#arma3_config
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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
Ah yes sorry I should specify. We have a character with a custom skeleton that is a tad bigger than the Arma Man
So bullet collision works up until the bounding box limits, which the default one stops around it's upper arm/upper torso
I've noticed this before too and there may not be any fix for that
I know that the Fire Geometry is good because if I make the character crouch, bullet collision will work fine on the entire model
Since it would be sitting inside the bounding box's limits
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
So that seems to be just visual
I'm wondering how the bounding box is calculated at all, since it seems to be ignoring my lods limits
animation class boundSphere parameter
but I have not unfortunately managed to increase the hit detection area yet.
Im fairly sure it used to work and others doing characters have said the same
but my tall mech legs only get detection up to 2 meters roughly
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
I dont remember where I posted about it in the past though xD
But that didn't work either
#arma3_animation message oh looks like it was back in 2021 ๐ where does the time fly
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)
and no matter what size boundSphere I set it did not alter the hit registering
Yea that's what I'm experiencing
And Im pretty sure it did work before but cant say when that was nor I have any footage to prove it
If we could drag the sphere up where it sits above ground it would help
While I'm here, do you know what the named property -spehere does?
I've seen it around in some models when I was digging around with Eliteness. I thought it could be related
cant say I remember encountering it before. do you recall what objects you saw it in?
Yep, I've seen it in all the TIOW 1 pauldrons for space marines
"MkX_Vest"
could be something to try out with some large number in case it is related
Will do
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.
I've tried it but no luck
what I ended up doing is a super hacky way
I made a p3d with Geometry and View Geometry LODs with just the affect areas where bullets dont collide
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
yeah thats been my workaround too
its not quite optimal
but when native way dont work 
yep, works like a charm
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?
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?
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)
or maybe there is another better way to do that that you could think of?
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
thanks for pushing me in a right direction. i will start trying that.
deleting the classes should be also possible. Making them empty might be easier/more reliable.
Im not sure if the empty class would still be required
so I think it would be more realiable to define it empty instead of delete
I could do it ๐
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 ๐ )
thank you for your input. Your info made me understand that it is necessary to load the classes first and then i can modify.
AI airplanes might not work if you got no airports.
Id recommend keeping at least one
AI airplanes work. I just checked. I created a dynamicairport with my mod that i am trying to create and extend.
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.
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
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)
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.
i am off for today. thank you again and have a nice evening.
๐
Is there any way to remove certain types of ammo from vehicles like editing loadouts of planes?
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
you probably looked in wrong place.
there is class turrets and within that class mainturret that contains the weapon and ammo definition
you can check you arma 3 samples on steam for tank config example
I found the config in armor_f_gamma (at least for mbt_02)
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.
well, vanilla config viewer bouncing away is annoying, but if you scroll back to whatever you've opened - it's open
Hmm, that's not my recollection.
Can never replicate unless I actually need the information anyway :P
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 ๐
Id prefer without any kind of scripts, config work only
Any ideas?
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.
initSpeed = 30;
initSpeed = 29;
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 ๐ค
Yeah im on the limit atm with it
I think magazine overrides what's in base weapon as in it offers ability to make alternatives by ammo
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)"
"Throw" seems to ignore the muzzle initSpeed altogether 
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#initSpeed.3D0 for "normal" weapons 
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.
I think it's shotShell/shotGrenade that ignore it
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
as I had an UGL that i tried using initSpeed on and it wouldnt working either
it might be a limitation of secondary muzzles too if its not shotShell causing the issue
@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.
Oh, so switching to diag will help me? How would I reload them?
Wonderful! Thank you, exactly what I was looking for
and talking back to grenade, hey, at least "Fired" EH works ๐คฃ sqf player addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; if (_weapon != "throw") exitWith {}; _projectile setVelocity (velocity _projectile vectorMultiply 10); }];
Rocketman!
Thats a good first way for players, might going to use something like this. But AI will not be able to calculate then, want to make it useable for the AI aswell
Dont know why it ignores after 29
What i know is, simulation shotshell is cool if you dont want a weird flying nade (i needed to fix that cause my nade is a grenade disc) and with shotshell ita going straight ๐
Would anyone know how to to completely disable contour lines on the map?
Not sure if you can ๐ค
If you can it would be messing with the map dialog perhaps instead of terrain config
Or at least that's my guess
cant
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
Also, where could I define a new vision mode?
You can't make new vision modes as far as I know
There is the nvg and few different TI modes
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.
ah good call ๐
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)
Anyone able to assist?
Modify throwable chemlight model to ir grenade and modify light to blink
Probably a good place to start
I'll try it out and get back to you
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
keep the general armor at 120 and try changing penetration materials and hitpoints to make it more resistant if it needs to be so
Penetration material as in the bisurf stuff?
I did change armor in the hitpoints class, that worked well
Can I increase the "health" of a uniform by simply increasing it's armor = 2 to something like armor = 100? in the vehicle config?
yes
Perfect!
Where in a config is what distance something gets put into simple mode?
PLP Container vs Vanilla Ammobox
You mean LODs? That's handled in the model itself. You can't tweak the distance via config.
Brilliant ๐
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.
Have you checked how these look in config viewer?
These class "imports" do not look proper to me.
class Wide: Wide {}; try this.
Testing right now, if that fixes it, I'll be annoyed at myself for not catching that.
It worked, thanks!
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?
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?
oh well I guess without scripting
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
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
Where did you remove it? In CfgVehicles (the unit's class) or in CfgGlasses (the facewear)?
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.
@velvet laurel read this
@velvet laurel
hey, we cant seem to get our reload animation to play, any ideas?
weapon reaload animation or character reload animation?
we are focusing on character atm
havent tried the weapon yet
i dont think that will be anyy issue tho
reload animations/actions require definition in the movesCFG
if you dont have the actions and corresponding animations defined there wont be a reload
like these
i think we did that
@hearty sandal
are you sure?
basically those are the thing that connect weapon to animation on reload
we defo set gestures up, but i dont know if we attached them to the gun, i honestly cant remember at this point
im checkin tho
they should be inside your equivalent of class cfgMoveMaleSdr
class cfgGestrures is separate
we had them in cfgManMoves
okay, what do we need to do to fix it?
dis
and also you will need corresponding animation state classes that contain some sort of animation for the reload
okay ill try that thanks
Does anyone know which ManAction is loaded in when you place a character?
load it when?
Sorry, when you place it down for the first time in eden for example
How exactly does that work? Is there something that sits within the Moveset that defines the weapon?
no what the model holds in its hands defines the weapon
does that mean you need a weapon set for every weapon
Id suppose you could have a set that can work for each weapon type
but if you want different holding poses like what rifle launcher and pistol has then yes, each have their own movesets
and each moveset has all the different stances separately too
some of them share a lot of animations, some have more unique ones
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?
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
it is possible that you have copied someting wrong
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....๐คฆ๐ปโโ๏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.
I knew it was something much more basic that i was missing.... i just didn't know it was THAT basic.
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.
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)
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?
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.
hello, currently I am trying to get my AI artillery assets to point their guns at a certain direction with a certain elevation. I tried both dowatch and lookat, but they each take around 15 seconds to stabilize on a static target, and as the reload time of the SPA is only around 9 seconds and bec...
I love you Amp
The picture attribute is the one that the inventory icons use for CfgMagazines, right? I've got myself a 512x512 paa file for it, but it's not showing it in the inventory and it even breaks the amount indicator. https://cdn.discordapp.com/attachments/1042103018339962940/1073763369703718952/image.png
Enhanced Inv mod is on, sadly part of the testing preset.
Maybe you have the wrong filepath? Are you sure you have it set correctly?
Are there special requirements for the pictures?
Seems that I need a \ at the start
Will try, but it's probably the fix!
yup, fixed it
i'm stupid right now. can anyone point out to me what defines the accuracy weapon stat in virtual arsenal?
i thought it would be dispersion in the fire mode, but i see no changes ingame
In the ACE arsenal it's log(dispersion) in whichever fire mode has showToPlayer != 0.
I never found the BIS arsenal code.
i got it working already before, but every time i get back to it, i have to relearn everything
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
ok dispersion in fire modes is the value. i guess my values just werent big enough to cause a visible change
The logarithm will do that.
(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!
i suspect that firing range for unguided munitions are set up in weapons firemode. Any chance to see your config? ๐ค
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
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;
};
{
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";
};
};```
what's the modes[] array on the weapon itself?
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)";
Trying to find it in the vehicle weapons config, bit it's not under this specific weapon
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.
What kind of vehicle is it?
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).
I just switched the ammo to be the base game Rocket_04_HE_F instead
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 ๐
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!
Could I define modes[] on this weapon myself and it'll work out of the box?
Yes the AI modes mostly have showtoplayer 0 so player is not able to use them
{
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... ...```
Also the ammo has sensors like the vehicle has
That's just before the earlier block of config
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.
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
Yeah I'm not sure why the original config has the 3 modes and only available to the AI anyway
green for interpolated (altitudeSea factor [120,20]), red for square of that
basically yes, "above 20 meters start reducing sound faster than linearly" ๐คทโโ๏ธ
gotcha, it all makes sense now, thanks! ๐
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?
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
Does anyone know the location/pbo where the thermal camera view is handled?
Handled in what way?
(also pro tip for config browsing, get yourself a all in one config dump sile for easy offline searching)
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.
Steam would update your game automatically. We dont support pirated versions of the game here...
its on a old vm no network access, I can assure you I have fully brought this game.
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
Not sure what are you talking about. A config should be included in a PBO, not as a plain text to load
yeah i think what i am trying to do needs to be done in a different way. Thinking more about what i asked, I understood myself that i am on the wrong path here. What i basically wanted to do was changing the ILS Paths for airports dynamically.
Dynamically? Guess that is not a good idea to try
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.
Hm, now that is not that bad idea
thanks ๐
was working the last 2 weeks on this. reason for that taking so long was i was lacking a lot of basics
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?
if this would be possible it would be very nice
let me explain the reason in more detail
So you can debug easily, I get it
Oh, now that is impossible
Diagnosis Exe actually make it happened, but it lacks MP feature for reasons
but thanks for the confirmation
Good luck on your project, sounds interesting to see the result
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
thank you. for sure will share when it is ready to be played. (or at least ready enough to be shown)
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?
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Hi! I have a first result I am able to show:
https://youtu.be/xEZkxZt4TDA
I am working on a mod that allows better Airtraffic control once the planes have landed on the Airport.
This clip demonstrates dynamically changed parking slots for different planes.
pretty cool.
that's pretty neat, gj
looks great! What was the method you needed to use to make it work? did you need the Diag exe?
thank you!
no it was done with a different approach. Let me explain
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.
cool!
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.
unit capture could work. player (or AI) standing in the way would just get crushed
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 unitโs or vehicleโs 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 playerโs 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
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.
Im afraid it would likely never be precise enough with just AI waypointing
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 ๐ฆ
๐
that phrase describes Arma modding quite well
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
-
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
-
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
attachment positions are defined by proxies in the model so it is possible that what you want to do cant be done since you can not alter the proxy position
dang
@hearty sandal Was there a way to get the suppressor to attach? So I can check how the model handles it?
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
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
you can not
models are not editable
guess I'm breaking out blender lol
can always make your own yeah
ayeeee the suppressor attaches just fine thank you RHS devs for placing that connection point

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.
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
-
Infinite ammo
-
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
- 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) - 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?
@wheat sluice thanks for 2. I have it hosted on github atm https://github.com/TimeyDingo/Timeys_Custom_Ammo
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.
alright
- 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
{
...
- Same goes for
rhs_western_m24_muzzle_slot,MuzzleSlot, andMuzzleSlot_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.
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!
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
Nothing's different than vanilla uniform
(this is coming from a guy who has never touched any uniforms in his life)
so I could just take a vanilla config and rename the file it's referencing to my .paa?
I don't mean such, I've just said there's no workflow difference
I'll give it a whirl tmmrw morning
Hello! Not sure if this is a model or config problem placement, sorry if it doesn't fit here ๐ (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.
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"
};
};```
"steot_af_ww2_jia_b", <- remove comma
still getting it
Which is line 20?
Then something's wrong with your included files
oh yep just saw it
damn brackets
you know you just have one of those night where you cant find the simplest damn things...
Then you need either a sleep or a rubberduck ๐
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?
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
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?
do you want to overwrite them or create separate weapons
Overwrite
then you would use the same classnames
and same inheritance stuctures so you dont change that
From the weapon I'm modifying or the Mk18? Presumably the other weapon but I just want to be sure
the weapon you are modifying
and its configs cfgpatches class
in required addons
so you load after it and your changes overwrite the original
So it'd look like
`class CfgPatches
{
class BetterA2
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{"rhsusf_c_weapons",
"UKSF_A2"
};
};
};`
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?
is the tracer a custom object?
It is, but it doesnt have to be, if there is an easier way I am down for it. I tried to read the Pulse Laser script from the workshop, but it didnt help me much with the config
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
Is this something similar to what you are trying to achieve?
Oh yeeeesssss, essentially, maybe tracer could be a bit longer, but yes yes
ah nice, have a look https://github.com/JCalebBR/BaY_JKaara_Armoury/blob/main/bjk_ammo/config.cpp
its from a few months ago, I ended up making my own tracer model
ah so beam was not the goal, more a laser "bolt"
The code you have also uses custom p3d
Yep, feel free to use my model for reference, I believe its unbinarized in there
Well yes and no, It would have been good enough either way.
Ideality I imagined something more like from this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2781549573
It does a beam essentially
well no video in there ๐
sorry, I am not sure if I can even upload video to this chat
if you have a link to such that will work
I am booting up arma I will record it and upload it once it boots up
But it doesnt really matter, because if what caleb sent will work, it is the second best thing
glad to have helped 
ah yeah this is more a beam thing
and more difficult to set up
Hey again, Iโm 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 itโs 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 shouldnโt have an issue with getting nose on for an attack
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?
As prisoner said it is hard to tell what is wrong without seeing what you've got so far
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};
};
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
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?
It is (display)Name
okay thanks im gonna make some changes to reflect this and try that
Just in case you don't know: changes are only applied when you reload or save the mission
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};
};
};
You cannot use space for a classname
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.
Maybe my work can top that 2 options
Oh my god. Is this CnC mod?
@winter rain may I rip the shit out of that code?
There's no need to rip my stuff, just ask me and i can help you with what you need, its just that simple ๐
@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?
In this images its always 1 projectile thats fired. Lets talk over PM 
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
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
Firstly try varying numbers here: engineShiftY = N;
Try -3, -2, -1, 0, 1, 2, 3, until you get some movement.
I've got movement. But, it continuously moves forward. I can turn but it won't actually turn
it depends highly on the rate of fire
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.
The following code defines the macro AUTHOR (convention is to use FULL CAPS) with your name as it's text content, and then whenever you need to use author = in the configs, you use the macro.
author = AUTHOR;```
The macro definitions are often split out into a separate file, such as `defines.hpp` and then called at the start of your main config using:
`#include "defines.hpp"`
Aight, thanks for that
I still don't know how to define the Standard Loadout thing ๐
I really want to know how those laser beams were done because I want to do something similar for a Project Wingman railgun mod.
it was for a shotgun
speed is dependant on a lot of things like weight and mass distribution and engine power
oh you mean by scripting
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
#arma3_scripting would have been the channel
best to put the question in right place. here its a bit confusing
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?
you pack from the root where you have the first config
Would i need to write config1/2 any differently? besides obviously making sure the directories are accurate
no
thx for the clarification!
to make a new explosion effect I need to make a class under cfgcloudlets right?
then I just do explosioneffects = "classname"
?
CfgCloudlets is not the only thing you need to make in order to make completely new effects
what else do I need to do/where can I read about that?
What you can refer is this article
https://community.bistudio.com/wiki/Arma_3:_Particle_Effects
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"
};
};
};
Double comma after rhsusf_main_loadorder
But this should be a binarizing error not a No Entry error ๐ค
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
Anyone know the config entry for keeping nvgs in vehicles? Can't remember it but recall seeing it in an arma changelog ages ago
like in the inventory?
no like they stay on your head when youre in the vehicle
showNVGCargo[]={0,1}; this maybe
showNVGDriver=0;
showNVGCommander=0;
showNVGGunner=0;
showNVGCargo[]={0};```
ran quick search on all in one config file
cargo is array for each cargo position yeah
I presume having an excess would be fine in that case
solid maybe
roger doger i shall give it a look -- what vehicle class is that from if you still have it open?
class All
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?
fair
Would someone mind looking at my config?
you can explain the problem you have and put your config into sqfbin or pastebin and link it here.
I'm getting a syntax error: Line 19: 'c' encountered instead of '{'. https://pastebin.com/PbnGdSFw
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
is Rifle_Base_F a class that is already defined somewhere?
Yeah it's inherited from the mod that I'm doing a config replacement for. Long and short of it is I'm updating the dispersion of a gun that's based on the RHSUSAF Mk18
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;
And the inherit class would be where I set the new dispersion value?
So it'd look like
class new_inherit_class: inherit_class { dispersion=0.00026; };
yes
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
new_inherent_class will be that whatever is inside inherit_class + the changes you made. So it will take the updated values from the new class you made
So exactly as I typed out above? And that will be in the place of the Rifle_Base class?
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
So it'd replace the Single: Single?
yes, although im not sure if you can call another class at that point
I got it working by doing this https://pastebin.com/iALcukSD
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Solved my issue, was placing everything that should be inside CfgVehicles inside CfgWeapons and vice-versa

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;
};
};
};```
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!
Does cpp driveoncomponent use an array?
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
dissasembleTo belongs to the assembleInfo class in OmniDirectionalAntenna_01_black_F. You don't apply that token to the assembleInfo class for your backpack.
Also, the backpack you're trying to disassemble into isn't quite right as it's a privated base class (for all Assault Packs) as opposed to your own backpack that you've just defined (Ant_Collect_Pack).
{
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?
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.
Leave disassembleTo empty
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"
};
};```
Ah ok I get it
definition for GeometryPhys LOD
example:
driveOnComponent[]={"Track_L","Track_R","Slide"};
in GeometryPhys LOD add these named selections
Ok, that seems to have fixed the water steering issue. But, now, it'll float for a little, then it'll just sink
There's a lot you have to take care of to make it drive properly, swim properly and also player and AI compatible
ive invested hours for some perfect results as wheeled and tank class
so i need to know what you did so far for making it swim or it goes to long to figure out what you are missing or what you did wrong
@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
why people are still telling to other people to use Addon Builder. Use pboProject by Mikero's tools to get rid of common mistakes / errors. Addon Builder just makes everything to a pbo file and doesnt care of errors / mistakes
literally all they want to do is put a bunch of pictures into a pbo file
@winter rain Thanks for the help! I finally got it working lol
I tried using your tracer code, but I am ending up with this, any ideas?
https://streamable.com/i3l60u
I think the scale is too big
Of your model, I remember that being an issue with mine
Tracer model?
Yeah
I see, alright, changing it and restarting the game
You can also tweak it with tracerScale iirc
Thats what I just did, booting up the game to check if it worked
Alright it works, thanks
Nice, how does it look like?
I will record in a sec, altho I have to adjust tracer end time a bit
It has a white part in the tracer, no idea where that is from
interesting
could be some of the other settings, I haven't messed with that for months now
Update: The geo buoyancy lod needs some edits. Everything else works fine
So, I should be good now
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.
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
your paste is missing a }; to close the class
did you forget to paste that in or is it actually missing?
I was just pasting a snippet, I have the class closing bracket
The game keeps saying I'm missing a ; near the statement
probably replace your ' blabla ' to " blabla "
[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 ๐คทโโ๏ธ
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
it's just Alive(this) vs alive this. Both should work, but first doesn't look very SQF
i dont know, i only know it works so far xD im not a scripter i just use some basics sometimes

"good enough" is, well, good enough place to stop digging further 
sometimes its better to dig further to learn more. condition = "if you want to learn more"; ๐
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
_vehicleConfig >> "Components" >> "VehicleSystemsDisplayManagerComponentLeft" >> "Components" >> "SensorDisplay" >> "range" seems to be it. With range[] = {4000,2000,16000,8000}; values for Neophron.
Can anyone point me in the direction on how to make a mod-based entry in the briefing/intel like the CBA addon does?
https://github.com/CBATeam/CBA_A3/blob/92bf7f0a62955f8b2a8ed35bae60e2360e91bb00/addons/help/XEH_postInit.sqf#L6 this seems to be how CBA does it ๐คทโโ๏ธ
Running a CfgFunctions function with vanilla postInit=1; should work as well
This bit is to execute the sqf on startup?
got it working

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
If the original class doesn't have hiddenSelectionsTexture, then it's not possible to re-texture it
I misread that. Pardon me I am tired ๐ฅฑ
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
i see, thank you
https://pastebin.com/ZfTeR9jb here's an example ๐คทโโ๏ธ
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
ty
correction, requiredAddons[]= {"vtx_uh60_config"}; should replace lines 8-11
k
and yeah, it adds the texture to original units. The entire texture source system kinda looks like it is its purpose :3
So, it worked, but the Texture i'm using is stuck on, like i can't remove it when i select a different one and it doesn't let me select it back because it's already marked as selected
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)
๐คทโโ๏ธ works on my machine
Is this the default texture
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 iโve done any vehicle configs
What is the volume value for soundHit[] = {"myfancypath",3.16228,0.5};?
Can't figure it out due to having poor hearing
did you ever resolve this? im having a similar problem with my mod as well
pick 1 texture and it places 2 of them
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
.
hmm ill double check but im pretty sure I named them different classes
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).
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?
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?
Are you making a totally new mod yourself where you want to add a new helmet to the game?
Yes I think so if I am understanding correctly
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
Yea I only have textures
Just under the cfg or somewhere specific?
just put it over your class Helmet_V1
yea thats fine
Is there more to do?
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
๐ Good luck ๐
Didn't show up in the arsenal do you got time/effort to help some more?
can you send me the config file instead so i can have a look?
makes it a bit easier to go through ๐
sure
Check out the SWLB_clone_P2_helmet class and see what the scope is set as
Alternatively you could add โscope= 2;โ for a quick fix attempt
I seem to be having a similar issue where my weapon isn't showing up in the arsenal
https://github.com/TimeyDingo/Timeys_Custom_Ammo/blob/main/addons/config.cpp if anyone could take a look. I did the scope thing and whatnot it just doesn't show up. The weapon is the 9mm vector all the way at the bottom of the config
if anyone has an answer pls ping me
Dont know much about weapon cfg, but does the rhs_m4a1 entry above yours work?
BaseWeapon in that entry is the same as the classname its in. whereas yours is the classname of the parent class
That one is just overwriting the m4a1 to be a spas 15 not adding a new gun to the list
Gun particle effect code is incorrect
- 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).
- 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
};
};
@wheat sluice I made those changes and the new vector still doesn't appear in the arsenal
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
Your baseWeapon is wrong. Value needs to be the classname of the weapon so in this case: baseweapon = "T_Vector_9mm";
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.).
@wheat sluice thanks that worked!
Someone in another server said I was missing a editorCategory attribute in the subcategory, but when I added it, it only caused the units to not appear in the editor at all
Your CfgFactionClasses should be CfgEditorCategories
class CfgEditorCategories
{
class category_classname
{
displayName="Category Name";
};
};
class CfgEditorSubcategories
{
class subcategory_classname
{
displayName="Subcategory Name";
};
};
Hope that helps 
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";
};
};
Can you try it using only displayName?
I personally havent seen any CfgEditorCategories wih dlc, author, etc inside them
Still nothing
I had copied over the code from an aux mod I work on, and then changed classnames, author, etc. to what I needed
So just to go through all possibilities
-
You have changed
CfgFactionCategoriestoCfgEditorCategories. And you have addededitorCategory=andeditorSubcategoryto your class in CfgVehicles? Can you double check those are correct, and that the right info is in each one? -
I noticed your
CfgVehiclesclass calls upon a base class. Do you know what the scope of that class is? Sometimes base classes are hidden. You can addscope=2;to your class to see if that fixes it
- Why would the category and subcategory be specified in the unit's config? The subcategory is defined, with
editorSubcategory = "DA_XRay_Customs";. - 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.
You need both category and subcategory
or at least, i did making my vehicles ๐
I haven't had to specify category and subcategory in any previous time I've defined units
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 ๐
Yea, every time I've re-packed the mod to test it, I checked by searching for the name of the units
Added editorCategory, still did not appear
well now i am certainly puzzled 
Here is just the entire file
you said these are units,or gear, or uniforms?
nvm i cant read
I don't know what finally fixed it, but they're finally showing up
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?
Inside the weapon config is a subclass called class GunParticles
when you say weapon config i assume you mean the config for the Turret in CfgVehicles?
CfgWeapons
Class GunParticles
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
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.
Probably check out the AoW All in one config then
I don't think im familiar with that term
oh i see
I'm just so sure its something in my config, or its a memory point thats not correct or something like that
it just seems strange that it triggers the effect on either gun firing
Is it gunner and commander with different MG's?
yea they are different. I'm currently looking at what the T100 has to try and replicate it
Ah yes nvm my question
Can you pastebin your turret config of gunner and commander
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
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
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
Probably this is it, i just got it a little bit in my mind ๐คฃ
I renamed it to see if anything would break and it didn't. Plus the particles still originate from that point
Check the weapons you use what Gunparticles they have
Maybe that will fix it yes
Its fixed
you are my hero
โค๏ธ
Someone give this man a cookie!
This has been driving me nuts for days now
Thats Arma 
I did not know that the guns used on the tanks have predefined memory points for these things
It has, its also good so you can do some different stuff with it
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
I think the Samples are mostly outdated. You should search for the AoW All in one config
You mean this? https://community.bistudio.com/wiki/Arma:_All-in-one_Config
PM
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
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;
};
};

the golden logo come from completing the easteregg minigame
yes, now the question is... any way to overwrite it?
as we did with the default logo, but this golden one overwrites even ours
probably. No idea on how though

since it overwrites the vanilla and your config ๐
could be Required addon thing
so you need to load your config after the one that adds the golden one
hmmmmmmmmmm
so how would one do that
have correct required addon in your cfgPatches
My friend and I can't seem to figure it out, since we think it's related to the Steam achievement.
Only way I think of this would work, would be to somehow "overwrite" or "delete" the achievement, else idk.
The minigame shouldn't be showing if there's a main menu editing mod showing iirc? 
Stupid question, timeToLive expiring doesn't trigger indirectHit damage right, the round simply poofs?
Neat
Shitty hacky Flak rounds go into testing tomorrow I guess
And self destruct servo skulls 
Today I learned, tanks and apcs cant have horns ๐ฆ
cause I guess they dont play the drySound parts of a weapon
Have you got the SOG:PF DLC? Try one of those tanks, or the M113 APC's. ๐ (it's done with magic)
Figured it out.
I do have sog, totes forgot to check there
did they give tanks the carX simulation ๐
No. And we did it with the boats too.
time to go load it and find out wat they did
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?
huh so I think I get wat sog does, its just the weapon shooting sound it the horn and it consumes no ammo, tho I wanted to see the config but sog is still all ebos?
It's all available through the in-game config viewer.
We create a dummy weapon to hold the sound, use a fired EventHandler to call a function which handles the reload of the "magazine".
What if there's 2 separate display image frames?
If completed, display logo x. If not, display logo y. Not sure tho, never messed with this stuff xD
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]";
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.
If you're asking "which point goes where in a gun for Arma?", the answer is usti hlavne goes at the end of the barrel where the bullet appears, and konec hlavne goes in line down the barrel, nearer to the chamber.
Make sure theyโre 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
and konec hlavne goes in line down the barrel
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.
you need to set scope=2 and scopecurator=2 most likely
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
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.
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)
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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.
im trying to change the camera position for third person, i changed extCameraPosition[] = {0.15,0,-2} in config.cpp of the mod Iโve created but its still the same
Please post your entire config
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
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
Please post your entire config
Check the pinned. It is better to use AoW loadorder
you mean this?
Yes
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
You can specify any required mod and if its missing, it would throw such error 
but its not missing, its being set correctly as shown in the screenshot, just not showing the camera position changed in third person
I donโt suppose you know why it would be setting but not actually working in third person?
Out of curiosity, is Western Sahara a dependency in this mod?
Because โdata_f_lxWSโ looks very WS dlc to me
Idk what โdata_f_lxWSโ is
The mod loads, all the images and sounds work but the camera doesnโt change, despite the value changing in the units config
it is part of Western Sahara DLC
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
I only added it because I was told to. My game opens cleanly without it
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
So I have the a3_characters_f in, Iโm not wanting to mod anything else
The game boots up just fine with the config Iโm using and changes the camera value but it doesnโt actually change the view in third person
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
Also try changing it a bit more dramatically, to be sure you're not seeing anything happen.
Example: extCameraPosition[] = {0.15,0,-30};
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 itโs present in
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?
I've just tried your code and it's altering the 3rd person camera for me as expected.
3rd person view with -10
Whaaaaaaat
What on earth is making it not work for me
If youโre interested, the mods Iโm using you can find on the workshop
my guess is some other mod overwrites it
Obviously when testing stuff like this, don't run other mods. Rule #1.
https://steamcommunity.com/sharedfiles/filedetails/?id=2021247536
CBA and CUP Terrains Core
I did try a load of combinations, I tried a stand-alone camera view change mod along with my 3 mods and it worked
Iโm trying to hunt for whatโs causing it in my mod but if anyone wants to glaze their more experienced eyes on them Iโd appreciate it!
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.
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?
it would have to be unit init instead of weapon
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
Dang, well thanks
What is the connection or difference between "sensitivity" in cfgvehicles, and "spotDistance" in CfgAISkill?
none?
wiki says both are used to affect ai spot distance, but doesn't specify what the difference is between them.
looks like you'll have to test if there is difference
surely someone else already has done that
well there arent really that many mods or people who edit this kind of core stuff
in 10 years?
yes
nobody has ever been interested in how well the ai spots stuff in 10 years of playing this game?
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
you are free to leave
i don't think i've ever got one accurate answer to any single config question i've raised
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
huh, didnt know sensitivity was a thing, kind of a weird name
time to increase it for scout units I guess >:)
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.
sounds more like a model issue, Geometry or GeometryPhys
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.
You could try this:
cyclicAsideForceCoef = 0.2;
Tried it, but it didn't affect the turning speed.
how to make item to be backpack-only (like medpacks and toolkits)?
allowedSlots[] = {901};
801 for uniform, 701 for vests 901 for backpacks. so if you want backpacks only, only have 901
i just loaded my pbo which has images and sounds in along with the camera config line but it doesnt work, if i share my pbo, is there any chance you could see if there is an issue
Make a pbo with nothing else than the camera change and run no other mods.
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
I think it's disabled, but you can try it for yourself - put an armed Offroad in the back of the large transport heli.
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
ViV is handled in quite a different way to how native turrets are, so it probably couldn't handle the loaded vehicle being "live".
ah tragic
I was hoping to put a mortar on the hemmit flatbed ๐ฆ
back to attachTo I guess
ViV is not more than attachTo in my opinion
Yeah the ViV'd vehicle says its attached to when using attachedTo
I just like how in zeus u can drag and drop
and it willl try to fill up if it can
Is there a limit on how many dampers you can have
It's probably 9 wheels (per side), but never tested over that to be sure.
I know the max wheels that ARMA supports before causing CTDs is 20
its basically attachTo but with checks if a thing can fit. However it is for cargo not attaching guns ๐
yeah I thought thats wat RHS did for their ZU on a flatbed, but I guess not. if this was possible it would kinda be like having proxies as turrets ๐
is the ViV stuff available as scripts? I wanted to see how they are able to fit multiple vics in a row
not sure ๐ค
tried looking for the useraction in an AIO, looked for "unload vehicle" but couldnt find
would be pretty cool
if it were somewhere it would be in functions
just did that and for some reason, it doesnt change the camera
just that inside the pbo file
are you able to send me what you did so i can see if i missed anything please?
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 ๐คทโโ๏ธ
thats exactly how i do it, just trying again
your coordinates are kinda close to default values, see if changing them does anything ๐คทโโ๏ธ
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
If you really did try -20 you would have seen the difference, but I suspect you just aren't modifying them by enough and are missing that they have actually moved.
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. ๐
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
You don't specify a proxyIndex or proxyType for the first turret CommanderOptics? Check it's not inheriting the same as the DroneOperatorOptics turret (1/CPCommander). There are a number of other things that appear incorrect too, but start with making sure each turret has unique proxy definitions.
I was counting on that it was inheriting it actually. These are not defined in the sample tank config. I added it to the Drone Optic because i found them and thought they might be relevant. But so far i don't quite understand how they should be configured.
Do the numbers need to correspond to the models proxy number? Or does it just need to be a unique number in the config?
They have to correspond to the TYPE and NUMBER of the proxy. That's how the config knows where the turret operator is.
So in my case it would be this?
proxyType="CPCargo01";
proxyIndex=8;
Check this link for reference: https://community.bistudio.com/wiki/Turret_Config_Reference
Valid types are "CPGunner", "CPCommander", "CPCargo".
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.
I was actually looking at this page earlier but it's example didn't help me much because it doesn't actually state the allowed proxyType names. ๐ฆ
Once you have mastered how to make the turret turn, fire a weapon, drive, you can then think about expanding to nested multiple turrets.
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.
Well it does, i have 2 functioning turrets already, main gun and commander gun. But i need a 3rd
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
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.
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
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
yea i already have one, and yes its a very good asset to have. Sadly i could use the same for model configs to see how its setup there xD
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.
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.
yes well thats how many of us are here
after 10 years of modding
we start to understand stuff
there are no shortcuts, except that someone else does the work
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.
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
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 :/
well starting from 0 and adding all the parts can teach that "I need Y for X to work"
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.
so when I want to make X2 I need Y2
exactly, and thats what i have been trying to do here. The thing that gets me though sometimes with the naming standards here is that its hard to see if something is just called something because they liked that class name or if that is referring to something else that is inherited from somewhere else or defined somewhere else.
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.
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
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
{
};
};
};
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?
You donโt. EBOs are encrypted PBOs. And legally, you can not access them
Configs are always accessible through in game Config Viewer
Also major part of Contact enoch are PBO already
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)
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```
I see, thanks for the info. I didn't realize the difference!
Hey, heads up! The contact stuff is usable, just in a different folder ๐ค
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
Non binarized config
With preprocessor #if __has_include
Can remove the full config if required file is not present
will test it out, thanks!
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
reloadTime config property on the weapon does this.
well that controls the time between shots, not burst. wat I wanted to do was for a single burst make the time between shots very small (lets just say 3 round burst at 600rpm so thats 0.1), but the time between bursts be very long (lets say 1 second)
Not possible afaik.
so sad I cry
Make the magazine hold 3 shots only? Magazine reload time = 1s.
Would be weird for a infantry weapon, I did do that for vics
yeah without scripting it I think magazine is the only way
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
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
SFX is like ambient sounds afaik?
Is there a way to increase the thickness of an IR laser through config parameters or scripting?
2.12 offers to customize lasers
https://feedback.bistudio.com/T168103
Not documented in BIKI it seems
Supposedly only visible lasers though?
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
Now that 2.12 is on main how long do you think it will be before BIKI has documentation?
Anytime soon if I ping Lou

Would you happen to know if I can use
raymodel: "mylaserorsomething.p3d"
In a pointer config
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?
Correct

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

Okay so this creates a weapon attachment called "funny laser" that then is defined by the config info you put in the class Pointer config huh
Okay bet
But will it work in IR is the question
