#arma3_config

1 messages ยท Page 7 of 1

wintry tartan
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(The name Futura was used to indicate an unannounced Arma 2 Expansion Arma 2: Futura however the thing went to the new game)

grand zinc
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Dimensions where? What class? Vehicle?
There are lots of places where classes can go, and some places where dimensions can go and 99% of the possible places, will be wrong and not work

fringe radish
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So bullet collision works up until the bounding box limits, which the default one stops around it's upper arm/upper torso

hearty sandal
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I've noticed this before too and there may not be any fix for that

fringe radish
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I know that the Fire Geometry is good because if I make the character crouch, bullet collision will work fine on the entire model

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Since it would be sitting inside the bounding box's limits

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And we have tried using boundingSphere in each animation set in CfgMoves. That successfully increases the bounding box to fully enclose the model, however the same behaviour as before still happens

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So that seems to be just visual

fringe radish
hearty sandal
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animation class boundSphere parameter

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but I have not unfortunately managed to increase the hit detection area yet.

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Im fairly sure it used to work and others doing characters have said the same

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but my tall mech legs only get detection up to 2 meters roughly

fringe radish
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Yea, I have searched "bounding box" in the discord search and read all 23 pages of results. We've tried using the trick where you place a few vertices around the model to trick the game to make it's bounding box bigger

hearty sandal
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I dont remember where I posted about it in the past though xD

fringe radish
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But that didn't work either

hearty sandal
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so my test was to add these big hit geometry blobs in the middle to see where the hits register and it seemed to be roughly 2 meters from ground level (so 4 meter diameter sphere with half underground)

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and no matter what size boundSphere I set it did not alter the hit registering

fringe radish
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Yea that's what I'm experiencing

hearty sandal
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And Im pretty sure it did work before but cant say when that was nor I have any footage to prove it

fringe radish
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If we could drag the sphere up where it sits above ground it would help

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While I'm here, do you know what the named property -spehere does?

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I've seen it around in some models when I was digging around with Eliteness. I thought it could be related

hearty sandal
fringe radish
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"MkX_Vest"

hearty sandal
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could be something to try out with some large number in case it is related

fringe radish
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Will do

hearty sandal
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this is something would need a simple but foolproof repro mod to present to Dedmen in case he could look into it. Have not had a chance to put such together though.

fringe radish
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what I ended up doing is a super hacky way

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I made a p3d with Geometry and View Geometry LODs with just the affect areas where bullets dont collide

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attached it to the model with a post init EventHandler which has a script to detect if bullets hit it with a certain penetration value, if yes -> do ace damage to the head

hearty sandal
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yeah thats been my workaround too

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its not quite optimal

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but when native way dont work blobdoggoshruggoogly

fringe radish
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ended up looking like that^^

hearty sandal
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๐Ÿ˜…

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if it works

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๐Ÿ‘Œ

fringe radish
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yep, works like a charm

grave steppe
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Anyone able to help me out with something I have been trying to get working.
I am looking to have a "Visible" IR Grenade sort of deal.
I essentially need a throwable with a blinking white visible light. Been playing around with configs and MarkerLights and such and haven't been able to get anything working.
Any ideas?

pastel silo
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hello guys!
Does anyone had experience with delete classname?
The wiki says: Within configs the delete classname keyword is available. It can be used to delete already existing classes. However, classes from which other classes derive cannot be deleted unless the child classes are deleted first.

question1: would a config be able to delete classnames of other configs?
question2: more specific: would a config be able to delete classnames inside the terrain config.cpp? Like Secondary_Airports class?
question3: would this permanently delete them or only as long as my mod containing this config.cpp (with the delte commands) is loaded in the Arma 3 launcher?

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what i am basically trying to achieve is to have a config.cpp that deletes all the hardcoded terrain airports a map has. (mainairport + secondary airport)

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or maybe there is another better way to do that that you could think of?

hearty sandal
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your config can use required addon in cfgPatches header class to load after a map config and the redefine the secondary airport class as empty if you like

pastel silo
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thanks for pushing me in a right direction. i will start trying that.

opal crater
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deleting the classes should be also possible. Making them empty might be easier/more reliable.

hearty sandal
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Im not sure if the empty class would still be required

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so I think it would be more realiable to define it empty instead of delete

pastel silo
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I could do it ๐Ÿ™‚

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i could do it by setting required addon A3_Map_Tanoabuka and then adjusting the classes Tanoa: CAWorld and the class SecondaryAirports/Class Airports.
i edit all ils[]={}
I get an error message starting the game but it looks like it just notifies that there are no ils set. (Which i wanted to achieve anyways ๐Ÿ™‚ )

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thank you for your input. Your info made me understand that it is necessary to load the classes first and then i can modify.

hearty sandal
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AI airplanes might not work if you got no airports.

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Id recommend keeping at least one

pastel silo
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AI airplanes work. I just checked. I created a dynamicairport with my mod that i am trying to create and extend.

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with getting rid of all the airports it is possible for me to now adjust all the ils waypoints without interfering with the terrain airports. I can move the planes to the hangar for example. Let them take off from the hangars.

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i can dynamically delete and create the airports. this way it is possible for me to tell multiple planes to have their taxiOFF at different hangars for example

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or i could check: If hangar 1 is full than use next hangar and so on. Just needing the planes to not land at the same time. (plane1 needs to have reached hangar first before plane2 can start to land)

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with the terrain airports out of the way i am now exploring the possibilities it can give me. It is the basic to really control air traffic flow on the airports themselves.

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i am off for today. thank you again and have a nice evening.

hearty sandal
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๐Ÿ‘

teal sluice
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Is there any way to remove certain types of ammo from vehicles like editing loadouts of planes?

hearty sandal
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yes

teal sluice
# hearty sandal yes

well, how? except from using removeMagazinesTurret / removeWeaponTurret? I took a look into the config of the Scorcher and didn't find anything which looks like a weapon turret

hearty sandal
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you probably looked in wrong place.

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there is class turrets and within that class mainturret that contains the weapon and ammo definition

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you can check you arma 3 samples on steam for tank config example

teal sluice
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I found the config in armor_f_gamma (at least for mbt_02)

chilly tulip
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Turret & pylon configs often won't read for me in the vanilla config viewer (you follow the link and bounces you to some bogus and empty root class). ADT config viewer works fine.

ashen chasm
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well, vanilla config viewer bouncing away is annoying, but if you scroll back to whatever you've opened - it's open

chilly tulip
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Hmm, that's not my recollection.

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Can never replicate unless I actually need the information anyway :P

winter rain
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Anyone had any success in increasing speed (throw speed -> gain distance) for a handgrenade type class?

Small nades got 26, maximum i can go for is 28, about 28 the nades dont get displayed on the right top corner but you still have them in inventory but cant throw. Played with airfriction and experimented also with adding simulation ="shotshell";

Can throw it with more distance but sometimes its going to do a biiig lag ๐Ÿ˜†

Id prefer without any kind of scripts, config work only

Any ideas?

ashen chasm
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29 seems to still work and 30 seems to move grenades into the "main" ammunition slot on "B_Survivor_F" without other weapons and they can't be thrown like this. Fun stuff.

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initSpeed = 30;

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initSpeed = 29;

novel lava
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lol what

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that's nuts

ashen chasm
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although the muzzles of "Throw" weapon seem to have hardcoded initSpeeds of their own that should (if the logic follows other weapons) override whatever values are on magazines ๐Ÿค”

winter rain
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Yeah im on the limit atm with it

hearty sandal
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I think magazine overrides what's in base weapon as in it offers ability to make alternatives by ammo

ashen chasm
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iirc other weapons follow the logic of "if weapon has positive initSpeed - use it, if weapon has 0 initSpeed - use magazine value, if weapon has negative initSpeed - multiply magazine value by negative that (to get positive value)"

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"Throw" seems to ignore the muzzle initSpeed altogether notlikemeow

livid trail
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Hey there. Got a question about file patching.
If I use file patching, is there a way to tell Arma to "reload" the loaded configs/sqf files without restarting? That would simplify my process of debugging so much.

novel lava
livid trail
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When existing files for mission, all I needed was restart a mission, but now that I am working on an add-on, restating the entire game takes way too much time

novel lava
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as I had an UGL that i tried using initSpeed on and it wouldnt working either

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it might be a limitation of secondary muzzles too if its not shotShell causing the issue

chilly tulip
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@livid trail Global config can't be modified post-init without the diagnostics exe, as far as I know. Mission config is reloaded on mission restart but that's not necessarily very helpful.

livid trail
ashen chasm
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but reloading global config with diagnostics exe is convenient as hell.

livid trail
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Wonderful! Thank you, exactly what I was looking for

ashen chasm
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and talking back to grenade, hey, at least "Fired" EH works ๐Ÿคฃ sqf player addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; if (_weapon != "throw") exitWith {}; _projectile setVelocity (velocity _projectile vectorMultiply 10); }];

winter rain
karmic fjord
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Would anyone know how to to completely disable contour lines on the map?

hearty sandal
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Not sure if you can ๐Ÿค”

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If you can it would be messing with the map dialog perhaps instead of terrain config

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Or at least that's my guess

grand zinc
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cant

tacit zealot
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Is it possible to give a helmet an integrated NVG without losing its modelOptics overlay? I have an NVG class with a vehicle optic overlay thats supposed to be a part of the helmet. When I use the NVG lije regular, it works, but when I make it a subitem, the overlay disappears

tacit zealot
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Also, where could I define a new vision mode?

hearty sandal
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There is the nvg and few different TI modes

tacit zealot
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I think I figured out how to add a new TI mode, so I'm going to try some jerry-rigging to get a TI "mode" which doesn't overlay anything. I've confirmed that I can indeed add a new mode by tacking on an 8th entry to the array in CfgInGameUI >> FLIRModeColors since I now have to cycle the NVG through an extra mode. Now I need to figure out if I can modify the new array entry to get what I want.

gleaming sentinel
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Does anyone know what the locality of a script called from "function" inside of a module config? (the script that a module can run when its initialized)

molten musk
grave steppe
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I'll try it out and get back to you

toxic solar
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I have a car where its armor is armor = 120; and with this AI will shoot at it with small arms. but if I set it any higher say to armor = 121; the AI doesnt shoot with its guns (it will use rockets). Thing is the driver is exposed so they should atleast try to take out the driver? the driver proxy is present in fire geo

hearty sandal
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keep the general armor at 120 and try changing penetration materials and hitpoints to make it more resistant if it needs to be so

toxic solar
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Penetration material as in the bisurf stuff?

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I did change armor in the hitpoints class, that worked well

tacit zealot
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Can I increase the "health" of a uniform by simply increasing it's armor = 2 to something like armor = 100? in the vehicle config?

hearty sandal
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yes

tacit zealot
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Perfect!

mortal dove
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Where in a config is what distance something gets put into simple mode?

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PLP Container vs Vanilla Ammobox

wheat sluice
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You mean LODs? That's handled in the model itself. You can't tweak the distance via config.

tacit zealot
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So, I have this issue where I'm trying to change the vision modes and optic style on a vehicle, by using a custom OpticsIn class. Since I want to use the same presets on multiple vehicles, I have created my custom OpticsIn class within the config root, and inherit from it whenever I want it to be used. I started with the Rhino MGS, since that's what I want to use as a base, with the modification of different vision mode availablity and B/W thermals only. When I define the OpticsIn class within the turret config, I inherit from my custom config, but in testing this does not work. It's better shown in the pictures, so I'll just add in some extra info on the errors.
-instead of using wide/medium/narrow zoom sets, the zoom key goes through smooth transitions
-The standard green thermals of the vanilla Rhino are still used on the Commander turret, but the Gunner turret now has B/W.
-The changed gunner sight appears to match that used on many vanilla RCWS systems
-The changed commander sight looks like one of the old placeholders that's not really used.

opal crater
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Have you checked how these look in config viewer?

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These class "imports" do not look proper to me.

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class Wide: Wide {}; try this.

tacit zealot
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Testing right now, if that fixes it, I'll be annoyed at myself for not catching that.

It worked, thanks!

nimble lodge
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Question, I was messing around with a config and noticed that even tho I removed "identitytype[]" lines of code, that eyewear still spawns on soldiers. Any ideas how to prevent that?

toxic solar
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Is there a way to have groups when they spawn stay in the formation they spawned in as or not be in the default V formation?

toxic solar
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oh well I guess without scripting

molten musk
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There is attributes in group where you can change formation of group. Or do you mean if you spawn from module ? depends which point you need change formation of group

nimble lodge
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If you are using eden enhanced there is a option to disable autoformation as in soldiers will spawn like they are placed in eden and only will assume formation once move order is given

wheat sluice
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If you only removed it in CfgGlasses, it won't do much since the unit's identityTypes will still pull from other types of facewear.

For example, if you only "disabled" blue shades (G_Shades_Blue) from being wearable by units who have an identityTypes of G_CIVIL_male, they will still randomly get a pair of black shades (G_Shades_Black) or another colour because you only blocked the blue shades and not the other facewear items in CfgGlasses.

shell solar
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@velvet laurel read this

shell solar
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@velvet laurel

shell solar
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hey, we cant seem to get our reload animation to play, any ideas?

hearty sandal
shell solar
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havent tried the weapon yet

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i dont think that will be anyy issue tho

hearty sandal
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reload animations/actions require definition in the movesCFG

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if you dont have the actions and corresponding animations defined there wont be a reload

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like these

shell solar
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i think we did that

shell solar
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@hearty sandal

hearty sandal
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are you sure?

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basically those are the thing that connect weapon to animation on reload

shell solar
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we defo set gestures up, but i dont know if we attached them to the gun, i honestly cant remember at this point

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im checkin tho

hearty sandal
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they should be inside your equivalent of class cfgMoveMaleSdr

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class cfgGestrures is separate

shell solar
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we had them in cfgManMoves

hearty sandal
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that may not work

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at least not for a custom character

shell solar
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okay, what do we need to do to fix it?

hearty sandal
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and also you will need corresponding animation state classes that contain some sort of animation for the reload

shell solar
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okay ill try that thanks

velvet laurel
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Does anyone know which ManAction is loaded in when you place a character?

velvet laurel
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Sorry, when you place it down for the first time in eden for example

hearty sandal
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Stop perhaps

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and which action set depends on what weapon is active

velvet laurel
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How exactly does that work? Is there something that sits within the Moveset that defines the weapon?

hearty sandal
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no what the model holds in its hands defines the weapon

shell solar
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does that mean you need a weapon set for every weapon

hearty sandal
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Id suppose you could have a set that can work for each weapon type

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but if you want different holding poses like what rifle launcher and pistol has then yes, each have their own movesets

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and each moveset has all the different stances separately too

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some of them share a lot of animations, some have more unique ones

velvet laurel
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Just to give some context. I've had everything working, albeit in a bit of a botched way. So what I'm currently trying to do is rewrite the animation config without any inheritance due to it being a new skeleton. Previously, I was loading the character in through eden and it would stand as expected, aiming forwards with the gun held. Now it's no longer doing that, although I have copied across the exact same moveset config. After you saying about the weapon there, I switched from holding a weapon (default for that character) to holding no weapon and it goes to the pose I want (1st image) - 2nd image is with the gun loaded. really struggling to figure out why?

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the only reason I've rewritten all the moves stuff is just to try and get a reload gesture working and I've just ended up creating more problems

hearty sandal
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it is possible that you have copied someting wrong

abstract crypt
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I know its been a while since i asked you about this stuff. But i just wanted to say that i finally figured it out and it had nothing to do with config....๐Ÿคฆ๐Ÿปโ€โ™‚๏ธ

Turns out the addon builder didn't have wav or wss filetypes specified. So every time i built the mod and binarized it, it wouldn't take the sound files with it into the pbo, hence no sound. I of course never checked the pbo to see if the files where actually in there because i just built the mod and assumed they would be since they are in the folder structure.

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I knew it was something much more basic that i was missing.... i just didn't know it was THAT basic.

winter rain
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There's a simple and better solution, just use Mikero's tools / pboProject

It also wont pack you to pbo file if you have any disturbing errors done in your source and it mostly tells you whats wrong while addon builder doesnt care and just make pbo file and probably your Arma rpt file gets spammed.

pastel silo
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Hello!
I am not sure if my problem is more connected to a wrong config or if it is connected to a wrong script command. Therefore my apologies in advance if I am posting in the wrong channel.
I have made a pdf explaining in detail what is not working.
Short summary: It seems it is not possible to spawn dynamicairports ingame. (only in the INITs it is working)

pure bobcat
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I want to add a sensor - an active radar - to my jet. I saw that it's possible to rotate a sensor following a turret. How can I add a turret for that radar in a way that I can programmatically rotate it later as a pilot?

tacit zealot
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I'm trying to make a version of RscWeaponRangeArtillery which calculates the firing angle for a low trajectory. So far, I've made a copy of the original class, and figured out that the idc = #### parameter tells it what to display, but I'm kinda lost from there since I don't know how to figure out what each idc number does, or how to define my own.

narrow swallow
# pure bobcat I want to add a sensor - an active radar - to my jet. I saw that it's possible t...
fossil wharf
wheat sluice
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Maybe you have the wrong filepath? Are you sure you have it set correctly?

fossil wharf
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Yes

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The ace arsenal can locate it fine

fossil wharf
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Are there special requirements for the pictures?

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Seems that I need a \ at the start

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Will try, but it's probably the fix!

fossil wharf
brazen merlin
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i'm stupid right now. can anyone point out to me what defines the accuracy weapon stat in virtual arsenal?

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i thought it would be dispersion in the fire mode, but i see no changes ingame

chilly tulip
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In the ACE arsenal it's log(dispersion) in whichever fire mode has showToPlayer != 0.

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I never found the BIS arsenal code.

brazen merlin
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i got it working already before, but every time i get back to it, i have to relearn everything

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for some reason i cant find anything about it via google or the wiki either, which is weird, since this feels like something more people would be interested in

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ok dispersion in fire modes is the value. i guess my values just werent big enough to cause a visible change

chilly tulip
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The logarithm will do that.

lament thicket
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(Cross-post from #arma3_ai )
Hey gang,
Trying to get an AI piloted plane using a weapon inheriting Rocket_04_HE_F to fire from more than 100m away at targets. Is there a specific config parameter either in the vehicle or weapon config I can try to get this plane to shoot from further away?

For reference, it was originally firing Missile_AGM_02_F from kilometres away, I just changed the custom weapon it is using to inherit from the rocket instead of the Maverick.

Thanks!

ashen chasm
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i suspect that firing range for unguided munitions are set up in weapons firemode. Any chance to see your config? ๐Ÿค”

lament thicket
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Probably can't send the whole config here as it's from the Operation: Trebuchet mod I can send the part I am working on though

ashen chasm
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i.e. for vanilla ```hpp
class Rocket_04_HE_Plane_CAS_01_F: RocketPods
{
displayName = "Shrieker";
magazines[] = {"7Rnd_Rocket_04_HE_F", "PylonRack_7Rnd_Rocket_04_HE_F"};
canLock = 0;
...
modes[] = {"Far_AI", "Medium_AI", "Close_AI", "Burst"};
class Far_AI: RocketPods
{
...
showToPlayer = 0;
...
minRange = 1000;
minRangeProbab = 0.7;
midRange = 1500;
midRangeProbab = 0.7;
maxRange = 3200;
maxRangeProbab = 0.1;
};

lament thicket
#
        {
            displayName="Fuel Rod";
            sounds[]=
            {
                "StandardSound"
            };
            class StandardSound
            {
                begin1[]=
                {
                    "\OPTRE_FC_Weapons\Data\sounds\Fuel_Rod_Fire.wss",
                    1,
                    1,
                    2000
                };
                soundBegin[]=
                {
                    "begin1",
                    2
                };
            };
            autoFire=0;
            dispersion=0.015;
            showToPlayer=0;
            burst=1;
            burstRangeMax=1;
            aiRateOfFire=2;
            aiRateOfFireDispersion=3;
            aiRateOfFireDistance=1000;
            minRange=850;
            minRangeProbab=0.9999981;
            midRange=3000;
            midRangeProbab=0.5;
            maxRange=5000;
            maxRangeProbab=0.30000001;
        };
        class Medium_AI: Far_AI
        {
            showToPlayer=0;
            burst=1;
            burstRangeMax=2;
            aiRateOfFire=2;
            aiRateOfFireDispersion=2;
            aiRateOfFireDistance=550;
            minRange=50;
            minRangeProbab=0.5;
            midRange=850;
            midRangeProbab=0.89999998;
            maxRange=800;
            maxRangeProbab=0.30000001;
        };
        class Burst: RocketPods
        {
            displayName="Fuel Rod";
            burst=1;
            soundContinuous=0;
            autoFire=0;
            reloadTime=0.079999998;
            dispersion=0.015;
            aiRateOfFire=1;
            aiRateOfFireDistance=100;
            minRange=0;
            minRangeProbab=0.0099999998;
            midRange=1;
            midRangeProbab=0.0099999998;
            maxRange=2;
            maxRangeProbab=0.0099999998;
            sounds[]=
            {
                "StandardSound"
            };
            class StandardSound
            {
                begin1[]=
                {
                    "\OPTRE_FC_Weapons\Data\sounds\Fuel_Rod_Fire.wss",
                    1,
                    1,
                    2000
                };
                soundBegin[]=
                {
                    "begin1",
                    2
                };
            };
            textureType="semi";
        };
    };```
ashen chasm
#

what's the modes[] array on the weapon itself?

mint lance
#

CfgSoundShaders - I'm trying to replace the coastal wave sound in my terrain and I want to increase the range that the waves can be heard. I'm looking at the sounds_f_exp config for inspiration. I think I get what altitudeSea does (return ASL?) but I don't understand the factor array thing, can someone point me at the right docs please?

volume = "(altitudeSea factor [120,20]) * (altitudeSea factor [120,20]) * (windy + 1)";
lament thicket
ashen chasm
#

if weapon doesn't have modes[] array defined on itself - it's likely taken from wherever it (the weapon class) inherits from. You can always check the in-game config viewer, that shows the inherited values as well.

lament thicket
#

One of the OpTre Banshees. It is set up to inherit from their Anvil missiles atm (which are still just inheriting from Missile_AGM_02_F in base game anyway).

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I just switched the ammo to be the base game Rocket_04_HE_F instead

winter rain
#

Ok so a aircraft
Check also its sensors, mostly vanilla aircrafts have 16km

Also like artemoz said, the modes also do some roles

Also in the Ammo are some entries with locking, dont have it in mind atm..

I did a tank based class with such weapons and also a aircraft and reduced them to 1.8km for player and AI

What you want to do works but i have to check how i did it ๐Ÿ˜…

mint lance
# ashen chasm check here <https://community.bistudio.com/wiki/Simple_Expression>

thanks - I've done some casual scripting for years and never noticed this before, and trying to google 'factor' finds you everything but this. Just to make sure I got the right idea, that factor is in twice so it's a boolean condition on the rest of the line, right? And it's saying something like if the altitude is > 120 then it's 0 (so no waves), if it's < 20 it's 1 (so full waves), so what is it in between, an interpolated value between the two? I am guessing the windy+1 means double the volume if we are windy. Trying to get my head around this but I was rubbish at maths at school!

lament thicket
#

Could I define modes[] on this weapon myself and it'll work out of the box?

winter rain
#

Yes the AI modes mostly have showtoplayer 0 so player is not able to use them

lament thicket
#
    {
        displayName="Fuel Rod Launcher";
        descriptionShort="Fuel Rod";
        magazines[]=
        {
            "OPTRE_FC_T33_FuelRod_Pack_Veh"
        };
        cursor="EmptyCursor";
        cursorAim="plasmaturret";
        selectionFireAnim="zasleh";
        fireLightIntensity=0.2;
        fireLightDiffuse[]={0.1,0.69999999,0.1};
        fireLightAmbient[]={0.1,0.69999999,0.1};
        reloadTime=2;
        magazineReloadTime=2;
        class Far_AI: RocketPods... ...```
winter rain
#

Also the ammo has sensors like the vehicle has

lament thicket
#

That's just before the earlier block of config

winter rain
#

You have to tweak the modes

#

min,mid,max range

lament thicket
#

I've been upping the min distances by more than 2x and it hasn't made a difference yet.

It is missing modes[] = {"Far_AI", "Medium_AI", "Close_AI", "Burst"}; before it lists each mode though.

winter rain
#

You can also add only 1 mode for the AI and 1 mode for the player

And test out like example

Minrange 25
Midrange 50
Maxrange 100

It should fire between 25 and 100

lament thicket
#

Yeah I'm not sure why the original config has the 3 modes and only available to the AI anyway

ashen chasm
#

basically yes, "above 20 meters start reducing sound faster than linearly" ๐Ÿคทโ€โ™‚๏ธ

mint lance
pastel silo
#

Hello!
i have a general question:
Once a game is started you are no longer able to write config.cpp.
Config.cpp is read only right?

nimble lodge
#

I replaced cannon_pip_pos with pos cargo, because that seems to be one of the memory points in the T-50, camera is still locked in the cockpit and is not moving

reef harness
#

Does anyone know the location/pbo where the thermal camera view is handled?

hearty sandal
#

(also pro tip for config browsing, get yourself a all in one config dump sile for easy offline searching)

reef harness
#

well since 2.10 they changed the thermal to a new version, I have an old version of the game and I am trying to find the pbo that manages that class

#

I am doing what you suggested, got a dump and looking through it.

hearty sandal
reef harness
#

its on a old vm no network access, I can assure you I have fully brought this game.

hearty sandal
#

you wont be able to alter the TI stuff then its not just config things as far as I know. You would need to update the game

wintry tartan
pastel silo
wintry tartan
#

Dynamically? Guess that is not a good idea to try

pastel silo
#

my approach now is to inherit dynamic_airport classes and change the ils. spawn and despawn them when i need them.
if i want my plane to taxiOFF at hangar 1 i use dynamic_airport1. If i want them to taxiOFF at hangar 2 i use dynamic_airport2.

#

this approach works for now. not sure how "effective" in means of performance it is. Also i am not well enough informed what needs to be thought of if doing mods/scripts for dedicated server.

wintry tartan
#

Hm, now that is not that bad idea

pastel silo
#

thanks ๐Ÿ™‚

#

was working the last 2 weeks on this. reason for that taking so long was i was lacking a lot of basics

wintry tartan
#

So uh, regarded to the first question, how do you mean actually?

#

Do you want to change the Dynamic Airport's config on the fly?

pastel silo
#

if this would be possible it would be very nice

#

let me explain the reason in more detail

wintry tartan
#

So you can debug easily, I get it

pastel silo
#

not only for debug

#

i would have other usage

wintry tartan
#

Oh, now that is impossible

pastel silo
#

ah ok

#

i guessed so

wintry tartan
#

Diagnosis Exe actually make it happened, but it lacks MP feature for reasons

pastel silo
#

but thanks for the confirmation

wintry tartan
#

Good luck on your project, sounds interesting to see the result

pastel silo
#

hmm diagnosis exe. sounds it might help at least to set up the dynamic airports. I am right now: changing something, build new pbo, restart arma over and over again

pastel silo
crisp knot
#

getEventHandlerInfo doesn't return EHs added via configuration

class EventHandlers //CfgVehicles
{
    hitPart="(_this # 0) spawn expEden_fnc_roadSignSpeedLimit80Destriction";
};
sign getEventHandlerInfo ["hitPart",0]; 
//returns [false,false,0]

Is this normal behavior for EH added by config?

nimble lodge
#

I am trying to add a pilot controlled targetting pod to T-50 and F-22 from RHS, I tried editing CameraView1 with existing memorypoints but camera seems to be stuck on pilots face and not moving, any ideas?
https://pastebin.com/qpGHH1sC

pastel silo
opal crater
#

pretty cool.

fringe radish
hearty sandal
pastel silo
#

thank you!

pastel silo
#

So basically this adaption on the airport only works when all the terrain airports "ils"-information is deleted. For that i needed to have a config.cpp doing exatly that (i made all ils arrays empty; for example ilsTaxiOff[])
When all the terrain airports ils are removed you can place dynamic airports there.
I have inherited the class dynamic_airports and have created a set of different dynamic_airports.
these airports i am spawning and despawning when needed.
with the eventhandler "landedstopped" i could for example switch from one dynamic airport to the next.

hearty sandal
#

cool!

pastel silo
#

my future plans would be for example:
because now i am in full control where the planes will stop exactly, i would like to use tow-cars to further more make it realistic.
i have some approaches in mind. All with there advantages and disadvantages.

I could have a tow-car and capture it's movements with unitcapture. Attach the plane to it and for example drive the plane with it backwards into a hangar.
problem with unitcapture is: I am afraid what would happen if a player would somehow interfere with it. Just standing in the way would be enough to cause troubles.

Other approach would be to define a tow-car as a "plane". I could then again use dynamic airports to make the tow-car follow precise waypoints.

Other approach would be to create a tow-car and (inherit class) and change the "waypoint precsision".
I know there must be some kind of "waypoint precision" because compared to for example a man a tank would have a much more wider tolerance for waypoint is completed.

On the last approach i am currently researching on.

hearty sandal
#

unit capture could work. player (or AI) standing in the way would just get crushed

pastel silo
#

yeah i would be more happy the "stupid" player not moving out of the way is just being crushed then have my lovely airport to go into chaos XD

#

someone ever had experience with this "waypoint completion radius"/"waypoint precision" i am trying to talk about?

#

I saw this:

The completion radius allows units to call the waypoint completed once they are inside of the given circle. If the given radius is less than unitโ€™s or vehicleโ€™s configured 'precision' then the latter is used. For example tank precision is 10m, if the given radius is 5m, the final radius will be 10m. For units in playerโ€™s group there is an additional multiplier x5 to the configured precision. Units that are fleeing and are not in player's Group will ignore the completion radius and would not be able to complete by proximity until they stop fleeing.

so i assume out of this that the lower limit is defined in the class

chilly tulip
#

Might be simulation-based instead. Not sure.

#

I think every heli I tried had the same completion radius, but that wouldn't be surprising if it was a class parameter either.

hearty sandal
pastel silo
#

hmm another approach.
planes use the A3\functions_f\waypoints\fn_wpland function.

#

is it possible to find this function? i could analyze it and make an adapted version for a tow-car.

#

or is this too far and considered reverse engineering of BIS property?

#

i found it but i dont understand it ๐Ÿ˜ฆ

hearty sandal
#

that phrase describes Arma modding quite well

sleek island
#

I've been trying to make a mod that allows you to mount a suppressor on the RHS shotguns and for now I was testing with the m24 suppressor but what ended up happening was that now you can mount a scope on the gun and its clipped inside the barrel of the shotgun.

2 questions

  1. how do I define where the scope should be mounted cause that was also one of my goals but I've apparently done it accidently

  2. How do I actually get the suppressors to attach

    class rhs_weap_M590_5RD : Rifle_Base_F
    {
    class WeaponSlotsInfo : WeaponSlotsInfo
    {
    class MuzzleSlot: rhs_western_m24_muzzle_slot {};
    };
    };

if anyone has an answer pls ping me

hearty sandal
sleek island
#

dang

#

@hearty sandal Was there a way to get the suppressor to attach? So I can check how the model handles it?

hearty sandal
#

perhaps by proper config work. Check the sample weaapon config from the Arma 3 samples on steam

#

but the position will likely not work

#

if the weapon dont have attachments set up by default its likely you cant do it at all since it wont have the connection points in the model set up

#

@sleek island

sleek island
#

mhm

#

well I'll give it a go if it doesn't work then oh well maybe I can find the RHS model and adjust the mounting points

hearty sandal
#

models are not editable

sleek island
#

guess I'm breaking out blender lol

hearty sandal
#

can always make your own yeah

sleek island
#

ayeeee the suppressor attaches just fine thank you RHS devs for placing that connection point

hearty sandal
tacit zealot
#

Any idea why my custom civilian presence presets aren't working? I modelled them just like the BI ones, and tested against a control using both Agents and non-Agents in the module.

sleek island
#

I've been continuing to work on a modification for the RHS 590 to attach a suppressor and I've run into an interesting issue

  1. Infinite ammo

  2. errors, "No entry 'bin\config.bin/cfgrecoils." and "No Entry 'bin\config.bin/CfgWeapons/Single.scope'."

    class Single{};
    class Mode_SemiAuto;
    class Rifle_Base_F : Rifle
    {
    class WeaponSlotsInfo;
    class GunParticles;
    class Eventhandlers;
    };
    class rhs_weap_M590_5RD : Rifle_Base_F
    {
    scope = 2;
    class Single: Mode_SemiAuto
    {
    sounds[] = { StandardSound, SilencedSound };
    class StandardSound
    {
    soundsetshot[] = { "jsrs_m590_shot_soundset","jsrs_12x7mm_reverb_soundset" };
    };
    class SilencedSound
    {
    soundsetshot[] = { "jsrs_asval_shot_soundset","jsrs_9x3mm_sd_reverb_soundset" };
    };
    };

#

if anyone has an answer on what's going on with this please ping me

wheat sluice
# sleek island I've been continuing to work on a modification for the RHS 590 to attach a suppr...
  1. Get rid of class Single{};. It's not actually an external reference, and all that line does is it creates a class just called Single that inherits from nothing and has no scope token (hence why the engine complains about it)
  2. No idea. RHS apparently uses their own event handlers to allow for individual shotshells to be loaded so maybe something funky is happening there?

Either way, can you post your full config somewhere?

sleek island
wheat sluice
#

Going through the config now, though for starters, that CfgPatches can be trimmed.

You can replace all entries for official addons, basically anything prefixed as 'A3' but excluding those from Western Sahara (lxws) with A3_Data_F_AoW_Loadorder. You can keep entries for community addons like RHS (obviously) and CBA as-is.

sleek island
#

alright

wheat sluice
#
  1. Line 395 class Mode_SemiAuto; should not be in rhs_weap_M590_5RD. It's a class that exists outside of CfgWeapons.
  ...
};

class Mode_SemiAuto; <-- chuck it here

class CfgWeapons
{
  ...
  1. Same goes for rhs_western_m24_muzzle_slot, MuzzleSlot, and MuzzleSlot_762. None of these exist within the scope of CfgWeapons, so place them outside of it.
#

Additionally, although this is more of a nitpick than anything, you don't need to redefine the scope (scope = 2;) for rhs_weap_M590_5RD and rhs_weap_M590_8RD. RHS already has them public by default and your config patch inherits that.

sleek island
#

that was me trying to fix the scope error not knowing what it was lol

#

Just did all of those

#

those fixes cleared all the issues I was having

#

infinite ammo is gone and no more recoil errors

#

@wheat sluice Thank you!

fringe nimbus
#

has anyone got a guide for retexturing a modded uniform? Specifically the config bit? I've made the .paa, but I'm a bit stumped beyond that.

Cheers in advance

wintry tartan
#

Nothing's different than vanilla uniform

fringe nimbus
#

(this is coming from a guy who has never touched any uniforms in his life)

fringe nimbus
wintry tartan
#

I don't mean such, I've just said there's no workflow difference

fringe nimbus
#

I'll give it a whirl tmmrw morning

formal flare
#

Hello! Not sure if this is a model or config problem placement, sorry if it doesn't fit here ๐Ÿ˜„ (Please ping me)

I have recently learned to import weapons and such and have finally done so without much needed help on one of them. However, there seems to be something i have missed and can't get to work, neither with the previous help. As it seems i have everything right as to what we can see visually. (It doesn't work on any of the weapons we imported)

The geometry of the model has "autocenter 0" and the Config is pretty similar to the 45ACP Arma pistol.

(Attached image showing Arma weapon laying on the ground) but my weapon on the right is for some reason sunked in the ground when spawned.

spiral harbor
#

hey guys

#

what the hell is this?

#
class CfgPatches {
    class steot_adorable_factions_ww2 {
        name = "StealthyOtter's Adorable Factions WW2";
        author = "StealthyOtter";
        requiredVersion = 0.1;
        requiredAddons[] = {"bit_main"};
        units[]={
            "steot_af_ww2_jia_b",
        };
    };
};
class cfgFactionClasses {
    #include "factionclasses.hpp"
};
class CfgGroups {
    class west {
        #include "groups\steot_af_ww2_jia_b.hpp"
    };
};```
wintry tartan
#

"steot_af_ww2_jia_b", <- remove comma

spiral harbor
#

still getting it

wintry tartan
#

Which is line 20?

spiral harbor
#

the last line

wintry tartan
#

Then something's wrong with your included files

spiral harbor
#

oh yep just saw it

#

damn brackets

#

you know you just have one of those night where you cant find the simplest damn things...

wintry tartan
#

Then you need either a sleep or a rubberduck ๐Ÿ˜›

bleak hill
#

Hi guys, I'm trying to make a config replacement to alter the dispersion and MOA stats of a weapon, however, I'm not sure how to get started after the CfGPatches and requiredAddons. I'm also not seeing the dispersion or MOA in the config of the weapon I'm modifying. The weapon I'm modifying is based on the RHS Mk18, so is that maybe why I'm not seeing it?

hearty sandal
#

cfgPatches is the header of config and defines how it connects into the whole config load order. Your cfgPathces class needs a unique name and then in the required addons array you need to add the configs you need toload before your config is loaded

#

in this case the pbo/config of the RHS MK18 cfgPatches classname

bleak hill
#

Okay yeah I'm at that point, I'm just not sure if I need to essentially copy out the RHS Mk18 classes and then make the changes to those values or if I've gotta do something else?

hearty sandal
#

do you want to overwrite them or create separate weapons

bleak hill
#

Overwrite

hearty sandal
#

then you would use the same classnames

#

and same inheritance stuctures so you dont change that

bleak hill
hearty sandal
#

the weapon you are modifying

#

and its configs cfgpatches class

#

in required addons

#

so you load after it and your changes overwrite the original

bleak hill
#

So it'd look like

`class CfgPatches
{
class BetterA2
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{"rhsusf_c_weapons",
"UKSF_A2"
};
};

};`

nimble lodge
#

I am trying to make a custom weapon and ammo (turret) and am currently stuck at effects. What I am trying to do is to make sort of laser weapon, that fires and leaves a essentially tracer line in the air for short amount of time (simular to pulse laser composition on workshop, just in config form and not a script. Currently I am a bit stuck, my tracers are pitch black) anyone can give me pointers?

hearty sandal
nimble lodge
hearty sandal
#

well you can try use the vanilla laser object

#

but Id suppose the main thing is how to get the beam be consistent and short lived

fringe radish
nimble lodge
fringe radish
#

its from a few months ago, I ended up making my own tracer model

hearty sandal
#

ah so beam was not the goal, more a laser "bolt"

nimble lodge
fringe radish
nimble lodge
hearty sandal
#

well making actual beam is far more difficult

#

bolt is "just a tracer"

nimble lodge
#

It does a beam essentially

hearty sandal
#

well no video in there ๐Ÿ˜…

nimble lodge
#

sorry, I am not sure if I can even upload video to this chat

hearty sandal
#

if you have a link to such that will work

nimble lodge
#

I am booting up arma I will record it and upload it once it boots up

nimble lodge
#

But it doesnt really matter, because if what caleb sent will work, it is the second best thing

fringe radish
#

glad to have helped SeemsGood

hearty sandal
#

and more difficult to set up

lament thicket
# winter rain You can also add only 1 mode for the AI and 1 mode for the player And test out ...

Hey again, Iโ€™m not able to test it until later today or tomorrow but would this work for the AI mode?

         class Close_AI: RocketPods
        {
            displayName="Fuel Rod";
            sounds[]=
            {
                "StandardSound"
            };
            class StandardSound
            {
                begin1[]=
                {
                    "\OPTRE_FC_Weapons\Data\sounds\Fuel_Rod_Fire.wss",
                    1,
                    1,
                    2000
                };
                soundBegin[]=
                {
                    "begin1",
                    2
                };
            };
            autoFire=0;
            dispersion=0.015;
            showToPlayer=0;
            burst=1;
            burstRangeMax=1;
            aiRateOfFire=2;
            aiRateOfFireDispersion=3;
            aiRateOfFireDistance=1000;
            minRange=250;
            minRangeProbab=0.9999981;
            midRange=300;
            midRangeProbab=0.5;
            maxRange=400;
            maxRangeProbab=0.30000001;
        };```
#

I left class Burst as-is as itโ€™s the player one afaict

#

This should make the AI fire rockets between 400-250m correct? The AI sensors can see the target from Kilometers away so shouldnโ€™t have an issue with getting nose on for an attack

coarse cairn
#

Hello everyone im trying to add custom ogg music files to a mission via triggers but i cant figure out how to get them to show up in the drop down music menu does anyone have a config i can add to my description.exe to make it work?

wintry tartan
#

As prisoner said it is hard to tell what is wrong without seeing what you've got so far

coarse cairn
#

heres the config i have not sure if it even makes sense im not great at coding

#

class CfgMusic
{
sounds[] = {};
class Brothers in arms
{
name = "Brothers in arms";
sound[] = {"\sounds\BIARTH30.ogg", db+10, 1.0};
};
class Blood Upon The Risers
{
name = "Blood Upon The Risers";
sound[] = {"\sounds\Blood Upon the Risers.ogg", db+10, 1.0};
};

molten musk
#

CfgMusic
Defines music you can play with playMusic.

class CfgMusic
{
    tracks[] = {};
    class MyIntro
    {
        // display name
        name    = "My intro music";

        // filename, volume, pitch
        sound[]    = { "\music\filename.ogg", db + 0, 1.0 };
    };
    class Ludwig9
    {
        name    = "Ludwig Van Beethoven's Ninth Symphony";
        sound[]    = { "\music\ludwig9.ogg", db + 10, 1.0 };
    };
};

Example:

playMusic "MyIntro";

#

Is correct way to add music,
Now you have cfgSounds in cfgMusic.
That is 1st where to start

coarse cairn
#

is that how i get it to show up here in the music slot?

#

and is it the class name or the display name that shows up in the list to choose from?

wintry tartan
#

It is (display)Name

coarse cairn
#

okay thanks im gonna make some changes to reflect this and try that

wintry tartan
#

Just in case you don't know: changes are only applied when you reload or save the mission

coarse cairn
#

okay copy that i was wondering if it was that way or not wasnt sure so thanks ill let you know in a sec if its still not working

#

i got this error when reloading my mission and its still not showing up ill post what my config looks like here you go

#

class CfgMusic
{
tracks[] = {};
class Brothers in arms
{
name = "Brothers in arms";
sound[] = {"\sounds\BIARTH30.ogg", db+10, 1.0};
};
class Blood Upon The Risers
{
name = "Blood Upon The Risers";
sound[] = {"\sounds\Blood Upon the Risers.ogg", db+10, 1.0};
};
};

wintry tartan
#

You cannot use space for a classname

coarse cairn
#

ohh okay let me fix that then

#

ohhh my god thank you both that worked ive been at this watching videoes and stuff for hours thank you.

winter rain
winter rain
nimble lodge
winter rain
nimble lodge
#

@winter rain may I rip the shit out of that code?

winter rain
nimble lodge
#

@winter rain sorry force of habbit. I assume your turret fires many projectiles very quickly giving an illusion of continious beam? Ideally I would like to look into how you managed to make it look like that. Are you using custom tracer model?

winter rain
#

In this images its always 1 projectile thats fired. Lets talk over PM okay

shy knot
#

I have a vehicle that floats and all, but when it's in the water, I can't control it

#

What factors into vehicle control in water

fringe radish
#

might be a weird question, but how high can I go with the amount of submunitions in submunitionConeType[]={"distribution",amount} and not hurt performance? XD

nimble sequoia
shy knot
novel lava
long cargo
#

Tried looking up how to use macros in config but couldn't find really an explanation for it. I'd like to define, let's say standard medical and other items for units for my faction, but I don't want to type in all the items one by one every time but instead put something like "StandardEquipment" in place of those.

nimble sequoia
long cargo
lunar aurora
#

I really want to know how those laser beams were done because I want to do something similar for a Project Wingman railgun mod.

fringe radish
hearty sandal
#

speed is dependant on a lot of things like weight and mass distribution and engine power

#

oh you mean by scripting

fringe radish
# novel lava it depends highly on the rate of fire

I ended up testing up to ~800, that would create -30fps lag spikes on my end and make other pcs go to 1 fps (all in eden sp), ended up settling for ~300 which I'm yet to test on MP with more than one gun present

hearty sandal
#

best to put the question in right place. here its a bit confusing

grizzled mason
#

Hello everyone, I have a question about using multiple configs inside a single pbo

I see some mods that are structured as follows:

- PBO
--- config.cpp
--- Folder1
------ config1.cpp
--- Foldier2
------ config2.cpp
...

Is there anything special I need to know about structing PBOs this way?

hearty sandal
#

you pack from the root where you have the first config

grizzled mason
hearty sandal
#

no

grizzled mason
#

thumbsupcat thx for the clarification!

sleek island
#

to make a new explosion effect I need to make a class under cfgcloudlets right?

#

then I just do explosioneffects = "classname"

#

?

wintry tartan
#

CfgCloudlets is not the only thing you need to make in order to make completely new effects

sleek island
#

what else do I need to do/where can I read about that?

wintry tartan
sleek island
#

thanks

#

On another issue I'm wondering why my mod is causing a
No entry 'bin\config.bin/CfgPatches'. error

this is my patches stuff
class CfgPatches
{
class Timey_Custom_Ammo
{
name = "Timey's custom ammo";
author = "Timey";
magazines[] = {};
ammo[] = {};
units[] = {};
weapons[] = {};
requiredAddons[] =
{
"A3_Data_F",
"A3_Data_F_Mark",
"A3_Weapons_F",
"A3_Data_F_Mark",
"A3_Data_F",
"A3Data",
"A3_Weapons_F_EPA",
"weapons_f_contact",
"cba_main",
"rhsusf_weapons",
"ACE_Common",
"ace_csw",
"rhsusf_main_loadorder",,
"A3_Weapons_F_EPA",
"A3_Weapons_F_tank",
"A3_Weapons_F_orange",
"A3_Weapons_F_EXP",
"A3_Weapons_F_enoch",
"a3_sounds_f",
"a3_weapons_f",
"a3_sounds_f_exp",
"rhsusf_sounds",
"rhsusf_c_weaponsounds",
"sounds_f_mark"
};
};
};

wintry tartan
#

Double comma after rhsusf_main_loadorder

sleek island
#

ahhhh

#

thank you

#

I'm blind

wintry tartan
#

But this should be a binarizing error not a No Entry error ๐Ÿค”

sleek island
#

lemme launch and see if error is gone

#

well that solved it but now I have a no entry bin\config.bin\cfgpatches.sounds_f_mark issue

#

that just means I'm not using it in my thing right?

#

yeah it does cool I cleared all my errors

ebon pivot
#

Anyone know the config entry for keeping nvgs in vehicles? Can't remember it but recall seeing it in an arma changelog ages ago

ebon pivot
hearty sandal
#
        showNVGDriver=0;
        showNVGCommander=0;
        showNVGGunner=0;
        showNVGCargo[]={0};```
ebon pivot
#

Where is that from for future reference?

#

Will try it now

hearty sandal
#

ran quick search on all in one config file

ebon pivot
#

And is the array for every seat?

#

Ah thx

hearty sandal
#

cargo is array for each cargo position yeah

ebon pivot
#

I presume having an excess would be fine in that case

hearty sandal
#

solid maybe

ebon pivot
#

roger doger i shall give it a look -- what vehicle class is that from if you still have it open?

hearty sandal
#

class All

ebon pivot
#

oh bruh moment lmfao

#

ah, so one element in the array does it for all of them
time to just figure out how to do it on turrets lol

#

would you happen to know why it's disabled by default btw?

hearty sandal
#

probably clipping issues

#

in tight interiors

#

nvgs popping through roofs

ebon pivot
#

fair

bleak hill
#

Would someone mind looking at my config?

hearty sandal
#

you can explain the problem you have and put your config into sqfbin or pastebin and link it here.

bleak hill
grizzled mason
#

I'm trying to make an Apex reskin. Not getting any config errors, however the uniform still doesnt show up. I've made vanilla reskins before using the same format, trying to figure out what may be wrong

grizzled mason
bleak hill
grizzled mason
#

i dont know the proper terms to explain this, but that line attempts to make a subclass when nothing is there

#

if you do something like

class inherit_class;
class new_inherit_class: inherit_class
{
This needs to be here
};
#

so if Rifle_f_base already exists, you can just do

class Rifle_f_base;
bleak hill
#

And the inherit class would be where I set the new dispersion value?

grizzled mason
#

new_inherent_class

#

so it would look like such

bleak hill
#

So it'd look like
class new_inherit_class: inherit_class { dispersion=0.00026; };

grizzled mason
#

yes

bleak hill
#

And new_inherit_class will be that or Rifle_Base_F;

#

Sorry I'm just a bit confused, the example on the Biki doesn't go over weapons and it's the only replacement config I've seen

#

And the class inheritance page has made it worse aha

grizzled mason
bleak hill
#

So exactly as I typed out above? And that will be in the place of the Rifle_Base class?

grizzled mason
#

No, you can't change Rifle_Base class. By changing the config in this way, you will be making a 2nd mk18 with your new dispersion value

bleak hill
#

So it'd replace the Single: Single?

grizzled mason
bleak hill
grizzled mason
mortal sinew
#

So I'm trying to make a deployable antenna from a backpack, like the UAVs and static weapons. I am having trouble enabling the deployed antenna be disassembled back into the backpack item. Can anyone take a look at this and provide some insight?

#
class cfgPatches
{
    class SIGINTSuite
    {
        units[]=
        {     
            "Ant_Collect_Pack"
        };
    };
};
class CfgVehicles
{
    class Weapon_Bag_Base;
    class B_AssaultPack_Base: Weapon_Bag_Base {};
    class Ant_Collect_Pack: B_AssaultPack_Base
    {
        scope=2;
        scopeCurator=2;
        maximumLoad=0;
        isbackpack=1;
        author="Cuban";
        displayName="SIGINT Collection Antenna";
        hiddenSelectionsTextures[] = {"\A3\weapons_f\ammoboxes\bags\data\backpack_compact_blk_co.paa"};
        class assembleInfo
        {
            base="";
            assembleTo="OmniDirectionalAntenna_01_black_F";
            displayName="SIGINT Collection Antenna";
            dissasembleTo[]={"B_AssaultPack_Base"};
            primary=1;
        };
    };
};```
teal spindle
#

Hello, did you ever get an answer on the engine the MROT (main rotor) and ATRQ (Anti-torque rotor) just break instantly, I'm running into same issue. Thank you!

shy knot
#

Does cpp driveoncomponent use an array?

gleaming sentinel
#

Is there a simple way for me to overwrite a class that im inheriting from? Example: ParentClass has a subclass called "Plane", I want to use other parts of the parent, but I don't want to inherit the subclass "Plane", I've tried just class Plane {}; but that does nothing. I want nothing from that class to exist anymore

wheat sluice
mortal sinew
#
    {
        base="Ant_Collect_Pack";
        assembleTo="OmniDirectionalAntenna_01_black_F";
        displayName="SIGINT Collection Antenna";
        dissasembleTo[]={"Ant_Collect_Pack"};
        primary=1;
    };``` Does this look better, now its disassembling to the custom bag? I'm not sure what you mean for your first part.
#

Oh or are you saying I have to add a OmniDirectionalAntenna_01_black_F entry with class assembleInfo and then the disassemble to the bag under that class?

wheat sluice
#

Yes. I would suggest taking a look at how it's done on vanilla static turrets. The M2 HMG is one such example to use.

winter rain
#

And add the same to your antenna like you have added to your backpack

#

Just change the disassembleTo to your backpack class

#

this is my backPack:

        {
            primary = 1;
            base = "";
            displayName = "GDI Sentry Gun";
            assembleTo = "TG_PortableTurret_GDI_01";
            dissasembleTo[] = {};
        };```
this is my turret:
```        class assembleInfo
        {
            primary=1;
            base="";
            assembleTo="";
            displayName="";
            dissasembleTo[]=
            {
                "TG_PortableTurret_GDI_BP_01"
            };
        };```
mortal sinew
#

Ah ok I get it

winter rain
#

example:
driveOnComponent[]={"Track_L","Track_R","Slide"};
in GeometryPhys LOD add these named selections

shy knot
winter rain
ebon pivot
#

@sullen fulcrum --
Effectively all you need is a folder structure as such

YourModNameFolder
|__ data folder
|    |__ your images go here
|__ config.cpp```
#

inside your config.cpp all you need is a CfgPatches entry which you can find on the wiki but it's something along the lines of:

CfgPatches {
    class yourbrilliantmodname {
        author = "you";
        requiredVersion = 0.1;
     };
};```
#

You would then use addon builder to turn the folder into a pbo, then put that pbo file into a folder setup like so:

@ModNameFolder
|__ addons folder
       |__ your pbo file in here

You can then use the local mod button in the arma launcher on @ModNameFolder to add it to your game as a local mod, or use the publisher in Arma 3 tools to upload it to the workshop

winter rain
ebon pivot
mortal sinew
#

@winter rain Thanks for the help! I finally got it working lol

fringe radish
#

I think the scale is too big

#

Of your model, I remember that being an issue with mine

nimble lodge
#

Tracer model?

fringe radish
#

Yeah

nimble lodge
#

I see, alright, changing it and restarting the game

fringe radish
#

You can also tweak it with tracerScale iirc

nimble lodge
#

Thats what I just did, booting up the game to check if it worked

nimble lodge
fringe radish
#

Nice, how does it look like?

nimble lodge
#

I will record in a sec, altho I have to adjust tracer end time a bit

fringe radish
#

interesting

#

could be some of the other settings, I haven't messed with that for months now

shy knot
#

So, I should be good now

tacit zealot
#

Any good example configs on setting up sound tails without soundsets? For some reason my audio files don't work with soundsets/shaders, so I need the old-school option.

mortal sinew
#

Ok so I got the backpack deploying and packup working and the action to appear for the antenna. When I hit Start Sweep (my action) it throws an error for a missing ; in this section:

    {
        scope=2;
        scopeCurator=2;
        maximumLoad=0;
        isbackpack=0;
        author="Cuban";
        displayName="";
        class UserActions
        {
            class StartSweep
            {
            displayName = "Start Sweep";
            position = "sweep_action_pos";
                radius = 5;
                onlyForPlayer = 1;
            condition = "(player distance this < 5)";
            statement = "[this] call SIGINTSuite\sigint_sweep.sqf; hint 'SIGINT Sweep Started';";
            };
        };
        class assembleInfo
        {
            base="";
            assembleTo="";
            displayName="SIGINT Antenna";
            dissasembleTo[]={"Ant_Collect_Pack"};
            primary=1;
        };``` Does anyone see the error? I cant find the missing ; for the life of me
grizzled mason
#

did you forget to paste that in or is it actually missing?

mortal sinew
#

I was just pasting a snippet, I have the class closing bracket

#

The game keeps saying I'm missing a ; near the statement

winter rain
#

probably replace your ' blabla ' to " blabla "

ashen chasm
#

[this] call SIGINTSuite\sigint_sweep.sqf doesn't look like a valid syntax. You need to either execVM the sqf file (with its name as a string). Or you need to have a proper function name ๐Ÿคทโ€โ™‚๏ธ

winter rain
#

statement = "[This] execVM '\SIGINTSuite\sigint_sweep.sqf';";

#

in condition i would also add this to it
condition = "(player distance this < 5) && Alive(this)";

#

so if its destroyed it wont happen

#

not good artemoz? xD

ashen chasm
#

it's just Alive(this) vs alive this. Both should work, but first doesn't look very SQF

winter rain
#

i dont know, i only know it works so far xD im not a scripter i just use some basics sometimes

ashen chasm
#

"good enough" is, well, good enough place to stop digging further aviator

winter rain
#

sometimes its better to dig further to learn more. condition = "if you want to learn more"; ๐Ÿ˜…

nimble lodge
#

By the way, does anyone know which config line defines the size on the aircraft radar (I mean the panel on the right side)

#

As in I want to change radar screen from 2k to 8k distance

ashen chasm
#

_vehicleConfig >> "Components" >> "VehicleSystemsDisplayManagerComponentLeft" >> "Components" >> "SensorDisplay" >> "range" seems to be it. With range[] = {4000,2000,16000,8000}; values for Neophron.

grizzled mason
#

Can anyone point me in the direction on how to make a mod-based entry in the briefing/intel like the CBA addon does?

ashen chasm
#

Running a CfgFunctions function with vanilla postInit=1; should work as well

grizzled mason
ashen chasm
#

Yes

tender fiber
#

Can anyone help me out?

I Have a texture for the Hatchet H-60 mod, i managed to make a unit in the config with the

    {
     hiddenTexture[] = {"my textures"}
    };```

but i want to add my texture to the existing H-60's Helicopters garage textures (camouflages), without removing any of theirs
from what i've gathered with other people `textureSources` is the way to go, i CAN alter my vehicle cfg `NewVehicle` to add a textureSources with my texture but all other H-60's textures disappear, **Can i  add my texture to their textureSources?**

and if so, can i alter their cfg through my config file like
```class TheirVehicle
  {
  **INSERT MY TEXTURE HERE SOMEHOW WITHOUT REPLACING THEIRS**
  };

By the way "No is not an option" is acceptable, but if it is possible please help me out and ping me

grizzled mason
#

I misread that. Pardon me I am tired ๐Ÿฅฑ

#

Just make a new class with the updated Texture sources with the original one + yours added

#

it will create a new unit but its the best you can do

tender fiber
#

i see, thank you

ashen chasm
tender fiber
#

ty

ashen chasm
#

correction, requiredAddons[]= {"vtx_uh60_config"}; should replace lines 8-11

tender fiber
#

k

ashen chasm
#

and yeah, it adds the texture to original units. The entire texture source system kinda looks like it is its purpose :3

tender fiber
#

this one is before selecting that different Texture

#

yes that same button is stuck in the other versions of the heli (although it doesn't have my texture activated like the one in the image which is the vehicle i've created)

ashen chasm
#

๐Ÿคทโ€โ™‚๏ธ works on my machine

grizzled mason
#

Its also unusual that you are able to select 2 items inside the Paint category.

Maybe double check the Cfg to see if something is allow 2 items to be picked? Its been a while since iโ€™ve done any vehicle configs

ebon pivot
#

What is the volume value for soundHit[] = {"myfancypath",3.16228,0.5};?

#

Can't figure it out due to having poor hearing

grizzled mason
#

pick 1 texture and it places 2 of them

tender fiber
#

i did was just a syntax error i wasn't seeing at first, if it has 2 of the same most likely means you have 2 TextureSources somewhere, and if they're stuck on it's probably a syntax error

grizzled mason
abstract crypt
#

I'm having a bit of a bug where me firing the commander turret on my tank creates a effect on the coax of the main turret. I can shoot both the coax of the main turret or the commander gun, and the effect will appear. I thought this was related to the muzzle flash, so i spent a lot of time trying to fix that. This works now like its supposed to but im still baffled because it didn't fix my original problem xD

Can someone tell me what (i assume animation) is triggering this "dust" cloud?

Example: This is me firing the commander gun (2) but as you can see on the image and effect appears on the coax (1).

sweet forum
#

Hey I am very new to this and I am trying to see if I can add a custom helmet to a starsim server and currently just testing it myself. Does anyone here know what I might be doing wrong?

abstract crypt
#

The error kind of speaks for itself. You are referring to a baseclass that isn't defined in your config. In your case its "Helmet_V1" that you have set to inherit from "SWLB_clone_P2_helmet", but that class isn't defined in the config.

#

I assume you are loading another mod alongside the one you are making?

sweet forum
#

Honestly I have no idea lol

#

How would I go about defining it?

abstract crypt
#

Are you making a totally new mod yourself where you want to add a new helmet to the game?

sweet forum
#

Yes I think so if I am understanding correctly

abstract crypt
#

I ask because there is a big difference in just changing the texture of an existing helmet and adding a totally new one

#

Your config kinda looks like you are just trying to change the texture from an existing helmet

sweet forum
#

Probably

#

If I wasn't I would need a helmet model in the files right?

abstract crypt
#

correct

#

you would need a 3D model, the textures etc.

sweet forum
#

Yea I only have textures

abstract crypt
#

ok, add this to your CfgWeapons "class SWLB_clone_P2_helmet;"

#

without the "

sweet forum
#

Just under the cfg or somewhere specific?

abstract crypt
#

just put it over your class Helmet_V1

sweet forum
#

Looks right

abstract crypt
#

yea thats fine

sweet forum
#

Is there more to do?

abstract crypt
#

Not really, but there may of course be other errors in your config

#

remember to load the other mod though that has the helmet in it

#

otherwise this wont work

sweet forum
#

Ok, WI will try this now the other mod should be loaded

#

Thank you for the help

abstract crypt
sweet forum
abstract crypt
#

makes it a bit easier to go through ๐Ÿ˜„

sweet forum
#

Ok'

#

I will send you a dm

abstract crypt
#

sure

grizzled mason
#

Alternatively you could add โ€œscope= 2;โ€ for a quick fix attempt

sleek island
#

I seem to be having a similar issue where my weapon isn't showing up in the arsenal

sleek island
#

if anyone has an answer pls ping me

grizzled mason
sleek island
#

That one is just overwriting the m4a1 to be a spas 15 not adding a new gun to the list

shy knot
wheat sluice
# sleek island https://github.com/TimeyDingo/Timeys_Custom_Ammo/blob/main/addons/config.cpp if ...
  1. You are inheriting from the wrong class. Inherit from SMG_01_F and not SMG_01_Base (which is the parent of SMG_01_F and is privated).
  2. You do not need to redefine WeaponSlotsInfo as your own T_Vector_9mm class does not change the mass of weapon to begin with (the in-game Vermin SMG already weighs 40 mass by default).

If you do want to keep it like that (2.), I'd suggest inheriting from SMG_01_F's WeaponSlotsInfo like this so that you can still attach accessories and change its weight if needed:

    class SMG_01_Base;
    class SMG_01_F: SMG_01_Base
    {
        class WeaponSlotsInfo;
    };
    class T_Vector_9mm: SMG_01_F
    {
        class WeaponSlotsInfo: WeaponSlotsInfo
        {
            mass = 40; /// some rough estimate
        };
    };
sleek island
#

@wheat sluice I made those changes and the new vector still doesn't appear in the arsenal

wintry fox
#

I'm having an issue where custom units / the subcategory they belong too are being added to the subcategory of the units they inherit from. I'm know I'm missing something obviously, but I think I've been looking at it too long to figure out.

// Main Config
class CfgMods
{
  class Mod_Base;
  class DartArmory: Mod_Base
  {
    name = "[DA] Dart Armory";
  };
};

class CfgFactionClasses
{
  class DA_XRay
  {
    dlc = "DartArmory";
    author = "DartRuffian";
    scope = 2;
    scopeCurator = 2;
    side = 1;
    displayName = "[DA] X-Ray Commando Squad";
  };
};

class CfgEditorSubcategories
{
  class DA_XRay_Customs
  {
    dlc = "DartArmory";
    author = "DartRuffian";
    scope = 2;
    scopeCurator = 2;
    side = 1;
    displayName = "Customs";
  };
};
// CfgVehicles
class XRAY_Commando_SL: SWLB_clone_commando_sl_base
{
  author = "DartRuffian";
  editorSubcategory = "DA_XRay_Customs";
  // Other info here not relevant
};
#

Basically, the subcategory / units I define are being added to the faction the original units inherit from

wheat sluice
#

The token's name is a bit misleading but it's meant to be defined every time you have a unique version of the weapon (whether it's a different variant or a retex, etc.).

sleek island
#

@wheat sluice thanks that worked!

wintry fox
grizzled mason
#
class CfgEditorCategories
{
    class category_classname
    {
        displayName="Category Name";
    };
};

class CfgEditorSubcategories
{
    class subcategory_classname
    {
        displayName="Subcategory Name";
    };
};
#

Hope that helps duckthumbsup

wintry fox
# grizzled mason Your `CfgFactionClasses` should be `CfgEditorCategories`

I changed it to CfgEditorCategories but they still weren't appearing in either Eden or Zeus

class CfgEditorCategories
{
  class DA_Commandos_XRay
  {
    dlc = "DartArmory";
    author = "DartRuffian";
    scope = 2;
    scopeCurator = 2;
    displayName = "[DA] Dart Armory";
  };
};

class CfgEditorSubcategories
{
  class DA_XRay_Customs
  {
    // Custom Armor Units
    dlc = "DartArmory";
    editorCategory = "DA_Commandos_XRay";
    author = "DartRuffian";
    scope = 2;
    scopeCurator = 2;
    displayName = "Customs";
  };
};
grizzled mason
#

I personally havent seen any CfgEditorCategories wih dlc, author, etc inside them

wintry fox
wintry fox
grizzled mason
# wintry fox I had copied over the code from an aux mod I work on, and then changed classname...

So just to go through all possibilities

  1. You have changed CfgFactionCategories to CfgEditorCategories. And you have added editorCategory= and editorSubcategory to your class in CfgVehicles? Can you double check those are correct, and that the right info is in each one?

  2. I noticed your CfgVehicles class calls upon a base class. Do you know what the scope of that class is? Sometimes base classes are hidden. You can add scope=2; to your class to see if that fixes it

wintry fox
#
  1. Why would the category and subcategory be specified in the unit's config? The subcategory is defined, with editorSubcategory = "DA_XRay_Customs";.
  2. The base class is definitely public, as the units I defined were appearing before in the editor before, but the subcategory was placed in the category that the original units belonged to.
grizzled mason
#

or at least, i did making my vehicles ๐Ÿ˜…

wintry fox
#

I haven't had to specify category and subcategory in any previous time I've defined units

grizzled mason
#

Look at it this way

#

category and subcategory are not in any way defined to each other

#

as far as i know

#

Have you checked inside the editor category of the parent class?

#

maybe your customs are showing up in there ๐Ÿ˜‰

wintry fox
#

Added editorCategory, still did not appear

grizzled mason
#

well now i am certainly puzzled aPES_Think

wintry fox
#

Here is just the entire file

grizzled mason
#

nvm i cant read

wintry fox
#

I don't know what finally fixed it, but they're finally showing up

abstract crypt
# shy knot Gun particle effect code is incorrect

Thats a fair assumption. The thing that gets me is that i can't find anything related to particles in any of the config im using. I straight up have no clue where this code is that makes the effect. I assume its something thats inherited from somewhere, i just don't know where. I assumed it would be in the model.cfg but I think im wrong on that. Where are particle effects normally handled?

shy knot
abstract crypt
winter rain
#

If both Weapons got same values like as example konec hlavne / usti hlavne you get the effect at these points you got in your vehicle defined.
Weapon and Vehicle play together even if they are done in seperated pbo's etc

#

Also gunner and commander turrets in cfgVehicles can have seperated zasleh points
Cant remind if the Sample Tank has it in in the BI Arma Sample tools

abstract crypt
# winter rain CfgWeapons Class GunParticles

I am in fact basing this on the samples tank, but it has no CfgWeapons in it, hence my confusion. Mind you that this wouldn't be the first bug that i have found in the sample tanks config.

winter rain
abstract crypt
#

oh i see

abstract crypt
#

it just seems strange that it triggers the effect on either gun firing

winter rain
abstract crypt
winter rain
#

Ah yes nvm my question

Can you pastebin your turret config of gunner and commander

abstract crypt
#

I had a go at changing the coax of the main turret to something else, but it didn't make much of a difference

#

zasleh = Coax of main turret
zasleh2 = Commander gun

#

but i believe that zasleh doesn't have any impact on the particle effects

#

pretty sure its a memory point thing

winter rain
#

Not sure but i got something in mind that commander gun or gunner gun had a memorypoint called kulas

You have to check your used weapons so the coax and hmg what kind of defined GunParticles they have, so you can add these to your 3D model memory and also to your vehicle config

abstract crypt
#

you are correct, there is something called kulas in the model

#

I was actually not sure what its used for and it is placed in the spot where the particles originate

#

the thing is though

winter rain
#

Probably this is it, i just got it a little bit in my mind ๐Ÿคฃ

abstract crypt
#

I renamed it to see if anything would break and it didn't. Plus the particles still originate from that point

winter rain
#

Check the weapons you use what Gunparticles they have

abstract crypt
#

This is getting ironic

#

so its the other way around

winter rain
#

Maybe that will fix it yes

abstract crypt
#

Its fixed

#

you are my hero

#

โค๏ธ

#

Someone give this man a cookie!

#

This has been driving me nuts for days now

winter rain
#

Thats Arma kekw2

abstract crypt
#

I did not know that the guns used on the tanks have predefined memory points for these things

winter rain
abstract crypt
#

I also love the fact that the Samples tank is not built the same way the vanilla tanks are xD

#

usti hlavne2 and 3 are flipped on the samples tank

winter rain
#

I think the Samples are mostly outdated. You should search for the AoW All in one config

abstract crypt
indigo sinew
#

Hi, so a friend of mine and I are trying to change the Arma 3 Logo at the top of the screen with our mod's logo which is basically the A3 logo but romanian. We figured out the config, but for me it only shows our logo for a split second when I start-up the game and load into the main menu and then turns back to the default one. Yet for my friend it works like intended. Any idea why this gold "prestige" logo overwrites ours? Never looked up what's with this new golden logo.

edit: ok so after a few quick searches on google with the right words, I found out that if you finish the arma invaders mini-game it turns the default a3 logo golden, yet still don't know why it overwrites ours

junior zinc
#

Can you post the config for it?

indigo sinew
# junior zinc Can you post the config for it?
//class RscText;
class RscControlsGroup
{
    class VScrollbar;
    class HScrollbar;
};
class RscControlsGroupNoScrollbars;
class RscPicture;
class RscStandardDisplay;
class RscButtonMenu;
class RscButtonMenuMain;
class RscActivePicture;
class RscButton;
class GroupSingleplayer;
class RscDisplayMain: RscStandardDisplay
{
    enableDisplay = 0;
    delete Spotlight;
    class controls
    {
        delete Spotlight1;
        delete Spotlight2;
        delete Spotlight3;
        delete BackgroundSpotlightRight;
        delete BackgroundSpotlightLeft;
        delete BackgroundSpotlight;
        delete SpotlightNext;
        delete SpotlightPrev;
        delete BackgroundBarRight;
        delete BackgroundBarLeft;
        class Logo: RscActivePicture
        {
            text = "\a3\ui_f\data\Logos\arma3_shadow_ca.paa";
            tooltip = "";
            color[] = {0.9,0.9,0.9,1};
            colorActive[] = {1,1,1,1};
            shadow = 0;
            x = "0.5 -  5 *  (pixelW * pixelGrid * 2)";
            y = "safezoneY + (3 - 0.5 *  5) *  (pixelH * pixelGrid * 2)";
            w = "2 *  5 *  (pixelW * pixelGrid * 2)";
            h = "1 *  5 *  (pixelH * pixelGrid * 2)";
            onButtonClick = "";
            onSetFocus = "(_this select 0) ctrlsettextcolor [1,1,1,1];";
            onKillFocus = "(_this select 0) ctrlsettextcolor [0.9,0.9,0.9,1];";
        };
        class LogoApex: Logo{};
    };
};
class RscDisplayMainMap
{
    class controlsBackground
    {
        delete CA_RscMapSignalBackground;
        delete CA_RscMapSignalPicture;
        delete CA_RscMapSignalText;
    };
};
hearty sandal
indigo sinew
#

as we did with the default logo, but this golden one overwrites even ours

hearty sandal
#

probably. No idea on how though

indigo sinew
hearty sandal
#

since it overwrites the vanilla and your config ๐Ÿ˜…

#

could be Required addon thing

#

so you need to load your config after the one that adds the golden one

indigo sinew
#

hmmmmmmmmmm

indigo sinew
hearty sandal
#

have correct required addon in your cfgPatches

indigo sinew
#

Only way I think of this would work, would be to somehow "overwrite" or "delete" the achievement, else idk.

ebon pivot
#

The minigame shouldn't be showing if there's a main menu editing mod showing iirc? meowsweats

upper sluice
#

Stupid question, timeToLive expiring doesn't trigger indirectHit damage right, the round simply poofs?

hearty sandal
#

it should trigger killed event

#

@upper sluice

upper sluice
#

Neat

#

Shitty hacky Flak rounds go into testing tomorrow I guess

#

And self destruct servo skulls azmoShrug

toxic solar
#

Today I learned, tanks and apcs cant have horns ๐Ÿ˜ฆ

#

cause I guess they dont play the drySound parts of a weapon

ashen chasm
#

huh, why not?

#

note to myself: check when i get to PC

nimble sequoia
toxic solar
#

did they give tanks the carX simulation ๐Ÿ™‚

nimble sequoia
frigid flower
#

Is there an engine-enforced limit for SoundSet SoundShaders? I've tried setting soundShadersLimit to 0, to 999, setting limitation to false on all the soundshaders I have, and yet, no matter what, the moment I have more than 2, all three go silent. All I hear are the two other ones used for interior tails and distant shots.

I have a few hack-hack solutions in mind that should work, but I wanna know why what's happening is happening in the first place. Is there such a limit?

toxic solar
nimble sequoia
toxic solar
#

oh I see

#

why not add to base game?

tawdry coral
tawdry coral
candid bison
# tawdry coral Never mind! Although, I am curious, what was it?

In required addons you need to put "A3_Ui_F","A3_Ui_F_Data" and in the above config you need to set the profileNameSpace variable 'BIN_ArmaInvasionStopped', true. example: class Logo: RscActivePicture
{
onLoad = "profileNamespace setVariable ['BIN_ArmaInvasionStopped', true]";

prisma pecan
#

any czech speaker know the difference between "uste hlavne" and "konec hlavne" in terms of gun muzzles?

#

translate says konec means end, so i'm thinking that is the emission point.

nimble sequoia
shy knot
#

Make sure theyโ€™re in line too

#

Otherwise, you get accuracy issues

#

Does caliber in cfgAmmo actually correlate to the caliber of the round for say, a tank round? Or is that just for penetration calculation

nimble sequoia
rain scarab
#

Having a hard time making a working grenade config, does anyone happen to have a sample grenade config? I wanted to derive it from grenadehand_stone as the throwable I'm making isn't supposed to explode, but I just can't get it to show up in arsenal.

hearty sandal
#

the vanilla configs are what to look into really.

#

or the sample weapons configs as all weapons, mags and ammo share same principles

#

and youll probably need to add it into the throw weapons muzzles[] array

rain scarab
#

That last one might be it. I had scope in the config already, but was deriving from what I could find in a3\weapons_f where it defines grenadehand_stone under cfgAmmo, CfgMagazines, and cfgWeapons. I think I forgot to add it as a part of class throw though, maybe.

hearty sandal
#

also make sure you are testing without any other mods on

#

as they can easily break whatever you do if the mod loadorder does not go right

#

(required addons array in cfgPatches handle that)

rain scarab
#

I've got it loading just by itself, yeah. I must be missing something obvious, it's just that weapon configs (specifically grenades, too) are very out of my usual scope lol. Here's what I've got, it's not showing up though. [edit- removed old pastebin link, new one added] https://pastebin.com/LAQ0tK7u

rain scarab
#

Got it appearing in arsenal, but it is not selectable when cycling grenades so I can't throw it- however, a step closer atleast lol.

copper thunder
#

im trying to change the camera position for third person, i changed extCameraPosition[] = {0.15,0,-2} in config.cpp of the mod Iโ€™ve created but its still the same

wintry tartan
#

Please post your entire config

nimble sequoia
# copper thunder im trying to change the camera position for third person, i changed `extCameraPo...

Your code snippet is correct.
In the Eden Editor, right click your vehicle and choose Config Viewer. Then find extCameraPosition[] and compare its value. If it doesn't match your config, you could check for common mistakes:
a) you are not building the pbo into the correct game folder location
b) you have the code in the wrong part of the vehicle definition
c) it is being overwritten by a later entry in an inherited child class, or by another mod

copper thunder
#

So my vehicle extCameraPosition[] is set to what i chose in the config.cpp but it doesnt actually change the camera when in third person

wintry tartan
#

Please post your entire config

copper thunder
wintry tartan
#

Check the pinned. It is better to use AoW loadorder

copper thunder
#

you mean this?

wintry tartan
#

Yes

copper thunder
#

i dont see what use this is when the unit in game is showing the camera position i want but not actually changing it when i go into third person

grizzled mason
#

You can specify any required mod and if its missing, it would throw such error duckshrug

copper thunder
#

but its not missing, its being set correctly as shown in the screenshot, just not showing the camera position changed in third person

copper thunder
grizzled mason
#

Because โ€œdata_f_lxWSโ€ looks very WS dlc to me

copper thunder
#

Idk what โ€˜data_f_lxWSโ€™ is

#

The mod loads, all the images and sounds work but the camera doesnโ€™t change, despite the value changing in the units config

hearty sandal
#

and something you are doing requires it but it is not getting loaded

#

and if you get errors like that your work cant be debugged until you can start the game cleanly

copper thunder
#

I only added it because I was told to. My game opens cleanly without it

hearty sandal
#

if you mean what polpox guided you to do, you dont have to add the CDLCs unless you are actually trying to mod the CDCLs

#

but you do need to add the stuff you load after

#

like the vanilla Arma 3 A3_Data_F_AoW_loadorder

copper thunder
#

So I have the a3_characters_f in, Iโ€™m not wanting to mod anything else

#

The game boots up just fine with the config Iโ€™m using and changes the camera value but it doesnโ€™t actually change the view in third person

hearty sandal
#

well it might be getting overwritten in later classes

#

you are looking into a very base class now, check if it actually gets inherited to actual characters

nimble sequoia
#

Also try changing it a bit more dramatically, to be sure you're not seeing anything happen.
Example: extCameraPosition[] = {0.15,0,-30};

copper thunder
#

I did try -20 for the last value but that still only changed the value and not the camera. I test it using the Beggar unit

#

I used AgentRansack in the main @mod folder and searched for extCamera, other than vehicle mods e.g. d3s my mod is the only one itโ€™s present in

nimble sequoia
#

Did you check the config viewer on the Beggar unit also showed the new value, as HG suggested, so you know it's being inherited correctly from the CAManBase?

nimble sequoia
#

3rd person view with -10

copper thunder
#

Whaaaaaaat

#

What on earth is making it not work for me

#

If youโ€™re interested, the mods Iโ€™m using you can find on the workshop

hearty sandal
#

my guess is some other mod overwrites it

nimble sequoia
#

Obviously when testing stuff like this, don't run other mods. Rule #1.

copper thunder
#

I did try a load of combinations, I tried a stand-alone camera view change mod along with my 3 mods and it worked

#

Iโ€™m trying to hunt for whatโ€™s causing it in my mod but if anyone wants to glaze their more experienced eyes on them Iโ€™d appreciate it!

nimble sequoia
#

First of all, remove everything else and prove to yourself that you can change the camera view, as I showed. Then gradually put mods back in until it breaks again.

frigid flower
#

Quick question, which event handler should I use for a weapon's init? Is there a specific weapon init EH? I tried the usual init EH, but that didn't run at all.

I made a visible laser script in the editor, and it works, but now I don't know how to make it a mod feature rather than a mission feature. I thought of using a global, mission init function, but then it'd only effect the player/be very taxing on performance. Can't make it a unit script either, and I'd rather not have to activate it via firing the weapon. Any suggestions?

hearty sandal
#

unit is the only entity that gets initialized when placed down

#

weapons etc gear are part of the unit

#

the same way you put init into the unit in mission

#

and dont have separate init for a weapon

frigid flower
#

Dang, well thanks

zenith drift
#

What is the connection or difference between "sensitivity" in cfgvehicles, and "spotDistance" in CfgAISkill?

zenith drift
#

wiki says both are used to affect ai spot distance, but doesn't specify what the difference is between them.

hearty sandal
#

looks like you'll have to test if there is difference

zenith drift
#

surely someone else already has done that

hearty sandal
#

well there arent really that many mods or people who edit this kind of core stuff

zenith drift
#

in 10 years?

hearty sandal
#

yes

zenith drift
#

nobody has ever been interested in how well the ai spots stuff in 10 years of playing this game?

hearty sandal
#

there are some AI mods sure but you can likely count by two hands how many people might now something about this kind of stuff

zenith drift
#

man, this community is useless

#

nobody has an answer to anything

hearty sandal
#

you are free to leave

zenith drift
#

i don't think i've ever got one accurate answer to any single config question i've raised

hearty sandal
#

blobdoggoshruggoogly it is what it is, not every modding granpa from 10 years back is here or even around anymore

#

most knowledge gained by people never get passed on

#

so dont be a dick about it

toxic solar
#

huh, didnt know sensitivity was a thing, kind of a weird name

#

time to increase it for scout units I guess >:)

full umbra
#

Another dumb question. My UAV model inherits from AR2 Darter, and everything else works smoothly expect pressing Q or E to turn the vehicle it spins like no tomorrow. Even pressing the buttons briefly turn the vehicle 180 degrees.
I can't figure out which lines of Config.CPP influence this and have had no luck searching the related documentation or Arma Samples.

winter rain
full umbra
#

I'll look into it, thanks for the tip! Most of the weight is at the center of the object, maybe I should try distributing it more to the sides too. Don't know if it affects it.

nimble sequoia
full umbra
balmy birch
#

how to make item to be backpack-only (like medpacks and toolkits)?

novel lava
#

allowedSlots[] = {901};

#

801 for uniform, 701 for vests 901 for backpacks. so if you want backpacks only, only have 901

copper thunder
nimble sequoia
#

Make a pbo with nothing else than the camera change and run no other mods.

toxic solar
#

is it possible to have ViV stuff be able to shoot? Lets say I make a machine gun turret that can be VIV on the hemmit, can it then fire?

#

or is that disabled when it gets Viv'ed

nimble sequoia
#

I think it's disabled, but you can try it for yourself - put an armed Offroad in the back of the large transport heli.

toxic solar
#

Yea it is disabled, I guess no way to enable it?

#

Yeah I put the polaris minigun atv on the hemmit and I can look around in the turret but cant shoot

nimble sequoia
#

ViV is handled in quite a different way to how native turrets are, so it probably couldn't handle the loaded vehicle being "live".

toxic solar
#

ah tragic

#

I was hoping to put a mortar on the hemmit flatbed ๐Ÿ˜ฆ

#

back to attachTo I guess

winter rain
toxic solar
#

I just like how in zeus u can drag and drop

#

and it willl try to fill up if it can

shy knot
#

Is there a limit on how many dampers you can have

nimble sequoia
#

It's probably 9 wheels (per side), but never tested over that to be sure.

shy knot
#

I know the max wheels that ARMA supports before causing CTDs is 20

hearty sandal
toxic solar
#

is the ViV stuff available as scripts? I wanted to see how they are able to fit multiple vics in a row

hearty sandal
#

not sure ๐Ÿค”

toxic solar
#

tried looking for the useraction in an AIO, looked for "unload vehicle" but couldnt find

#

would be pretty cool

hearty sandal
#

if it were somewhere it would be in functions

copper thunder
#

just that inside the pbo file

copper thunder
ashen chasm
#

I've:
a) downloaded your config.cpp
b) changed the coordinates for more noticeable result
c) packed with BI Addon Builder (settings on screenshot, resulting PBO is also attached)
d) started Arma with "<PATH>\Arma 3\Arma3_x64.exe" "-mod=<PATH>\Arma 3\!Workshop\@CBA_A3;<PATH>\Arma 3\mods\manCamMeme"
and it worked ๐Ÿคทโ€โ™‚๏ธ

copper thunder
#

thats exactly how i do it, just trying again

ashen chasm
#

your coordinates are kinda close to default values, see if changing them does anything ๐Ÿคทโ€โ™‚๏ธ

copper thunder
#

so despite my original coordinates being different from the base games, for some reason when i set it to them there is no change

#

just need to tinker now to find the coords i want

#

is there a way to change the coords live so i can fine tune it

#

without restarting and repacking

nimble sequoia
abstract crypt
#

I could use some advice on creating a 3rd turret on a tank. This turret is for a 4th position within the tank. I got the seat working, the view etc. but getting the turret to work seems more difficult than what i anticipated. Sitting in the seat gives me a fixed forward view that does not change with the current main turret rotation, which is a bit odd.
I have been trying to read up on animation sources because i think thats where my problem lies. But at this point im just guessing. I created a pastebin of the turret config and the model config. Any help would be much appreciated. ๐Ÿ™‚

https://pastebin.com/NV8w6K0M
https://pastebin.com/fzKr9pvC

nimble sequoia
abstract crypt
#

Do the numbers need to correspond to the models proxy number? Or does it just need to be a unique number in the config?

nimble sequoia
#

They have to correspond to the TYPE and NUMBER of the proxy. That's how the config knows where the turret operator is.

abstract crypt
nimble sequoia
#

I would suggest that while starting out learning about how to make turrets, that you work on a more simple vehicle that only has 1 turret, and you learn how to create/modify the basics of that.

#

Something really simple to learn on, like this.

abstract crypt
nimble sequoia
#

Once you have mastered how to make the turret turn, fire a weapon, drive, you can then think about expanding to nested multiple turrets.

abstract crypt
# nimble sequoia Something really simple to learn on, like this.

I understand, where you are coming from with this, but I'm not about to start a project on an entirely different vehicle just so i can learn how to add one additional turret. I'm basing this on the test tank and have sunk a lot of time into it already learning the different parts of it, not just the turret.
This is simply a obstacle that i need to overcome to continue my work.

abstract crypt
#

The problem with the samples is that it doesn't explain a lot of stuff. And me needing another turret on a tank isn't something i will find anywhere because none of the vanilla stuff has it

nimble sequoia
#

Purely from looking at the code you sent, you appear to just be throwing things in hoping they'll work without a very basic understanding. Trying to run before you can walk. So there's not much point trying to explain as the helper will only end up having to write out a fully working config and correcting the model for you.

abstract crypt
# nimble sequoia Purely from looking at the code you sent, you appear to just be throwing things ...

Well yes i am "throwing" stuff in there based on the configuration that i have seen in the sample tanks configuration to try and replicate a turrets functions.
I am not looking for someone to "write the code" for me, i was merely asking for help in understanding how this works. If you think that my code is so far away from something functional and you don't want to help then that's okay, i guess i will have to figure it out myself somehow.
But this isn't the easiest thing to research since it isn't something that a vanilla asset has. And it doesn't help that the wiki doesn't actually list all the valid values, for example what you referred to earlier as valid types isn't actually explained on that wiki page

hearty sandal
#

best thing you can do for helping yourself is to get a all in one config dump file where you can easily browse through all vanilla config as reference

#

it makes a huge difference to be able to search through it

abstract crypt
nimble sequoia
#

If I didn't want to help I wouldn't be here trying to do exactly that. But if advice isn't heeded, I will indeed leave it to others to step in.

abstract crypt
# nimble sequoia If I didn't want to help I wouldn't be here trying to do exactly that. But if ad...

I understand what you are trying to say, its not that i don't appreciate the input. But if i had to 100% learn every bit of config that is used to make the tank work, then i would be releasing it in 10 years.
I am sure most people do something similar in using code from the sample files etc. to try and make things work. Especially considering some of the inheritance going on to parts of code that people don't even have in their configs.

hearty sandal
#

after 10 years of modding

#

we start to understand stuff

#

there are no shortcuts, except that someone else does the work

abstract crypt
#

I'm having a lot of "ahhh" and "ohhh thats how it works" moments as i go through the long list of things that i am trying to create. It's a fun hobby tbh, especially once you figure out why that one thing you couldn't get to work now works.
But sometimes its like hitting a brick wall.

hearty sandal
#

it is yes

#

however the samples already show how the model.cfg structure works and how things work together

#

adding a new turret or new moving parts is just adding more of the same stuff but with different names

abstract crypt
# hearty sandal there are no shortcuts, except that someone else does the work

I understand, and im not looking for that, I'm really not.

But if i had to follow Apollo's advice here, i could create some basic shapes and throw it in a mod and try and create a simple main turret and then commander on top. But i would still do it based on the sample config. I'm honestly not sure how that would teach me how to do it :/

hearty sandal
#

well starting from 0 and adding all the parts can teach that "I need Y for X to work"

nimble sequoia
#

First it would give you an understanding of how proxies are used in turrets.
Then it would tell you that half of your code was placed in the wrong section and was doing nothing.

hearty sandal
#

so when I want to make X2 I need Y2

abstract crypt
nimble sequoia
#

I want to be Formula 1 champion. All I need to do is copy Lewis Hamilton's movements. (No I can't drive yet, but it will take too long if I have to learn all that stuff about accelerator and gears). Sorry if it sounds harsh, but it feels analogous.

bleak hill
#

I'm trying to make a sound replacement config, could someone point me in the direction of where I'm going wrong? The config loads into game perfectly fine but the sounds aren't replaced. I've added where I've found out the info I'm using in my config to the pastebin https://pastebin.com/s2dSBqJC

fleet adder
#

According to the new feature for visible pointers in vanilla arma and taking as an example the Polpox ticket suggestion in the tracker, adding isIR is what would actually define visible lasers?

class acc_pointer_IR;
class acc_pointer_Red: acc_pointer_IR
{
    class ItemInfo: InventoryFlashLightItem_Base_F
    {
        mass = 6;
        class Pointer
        {
            irLaserPos = "laser pos";
            irLaserEnd = "laser dir";
            beamColor[] = {1,0,0};
            dotColor[] = {1,0,0};
            dotSize = 1;
            beamThickness = 1;
            beamMaxLength = -1;
            isIR = 0;
        };
        class FlashLight
        {
        };
    };
};
gentle axle
#

I would like to do some retextures on Contact equipment, and get some classes out of the Contact configs. With them being ebos instead of pbos, how can I get that info?

shy knot
wintry tartan
#

Configs are always accessible through in game Config Viewer

#

Also major part of Contact enoch are PBO already

hearty sandal
#

most of them should be in pbos already yeah

#

and what configs are not can be exported via config dump debug command or viewed ingame (advanced dev tools mod pimped up config viewer recommended)

rain scarab
#

In case anyone struggles to find available door sounds, I wanted to put this here for reference. These are the vanilla door sounds defined in sounds_f\config.cpp:

GenericDoorsSound
GenericBigDoorsSound
PlasticDoorsSound
GlassBigDoorsSound
GlassServoDoorsSound
GlassMetalDoorsSound
OldWoodDoorsSound
MetalDoorsSound
MetalBigDoorsSound
MetalOldDoorsSound
MetalOldBigDoorsSound
RollDoorsSound
ServoDoorsSound
ServoRampSound
ServoRampSound_2
GateDoorsSound
FenceGateDoorsSound
RoadGateDoors
TerminalLockSound
TerminalAntennaSound
PlowSound```
gentle axle
gentle axle
opal widget
#

Hey, anyone know how to stop a pbo from fully loading into the game if it has missing dependencies? Like having certain content only load when another mod is installed

grand zinc
#

Can remove the full config if required file is not present

opal widget
#

will test it out, thanks!

toxic solar
#

is it possible to have a weapon for player that has a high rate of fire burst, but with a long delay between the bursts.
so shoot 3 bullets very fast, then way a much longer period to shoot again

cloud saddle
toxic solar
cloud saddle
#

Not possible afaik.

toxic solar
#

Dustie so sad I cry

nimble sequoia
toxic solar
novel lava
#

yeah without scripting it I think magazine is the only way

toxic solar
#

yeah maybe ill use the CBA bolt action stuff? oh well

#

and another thing, initSpeed for cfgWeapons, is that defined at hte root level for a class or in the fire mode?

#

for example if I wanted to do initSpeed = -1.5

slim falcon
#

Hi, is there an expert here who once and for all can explain me the difference in cfgSounds and cfgSFX

#

Im trying to make a module that plays a sound on placement, so far the only difference i found is that it loops if declared as SFX

long cargo
#

SFX is like ambient sounds afaik?

willow oasis
#

Is there a way to increase the thickness of an IR laser through config parameters or scripting?

wintry tartan
#

2.12 offers to customize lasers

slim grove
wintry tartan
#

I don't believe so

#

IIRC Ded says some

slim grove
#

I tried adding this code

beamColor[] = {0,0,0};
dotColor[] = {10000,0,0};
dotSize = 2;
beamThickness = 3.25;
beamMaxLength = 6000;
isIR = 1

To my Pointer config and had no sucess

#

I'm trying to make a laser designator on a rifle that is distinctly thicker than vanilla lasers so it can be used for signaling for CAS

slim grove
wintry tartan
#

Anytime soon if I ping Lou

slim grove
slim grove
#

I'm not sure if the part where it's saying it goes in class Cfgcoredata means I can only change it for all lasers and not just the one I'm writing config for?

wintry tartan
#

Correct

slim grove
#

Well here's hoping documentation goes up soon for editing an individual pointers IR laser

#

So I'm trying to make a signaling laser pointer that is 2 or three times as thick so it stands out

narrow swallow
#

There are some IR related comms terms that could have been useful to confirm which laser is the right one.

toxic solar
#

the example in the issue worked for me

slim grove
toxic solar
# slim grove Can you show me the full config block you used?

deadass the same as the post there

class InventoryFlashLightItem_Base_F;
class acc_pointer_vis_red: acc_pointer_IR
{
    displayName = "funny laser";
    class ItemInfo: InventoryFlashLightItem_Base_F
    {
        mass = 6;
        class Pointer
        {
            irLaserPos = "laser pos";
            irLaserEnd = "laser dir";
            beamColor[] = {10000,0,0};
            dotColor[] = {10000,0,0};
            dotSize = 1;
            beamThickness = 0.25;
            beamMaxLength = 3000;
            isIR = 0;

        };
        class FlashLight
        {
        };
    };
};

just made the beam more beam cause its looks funnie

slim grove
slim grove
#

Okay bet

#

But will it work in IR is the question

toxic solar
#

script?
I see wat u did there kekega

#

idk didnt try

#

IR that is

slim grove
#

okay so

#

the laser thickness stuff works for visible laser