seat (I guess UAV units never occupy cargo seats?)

autumn crater
#

Anyone have any luck making a "dumb" bomb that AI will use?

wheat sluice
rocky crescent
hallow quarry
#

hello what equation do these values here follow. I want to make an overhaul of some planes to make them less sluggish

        envelope[]={0,0.11,0.43000001,0.97000003,1.72,2.6900001,3.8699999,5.27,6.8899999,8.7200003,9.6999998,9.6000004,9.1999998,8.5,8.1999998,8};
        thrustCoef[]={1.76,1.6900001,1.62,1.6799999,1.74,1.8099999,1.89,1.95,1.96,1.96,1.92,1.4,0.40000001,0,0,0};
        elevatorCoef[]={0.30000001,0.5,0.66000003,0.51999998,0.49000001,0.46000001,0.43000001,0.40000001,0.34999999,0.30000001,0.25,0.18000001,0.17,0.16,0.15000001,0.15000001};
        aileronCoef[]={0.40000001,0.5,0.80000001,0.94999999,1.02,1.04,1.03,1.01,1,0.69999999,0.60000002,0.55000001,0.5,0.44999999,0.40000001,0.34999999};
        rudderCoef[]={0.5,1.8,2.5999999,2.75,2.8,2.8499999,2.9000001,2.95,2.98,3.01,2.7,1.1,0.89999998,0.69999999,0.5,0.30000001};```
#

Like they turn a bit faster on their axis

#

and are a tiny bit more agile

chilly tulip
#

I'm guessing that the others work in a similar manner.

#

But if you don't want to change the speed-relative behaviour then you could just increase all the coefficients.

toxic solar
fringe radish
#

How do you define bounding boxes?
We've attempted using the dimensions[] parameter on our class with two memory points in there for the different points it would use to create the box

#

But we can't seem to get it to work

shell solar
neon venture
#

Hi, history question. Lots of CfgVehicles classes end with "_F" suffix eg. Car_F. What does the "_F" suffix stand for?

wheat sluice