#arma3_config

1 messages · Page 8 of 1

slim grove
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but not IR laser

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@regal gate is there any chance in the future that the new laser code can work for IR lasers too, not just visible?

regal gate
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not my turf

tender fiber
#

what code can i use to make a Helicopter Pilot slot be able to use the FLIR camera, move it, lock it...

slim grove
# regal gate not my turf

would that be something to push to the feeback.bistudio tracker? or is there someone else in the discord I could @

wintry tartan
#

Ded should have the responsibilities for it, but not recommended to ping actually

slim grove
#

Ahhhh is there a way I could get in contact with them and ask then?

#

Or is there a way for me to just comment piggybacking on your feedback tracker push

hearty sandal
slim grove
hearty sandal
#

thing is, its very niche request and the signalling problem can be perhaps solved by coming up different way to signal the pilot than using the ir laser that also enemy is using

#

and it would mean everyone who would want to signal pilots with the wider laser would need to carry a alternate signalling device

#

and if you forget to take that with you or drop it accidentally youre still in same problem spot

#

you could make IR flashlight for same purpose now maybe 🤔

slim grove
slim grove
#

That's why there's dedicated pouches that offer retention

hearty sandal
#

right so it would be realistic to have such a device. That could speak in favor of making it possible

slim grove
#

They're bright as fuck

hearty sandal
#

but is it just for range?

#

would the beam width be really be different looking from high up in the air

#

though putting this info and the clip into the feedback ticket could help to explain your case

slim grove
#

The beam being thicker would definitely make it stand out among other lasers

grand zinc
slim grove
#

Looking at this bit on the wiki here

#

class CfgCoreData
{
gunLightModel = "ca\ca_e\data\gunLight.p3d";
rayModel = "ca\ca_e\data\laserBeam.p3d";
};

grand zinc
#

can't swap model

slim grove
# grand zinc can't swap model

So then I'm gonna assume there's just straight up no way to have a specific IR laser attachment have a thicker beam than the others. And adding the editing ability to IR laser code that visible laser has would make it way more performance draining. Ahhh well. Thanks for answering. Maybe I'll look into making a really focused laser-like IR light

grand zinc
#

A bit more performance draining. I can try atleast

#

Make a ticket and I'll look at it

slim grove
#

prayge prayge thank you

#

Okay ticket made, much appreciated for your time

junior zinc
#

Just a side comment, funnily enough, I've already modelled an IZLID for someone else.

inner jolt
#

is there a way to give a blackfish vehicle transport larger sensor range? or any vanilla vehicle? maybe through description.ext or something

#

or for tigris from like 5km active radar to 10km ?

wheat sluice
#

Config replacement only (via SensorsManagerComponent under the Components class). It can't be changed by scripting or anything else in-game.

inner jolt
#

thank you

slim grove
junior zinc
#

Oh, huh, I see it. I did this for some folks over on the ACE3 discord.

narrow swallow
#

For the VolumeLight proxy and Reflectors.selection to be hidden, does it need anything else?
A: Needs to be in CfgModels sections[]. no bone, no animation.

fringe radish
#

Can you hide a proxy magazine via model.cfg?

tender fiber
#

What could help me make a Helicopter pilot be able to use and move a FLIR camera? i know it has something to do with either ViewPilot or MainTurret, can someone point me on the right direction? what command enables the Pilot to acess the FLIR camera? and what command allow him to move it freely just like in the Hatchet UH_60 mod?

hearty sandal
fringe radish
#

I haven't been able to, I assume it's just creating a selection named "magazine" which is the proxy and in the model.cfg I do something like

class magazine_hide {
    type = "hide";
    source = "reloadmagazine";
    selection = "magazine";
    minValue = 0.0;
    maxValue = 1.0;
    hideValue = 0.23;
    unHideValue = 0.83;
    animPeriod = 0.0;
    initPhase = 0.0;
};
class no_magazine {
    type = "hide";
    source = "hasmagazine";
    selection = "magazine";
    minValue = 0.0;
    maxValue = 1.0;
    hideValue = 0.5;
    unHideValue = 0.83;
    animPeriod = 0.0;
    initPhase = 0.0;
};

snippet, ofc

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and the magazine proxy is a3\data_f\proxies\weapon_slots\MAGAZINESLOT.p3d

#

config for the magazine being

class myMag {
  //...
  modelSpecial = "\A3\Weapons_F_Exp\Launchers\RPG7\rocket_rpg7_item.p3d";
  modelSpecialIsProxy = 1;
  //...
};
hearty sandal
#

do you have a bone named magazine in your cfgskeleton?

fringe radish
#

aha!, forgot that

slim grove
grand zinc
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There will be no altering of the model

toxic solar
#

for animate[] in class SimpleObject I have an animation where the source is time, the class in model cfg is leftcircle. in the simpleobject class I have

class SimpleObject
{
    eden=1;
    animate[]=
    {                
        {"leftcircle",0},    
        {"time",0}
    };

    //rest of the stuff
};
``` but the circle still spins (it uses time to just spin around)
so does animate[] not allow setting the time for anything that uses it as a source?
hearty sandal
#

If you want static part and automatically turning part you need to have 2 parts you hide/unhide

dusk wolf
slim grove
grand zinc
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No

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Scale change ia doable, like visible. Laser does

raven snow
#

howdy, im trying to make a custom faction for testing using drongo's config maker but get met with this when trying to build a pbo

toxic solar
nimble sequoia
# toxic solar not sure if I follow that part, do you mean go into p3d, copy and paste the sect...

Yes, because you can't set time to zero.
Create a leftcircle_static (a copy of leftcircle), normally hidden by animation, and only shown when simpleObject.
The same method can be used in game should you want your players to have control over leftcircle and be able to stop it spinning through some useraction. To hide leftcircle you'll need to set-up a dummy parent bone that can be hidden, as you can't apply two animations (hide and time spin) to the same bone.

toxic solar
#

As reference

nimble sequoia
#

Not that I'm aware of. I use it on vehicles with windscreen wipers and heli blades that fold etc (3CB/SOG), probably not the first or only one to do it though.

#

Bones

"leftcircle", "leftcircle_dummy",
"leftcircle_static", ""```
Make a config animationSource "leftcircle_hide" with initPhase 0
Make model.cfg animations to hide "leftcircle_dummy" when "leftcircle_hide" is 1
and another animation to hide "leftcircle_static" when "leftcircle_hide" is 0
and the third animation is using time source to spin "leftcircle"
toxic solar
#

Okay I will try that out

mental halo
#

Hi guys, I'm trying to add one rocket to a helicopter from the RHS, but there is a problem -

  1. I can select this rocket in the pylons, but I can't select it in the game, as if it doesn't exist.
  2. for some reason, there is no rocket on one of the pylons.

Please tell me how can I fix this? Here is the config and a screenshot of how it looks:

https://imgur.com/a/O5Wc5Yq
https://pastebin.com/5zNnxJL7

mortal dove
# mental halo Hi guys, I'm trying to add one rocket to a helicopter from the RHS, but there is...

you can select it in the pylons but you can't in game? Not sure what you mean. In game is the only way of selecting pylons..
If you mean in the config, then you're not selecting anything. Technically you can throw anything in the attachment=, providing it exists ofc.

Not sure you can use the cruise missile as your magazine. Just changing the model probably isn't going to work as the Magazine IS the pylon. The "rhs_pylon_m_kh38m_ext" model, which is rhs_mag_Kh38mae, inherits from an AGM pylon weapon; the cruise missile, nor the pylon model are pylonsMagazines.

it's also good practice to add your created ammo, magazine etc to the cfgPatches. Sometimes this helps.

ashen chasm
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and pylons can be controlled by gunner and not pilot in two+ seaters

balmy merlin
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in a config, how do i prevent AI from spawning with a specific item equipped, for example, a hat

hearty sandal
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make its item list not include the hat

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(some mods infuse randomization scripts into their units that do stuff after unit is placed no matter what gear they got)

balmy merlin
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yeah the problem is when i spawn in AI from project Opfor, they are wearing this big dumb looking hat. i was hoping theres a way to make it so only blufor or only players can wear that hat

nimble sequoia
balmy merlin
hearty sandal
#

well you could run some script on the spawned units maybe to change their gear

balmy merlin
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That's what I was afraid of.

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Thanks tho guys!

opal crater
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It would be pretty simple to script this with CBA XEH

balmy merlin
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I might have to look into that.

crimson charm
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Anyone happen to know what the mass in ItemInfo represents? I thought it was the mass in terms of stamina and how much you can have in your backpack. But when looking at the item in the arsenal, this ends up being 0.02kg (0.05lb).

Can't seem to find where in config the weight/mass is set, if that mass variable is not it.

class crowsew_ctrack: CBA_MiscItem {
    author = "Crowdedlight";
    displayName = "C-TRACK (2km)";
    scope = PUBLIC;
    scopeCurator = PUBLIC;
    model = QPATHTOF(data\c_track\c_track.p3d);
    picture = QPATHTOF(data\c_track\ctrack_picture_ca.paa);
    icon = QPATHTOF(data\c_track\ctrack_icon_ca.paa);
    class ItemInfo: CBA_MiscItem_ItemInfo {
        mass = 1;
    };
};
grand zinc
silk verge
#

Would anyone happen to have the rundown on how PBOPREFIX works? having some trouble understanding its specific usecases and how I should be using it for overriding existing files in the game.

grand zinc
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overriding existing files is generally not a thing.
You can only override whole folders, and even then its random if it works or not, generally not supported

#

PBOPREFIX is literally a prefix for the filepath your pbo will be loaded at.
Default is pbo filename

so test.pbo containing config.cpp
will be ingame path /test/config.cpp
test.pbo with prefix "helloworld"
will be /helloworld/config.cpp

that's it

#

Because of what I said with overriding folders, you really really really really don't want two pbo's to be loaded at same folder.
if two mods have test.pbo and neither uses pboprefix, stuff will implode
Same as if two mods use same pboprefix

silk verge
grand zinc
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Enfusion's mod override system is absolutely completely different

silk verge
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im assuming its still generally ill advised to rip out all of the wires just to add my own version with tweaks lol

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oh its is? okay

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I figured since it was still half RV it shared the same principles as ARMA modding

grand zinc
silk verge
#

ahhh yeah Im actually in here, unfortunately nobody around knew how PBOPREFIX worked in there so I just brought my question here

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appreciate the help though, I did need a better understanding of how that file worked and that was a good explanation

crimson charm
crimson charm
#

Many Thanks!

shy knot
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Enjoy their many uses of macros

shy knot
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Is it possible to turn gunner proxies into FFV seats?

hearty sandal
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if they can turn out

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the turn out action could perhaps be FFV instead of static one

shy knot
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I have a vehicle that, one variant has side turrets, the other does not. Currently the non turreted variant doesn’t allow anyone to sit in the seats where the side gunners would be

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Is there any way to fix that

hearty sandal
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simplest way is to make the variants different models with respective proxies and configs

winter rain
shy knot
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Thanks tho

shy knot
hearty sandal
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try making the p3d simple box to rule out issues with it

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then cut out parts of config to see if it starts to pack at some point

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the sheer size of that is not really easy to try to debug by eye anymore

nimble sequoia
shy knot
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I’ve narrowed it down to the Config and not any of the includes

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It won’t state what line(s) the errors are on

nimble sequoia
nimble sequoia
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Is there anything else at the end of the pack log or bin log?

shy knot
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stripping ""P:\temp\OPTRE_Vehicles_Air.bin.log"" 
 0:26:17: Error 3 while parsing
 0:26:17: Error in config OPTRE_Vehicles_Air\Falcon\config.cpp
 0:26:18: No speaker configuration found.
 0:26:17: Error 3 while parsing
 0:26:17: Error in config OPTRE_Vehicles_Air\Falcon\config.cpp
 0:26:19: No speaker configuration found.
 0:26:17: Error 3 while parsing
 0:26:17: Error in config OPTRE_Vehicles_Air\Falcon\config.cpp
 0:26:19: No speaker configuration found.
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Bin log

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I'm at a loss

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I'm not seeing anything wrong in the config

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It gets to binarizing and then errors out

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Running addon builder causes this

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Oh my fucking god

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I found out what's wrong

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It was my units array

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What the actual fuck

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@hearty sandal @nimble sequoia Thanks for helping. All good now. And now to go laugh/cry myself to sleep after somehow messing up the units array

hearty sandal
shy knot
hearty sandal
#

oof 😅

lapis bough
#

hey, i want to create a customisable "reflector cone" mod
can someone help me explain on how to make all the values customisable 😅

hearty sandal
lapis bough
#
class CfgPatches
{
    class Para_Reflector_Cone
    {
        author="";
        requiredAddons[]={};
        requiredVersion=0.1;
        units[]={};
        weapons[]={};
    };
};

class CfgVehicles
{
    class Lamps_base_F;
    class ParaDox_Reflector_Cone: Lamps_base_F
    {
        scope=2;
        scopeCurator=2;
        displayName="Reflector_Cone_Customisable";
        model="a3\Structures_F_Enoch\VR\Helpers\Reflector_01_F";
        simulation="house";
        DLC="Enoch";
        icon="iconObject_circle";
        editorCategory="EdCat_Things";
        editorSubcategory="EdSubcat_Lamps";
        reversed=1;
        class Hitpoints{};
        class AnimationSources{};
        class Reflectors
        {
            class Light_1
            {
                color[]={1,1,1};//this value
                ambient[]={1,1,1};//this value
                intensity=100;//this value
                size=1;
                innerAngle=15;//this value
                outerAngle=60;//this value
                coneFadeCoef=6;//this value
                position="Light_1_pos";
                direction="Light_1_dir";
                hitpoint="";
                selection="";
                useFlare=1;
                flareSize=1;//this value
                flareMaxDistance=100;//this value
                class Attenuation
                {
                    start=1;//this value
                    constant=1;//this value
                    linear=1;//this value
                    quadratic=1;//this value
                    hardLimitStart=1;//this value
                    hardLimitEnd=10;//this value
                };
            };
        };
    };
};
hearty sandal
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I dont think you can make all of those customisable

lapis bough
#

Basically, I wanted to create a reflector cone where you can set these values ​​in the object attributes using sliders or checkboxes

nimble sequoia
# lapis bough Basically, I wanted to create a reflector cone where you can set these values ​​...
{
    class Light_1
    {
        color[] = {1,1,1};          // RGB normalised, 0 to 1
        ambient[] = {1,1,1};        // RGB normalised, 0 to 1
        intensity = 100;            // brightness, 0 to 10000+
        size = 1;
        innerAngle = 15;            // degrees, 0 to 180, less than outerAngle
        outerAngle = 60;            // degrees, 0 to 180, more than innerAngle
        coneFadeCoef = 6;           // typically 0 to 10
        position = "Light_1_pos";   // memory point for light origin
        direction = "Light_1_dir";  // memory point for direction of light
        hitpoint = "";              // point in HitPoints LOD
        selection = "";             // res LOD selection used in damage/destruction animation
        useFlare = 1;               // 0 or 1
        flareSize = 1;              // typically 0 to 10
        flareMaxDistance = 100;     // metres, typically 0 to 2000
        class Attenuation
        {
            start = 1;              // metres
            constant = 1;           // affects attenuation curve
            linear = 1;             // affects attenuation curve
            quadratic = 1;          // affects attenuation curve
            hardLimitStart = 1;     // metres, less than hardLimitEnd
            hardLimitEnd = 10;      // metres, more than hardLimitStart
        };
    };
};```
lapis bough
#

thanks for the effort 👍 , I think I'll have a look around at how other mods have done similar things to find out.

nimble sequoia
#

to find out what?

brazen merlin
#

does anyone know if slingloading is limited to max. 4 rope attachments?

nimble sequoia
brazen merlin
#

hm. i just tested 6 but only saw 4 ropes

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i'll check the boat

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yup, boat has 6. time to investigate what i did wrong

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heh, i just did 8 attachment points. works fine.

lapis bough
# nimble sequoia to find out what?

I want to create a reflector cone where i can set these values ​​in the object's attributes using sliders or checkboxes to make the values customizable, but I have to figure out how to add:
class attributes{} and so on..

snow locust
#

Can anyone tell me the DIK keycode for Middle Mouse Button in Arma 3?
EDIT: Using CBA by the way. I'm pretty sure the answer is 0xF3

shy knot
#

Google it

snow locust
shy knot
snow locust
shy knot
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Thanks for the announcement.

#

Let us never speak again

turbid locust
#

Hey folks, I have been digging through wikis for a couple weeks and I am not seeing anything when searching around in here about this. Could someone point me to where (or explain how) vehicle's seats are classified? Am I able to reclassify them?

nimble sequoia
#

Driver/Pilot is a special case and has control of the vehicle movement.
Cargo positions are typically passengers with no functionality.
Turreted positions generally have weapons, either vehicle mounted or as hand-held Firing From Vehicle (FFV).

#

Can you reclassify them (without access to editing the original p3d model)? Yes, to a certain extent.

turbid locust
# nimble sequoia Can you reclassify them (without access to editing the original p3d model)? Yes,...

Thank you, I am reading around and don't think this will actually fix my issue. We are using the HMDs mod to get the IHADSS with AH-6 and AH-64. For the little bird, the IHAADS only activates for the co-pilot if they take controls, and this causes it to deactivate for the pilot. I've been trying to think of a way to get the IHADSS to work for the pilot and the gunner at the same time. I was thinking that maybe if it was the seat classification. But I now suspect this isn't my solution.

frigid flower
#

Anyone know where the death screen sound is defined? I'm looking to replace the death screen radio noise with A2's Abandoned Battlespace via config

shy knot
#

How do I define the point where the crew member of a vehicle will turn out from?

hearty sandal
shy knot
#

Ah

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Is there a way to change that?

hearty sandal
#

the action/animation tied to it can alter the visual position

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or the proxy itself can be part of animated selection

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depends a bit on what exactly you would like to do

shy knot
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Another question, is it possible to have a pilot control the front turret of a helicopter?

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Like, wherever the pilot looks, the turret follows?

mortal dove
turbid locust
mortal dove
#

Yes.

turbid locust
mortal dove
#

USAF (Though some have their own HMDS), All of RHS and 3CB Factions are included. Rather than just some aircraft like most other compats.

hearty sandal
narrow swallow
#

is there an example of a sourceAddress = "mirror"; animation? (ie going back and forth 0..1..0..1..) mine seems to work in model viewer but in game it looks like loop (going 0..1 then jumping back to 0)

hearty sandal
#

whats its source?

narrow swallow
#

hrotor and vrotor

hearty sandal
#

those probably play 0-1 on repeat

narrow swallow
#

ah.. makes sense

hearty sandal
#

what you want is 2 animations going from 0-0.5 and 0.5-1.0

narrow swallow
#

does one of those need to be for a dummy bone?

hearty sandal
#

no they can affect same bone

narrow swallow
#

Awesome! I'll give it a shot.

hearty sandal
#

👍

shy knot
#

Is there a source to use for when a UAV is placed down, to play an animation for “init”?

void berry
#

Working on a plane.cfg, and I've found an issue that when AI fly said vehicle, they love to climb as high and as fast as they possibly can once in combat (or even outside of combat at times). They never go down unless they've taken damage in some way, and they never go for guns. Said AI also dislike going after ground targets as well. I know there's a few values that are mostly for AI or calculations used in conjunction with other values (such as MaxSpeed). Aside from that, what values should I look at to try to rectify this behavior?

void berry
#

Do you mean altNoForce?

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Or is there a different value
because if so I do have altNoForce set, and it's set pretty high by Arma standards because the goal of this CFG is to try to recreate publicly available performance stats as best as I can

void berry
#

Yes I have that pulled up

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I know what altNoForce does with regards to the flight model, but does it lead to this behavior in AI specifically?

shy knot
#

Alt full force and alt no force are probably what you’re looking for

void berry
#

I'm not sure if that's entirely the cause, but I'll see if lowering it helps

shy knot
#

Full force is when it starts to lose thrust

#

No force is complete loss of thrust

void berry
#

Yeah I'm aware

hearty sandal
#

is it a normal sized and normally flying plane?

shy knot
hearty sandal
#

I believe you could put it in the turrets cfgVehicle class init then

void berry
hearty sandal
#

does the original plane work with AI normally

void berry
#

Yes

#

at least better than this one does

hearty sandal
#

Id suppose you could try rollback your changes and see where the AI starts behave different

void berry
#

I can really do that with only a couple of values

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most changed values depend on the big MaxSpeed value (because they're the coefs that base their values on the MaxSpeed value)

#

Going to try altnoforce for sure but it's not ideal
If I can change max speed and redo all the coef values to match what they would be with the old values performance wise, but better with regards to AI, then that'd be ideal

shy knot
#

Ok, getting a weird bug

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When I have my vehicles default camo on

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Everyone can get in fine

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But, when I change camo

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It only takes 3 people

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Seems to only happen in Eden

shy knot
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Fixed it

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Incorrect proxy indexes

shy knot
#

Ok, issue again

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I have glass setup that can be damaged and everything

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It gets damaged, the material changes, etc

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But, it wont disappear

snow locust
#

Got everything in this flashlight mod working just fine, then I decided to try to use a flashlight model from CUP instead of vanilla but I'm having issues pathing to the model and inventory photo.

picture="\cup_weapons_west_attachments\flashlight\data\ui\gear_acc_flashlight_black_ca.paa"; model="\cup_weapons_west_attachments\flashlight\CUP_surefire_flashlight.p3d";

That's what I currently have...what am I missing? I thought maybe the file path wasn't going back far enough but that didn't seem to do it either

nimble sequoia
shy knot
#

camDir and camPos

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And that's gunner1 and gunnerview respectively

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Think I just have to change the driver optics point to not be the sling camera

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Changed it, but it wont move or anything

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Wait, I may just be blind

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Yep, I'm blind lol

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Is there anyway to attach the gun to the pilot camera?

upper sluice
#

Is it possible to attach a scrollwheel action to a specific uniform item?

I've seen it done with mods like the Psykers and Chaplains mod, but thats attached to Eden settings and a specific character slot rather than just an equipped inventory item.

#

Would it be best to just run an xqf script searching if X item is in Y slot and handle the action creation that way?

narrow swallow
upper sluice
#

Picking up the uniform is fine as is

hearty sandal
#

Pieces of gear font have actions

upper sluice
#

I'll need to dissect some shit before I come back with more questions.

hearty sandal
#

Useractions are part of cfgVehicles entities

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Like said before action can detect if unit is wearing x piece of gear and do stuff

void berry
#

So turns out the maxspeed value is what caused my issue, I had to reduce it and scale all the other values that use MaxSpeed accordingly, fixed the issue while keeping flight performance largely intact

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Now I have another question: Is it known how the game calculates pitch rate (and even the other angles) based on speed?

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i.e. elevatorSensitivity * elevatorCoef[] = Radians/Second or something like that

winged plover
#

hey idk if this is the right channel but i have imported a gun and it dont have sound for some reason.

#

if anyone has any insight that would be great

wintry tartan
#

You should to post the config whatsoever

winged plover
#

i dont understand what you mean sorry

wintry tartan
#

The config, you made

winged plover
#

want the whole thing? or what part

wintry tartan
#

Whole. Nobody knows what is the flaw as of yet since you say no exact info

winged plover
#

i dont have it defined is i assume the issue but idk how to define it lol

wintry tartan
#

Yeah seems you haven't defined the gun sounds

winged plover
#

yeah thats what i thought

#

how/where do i define the sound

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this was the first one i imported and i was following a tutorial for 75% of this but was unable to do it right

wintry tartan
#

Check Arma 3 Samples' Test_Weapon_01

winged plover
#

yeah i was looking at that but was not sure how to translate that to mine

shy knot
#

You can also inherit from a base A3 weapon and use the sounds from there

winged plover
winged plover
shy knot
#

I don’t think test weapon has any sounds

winged plover
#

ima try to use another one

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but i still think im doing it wrong

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yeah still not working

mortal dove
#

Because no sounds were defined

winged plover
#

thats right out of the vector config tho? it has sounds

#

sorry my brain is beyond smooth

mortal dove
#

Pulled from arifle_SPAR_01_base_F

class Single: Mode_SemiAuto {
class BaseSoundModeType {
}
dispersion = 0.00073;maxRange = 250;maxRangeProbab = 0.2;midRange = 150;midRangeProbab = 0.7;minRange = 2;minRangeProbab = 0.5;reloadTime = 0.07;
class SilencedSound: BaseSoundModeType {
SoundSetShot = ["SPAR01_silencerShot_SoundSet","SPAR01_silencerTail_SoundSet","SPAR01_silencerInteriorTail_SoundSet"];
}
class StandardSound: BaseSoundModeType {
soundSetShot = ["SPAR01_Shot_SoundSet","SPAR01_Tail_SoundSet","SPAR01_InteriorTail_SoundSet"];
}```
#

As you inherited, rifle_base_F
no soundsets are defined.

#

Hence, why similar to your config you should be doing what the arifle_SPAR_01_base_F does with defining the soundsets, to be used.

winged plover
#

yeah i figured soundset was waht i was after but vermin config dont have them somehow

#

and i cant find the spar config is it in weapons_f?

mortal dove
#

Then look for what does. Usually it will be it's parent

winged plover
#

where did u find the spar config if you dont mind me asking all these questions i really appreciate the help

mortal dove
#

Bets way of searching the a3 (P drive) is to use a tool like ultrasearch. It's much faster and more indepth than windows explorer search

#

(or searching any folder tbh)

winged plover
#

i assume i can find ultrasearch on google

mortal dove
#

Using their file content search, will even look inside pbos (somehow).

mortal dove
#

weapons_f_exp

winged plover
#

we are getting there lol

#

think i fixed this testing now

#

success! now i gotta figure out reload sound which is prob similar and we goated ty so much @mortal dove

#

sorted that too thank you both

hearty sandal
nimble lodge
#

Is it possible to add a targeting camera to an aircraft that didnt have one before?
I tried this: https://pastebin.com/qpGHH1sC
But it just adds the targeting pod to the pilots face, and locks it meaning it cant move

nimble lodge
#

What what I understand I need to change point position to different memory point, but that doesnt seem to work?

mortal dove
prime dust
#

Trying to add ACE Goggles functionality to the gas masks from Global Mobilization, but running into an error:

No entry 'bin\config.bin/CfgGlasses/gm_ge_facewear_m65.identityTypes'.

Here's my cfgGlasses entry:

class cfgGlasses
{
    class gm_ge_facewear_base;
    class gm_ge_facewear_m65: gm_ge_facewear_base
    {
        ACE_Overlay="a3\ui_f_enoch\data\objects\data\optics_apr_ca.paa";
        ACE_OverlayCracked="";
        ACE_Resistance=2;
        ACE_Protection=1;
        ACE_Overlay_Angle=180;
    };
};

The overlay works as it should, but I get the aforementioned error. What am I missing here?

prime dust
vagrant idol
#

iirc in what you have now you just overrides the original mask without including the required identityTypes parameter

#

are you sure you have the proper pbo added in your requiredAddons?

dense wyvern
#

Hi! We recently had plans to implement a fixed-wing craft missile mod of our own on ArmA 3.

We've already got the missile model ready but now we're stumped on the config.

What do we exactly do? We want to implement this missile with these following plane mods:

Pook's Soviet Pack:

  1. Su-30
  2. MiG-29

RHS:

  1. Mig-29

Stock Arma 3:

  1. Neophron
  2. Shikra

We need some help with the config and scripting stuff as first-timers, thanks!

prime dust
prime dust
#

Took a look at CUP facewear and noticed none of them are set to inherit values from base classes.

Not sure why, but I got it working using this config instead:

class cfgGlasses
{
    
    class None;
    class gm_ge_facewear_m65: None
    {
        ACE_Overlay="a3\ui_f_enoch\data\objects\data\optics_apr_ca.paa";
        ACE_OverlayCracked="";
        ACE_Resistance=2;
        ACE_Protection=1;
        ACE_Overlay_Angle=180;
    };
};

No errors.

hearty sandal
#

Most likely your previous config broke the original inheritance.

void berry
#

Is there a known way to calculate roll/pitch rate at a given speed based on the plane.cfg values?

hearty sandal
#

Don't remember seeing anything like that published at least

void berry
#

guessing I just gotta do trial and error for it then

hearty sandal
#

Might be the only way

nimble sequoia
# void berry guessing I just gotta do trial and error for it then

It's basically trial and error, but the way I've done it is to make graphs of the arrays of Envelope, ThrustCoef, ElevatorCoef, AileronCoef and RudderCoef v Speed, trying to adjust the curves to what I know of real life performance and in comparison with existing aircraft designs.

#

I've also found some issues with setting max speeds to realistic values for jets such as F-4 Phantom (Mach 2.2), in that although they can be made to work quite well for human player control, AI seems to be unable to land them safely, whereas at max speeds around 1500kph (mach 1.2) they're perfectly fine. Might be fixable, but something to watch out for if your jets need to work under AI control too.

void berry
#

Maxspeed isn't the actual in-game max speed it's just a value for calculations (hence why final values on all the coefficients go up to either 125% or 150% of maxSpeed)

#

So I guess as long as the true top speed is 150% of the maxSpeed value it should be alright

void berry
#

I've graphed out all the values just not sure how they interact to determine how something turns
I know elevator/aileron Sensitivity is the strength of the surface, and elevator/aileron coefs are how much influence said surfaces have at a given speed, but converting that to any form of actual units is where I'm lost

#

I guess I can try comparing the values with an in-game test and then try working backwards to figure out the calculation involved, but I imagine it also is dependent on stuff like the mass of the model and such

nimble sequoia
#

I've tried to work out the same and came up with nothing useful either.
Geometry mass and CofG are taken into account somehow.
Is the geometry shape important? The sweep of the wings? How is the lift/drag calculated based on shape, if at all?

#

Having struggled with this, I then came at it from a different direction and asked "how many players actually care about this sort of accuracy in flight model?". The answer was surprising to me, with the majority of those polled having very little interest in the detail, just that it needed to vaguely feel right.

void berry
#

well my goal is to get as close as possible as I can in arma

#

I had good results so far, but I want to see if I can make them even better

ebon pivot
#

does anyone have any helpful way of bracket checking as addon builder is complaining of input after endoffile despite the fact I've got an equal number of { to }

#

semi colons everywhere they should be too

#

only "funky" thing I could be doing is {{4,5,6},{1,2,3}} arrays in arrays

#

nvm had forgotten [] before the arrays 😅

shy knot
#

I’d recommend using PBOProject, it tells you where your shit went wrong

shy knot
#

Are pilots able to slew heli turrets around?

#

Or is that only for gunners

verbal jackal
#

does anyone know how I can inherit a vehicles stock weapons, and change it to something different? Im changing the weapon in the MainTurret but when I call class MainTurret the vehicle spawns with no definition of anything in its new MainTurret apart from my new definition of weapons()

#
class MainTurret;

class CfgVehicles {

    class B_MBT_01_TUSK_F;

    class B_rail_gun_tank : B_MBT_01_TUSK_F
    {
        author="DISCO";
        _generalMacro="B_rail_gun_tank";
        crew="B_crew_F";
        typicalCargo[]=
        {
            "B_crew_F"
        };
        side=1;
        faction="BLU_F";
        scope=2;
        scopeCurator=2;
        forceInGarage=1;
        displayName="Rail Gun Tank";
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                weapons[]=
                {
                    "TG_GDI_MMK2_RailGun_Left_Weapon",
                    "HMG_127_APC",
                    "missiles_titan"
                };
                magazines[]=
                {
                    "TG_GDI_MMK2_RailGun_Magazine",
                    "500Rnd_127x99_mag",
                    "5Rnd_GAT_missiles"
                };
            };
        };
    };
};
wheat sluice
#

Your inheritance is not set up correctly. Both Turrets and MainTurret are not classes that exist outside of CfgVehicles. You need to inherit them from B_MBT_01_TUSK_F (which in turn inherits from B_MBT_01_cannon_F and so on):

class CfgVehicles
{
    class LandVehicle;
    class Tank: LandVehicle
    {
        class NewTurret;
    };
    class Tank_F: Tank
    {
        class Turrets
        {
            class MainTurret: NewTurret
            {
                class Turrets;
            };
        };
    };
    class MBT_01_base_F: Tank_F
    {
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    class CommanderOptics;
                };
            };
        };
    };
    class B_MBT_01_base_F: MBT_01_base_F{};
    class B_MBT_01_cannon_F: B_MBT_01_base_F{};
    class B_MBT_01_TUSK_F: B_MBT_01_cannon_F{};
    class B_rail_gun_tank : B_MBT_01_TUSK_F
    {
        author="DISCO";
        crew="B_crew_F";
        typicalCargo[]=
        {
            "B_crew_F"
        };
        side=1;
        faction="BLU_F";
        scope=2;
        scopeCurator=2;
        forceInGarage=1;
        displayName="Rail Gun Tank";
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                weapons[]=
                {
                    "TG_GDI_MMK2_RailGun_Left_Weapon",
                    "HMG_127_APC",
                    "missiles_titan"
                };
                magazines[]=
                {
                    "TG_GDI_MMK2_RailGun_Magazine",
                    "500Rnd_127x99_mag",
                    "5Rnd_GAT_missiles"
                };
            };
        };
    };
};
tawdry coral
#

I cant update an addons config file without exiting the game right? I have to relaunch the gane form launcher for config changes to take effect, nothibg to help debug faster?

wintry tartan
#

diag_mergeConfigFile can

hallow quarry
#

is there a page with all vehicle memory points?

hearty sandal
#

each is defined somewhere in the configs

#

(config.cpp or model.cfg)

#

or you can also have your own names for various scripting purposes

hallow quarry
#

ok

plush dragon
#

Anyone know how to insert quotation marks into in-game strings?

#

I'm making a patch for ACE Arsenal Extended and RHS and I'm trying to give camos a long name in the description variable. However I don't know how to properly insert quotation marks inside the string.

#
    class ERDL_BRN
    {
        label = "ERDL-BRN";
        description = "ERDL "Highland" Brown";
        image = "z\aceax\compats\RHS\data\camo\erdl_brn.paa";
    };

    class ERDL_GRN
    {
        label = "ERDL-GRN";
        description = "ERDL "Lowland" Green";
        image = "z\aceax\compats\RHS\data\camo\erdl_grn.paa";
    };
#

This technically works but it causes the description in-game to also be surrounded with quotation marks, as seen here:

vocal patrol
#

I've got a texture mod that retextures the Taru pods and has a couple of flags and banners etc. These objects show up in Eden fine, and the main vehicles like the Taru or Kajman show up in Zeus but the pods and flags/banners are NOT showing up in Zeus. They have both SQF scope = 2; scopeCurator = 2;
so I have no idea why they're not showing, any ideas?

shy knot
shy knot
vocal patrol
shy knot
#

Ok, next thing, they in the proper array in cfgPatches

plush dragon
#

I do recall that ACE renames the MAR-10 to the Noreen "Bad News" ULR though

#

quotation marks included

#

I'll look into it anothe time

wintry tartan
#

I think it is “” not ""

wintry tartan
winter rain
vocal patrol
# winter rain This and Displayname should not be the same for EditorCategory (for Objects) & F...

Here's one of the entriesSQF class tarucargoblak : Land_Pod_Heli_Transport_04_box_F { scope = 2; scopeCurator = 2; author = "Dozette"; displayName = "Taru Cargo Pod (Blak)"; side = 3; faction = "tru_faction_obj"; editorCategory = "tru_editor_cat"; editorSubcategory = "tru_editor_pods"; textureList[] = {"taru1blaktexammo", 1}; hiddenSelections[] = {"camo_1","camo_2"}; hiddenSelectionsTextures[] = {"\trutexturemod\data\textures\vehicles\taru\tarupod1blak.paa","\trutexturemod\data\textures\vehicles\taru\tarupod2blak.paa"}; };

#

I've tried it with side = 1 as well

winter rain
#

Does tru_editor_cat has the same display name like tru_faction_obj?

#

Also if you have a side=3 or 2 or 1 or 0 you dont have to add editorCategory, only Faction

For empty objects like a crate or house you use editorCategory

vocal patrol
#
class cfgFactionClasses 
{ 
    class tru_faction
    { 
            displayName = "Taniwha Response Unit"; // Name on ingame menus 
               priority = 0; // Position in list. 
               side = 1; // Opfor = 0, Blufor = 1, Indep = 2.
               flag = "\trutexturemod\data\logos\flag.paa"; 
            icon = ""; // Leave as is
    };
    class tru_faction_obj
    { 
            displayName = "Taniwha Response Unit"; // Name on ingame menus 
               priority = 0; // Position in list. 
               side = 3; // Opfor = 0, Blufor = 1, Indep = 2.
               flag = "\trutexturemod\data\logos\flag.paa"; 
            icon = ""; // Leave as is
    };     
};```
winter rain
# vocal patrol yeah it does

So add only as a test a 2 in to the display name

Also probably remove editorCategory or make it as test inactive with // in front of it, if you got a defined side 0 - 3 you can go with Faction=

winter rain
vocal patrol
dry frost
#

Gonna put this here because I think it fits,

A) can procedural textures be used at a config level? (My guess is yes)
B) can you script values at the config level too?

As we know setObjectTexture on a vest doesn’t work but hiddenselections do. Is there at the config level a way to say, have a patch display a players name?

wintry tartan
#

A. Yes
B. I think no, if I understand your Q correctly

#

But you can use Ui2Tex as well to change a part of a texture

vocal patrol
wintry tartan
vocal patrol
#
class CfgPatches {
    class tru_texture_mod
    {
        name = "TRU Texture Mod";
        author = "Dozette";
        url = "";
        units[] = 
        {
            "tarubenchblak",
            "tarubenchdirt",
            "tarubenchfire",
            "tarubenchveil",
            "tarubenchwolf",
            "tarufuelblak",
            "tarufueldirt",
            "tarufuelfire",
            "tarufuelveil",
            "tarufuelwolf",
            "taruammoblak",
            "taruammodirt",
            "taruammofire",
            "taruammoveil",
            "taruammowolf",
            "tarucargoblak",
            "tarucargodirt",
            "tarucargofire",
            "tarucargoveil",
            "tarucargowolf",
            "tarutransportblak",
            "tarutransportdirt",
            "tarutransportfire",
            "tarutransportveil",
            "tarutransportwolf",
            "tarumedicalblak",
            "tarumedicaldirt",
            "tarumedicalfire",
            "tarumedicalveil",
            "tarumedicalwolf",
            "tarurepairblak",
            "tarurepairdirt",
            "tarurepairfire",
            "tarurepairveil",
            "tarurepairwolf",
            "truflagprop",
            "trubannerprop",
            "trubillboardprop"
        };```
wintry tartan
#

Indeed, units is somewhat mandatory to add one into Zeus

dry frost
fringe radish
#

I know it is possible to animate memory points, I just don't seem to be able to do it. Would anyone have an example on how the animation config would look like?

narrow swallow
hearty sandal
#

though not all technical memorypoints animate

#

@fringe radish what kind of points are you trying to animate?

#

how are they used

fringe radish
hearty sandal
#

should be

#

but may depend a bit on the use case

#

might this be a launcher of sorts

#

with multiple rockets mayhaps? 😅

fringe radish
#

yep, character launcher not vehicle weapon

fringe radish
#

I was pointed towards a BI func (BIS_fnc_missileLaunchPositionFix) but that only seemed to work with vehicles so I'm trying the fallback option of animating the memory points

hearty sandal
#

yeah so you would probably need to use ammo as animation source

#

and for each ammo count you would have a translation animation that would move the muzzle positions to the position you want

#

something like this

#

or any pattern you want

#

this can perhaps be easiest by setting up translation axis for each stage with memory points

#

so you dont have to calculate distances that you need to move the points

fringe radish
#

that test selection is a cylinder that I placed in the mesh, to check if its actually moving the memory points. Not sure if that's ideal

#

I haven't tested that with ammo as source yet, trying to figure out what to put where

#

reload 0 -> reload 1

delicate cypress
#

trying to give an aircraft a targeting camera, is there a way to define the memory point for "pilotcamera" in the config or could it be a model.cfg thing?

narrow swallow
delicate cypress
#

thanks!

urban basin
#

No clue where to ask this so I guess this might be the best fit? I have a mod that I made with copyrighter music that I don't own and such. If I publish it as private and only share it with my group I'm safe from any legal problems right? Also as a private mod am I able to put it up on a dedicated server?

#

Or would I have to keep it a local mod?

wintry tartan
#

If I publish it as private and only share it with my group I'm safe from any legal problems right?
No
Also as a private mod am I able to put it up on a dedicated server?
Private is not unlisted
Or would I have to keep it a local mod?
If you are going to share with everyone on your server, it is going to be a redistribution

urban basin
#

So pretty much can't do anything with it :/

#

I guess I probably should've found out before making it

grand zinc
#

Pirating a movie and giving copies to friends, is still pirating. Just because they're "friends" doesn't make it any less so.
(Movie is easier to relate to than music, same applies to music)

fringe radish
#

Is it possible to have more than two muzzles in a character weapon?

#

If so, how is the tertiary, 4th, etc muzzle mag handled since there isn't a UI slot for it?

novel lava
#

it is possible and the answer to the second question, is it isn't lol

#

its been awhile but Im pretty sure it just doesnt show the muzzle magazines past the second one

fringe radish
#

interesting, will have to test it out sometime

upper sluice
#

Does anyone know the file that LauncherCore is described in? Im looking into a few of the cores in general to see how they work.

grand zinc
#

just look in config viewer ingame, or make a AIO config export?
Why do you need to know where its defined, you probably don't, its much easier to just look things up in config viewer than trying to find where its defined

fringe radish
upper sluice
grand zinc
#

Good then that i didn't just answer your question then 😉
Now you know better ways

#

config export via diag_exportConfig command, can dump all the config into a single file that you can then open in notepad++ to see all the things

fringe radish
#

^^ that has saved me countless hours ever since I learned about it

upper sluice
#

Dafuq

upper sluice
grand zinc
#

nu that's a script command to export the config

#

config viewer is ingame.
In eden on top in the tools menu I think

upper sluice
#

I see

#

Root task wise, Im tryna understand how to take a primary and make it a launcher. Im finding that requires getting a solid understanding of how all the launchers work in general.

grand zinc
#

Primary weapon and Launchers are quite fundamentally different :u

opal crater
upper sluice
#

Thats why I was trying to learn those fundamental differences to see how it works, doable or not.

#

I think one of the first things I asked about in here was the exact opposite, making a primary shoot launcher bullets

#

Its simply not one of my projects if its not filled with crackhead ideas the engine doesnt support

hearty sandal
upper sluice
#

Blessed be the 40k fuckery.

hearty sandal
#

Sounds fun

torpid latch
#

Could someone point me in the direction of a tutorial or source to put a custom skin the master arm/virtual garage? I would like to get some skins in there without the use of requiring a mod.

torpid latch
hearty sandal
#

Probably

#

You would need to write your own mission with its own system

slim grove
#

Okay so I'm scheming. Is there a way to set a drawLaser function to work as a laser designator? Or is that functionality locked behind being a binocular

molten musk
#

Hello
I'm stuck in my object attributes.
If I have 3 different attributes.
Which is correct way get current object call function where is these 3 attributes.
If I use one, I can call my function from expression.
But if I have 3, how do I get all 3 to params and call my function.
I do not get.
Do I have use init eh, get all values which I add in expression of attribute.
Which is correct way add do config for my object

fringe radish
#

can the hit property in CfgAmmo evaluate expressions?
like hit = 20 * 1.5?

opal crater
#

it will get auto-quoted to "20 * 1.5"

#

and some of numerical properties support simple expressions.

#

So could work.

fringe radish
#

cool, will have a look, thanks

hallow quarry
#

is there a variable to make the copilot camera of a helicopter controllable

hallow quarry
#

oh thanks

hallow quarry
#

the way I want to do it is through code

#

I think the chopper doesn't have a copilot camera

#

are mainturret and maingun default

slim grove
#

does anyone know if the "weapondirection " call works on binoculars?

glass matrix
#

how are you? I have a server and I want to put keys in the mods so that the players cannot enter if they do not have those mods and if they have other mods they cannot enter either

wintry tartan
#

Not quite sure what's the question/unclear. Do you want to sign your own pbo?

wintry tartan
#

You need to pass the key through OPTIONS

#

Also, why you're packing 3den Enhanced?

wintry tartan
#

@glass matrix ^?

glass matrix
glass matrix
hallow quarry
#

what does stabilizedInAxes do

#

I searched online but couldn't find

hearty sandal
#

Tries to keep gun pointing at direction despite movement.

hallow quarry
#

so 3 will keep it stuck in place and 0 will keep it moving

#

cause I want it to be moving by the copilot

#

and so far it's frozen in place aiming forward

hearty sandal
hallow quarry
#

it's based on the cup mi-8

#

it has turrets those turrets are the mgs on front rear and side

#

want me to paste my code file in pastebin and then here?

#

I posted all the stuff needed

#

not my reskins in the same file cause they work

hearty sandal
#

Most likely the turret class inheritance breaks

#

Can't look right now anyway so just an educated guess

hallow quarry
#

I just want to add that there is no default camera on copilot

#

on the original

#

I tried using the points of the front mg turret

#

yea probably pushing it all with code

hearty sandal
#

does the turret itself work?

#

just not the camera?

#

or what exactly is the issue 😅

hallow quarry
#

so I took the CUP MI-8
and added pilot camera. That was easy then I tried to add a camera with the same memory point to the copilot. so far the attributes work (NVG and the such). the only issue my copilot camera is unable to move

hearty sandal
#

I dont think you can move same points with different sources

#

if its tied to the points of the turret, the turret is what controls the points

#

or it needs its own points in the model to work right

#

or maybe animations in the model even

#

im not really sure if this kind of addition can be made

hallow quarry
#

oh I'll put it in CUP discord to see if someone can help

hearty sandal
#

Personally I deal with making new stuff where eveything is easy when you can just add all stuff

#

this kind of "hacky" addition is a lot more unknown territory

hallow quarry
#

yea need to learn how to model

#

and use object maker

fleet adder
#

is there any config reference for cfgActions?

hearty sandal
#

what you can easily find on google from BI wiki is all there is

#

there are unfortunately no complete guides on how that stuff works

inner jolt
#

Not sure if this is the right place but does anyone know where i can find a good wlktrough of how to add dynamic mfd's and byttons to a plane model i made?

hearty sandal
#

Good place to ask but unfortunately there are not much written down on those

#

Like many of the more advanced features, making them relies mostly on being able to read the vanilla configs and deduce how to recreate that

wintry tartan
#

Well, at least you can now in Ui2Tex, but should require tons and hours of experience and knowledge

ashen chasm
#

iirc, Xi'an's HUD is something like 100 kb worth of config notlikemeow

wintry tartan
#

Not HUD, MFD

ashen chasm
#

same(-ish) system iirc

wintry tartan
#

Not really. MFD is not a vanilla function

#

Every vanilla planes' MFDs are model side

ashen chasm
#

more like "every side" notlikemeow mempoints/bones in model(?) and dozens of lines of config on top of that

grizzled socket
#

Not sure if this is the right place for this but do not see a better option:

What decides the order mods are sorted into when sorting by mod in the arsenal, why is the contents of one mod sorted higher or lower than another? Is there a way to fix a mods position relative to one another? I notice the DLCs stay the same.

I've made several retexture mods for various factions. Everything runs fine but I'm wondering if there is a way to set their order when sorting by mod in the arsenal. I always run the same mods in the same order via a preset. Generally the arsenal order stays the same but occasionally it will change and load in a new order for months until it changes again. Just a little frustrating so I'm wondering if there is a solution.

grand zinc
#

It might just be load order

grizzled socket
#

Do you mean load order as controlled in the launcher? I've tested that and it doesn't seem to have an impact.

grand zinc
#

ye

grizzled socket
#

It seems to be the order that the mod patches the game, rather than the launcher load order, so I'm trying to figure out a reliable way to order that, if only for my own mods.

hearty sandal
#

cfgpatches MYmodTAG__PBONAME_###

#

another reason why tagging your work is important

grizzled socket
#

Sorry, I'm not able to completely follow.

hearty sandal
#

if cfgPatches classname affects the order it is important to use coherent naming conventions with your mod files

grizzled socket
#

Ahh. I was not thinking about the alphabetical order of the cfgPatches classname, I was thinking it would be something resulting from requiredAddons.

grizzled socket
#

I've tried testing this but it also seems to not have an impact.

#

I created a new pbo in each of my mods and for the patch class name I put 001_myTAG_PBONAME in the mod I wanted to load first and 002_myTAG_PBONAME in the one to load second, etc.. but nothing changed. Is there something I'm missing or another idea?

languid wing
#

is anyone aware of a naming error on the black wasp pylons?

#

this is the second time I've remade this config and the BIM-9X's are still ending up in the center bays instead of the side bays

#

ugh its probably just me, I suppose I'll remake it again

hearty sandal
#

the vanilla one works right?

#

have you set up config inheritance?

languid wing
#

config inheritance?

#

ah yes, I've done that as far as my understanding of it goes

#
class DefaultEventHandlers;

class CfgVehicles
{

    class Plane_Base_F;
    class Plane_Fighter_01_Base_F : Plane_Base_F
    {
        class Components;
    };
    class B_Plane_Fighter_01_F : Plane_Fighter_01_Base_F
    {
        class Components : Components
        {
            class TransportPylonsComponent
            {
            /...
#

the reason that I asked if there was an error is because some things aren't matching up

#

This is part of my config for the stealth black wasp. Everything about this is working correctly in game. The AIM-9s are put in the correct place (the side bays) and it all works right.

                    class PylonBayRight1
                    {
                        attachment = "USAF_MISSILE_1Rnd_AIM9X_Int";
                        bay = 2;
                        hardpoints[] = {"B_USAF_AIM9X", "B_BIM9X"};
                        maxweight = 1200;
                        priority = 10;
                        UIposition[] = {0.5,0.25};
                    }
                    class PylonBayLeft1 : PylonBayRight1 //left outer bay
                    {
                        bay = 1;
                        mirroredMissilePos = 5;
                        UIposition[] = {0.16,0.25};
                    }
#

Then this is part of my config for the non stealth black wasp. These missiles are in a completely different and incorrect place. They show up in the inner pylons in the center bays

                    class pylonBayRight1
                    {
                        attachment = "PylonMissile_Missile_BIM9X_x1";
                        bay = 2;
                        hardpoints[] = {"B_BIM9X", "B_USAF_AIM9X"};
                        maxweight = 1200;
                        priority = 10;
                        UIposition[] = {0.5,0.25};
                    };

                    class pylonBayLeft1 : pylonBayRight1
                    {
                        bay = 1;
                        mirroredMissilePos = 5;
                        UIposition[] = {0.16,0.25};
                    }
#

I didn't just copy paste it over, I copied it out of the config for each plane then altered the values I wanted in both cases

ashen chasm
#

can you show full class TransportPylonsComponent class B_Plane_Fighter_01_F?

languid wing
#

this is the whole class

ashen chasm
languid wing
#

oh lordy

#

THAT WOULD DO IT

vocal lance
#

Could anyone help me figure out how to add ACE or Vanilla interactions to an item? The basic gist is that I want to make a tripod for MMGs that the AG would deploy and the gunner would mount the gun to.

narrow swallow
#

by "mount" do you mean a) turn into a static turret; or b) rest on/deploy bipod?
if b) with ace you can just use the SSWT kit

vocal lance
#

We were running DZN's tripod, but I'm really trying to emulate the Gun team vibe and force cooperation

#

If there's an easier way to just have another player be able to attach the tripod I'm game too

narrow swallow
#

static weapon turrets are vehicles, so it may be a much bigger problem than you're imagining.

#

but anyway, you can't add an action to an item. you can add the action to the player, and have the action's condition check for the item.

vocal lance
#

Roger!

gleaming sentinel
#

Hello! I'm trying to setup some RequiredAddons for my addon and whenever I add anything other then "A3_Modules_F" I get the error in the screenshot. My addon has ui elements, but none that touch titlesingleplayer. The required addons im trying to use in my case are cba and ace.

Edit:
Removing the defines and controls files fixes it

hearty sandal
#

your config is likely breaking something in vanilla or the other mods you try to use as required addons

gleaming sentinel
#

Wouldnt it continue to not work then when the defines and controls are removed?

vocal lance
hearty sandal
#

its not exactly possible

vocal lance
#

Damn.

hearty sandal
#

have you tried the normal backpack deployable static weapons?

narrow swallow
#

I mean, theoretically they can copy WS gun drone.

gleaming sentinel
#

If so, is there a way for me to include them from the games files?

plush dragon
#

How do I work with stringtable.xml?

#
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACEAX">
    <Package name="compat_3cbfac">
        <Key ID="STR_ACEAX_compat_3cbfac_augsr_carbine">
            <English>AUG-SR Carbine</English>
        </Key>

        <Key ID="STR_ACEAX_compat_3cbfac_auga1_carbine">
            <English>AUGA1 Carbine</English>
        </Key>
#

I have stuff in the file set up like this but I don't know how to reference it all from other files

plush dragon
#

Thanks, I'll check it out.

velvet current
#

How do I make randomized headgear for my units?

vestal sundial
#

Hello guys, can you help me with configure pylons, on my fighter... Where this setting takes place in configs?

wintry tartan
#

No need to bump something that is only visible over two posts @velvet current

velvet current
#

sure

velvet current
#

thanks

ebon pivot
#

What are you supposed to do for inheritance if a class is newly defined? i.e changing a property off something with no base class thonk

hearty sandal
velvet current
wintry tartan
#

So do we, since we don't know how you've wrote

hearty sandal
#

facewear is tied to identity

#

and some mods add another layer of randomization on their units

velvet current
#

can I send screenshots?

#

of my code

wintry tartan
#

Why screenshot?

#

Just paste the code itself

velvet current
#

fine

hearty sandal
#

and link here

velvet current
#

I'll send you a link to pastebin

wintry tartan
#

Not you or HG or me, just paste here

velvet current
hearty sandal
#

so this is something for ALIVE then?

velvet current
#

I made it using ALIVE orbat creator

hearty sandal
#

unfortunately I got no clue on how that works, best bet I think would be asking in ALIVE discord

#

since its their own separate system

velvet current
#

it worked but now i wonder how do i make random uniforms? do i need new event handler?

hearty sandal
#

when do you want them to be random?

velvet current
#

when I spawn them

hearty sandal
#

problem with any unit randomization is that you cant then set any exact loadout for that unit

velvet current
#

not a problem for me

hearty sandal
#

it will be random always.

#

well you can make init evenhandler that swaps gear then yes

velvet current
#

class EventHandlers: EventHandlers
{
init="if (local (_this select 0)) then {[(_this select 0), [], nil] call BIS_fnc_unitHeadgear;};";
};

#

like this but unituniformgear?

hearty sandal
#

personally, dont know. but maybe

ebon pivot
#

is modifying the health of a vehicle not as simple as just setting something to higher/lower as i cannot seem to see anything on the biki for cfgvehicles

hearty sandal
#

armor = is the overall health value of an object

ebon pivot
#

ah thank you

hearty sandal
#

some hitpoint destruction can also "instant" kill a vehicle

ebon pivot
#

no wonder i cant destroy the turret its got armor of 400 notlikemeowcry

tender fiber
#

is there a way to edit all Vanilla Helicopters at once?, like i want to edit the pilotCamera of all heli's and make sure that this is applied to all of them
Class CfgVehicle
{
class AllHelicopters
{
class pilotCamera
{
};
};
};

tender fiber
#

i'd need to select each and all of them?

tender fiber
#

that wouldn't override every vanilla helicopter?

hearty sandal
#

no since they define their own values

tender fiber
#

what i want to do is to add a FLIR camera to all heli's and make sure the pilot can operate them, for that i'll change the memoryPointDriverOptics to the same as the memoryPointGunnerOptics, so the pilot has acess to the same camera the pilot has

hearty sandal
#

you can try if injecting it through the base helicopter class works but I am a bit doubtful

dark swift
#

Has anyone been working on a compatibility patch between ACE and cold war rearmed? It seems to have changed the value of armor vehicles have making AT almost obsolete.

If not anyone know any resources to get into making one?

hearty sandal
#

there arent really any resources on how to make a compatibility patch. Its mainly just understanding how configs work and patching non working values with working ones in various places around config

velvet current
#

how do i add a gun attachament to my units gun?

teal sluice
#

Is there any way to change the chat color of the BattlEye Client Global Chat?

#

or better said: does anybody know the RscConfig for that? its not in RscChatListDefault, or at least it doesn't have the specific name for that

gleaming sentinel
#

Anyone know what the most recent loadorder is for RequiredAddons?

opal crater
#

Art of War one.

#

A3_Data_F_AoW_Loadorder

gleaming sentinel
#

Thankyou!

golden temple
#

Hi there,
I’m trying to get my p3d model to appear in the itemWatch slot within the config.cpp.
So far I can get it to appear in the watch slot list to equip in virtual arsenal, but the model isn’t appearing on the player.
(Basically, trying to get a toothpick model to appear on the player model’s mouth without using up a facewear slot or NVG slot)
Any pointers would be appreciated.
I can copy my current config here tomorrow

wintry tartan
#

A watch doesn't have visible model

golden temple
#

So is there no way to have cosmetic models appear using the other slots? (Not including NVG, face, uniform, vest & backpack)

wheat sluice
#

Not possible, unfortunately. ItemWatch simulation doesn't support usage of the uniformModel and modelOff tokens. You can only define model (the model that appears when the object is placed on the ground via WeaponHolder) and uiModel (the model that appears when you pull out the watch in first/third person).

#

Your best bet is to simply combine the model of a toothpick with whatever model you're using in the facewear/NVG slot. If you don't have access to the model then you're pretty much SOL.

hearty sandal
#

small thing like toothpick could be just attachedTo-ed since it wont be visible on the first person view anyway

velvet current
#

how do I add attachment to my units gun

wintry tartan
#

What kind of?

velvet current
#

like a scope

brazen merlin
#

i have questions: 1. i can't manually reload my vehicle weapon, and 2. the weapon info doesn't show up on the interface, even though turretInfoType = "RscOptics_Offroad_01"; is set .. anyone has any idea what's up with that?

hearty sandal
#

the error is in the text

#

you are trying to inherit userActions but have not defined the parent base class where it should come from in the previous classes

#

autogen.hpp sounds dangerous 😅

velvet current
#

how do I change my units voices

velvet current
vestal sundial
#

Guys, hello, i have little problem with my pylons. I dont have pylons on my vehicles, but i can install them with zeus, but when i use my vehicle, i cant use my pylons. How can i fix this problem?

hearty sandal
hearty sandal
#

if you dont have pylons set up in your model you wont be able to use them

#

so, complete your setup with all the required parts

vestal sundial
#

I take classes from 3AS, and wright config

hearty sandal
#

is it a new model that uses pylons?

vestal sundial
#

Models and all consumables taken from 3AS

hearty sandal
#

consumables?

vestal sundial
hearty sandal
#

I dont know what that means in this context

#

what is 3AS?

vestal sundial
#

I have problem in config

vestal sundial
hearty sandal
#

ah

#

cant help you with that Im afraid

vestal sundial
#

I have problem with config, I write my pylons based on 3AS but I don’t how to fix it my problem

hearty sandal
#

Star wars stuff is banned from here as they are no approved by the IP owner

#

youll have to consult the people who made the mod

whole quarry
#

Can anyone who worked on weapon and ammo configs confirm that only shells and submunitions work with the artillery computer while rockets and missiles don’t?

toxic stirrup
#

Guys. Any tips how to make the custom torch object burning when the mission starts. Torches are map placed. I did the object the same as A3 configs for barrel fire or campfire, but... somehow I got a feeling I need to place down a memory point or do I just tinker/experiment with verticalOffset value?

toxic stirrup
#

If I place the object in editor(3den) it is burning, but map placed dont. Any ideas?

novel lava
#

with a submunition that switches the model to one with the engine off after a set period of time

whole quarry
#

Also, you can't animate these submunitions correct?

whole quarry
winter rain
toxic stirrup
#

Campfire placed on map is also turned off with no option to turn it on

hearty sandal
toxic stirrup
#

configs are good, but somehow objects placed on map, upon loading, need to be activated somehow

winter rain
#

Probably you should be able with its ID

languid wing
#

having an issue with a config where when changing weapons on pylons it retains the empty magazine for the default weapon and puts the new weapon on the pylon.... better explained with a picture

#

only happens with my compat for the wipeout, the black wasp's dont suffer from this issue, but I dont see much difference in my work between the different planes

#

I dont even know what to look for so I'm just gonna sqfbin the whole class

wintry tartan
#

You may have wrong inheritance. Are you sure Plane_CAS_01_base_F is the base?

languid wing
#
    class Plane_CAS_01_base_F : Plane_Base_F
    {
        class Components;
    };

    class B_Plane_CAS_01_dynamicLoadout_F : Plane_CAS_01_base_F
#

like this you mean?

wintry tartan
#

Meant double check the vanilla parent for B_Plane_CAS_01_dynamicLoadout_F

languid wing
#

Oh I see, give me one second

#

oh huh, looks like it isnt right

#

looks like it should be Plane_CAS_01_dynamicLoadout_base_F

wintry tartan
#

Try it out and see if works

languid wing
#

yup, just made the change and loading up now

#

yeah, that was exactly the problem lol

#

sweeeeeet

#

good to know that's a symptom of incorrect inheritance, I'll keep that in mind for next time

wintry tartan
#

👍

abstract crypt
#

I'm trying to understand something in my model.cfg but can't seem to come to the right conclusion. I have a small radar on my vehicle that spins around when the sensors on it are activated. That works perfectly.
My problem is that when the vehicle gets destroyed that it doesn't stop spinning. I guess my question is if there is a "counter" animation that you define for when the vehicle is destroyed or if my problem is that the sensors don't get destroyed on my vehicle hence the thing still spinning? (not sure if the last thing is even possible)

This here is what activates my radar:

            {
                type = "rotation";
                source = "activesensorsphase";
                selection = "Radar";
                axis = "Radar_H_Axis";
                sourceAddress = "loop";
                minPhase = 0;
                maxPhase = 0.02;
                minValue = 0;
                maxValue = 0.02;
                angle0 = 0;
                angle1 = 6.283185;
                memory = 1;
            };```
hearty sandal
abstract crypt
# hearty sandal you hide the spinning one and unhide a broken one

really? I didn't think thats how its actually done. Because my solution so far has been to hide the spinning one like you said, i just haven't unhidden a non spinny one. Is it alright to do this? Isn't there some performance loss to some invisible spinning radar? (i know its minimal but still)

hearty sandal
#

no hide animation makes the mesh nonexisting (scale 0)

abstract crypt
#

ahh i see, so it technically does "stop" it

hearty sandal
#

yes

abstract crypt
#

Thanks!

ocean gyro
#

I'm getting a random config error for a missing '}'

#

I'm probably blind

hearty sandal
#

that is usually the case 😅

ocean gyro
#

It's apparently at line 709

#

which is wierd

hearty sandal
#

what does the error say?

ocean gyro
#

build failed, result code=1, cfg convert task failed file ...\fpgp_2_uni\config.cpp, line 709" /CfgVehicles/: Missing '}'

#

something something class destroyed with lock count 1

hearty sandal
ocean gyro
#

I used an XML validator

hearty sandal
#

ah you did not use pboProject did you 😅

ocean gyro
hearty sandal
#

right

ocean gyro
#

and no P:/ drives

hearty sandal
#

riight

ocean gyro
#

I can send you the PBO

hearty sandal
#

no

#

I could not build your stuff

#

its not exactly valid for what I consider proper workflow

ocean gyro
#

yeah I mean fair enough

#

but I need to know what's wrong

hearty sandal
#

and well I dont really do that involved helping

#

I dont know what XML validator is but in notepad++ it use c++ language for showing .cpp documents and you can fold an unfold classes. that can often be helpful in tracing classes that dont close right

ocean gyro
#

It all seems fine

hearty sandal
narrow swallow
#

sanity check: do find-replace count of left { vs right }, make sure they are actually different number.
Then you can binary search to find where it is.

ocean gyro
ocean gyro
#

OH

#

Yeah

#

tysm

#

it works now

narrow swallow
ocean gyro
#

yeah that's a pretty useful thing to know

hearty sandal
#

for some reason its the only program I still use with white background

ocean gyro
#

I should probably start using P:\ drives and Mikero's tools like a sane human being

hearty sandal
#

dunno why

hearty sandal
#

its not for everyone

#

if your thing works at least most of the time may be there is no need to fix it. blobdoggoshruggoogly

ocean gyro
narrow swallow
ocean gyro
#

the annoying thing with not using P:\ drives is the fact that I can't use Model Viewer

#

(I can but texture paths are messy)

hearty sandal
#

well I mean you could but its a huge pain in the ass to change the pathToTextures setting for each folder

ocean gyro
#

I literary use my desktop as a work drive

hearty sandal
narrow swallow
#

IDE drip n_n (also static xD)

hearty sandal
#

yeh just saw that xD

#

I suppose Arma syntax is near enough c++ but not quite

remote mist
#

I'm running a retex of the Rhino and the textures aren't applying. Anyone know why that happens?

hearty sandal
#

wrong path perhaps

wintry tartan
#

Without reading the config nobody can say why

prime dust
#

I'm trying to define a custom damage type for ACE.

class ACE_Medical_Injuries {
    
    class wounds {
        
        class RadiationBurn {
            bleeding = 0.05;
            pain = 0.8;
            causeLimping = 1;
            causeFracture = 1;
        };
    };
    
    class damageTypes {
        
        class radburn {
            thresholds[] = {{0, 1}};
            selectionSpecific = 0;
            noBlood = 0;
            class RadiationBurn {
                weighting[] = {{0, 1}};
            };
        };
    };
};

I can call the damage and it seems to work just fine, but the name is undefined in the medical damage log and only comes up as "1x ".

How do I define the damage type's name?

ashen chasm
#

although defining entries like <Key ID="STR_ACE_Medical_Damage_Abrasion"> in your mod's stringtable.xml may work tanking

prime dust
#
<?xml version="1.0" encoding="utf-8"?>
<Project name="Radiation Damage">
    <Package name="Radiation_Damage">

        <Key ID="STR_ACE_Medical_Damage_RadiationBurn">
            <English>Radiaiton Burn</English>
            <Japanese>熱傷</Japanese>
            <French>Brûlure thermique</French>
            <Russian>Термический ожог</Russian>
            <German>Thermische Verbrennung</German>
            <Polish>Oparzenie</Polish>
            <Chinesesimp>热灼伤</Chinesesimp>
            <Korean>화상</Korean>
        </Key>
        <Key ID="STR_ACE_Medical_Damage_RadiationBurn_Minor">
            <English>Minor Radiation Burn</English>
            <Japanese>小さな熱傷</Japanese>
            <French>Légère brûlure thermique</French>
            <Russian>Незначительный термический ожог</Russian>
            <German>Leichte thermische Verbrennung</German>
            <Polish>Pomniejsze oparzenie</Polish>
            <Chinesesimp>轻微热灼伤</Chinesesimp>
            <Korean>작은 화상</Korean>
        </Key>
        <Key ID="STR_ACE_Medical_Damage_RadiationBurn_Medium">
            <English>Medium Radiation Burn</English>
            <Japanese>中くらいの熱傷</Japanese>
            <French>Brûlure thermique modérée</French>
            <Russian>Средний термический ожог</Russian>
            <German>Mittlere thermische Verbrennung</German>
            <Polish>Średnie oparzenie</Polish>
            <Chinesesimp>中度热灼伤</Chinesesimp>
            <Korean>꽤 큰 화상</Korean>
        </Key>
        <Key ID="STR_ACE_Medical_Damage_RadiationBurn_Large">
            <English>Major Radiation Burn</English>
            <Japanese>大きな熱傷</Japanese>
            <French>Sévère brûlure thermique</French>
            <Russian>Сильный термический ожог</Russian>
            <German>Schwere thermische Verbrennung</German>
            <Polish>Duże oparzenie</Polish>
            <Chinesesimp>重度热灼伤</Chinesesimp>
            <Korean>심각한 화상</Korean>
        </Key>

    </Package>
</Project>
narrow swallow
#

is there a base game standing FFV animation other than the one for offroad turnedout?

void ruin
#

I need some help finalizing my unit's uniform config and compiling it. I'm at a loss and have read through everything I could to figure this out. I even have a friend who codes C++ for a living and even he can't figure out what the issue is with the uniforms just not showing up in the arsenal.

hearty sandal
#

vanilla arsenal?

#

the editor loadout editor or one placed down in a mission?

#

@void ruin

void ruin
#

One to be placed onto a mission.

#

I've got the PBO packed and on the workshop, I think I did that the right way, but for some reason the Arsenal, any of them, it just simply won't show the uniforms. I'm about at my wits end because I know it's absolutely something simple I'm overlooking.

void ruin
# hearty sandal vanilla arsenal?

But no, we have spyder addons for loadout management since we have a lot of guys either new or older veterans and it's just easier that way. But even with a full virtual arsenal the uniforms won't show up.

#

If you wanna get into a voice call with me or dm me, or whatever to walk me through the steps while I show the code I'm more than willing to do that. Like I said, I am at my wits end lol.

hearty sandal
#

have you tried in eden loadout manager without any other mods?

void ruin
#

I have, yeah.

hearty sandal
#

Soz I dont really do DM help

void ruin
#

The problem really has to be in the config.cpp I created

hearty sandal
#

answers get lost there. here they benefit others who struggle with same things and can use chat search history 😅

void ruin
#

Yeah I completely agree.

hearty sandal
#

Scope = 2 and Scopecurator =2 are the things you need

void ruin
#

I didn't wanna overload this channel with my config without first knowing it would be alright lol.

#

I have scope = 2 there, where does the curator go in the config?

#

class rhsusf_army_acu_uniform;
class TFL_ACU_Uniform_base : rhsusf_army_acu_uniform
{
scope = 1;
author = "Major Patrick";
faction = "rhs_faction_usarmy_wd";
};

hearty sandal
#

after or before scope 2 inside the uniforms scale

void ruin
#

So there's my first line under cfgpatches

#

class TFL_ACU_Uniform_Base : rhs_uniform_acu_ocp
{
author = "Major Patrick";
picture = "\rhsusf\addons\rhsusf_inventoryicons\data\uniform\rhs_uniform_acu_ocp_ca.paa";
scope = 2;
model = "

#

Then there's that. Is it calling up two different locations for the same item and just nullifying them both with the scope?

#

And is scopeArsenal a redundancy that no one uses?

hearty sandal
#

oh

#

we dont support TFL

#

its all stolen assets from other games and mods

#

so basically you wont get help here for that

#

TFL and its makers are not welcome here

void ruin
#

We're not the Task Force Lima you're talking about lol.

#

We've only been a unit for like 2 months.

hearty sandal
#

you have picked a rather bad name then

void ruin
#

I've made this config with the help of the 3rdID guys and going off the Bohemia wikis too.

#

And learned the texture editor in Arma 3 tools by myself and the BI wiki stuff. So I guess we did pick a bad name lol.

#

I wanted "Task Force Red" but I wasn't paying for the servers lol

hearty sandal
#

you can pass on note that changing it is recommended due to the stigma attached to tfl

void ruin
#

I wouldn't shoot every pit bull because one attacked someone, so I don't get the correlation.

#

But I'll tell the CO.

#

I think the scope thing was the right adjustment, though. So thanks for that at least.

hearty sandal
#

because there is no way to distinguish the 2

#

someone says TFL = its the thiefs

void ruin
#

Now I just have to remember to remove mod requirements from it.

#

Yeah dude we have like 38 people in our server lol.

#

Most of us were Onward TFL guys who decided Arma would be more fun.

hearty sandal
#

yes but here you were just about to get hammer

void ruin
#

Lmao crazy how that goes honestly.

hearty sandal
#

bad apples ruin things for everyone

#

and we have 0 tolerance for what they do

void ruin
#

We didn't even know another one existed

#

Should I confirm I'm not with that particular unit to continue to get help or...

#

I can DM you our website with the perscom on it.

hearty sandal
#

its alright, I'll believe you.

void ruin
#

For posterity's sake, considering we're actively trying to recruit here

#

I was in the Army for almost ten years, I think honor comes before most anything else so for what it's worth, I shot you the website's link.

hearty sandal
#

if you go by JTF Lima that would probably help

#

TFL rubs many people the wrong way

void ruin
#

We were that and then we turned into another one lol.

#

So at least that's sorted out then. Let's get back to the config help baha

#

Cause again, I'm melting internally man. I was a damn 11B. I don't know hardly anything about coding anymore outside of json and DOS

hearty sandal
#

configs get easier once you get past the initial hump

void ruin
#

I hope so. A guy who codes C++ professionally in the server can't even figure out what's wrong, because it tosses up 0 error codes.

#

I've even got the mod on workshop, a bikey, it's pbo packed, and the bisign is working but it just won't show up anywhere.

hearty sandal
#

the vanilla tools dont really throw much errors

#

and well the not being visible in arsenal is not exactly error either. 😅 just means its not configured to be visible there

void ruin
#

I added the scope = 2; scopeCurator = 2; scopeArsenal = 2

#

I remember a lot of these class callings from C. I should've learned more coding lol.

hearty sandal
#

the config has similar structure yeah

void ruin
#

In the required addons section do I add the addon itself? I did that, loaded and got the "Requires addon TFL Uniforms"

hearty sandal
#

addon itself no

void ruin
#

I'd hate for it to be dependent on itself.

#

That's like old DOS code lol

hearty sandal
#

you would add anything you need to load before

#

like the RHS addon

#

or its cfgPatches class

void ruin
#

Right because it's a hiddentexture there based on the camo breakout in that .paa right?

hearty sandal
#

its a config loadorder thing

#

the game needs to load the other addon first so your addon can use the config from it

#

and then apply your changes

void ruin
#

Right alright. Now we're making good progress.

#

So for example here

#

class rhsusf_army_acu_uniform;
class TFL_ACU_Uniform_base : rhsusf_army_acu_uniform

#

That should be my class, the second one, on every line thereafter?

#

class TFL_ACU_Uniform_pv2 : TFL_ACU_Uniform_base Like said that there, the ACU_Uniform_base should be rhsusf_army_acu_uniform, correct?

#

Or is the : TFL_ACU_Uniform_Base a call back to the original tag below CFG Patches

hearty sandal
#

oh 🦌 there gonna be angry people in the morning with all that TFL XD

void ruin
#

Lmao. Well they'll understand I hope. I'm just a random XO from a new 2 month old unit haha

hearty sandal
#

Im sure they do. Might just take a moment and couple cups of coffee

#

anyway if you put your config to pastebin.com and link it here I can take a quick look

void ruin
#

Sweet

hearty sandal
#

and the cfgWeapon classes are the items

#

so inside a unit the uniformClass = refers to a uniform item

#

you are currenty refering to the unit inside the units uniform class instead of a uniform item (what the unit would wear)

void ruin
#

Holy crap lol

#

I knew it was simple

livid trail
#

Hey there, something I need little help with.
(Even when starting with UI sentence, config related)

I am adding custom UI to RscTitles (should be alright)

class RscTitles {
    titles[] = {IMF_spectatorUIRsc};
    #include "includes\IMF_spectatorUIRsc.hpp"
};

Where I am using RscText.
I define it in IMF_spectatorUIRsc.hpp as
class RscText; (also tried adding {}).
And it seems like it is "overwriting" the basic RscText. I am adding all the necessary information in my own class ie:

 class IMF_spectatorUIRsc {
    idd = -1;
    duration = 1e+011; 
    movingenable = true;
    onLoad = "uiNamespace setVariable ['IMF_spectatorUI', _this #0]; IMF_spectator = true;";
    onUnload = "IMF_spectator = false;";

        class Controls {
              class IMFtimer:RscText {    
            idc = -1;
            style = 2;
            onLoad = "[(_this #0)] call IMF_fnc_spectatorTimer;";
            x = safeZoneX + 0.005; 
            y = safeZoneY + safeZoneH - 0.09;
            h = 0.08;
            w = 0.32 * 3 / 4; //w == h
            lineSpacing = 1;
            sizeEx = 0.045;
            fixedWidth = 1;
            deletable = 0;
            fade = 0;
            access = 0;
            type = 0;
            shadow = 1;
            font = "RobotoCondensed";
            colorBackground[] = {0,0,0,0.5}; // timer backround color
            colorShadow[] = {0,0,0,1};
            tooltipColorText[] = {1,1,1,1};
            tooltipColorBox[] = {1,1,1,1};
            tooltipColorShade[] = {0,0,0,0.65};
            colorText[] = {1,1,1,1};
            text = "";
        };
        };
};

BUT UI from other mod (for example ace) that inherit from RscText get broken, as it does not get all the attrubutes RscText has.

The wierdest part is that RscText still has the attributes in it, when inspected with config viewer.

When I don't load this part of the PBO, they are in there.

Any ideas what I might be doing wrong?

#

Screenshots of RscText, the "broken" ui and my SpectatorUI

livid trail
#

Figured out that my current implementation creates another RscText in .\RscTitles\RscText which will be then used by other UI elements. Of course it's empty and that's what's causing the issues.

void ruin
#

I feel like I'm on a scavenger hunt trying to get understanding of this problem lol

wintry sun
#

Trying to figure out how exactly the configs work, I've managed to get a simple custom box object into the game, however my textures don't seem to load for it for some reason. I thought my path was fine but unsure. This is the absolute path to the texture: "C:\Steam\steamapps\common\Arma 3@Test\addons\box_test\textures\boxtexture.paa", but from what I've read I should only set the path to the texture from the addon's folder itself, yet I still get this error

#

Would appreciate any ideas

wintry sun
#

Now that I think about it I can't decide if this belongs here or in #arma3_texture 😅

nimble sequoia
wintry sun
#

Ah... I was unsure if I should leave the P drive in the path name, gotcha. Will definitely try this when I get home, thanks 👍

nimble sequoia
#

When you put it in config code it would look like this:
hiddenSelectionsTextures[] = {"\box_test\textures\boxtexture_co.paa"};

wintry sun
#

Do I need to put that into the config for the object if I’ve already linked the texture in Object builder in the model file still or do I only need to do one of them?

nimble sequoia
#

In the p3d model, you'll have selected the faces you want to retexture and given them a named selection, such as camo1.
You'll also have applied an initial texture (_co.paa) and material (.rvmat).
In model.cfg you'll have a sections[] = {"camo1"};
In config.cpp you'll have:

class myBaseBox: someOtherClass 
{
   scope = 0;
   hiddenSelections[] = {"camo1"};
};
class myBlueBox: myBaseBox
{
   scope = 2;
   displayName = "Blue Box";
   hiddenSelectionsTextures[] = {"\box_test\textures\boxtexture_blue_co.paa"};
};
class myRedBox: myBaseBox
{
   scope = 2;
   displayName = "Red Box";
   hiddenSelectionsTextures[] = {"\box_test\textures\boxtexture_red_co.paa"};
};```
wintry sun
#

Gotcha, I was trying to somewhat reverse engineer the A3 samples but it seems I didn't do that great of a job at it 😅
I'll fix my config according to this when I get home, thanks a lot for the help 👍

ebon pivot
#

Unsure if this should be here or #arma3_model, but is it possible to turn a weapon from a primary to a secondary without model access?

wintry tartan
#

Yes, indeed it is config

ebon pivot
#

Is it as simple as just copying across the model and magazines that are compatible and such?

hearty sandal
#

animations might not work the same

#

for holding the weapon and reloading

ebon pivot
#

What level is that assigned at? Model or config?

hearty sandal
#

config. but the different pose between rifle and pistol is likely to break things

#

and that cant be changed

ebon pivot
#

Am I unable to change which animation is used to the P07 or something?

hearty sandal
#

correct

#

when you use primary weapon the underlying animation set is the "rifle up at shoulder pointing forward"

#

and weapon holding animation is blended on top of that

#

when you use secondary weaapon or launcher they both have their respective movesets

#

pistol up and launcher up

ebon pivot
#

Oh right -- so it doesn't even matter that it's a pistol in the primary weapon slot in the first place, anim would still be moved?

hearty sandal
#

it would use the rifle up pose as base

#

might work, might not.

ebon pivot
#

rgr, so should just be matter of using same model and such? nothing else aside from

class myclass: somepistol {
  displayName = "blah";
  model = "mymodelpath";
};``` and magazine bits?
hearty sandal
#

maybe yeah

#

try it out I suppose xD

ebon pivot
#

i shall use the cpw in the intermediary then

#

it does not show up 😅

#

shows up in config viewer just fine, inherits from p07 and changes the model and displayname and somehow that makes it disappear 🤔

nimble sequoia
ebon pivot
nimble sequoia
#

Where does it not show up?

ebon pivot
#

either primary or secondary weapon tab in arsenal

opal crater
#

scopeArsenal = 2

#

(in theory it could be undefined and then scope should be used but IDK)

#

also make sure you list your weapons and vehicles in CfgPatches arrays

nimble sequoia
#

Yep, what veteran says.

ebon pivot
#

rgr give me a few

#

guess would it wasnt in weaposn array

nimble sequoia
#

If it's not in cfgPatches array it definitely doesn't show in Zeus, same I guess for Arsenal.

uncut pike
#

Is it possible via CfgMagazines, CfgAmmo or CfgWeapons to disable bullet casings that are dropping when a weapon has been fired?

opal crater
#

CfgAmmo

#

cartridge = "";

ebon pivot
#
class CfgWeapons {
    class hgun_P07_F;
    class myfancygun: hgun_P07_F {
        model = "\A3\Weapons_F_gamma\Smgs\pdw2000\pdw2000_F.p3d";
        displayName = "myfancygun";
        scopeArsenal = 2;
    };
};``` is contained in `weapons[]` too
#

still not showing up in arsenal thonk

#

ah, baseWeapon needed changing

#

Presume there's nothing I can do to fix that offset from config side?

shy knot
#

Well, hand anim

#

But that’s it

ebon pivot
#

sadge

hearty sandal
#

Yeah this is what I meant

#

Being a problem

shy knot
#

If you want the proper hand anims, you need it to be a primary

#

Primary, secondary hand anims are hard coded

hearty sandal
#

Well you can change the support hand but the pistol proxy is glued to the right hand.

ebon pivot
#

ya i'd figured its nbd

hearty sandal
#

I've been thinking of making an upgraded animation set with the pistol having its own bone like weapon. In theory that would allow actual holster placement on uniform level too and if nothing else, same control on hand anims as with rifles and launchers. But it's not the simplest task.

rain scarab
#

I'm wondering if there's something specific I need to do in order to make the Door States control in 3den work on my custom buildings- the doorway to the left there is just a single object with bone Door_01, the door state is locked in editor, but in game it's still openable. Even running ACE and trying it too, the lock doesn't happen. https://i.imgur.com/hs1aG2a.jpeg

hearty sandal
#

what does the door action look like

rain scarab
#
            class Door_01_Open
            {
                displayName = "Open Door";
                radius = 2;
                position = "Door_01_trigger";
                onlyForPlayer = 1;
                condition = (this animationPhase 'Door_01') < 0.5;
                statement = ([this, 'Door_01'] call BIS_fnc_DoorNoHandleOpen);
            };
            class Door_01_Close: Door_01_Open
            {
                displayName = "Close Door";
                condition = (this animationPhase 'Door_01') >= 0.5;
                statement = ([this, 'Door_01'] call BIS_fnc_DoorNoHandleClose);
            };
        };```
hearty sandal
rain scarab
#

Ooh, okay. I'll try implementing that

hearty sandal
#

might be good idea to check some vanilla house configs as reference

#

ones that you can lock doors in

#

this was just from quick search on all in one config, didnt even look what object it was for

ebon pivot
hearty sandal
#

possible could also add more bones for stuff like capes and wings and such

#

just so they are there if people want to make stuff with them

ebon pivot
#

Oh right, sounds pretty useful -- biggest pet peeve is you can't hide primary weapons in this game afaik

#

(when "holstered")

hearty sandal
#

those are more difficult things I suppose

ebon pivot
#

actually no biggest pet peeve is sliding around when swapping to pistol from nothing but its not a vanilla feature so meh

ebon pivot
hearty sandal
#

hiding weapons is more animation property but it could be useful as a just scripting command for some stuff

#

like vehicle sitting animations hide stuff via the animation config

ebon pivot
#

i hate that tbh but i get why its done

hearty sandal
#

There are things that can be improved but it is quite big task

ebon pivot
#

indeed -- i wouldnt even know the first thing about models, i refuse to mount a p drive

hearty sandal
#

although I dont mount P drive either 😄

#

I have physical drive for that

ebon pivot
#

all of my mods are made in a folder in my documents

hearty sandal
#

☣️

ebon pivot
#

ive also mostly scripted several mods on the toilet/in the bath and just had to do bugfixing ingame before releasing them

#

the grind never stops

hearty sandal
#

that is true

ebon pivot
#

though i might learn modelling purely to make some better moustache mods

#

there arent enough good ones

nimble lodge
#

I am trying to add a camera to an aircraft that previously didnt have it. I assume this is the code that defines it? However I am having an issue, the camera spawns where the pilots face is, and it can not be moved https://pastebin.com/qpGHH1sC

hearty sandal
nimble lodge
hearty sandal
#

It might roll around with the wheel XD you can try it out but I think it might not work out

mortal dove
#

what is the default cfgEditor category?
In making a compat for something, I cannot overwrite their cfgEditor as it's set to a custom one.

toxic solar
#

for typicalSpeed wat happens to hit if the projectile moves at a higher speed?

winter rain
#

Does anyone know how to make as example a MG Turret not being interested at Aircrafts?
I mean, I did already threat[] = {1,1,0}; and the Sensor Components also have class AirTarget {}; so its like inactive, the MG Turret is also not shooting at any Air Targets but they still follow them and get busy on them and Ground Targets kill these MG's while the MG's dont shoot back cause of being busy watching/following the Air Target.
Is there any easy entry to solve that?

novel lava
#

same with caliber

dapper maple
#

I've got a short config here, I need a second set of eyes I can't find out where my brackets went wrong

#

pleasee halp

winter rain
#

probably 3 cause you also dont close class CfgWLRequisitionPresets

#

2 at line 87 and 1 at line 132

dapper maple
winter rain
#

maybe that works i dont know