#arma3_config

1 messages Β· Page 12 of 1

grand zinc
#

I would expect this

    class ModuleCAS_F: Module_F
    {
        class Arguments
        {
            class Vehicle
            {
                class values
                {
                    class LIB_FW190F8
                    {
                        name = "$STR_LIB_DN_FW190F8";
                        value = "LIB_FW190F8";
                    };
                };
            };
        };
    };
    class ModuleCASMissile_F: ModuleCASGun_F
    {
        class Arguments
        {
            class Vehicle
            {
                class values
                {
                    delete LIB_FW190F8;
                };
            };
        };
    };

If that delete doesn't work, maybe it works moving it into separate config

ashen chasm
#

config viewer shows the same picture when the class doesn't define it's own subclass and it's fully taken from the parent. I.e. "HeadLimits"/"MarkerLights" on the screenshot would show the same "Path". But running configFile >> "CfgVehicles" >> "ModuleCASMissile_F" >> "Arguments" would most likely return "configFile/CfgVehicles/ModuleCAS_F/Arguments". And no parents are shown because there isn't a subclass that inherits anything, there's a subclass that's defined in class parent notlikemeow
Relevant part of config dump: https://sqfbin.com/jikademizoxucabodeba

novel lava
#

working on it at 4 am was probably not the smartest idea

#

all this has done so far is break inheritance

#

as in, I get rpt errors like:

19:04:52 Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleCASMissile_F/Arguments/Vehicle.displayName'.
19:04:52 Warning Message: '/' is not a value
19:04:52 Warning Message: No entry 'bin\config.bin/CfgVehicles/ModuleCASGunMissile_F/Arguments/Vehicle.displayName'.
19:04:52 Warning Message: '/' is not a value

and the class is broken

grand zinc
#

._.

#

but but but notlikemeowcry

ashen chasm
#

it looks like it defines an empty class Arguments in ModuleCASMissile_F, instead of having none and searching through inheritance tree blobdoggoshruggoogly

grand zinc
#

But between mods that works, but I guess only if the class is defined in the parent, not if it comes in via inheritance. notlikemeow

ashen chasm
#

which seem to return us to "if you patch the class definition from another config - it works, if the class wasn't defined at all - it doesn't"?

crisp violet
#

words cannot describe my confusion right now

#

I've added editor previews to another batch of skins I've made and despite the filepath being correct and the images being the correct format they don't show up in the editor

#

oh no wait nevermind just realised what was wrong

#

I used forward slashes instead of backslashes

#

god dammit koolCry

swift yacht
#

I have a question, how would I make a replacement config for weapon models? What I want to do is have the NiArms weapon & magazine models replace those from 3CB Factions, including the weapons used by the AI. For example, 3CB Factions M14 model replaced with the NiArms M14 Model, 3CB Factions MP5 Model replaced with NiArms MP5, etc. This would be the first time I tried to make any sort of config, so any potential templates or examples would be appreciated.

pseudo kite
#

Can anyone one help me find the soundshaders for the A-164 wipeout please?

wheat sluice
#

Its config is stored in sounds_f.pbo. Look for class Plane_CAS_01_base_F and jump down to soundSets. You'll find the list of soundshaders there in the same config file.

#

If you're after the actual sound files, they're stored in sounds_f_vehicles.pbo (inside the air -> cas_01 folder).

pallid sierra
#

which display do I edit to add my mod to the "showcase" center icon on the main menu?

#

answer: CfgMainMenuSpotlight

slim halo
#

No it's not wrong and won't break things. Some vanilla configs even do that

#

e.g. turrets iirc

tacit zealot
#

Is it possible to disable turning out on a vehicle via config? I have a tank that I turned into a UGV, but it doesn't fire because the UAV AI always turns out of the turrets.

pseudo kite
pseudo zinc
#

Hi guys. Im have a trouble with hitPoints. So, im creating house, which have windows and glasses and now I need to make it so that when it hits, the glass is replaced with broken glass and it partically done. Destroyed selection is hides, but when i shoot on the window nothing happens. Can someone give me a cfg sample? (im checking arma 3 samples but...)

hearty sandal
#

also you can open up the vanilla configs and check out the configs for those

#

through unpacked A3 data or ingame config viewer of All In One config dump file

pseudo zinc
#

How can i check model.cfg?

hearty sandal
#

well samples should have enough model.cfgs as reference

narrow swallow
tacit zealot
#

Thank you so much!!!

#

And for driver is it forceHideDriver = 1?

narrow swallow
#

Yes, but ofc in vehicle not turret

tacit zealot
#

Hmm... somehow that makes my issue worse. The hatches are closed, but I still don't have the standard gunner view for the tank I'm working with. Previously, I could solve this by selecting "Turn In" from the UAV Turret controls, but now that I'm force turned in, this option just doesn't exist.

Driver seat is working fine though.

#

Here's a pic. Not sure it helps much.

narrow swallow
tacit zealot
#

Current config below, base class inherits from CUP M60A3:

#
        forceInGarage = 0;
        author = "brendob47";
        editorSubcategory = "EdSubcat_Drones";
        crew = "O_UAV_AI";
        typicalCargo[] = {"O_UAV_AI"};
        class Turrets: Turrets{
            class MainTurret: MainTurret{
                gunnerType = "O_UAV_AI";
                gunnerForceOptics = 1;
                forceHideGunner = 1;

                uavCameraGunnerPos="gunnerview";
                uavCameraGunnerDir="gunnerview_dir";
                class Turrets: Turrets{
                    class CommanderOptics: CommanderOptics{
                        //CUP_LockTurret = 1;
                        magazines[] = {};
                        weapons[] = {"CUP_Vhmg_M85_M60_Commander"};

                        dontCreateAI = 1;
                        gunnerType = "O_UAV_AI";
                        gunnerForceOptics = 1;
                        forceHideGunner = 1;
                    };
                };
            };
        };
        reportOwnPosition=1;

        driverForceOptics = 1;
        forceHideDriver = 1;
        memoryPointDriverOptics = "driverview";//driverview
        unitInfoType="RscOptics_AV_driverNoWeapon";
        driverOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Driver_F.p3d";

        isUav=1;
        uavCameraDriverPos="driverview";
        uavCameraDriverDir="driverview_dir";
        cargoCanControlUAV=0;
    };```
narrow swallow
tacit zealot
# narrow swallow `gunnerview_dir` doesn't exist in the model, I think. Also base game ugv doesn't...

Well, I tried a few different things out to no avail, then I figured something out by swapping the UAV AI with a Crewman - the gunner is still turned out! The hatch is just closed, screenshots are taken under UAV Control.
Here's what my turret class looks like now:

                gunnerForceOptics = 1;
                forceHideGunner = 1;
                canHideGunner = 1;
                //magazines[] += {"SmokeLauncherMag"};
                //weapons[] += {"SmokeLauncher"};

                //uavCameraGunnerPos="gunnerview";
                //uavCameraGunnerDir="gunnerview_dir";

                gunnerOutFireAlsoInInternalCamera = 1;
                gunnerOutForceOptics = 1;
                gunnerOutOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_APC_01_w_F.p3d";
                //viewGunnerInExternal = 0;//maybe try setting this to 1
                gunnerUsesPilotView = 1;//maybe try setting this to 1
                memoryPointGunnerOutOptics = "gunnerview";```
narrow swallow
#

canHideGunner = 0

tacit zealot
#

Ugh, now he just turns out and is visible turned out
I also realized that the black view in the above screenshot is actually just the inside of the "hatch" area facing forward

tacit zealot
#

I fixed it
isPersonTurret = 0;

sly ice
#

Is it possible to have the #if __has_include preprocessor command search directories rather than having to explicitly define it?

I.e, instead of going #if __has_include("\rhsusf\addons\rhsusf_main\CfgFunctions.hpp") you can go #if __has_include("\..\addons\rhsusf_main\CfgFunctions.hpp") or something to that effect. Im worried about having these 'soft dependencies' no longer working cus a server owner bundled it into another addons folder

sly ice
#

ah, shame

grand zinc
hazy wigeon
#

where are the properties that you can change via this menu in zeus defined?

nimble sequoia
#

Has anyone ever seen a tank get destroyed and still have it's lights on (Reflectors inside class Turret, ie weapon spotlights)?

languid aurora
#

Hello, im trying to hide a part of a model through hiddenselection and im having difficulties.

#

So my base object has two selections, camo1 and camo2

#

both selections have overlaping parts and im trying to hide all the camo2 parts

hearty sandal
#

Also hiding with hiddenselections is very bad for performance

#

Hiding should be done with hide animation

#

Or variants should be separated to different p3ds

languid aurora
languid aurora
languid aurora
ashen chasm
#

"overlapping mesh" as in "multiple meshes that take the same space" or as in "a bunch of vertices that are marked as both camo1 and camo2"?

covert scaffold
#

hello, on one of my buildings I want to use the "sound_air_condition_1" and I would like to know how that memory point should be used to make it work ? Can someone help me ?

languid aurora
#

Let me describe it more clearly

#

I'm trying to retextue a uniform

#

The entire uniform is part of camo1

#

But some parts like the belt are also part of camo2

#

I want to remove camo2 parts

nimble sequoia
slim halo
#

Personally never seen it but I guess it could be a bug think_turtle

nimble sequoia
#

I've reported it to BI as such.

vernal quiver
#

Do you need a model.cfg for static buildings with no animations? I'm struggling to find any tutorials relevant to adding purely static buildings

slim halo
vernal quiver
#

Mmmm, okay. I've largely figured it out now. How do you implement collisions and stuff? The object in question is fairly simple but atm it has no collisions. I assume its something to do with LODs but I have no idea where to even start with them

slim halo
#

You need the geometry LOD

#

And you must give it a mass and each convex component must be named as wiki says

#

Also you should check out the A3 samples on Steam

ebon pivot
#

is how high helicopter's dust effects determined found in config or is it a memory point?

#

i.e the dust effects when you hover above the ground

#

cant see anything related searching through config viewer but could've sworn i have done before

trail remnant
#

can someone tell me what im missing?

dusk wolf
trail remnant
molten musk
#

One comma too much
Line 571

#

@trail remnant

trail remnant
molten musk
trail remnant
molten musk
#

How long is your config, that part. You should get an extension to highlight (sqf, c, or something which shows config highlights) , so you see if you have { too much in your config

#

I mean is that all in CfgVehicles or is that some own part in config.cpp

trail remnant
#

i cant find the problem myself

dusk wolf
#

Try this to see if this works. Also Install Visual Studio Code it tells you where you are missing what.

vernal quiver
#

I have managed to get the emissive textures working, and the main texture working, but I am struggling to get both

#

I'm using "a3\data_f\lights\car_panels.rvmat" for an emissive material, I might switch to a custom one.
It has not helped

molten musk
# trail remnant
//Line 9
class Params
{
...
//Line 130
class Params
{
...

So test if you just remove line 129 & 130 & 131

};
class Params
{
toxic solar
#

Does anyone know if proximityExplosionDistance works? didnt see it on the config wikis, and in single player if I shoot the titan AA which has proximityExplosionDistance = 10 it didnt seem to work (exploded on impact and I watched it via splendid camera at slow speeds)

lament thicket
teal canyon
#

I have an issue with a vehicle config, where the sound occlusion is "inverted" so that the muffled sounds play when in third person and the clear sounds play when in first person, so I hear the car clearly when in first person but muffled when outside. The soundsets should be good, it's just the vanilla hatchback soundsets but with new shaders, also copied from the hatchback, just changed the sample. What could be causing this?

Edit: I realised it's probably because the hatchback uses different samples for INT and EXT whereas mine only has 1 sample that is used in both

frozen bluff
#

I don't think a proximity detonation is possible. I never saw that. I mean I may have missed it too since I wasn't looking for it. But if it don't work then it don't work. May want to talk to BIS about that.

nimble sequoia
#

Was there some trick to making hiddenSelectionsMaterials work with damage material swapping in a vehicle?

novel lava
#

Yeah only on vehicles though

#

you just have to add the new material to class damage

#

on units this doesn't work for whatever reason

nimble sequoia
novel lava
#

Oh you mean in that sense

#

yeah im unsure then

nimble sequoia
#

I thought there might have been a way around it, but after some heavy experimenting last night it appears it's still broken.
Thanks for the reply though, appreciate it.

wintry tartan
#

That's one of the worst feature in this game

ashen chasm
#

huh?

hearty sandal
#

Material swapping with hiddenselections was added in Arma3 if I recall right. The damage swap has existed since OFP? But never got updated to work through actual used material and only reads what's on the P3d for damage material swap it seems.

#

praise_the_sun praise_the_sun πŸ™πŸ™Dedmen πŸ™πŸ™praise_the_sun praise_the_sun maybe fix one day

novel lava
#

if push comes to shove can intentionally break the damage classes and script it 😬

hearty sandal
#

Yeah it's an option

sullen fulcrum
#

i have issues regarding the gun sounds dont play when fired. can someone pls point out what wrong i did?

tawdry coral
#

Modes is what tells the game full auto, single, burst, etc, right?

sullen fulcrum
#

yeah

#

ive downloaded a gun sound and sadly i cant hear it no sound came out

tawdry coral
#

I haven't messed with making weapons, or sounds for said wepaons, but, I'd check logs and try to play the sound via console.

#

(I assume you can play the sound via console xD)

#

also I assume you are only having issues with sound. Other then sound, the weapon works exactly as intended.

sullen fulcrum
#

also im curious about the sound via console

#

how do you do that? id like to know

delicate cypress
#

this has me scratching my head. Trying to make an apers mine and it works, but it appears on the arsenal's magazine tab instead of in the explosives one... I'm inheriting from vanilla classes so I'm not sure whats going on... The CFGVehicles entry works just fine and it appears in the correct editor category


    class Sparky_JSDF_overhaul_JSDF_Type87AP_Mag: APERSMine_Range_Mag
    {
        displayName = "Type 87 Anti-Personnel Mine";
        ammo = "JSDF_A_mine_Type87AP";
        model = "\JSDF_Wep\_ammo\Am_Type87\JSDF_A_mine_Type87AP";
        weaponPoolAvailable = 1;
    };```
#

^ cfgmagazines entry

wheat sluice
#

Have you added the magazine to the Put muzzle?

#

Mines don't automatically become "placeable" unless you include them to the array.

#
class CfgWeapons
{
    class Default;
    class Put: Default
    {
        muzzles[] += 
        {
            "Sparky_JSDFType87APMuzzle"
        };
        class PutMuzzle;
        class MineMuzzle;
        class Sparky_JSDFType87APMuzzle: MineMuzzle 
        {
            magazines[] = 
            {
                "Sparky_JSDF_overhaul_JSDF_Type87AP_Mag"
            };
            autoReload = 0;
            enableAttack = 1;
            showToPlayer = 0;
        };
    };
};
delicate cypress
#

wait. That worked. Thank you!

gleaming sentinel
#

I'm trying to create a custom animation, its just a hide one, and it wont come up in game when I use animationNames object

hearty sandal
#

what type of object?

gleaming sentinel
#

I have it defined like this under model.cfg:

class Animations {
    class IT_Foot_L_Hide {
        source = "IT_Foot_L_Hide";
        type = "hide";
        selection = "IT_Foot_L";
        hideValue = 1.0;
    };
};

And this in config:

class AnimationSources {
           class IT_Foot_L_Hide {
              displayName = "HideLeftFoot";
              source = "user";
              animPeriod = 0;
              initPhase = 0;                
           };    
        };
gleaming sentinel
hearty sandal
#

uniforms dont use those animations

gleaming sentinel
#

Is there any way to create a custom one that they will use?

hearty sandal
#

no

#

they animate through RTM

#

or at least I cant remember ever seeing separate model.cfg animation work on uniforms

gleaming sentinel
#

Ok, All im trying to achieve is a hide effect, I can kind of do it through hiddenselections, but for some reason half the selections wont hide

hearty sandal
#

hiddenselections must not overlap

#

for starters

gleaming sentinel
hearty sandal
#

but hidden selections are poor way to hide things

#

as the mesh is still drawn

#

just fully transparent

gleaming sentinel
#

do you suggest an alternative lol

hearty sandal
#

which is very demanding on gpu

#

variants

#

separate p3ds

gleaming sentinel
#

That would work, but would take up a ton of storage space

#

do you know if parts of the uniform model can use proxies?

hearty sandal
#

and sometimes accepting the fact that Arma is not quite designed for fashion variation can save you a lot of grey hair

#

πŸ˜…

gleaming sentinel
#

@hearty sandal I know that proxies can be used with cars and stuff in order to create variants that can be changed in the garage, is there a way to modify a uniforms proxies in a similar way? Like hide the helmet proxy for example

hearty sandal
#

no

#

make the separate p3ds

#

and cut variant amount to something reasonable

gleaming sentinel
#

thanks for your help

hearty sandal
#

πŸ˜… sorry theres no other good way to do that

gleaming sentinel
#

np

vernal quiver
vale lake
#

Ello, can someone help me write a simple config for a uniform retexture?

#

I'm suspecting I messed the file path up to the model used but I can't figure out how to do it after going through 3 guides

wintry tartan
#

Without looking your config, no

ashen chasm
ebon pivot
#

pastebin has cpp syntax highlighting πŸ—Ώ

carmine crypt
#

Why wouldnt it?

vast tartan
#

Is there a way to give an item a visible description in the inventory?

wheat sluice
#

descriptionShort = "Your text goes here.";

Works for headgear, vests, and facewear items.

#

Field Manual entries are handled elsewhere under CfgHints.

tight horizon
#

When it comes to a vehicle ingame, is there a way in the configs to make a certain spot in a vehicle always turned out?

IE the commander is always turned out but the driver and gunner are not. I am not sure if the turnout stuff is determined in the config or in the model itself

hearty sandal
#

it is possible to disable turning in or turning out

tight horizon
#

Interesting. Do you have a sense of where I should be looking in the cfg to disable that? Either turning in or out

hearty sandal
#

gunnerAction= and gunnerInAction= to begin with

#

inAction can look like turned out and then with empty gunnerAction it should never try to "turn out"

tight horizon
#

Gotcha, thank you. I'll tinker around in there and see what I can do

novel lava
#

be warned doing that makes AI treat them as if the unit is turned in (aka won't fire on them)

tight horizon
#

Ah drat

novel lava
#

hold on I had to figure out how to force 'always turned out' recently lemme see what I did in the end

#

it is possible though

#

I think it was just

                canHideGunner = 0;
                forceHideGunner = 0;

and only gunnerAction defined

hearty sandal
#

πŸ‘ good call

tight horizon
#

Did that fix the AI issue you mentioned or was it still ap roblem?

novel lava
#

hideProxyInCombat = 1; i also set in the vehicle

#

yeah it does

tight horizon
#

Hell yeah, great work kerc.

novel lava
#

this set up was for a static weapon though and I wanted all the crew to be treated as 'turned out'

novel lava
#

It's usually to tell AI to turn in when in combat or not

tight horizon
#

Gotcha. Yeah, I'm going to see if I can get the SOG m113's to have AI turn out always for the ACAV support guns. Then see if I can do it for the BTR-50's MG too.

novel lava
#

in that case set hideProxyInCombat = 0; in the specific turrets you want turned out

tight horizon
#

Lifesaver kerc and horriblegoat, thanks!

tight horizon
#

Very cool, already works. They clip through the flip bits. I'll dig around but there any way to force the hatch to stay open as a model? Otherwise it works from testing it - main gunner, side gunners all fire. Going to do a test to see if the AI try and shoot the turned out gunners to see if I did what kerc mentioned right

#

Yup they shoot the folks on top nice and tidy

tight horizon
#

I've gotten two steps forward one step back with the hatch. I figured out the way to force the hatch to be open is to edit the hatchCargo initPhase in AnimationSources to read 1, not 0. However, I get the following error. At the same time once ingame it seems to work fine - the hatch is open by default. The code I am currently using, copied from the ingame cfg and tinkered with until it loaded right/no CTD but still that error. Any idea what I can do to get rid of that error popping up?

Edit: Think I fixed it. I just included the full animationsources section, not just the initphase.

Hell yeah. It seems to work. Thanks again you two.

trail remnant
lament sluice
#

how does CfgEditorSubcategories work? I don't really understand how to put classes under a new subcategory

wheat sluice
#

It's basically CfgVehicleClasses but for listing stuff in the editor.
i.e. EdSubcat_Cars would be displayed like this:

BLUFOR
  NATO
    Cars <-- any BLUFOR >> NATO vehicle in CfgVehicles with editorSubcategory = "EdSubcat_Cars"; defined goes under here
lament sluice
#

In replacement of class in the quotes: editorSubcategory = "EdSubcat_AAs";

wheat sluice
#

If you've created the class in CfgEditorSubcategories then yea, that's all you have to do.

#
class CfgEditorSubcategories
{
    class MySubcategory
    {
        displayName = "My Custom Subcategory";
    };
};
class CfgVehicles
{
    class some_external_class;
    class my_vehicle_class: some_external_class
    {
        editorSubcategory = "MySubcategory";
    };
};
sullen fulcrum
#

Hi, I have a question, what parameter is responsible for the timer for starting the rocket engine after the shot?

#

Or is it based on animation?

wheat sluice
#

initTime

sullen lotus
#

when my addon adds a class to CfgVehicles, how do i make it so it doesnt appear in the Empty tab in editor?

tawdry coral
#

parsed when PBO is binarized. that's when I pack it right, I don't need to make the config file be a .bin?

ebon pivot
#

if you binarize when packing

tawdry coral
#

oh- so otherwise it doesn't work?

carmine crypt
#

It does. But its always binarized on launch

tawdry coral
#

oh so binarized just makes the game boot faster, sorta?

carmine crypt
#

If you pre binarize it, it just saves time during launch cause game doesnt have to.

tawdry coral
#

ah yes

carmine crypt
#

But if you use some pre processor checks like if file exists. You must not binarize it. As these wont check on runtine, but rather at packing tine

tawdry coral
#

ah so sometimes it's better to not make them be .bin files? :P

carmine crypt
#

Sometimes. But normally, its better to do so.

grand zinc
#

Sometimes it's not better no, it's never better.
But sometimes you use a feature that only works if you don't.
Specifically only #if __has_include

It's still worse than binarized, but no other way to make it work

tawdry coral
#

Well, now I can have my stuff in a single folder, with files for vests, helmets, uniforms, etc. Might be a little annoying to do the patches weapons array though xD

tawdry coral
#

is it possible to have 3 seperate fire modes? As an example, Normal rifle, standard UGL, and then the fire mode that is seen in some scifi franchise mods on the workshop (||stun||)
(Trying to not violate the rule via IP name dropping, but also want people to know what I'm talking about xD)

hearty sandal
#

I mean just saying stun would be enough and not this much edging on becoming an issue..

#

but sure you can have as many firemodes as you want

cinder turret
#

so here's something really weird

  • I make a custom faction with custom units, vics, etc
  • I make a different version of the same faction, just swapping out some headgear, vests etc. to make it basically a different era
  • the latter inherits directly from the former's unit classes and just swaps the faction and equipment
  • the former faction's units do not appear in zeus
  • the latter's do
#

I am thinking that it must be something to do with the way the faction is configured, since all units (men) for that faction do not work but they do for all my other factions

hearty sandal
#

zeus needs units be listed in the cfgpatches units[] array

oblique hound
#

Does anyone know how (running an exile server) to put a vehicle as one of the vehicles that you can roll up to, scroll wheel and either rearm, repair or refuel at? I've dug through every config and sqf file I can find, but have no idea what list to add them too
I want to get rid of the modern stuff and replace them with the older (Iron Curtain, GM or Prairie Fire) stuff, but none of them are set as that as default (I can't rearm at a 10t ammo truck for example) but have no idea how to make them able to do so

chilly tulip
#

Is this vanilla or ACE?

oblique hound
#

It's already part of the "base game" package, the zamak etc allows it, I just can't find the list of where it is to add new vehicles to it

#

Vanilla

#

Another example, the bobcat allows repair, rearm and refuel, but where is that defined in the classes/configs? (In exile)

chilly tulip
#

transportFuel, transportAmmo, transportRepair in the vehicle config.

oblique hound
#

Sorry for the silly question, is that in the addons part or is it elsewhere?

chilly tulip
#

Not sure what you mean.

oblique hound
#

Where is this vehicle config sorry? I want to add others to that list, I'm just having trouble finding it

chilly tulip
#

You'd need to make a mod that added those config entries to specific vehicles.

oblique hound
#

But that's what I'm trying to find. It already exists, I know because I found it before months ago but can't find it again, and it already contains vehicles such as the Bobcat, I'm trying to add more vehicles to it

#

Again, this is an Exile server, so it probably comes as part of that, but where I don't know

chilly tulip
#

You mean you have your own version of Exile?

oblique hound
#

Not exactly, I (months ago, the server shut down for a good 4) found how to add other vehicles to the list of ones that you can, if you've sat in the driver seat, roll your tank/apc/heli up to and scroll wheel > refuel/rearm/repair, depending on the vehicle

chilly tulip
#

So generally, data can be added to config from any config.cpp inside an addon PBO.

#

Mods might have a method to read from external data but that would be proprietary.

oblique hound
#

Yeah, and that's what I've been scouring: Where the bloody hell does Exile define which vehicles are ones I can resupply from??

chilly tulip
#

If you're not running your own version then I fail to see how that matters.

oblique hound
#

Because I want to add other vehicles from CDLCs like prairie fire or Iron Curtain to those lists

chilly tulip
#

Wait, this isn't vanilla refuel/rearm/repair functionality?

#

Ah whatever. I probably pointed you to the wrong place and you need to find Exile support.

untold wyvern
#

It is.
Exile has no system for that (by default).

chilly tulip
#

but SOG Prairie Fire already has the refuel/rearm/repair stuff set?

oblique hound
#

That's what I'm trying to figure out, if it's vanilla where do I find it? I assumed it was part of Exile

#

I would test myself, but Arma insists on doing a 35.8gb workshop download every time I hit play, and I have no idea why

chilly tulip
#

because SOG Prairie Fire got an update recently.

oblique hound
#

I know, I got the DLC today, unsubscribed from the compat data mod, and ever since it's been downloading a 35.8gb file every time I hit plau

#

*play

#

At least it has the common decency to be faster each time lol

vagrant idol
#

I'm writing a config patch to add more variants of vests of a mod. In the source mod, vests have this entry: sqf overlaySelectionsInfo[]= { "arms_hide", "legs_hide" }; and then uniforms have a corresponding entry: sqf hideProxySelections[]= { "arms_hide", "legs_hide" };My question is, can I hide these proxies/selections within a vest CfgWeapons or do I have to add more uniforms with that entry?

#

I understand that a vest that has arms and legs parts will be displayed fully only when uniform doesn't have any hideProxySelection, but can I do the same without declaring new hiding/non-hiding uniforms?

#

to put it simpler, can I just make three vest classes that would already be "full", with one proxySelection and two proxySelections instead of making three different uniforms? It's kinda crucial to me to avoid having player change uniforms for different proxies instead of switching armor.

hearty sandal
untold wyvern
hearty sandal
#

yes but hes talking about some list

#

such list is not a vanilla thing

dry bronze
#

i need someone to help me with acex config

#

is it functional?

chilly tulip
#

Looks like you have a lot of syntax issues with class specifiers and brackets.

#

line 51, missing class. Line 81, missing class. Line 100, missing end bracket. Line 101 missing class. Line 122 probably two extra end brackets.

dry bronze
#

you mind fixing it?

chilly tulip
#

shrugs

dry bronze
#

cause i'm new to this

chilly tulip
#

I don't know acex specification.

dry bronze
#

Ok thanks

chilly tulip
#

Not sure if you can have a dot in a class specifier either.

#

(class 14.5inch)

#

Oh, lines 51-53 probably aren't supposed to be there.

dry bronze
#

this?

undone patio
#

Uh, with CFGWorlds, what is the correct image resolution ratio for the pictureMap and pictureShot images

wheat sluice
#

2048x2048 is the default for pictureMap and 1024x512 for pictureShot. You can get away with smaller power 2 resolutions but it will be pixelated.

undone patio
#

Thanks so much.

sand cloud
#

Hey you all, this is my first time importing an object into the game and I cant find it, can someone check and see if there is something wrong with my config?

wintry tartan
#
  1. Better to copy and paste the config not image
  2. Can't find where?
  3. CfgModels is wrong whatsoever, but that's unrelated with the availability
sand cloud
#

and here is the config

#

class CfgPatches
{
class BearsExampleWithTriangles
{
addonRootClass = "A3_Armor_F_Beta";
requiredAddons[] = {"A3_Armor_F_Beta","A3_Data_F","A3_Weapons_F_Gamma"};
requiredVersion = 0.1;
units[] = {"BearsExampleWithTriangles_green","BearsExampleWithTriangles_red","BearsExampleWithTriangles_blue"};
weapons[] = {};
magazines[] = {};
ammo[] = {};
};
};

class cfgVehicles
{
class Thing;
class BearsExampleWithTriangles_green: Thing{
scope = 2;

    displayname = "BearsExampleWithTriangles (green)";
    model = "MyWorkFolderBox\examplewithtriangles";

    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"MyWorkFolderBox\data\BearsExampleWithTriangles_green_co.paa"};
};

class BearsExampleWithTriangles_red: BearsExampleWithTriangles_green{
    displayname = "BearsExampleWithTriangles (red)";
    hiddenSelectionsTextures[] = {"MyWorkFolderBox\data\BearsExampleWithTriangles_red_co.paa"};
};

class BearsExampleWithTriangles_blue: BearsExampleWithTriangles_green{
    displayname = "BearsExampleWithTriangles (blue)";
    hiddenSelectionsTextures[] = {"MyWorkFolderBox\data\BearsExampleWithTriangles_blue_co.paa"};
};

};

wintry tartan
#

!code

charred sealBOT
#
How to use SQF syntax highlighting in Discord

```sqf
// your code here
hint "good!";
```
↓

// your code here
hint "good!";
wintry tartan
#

Replace sqf with cpp

sand cloud
#

Not gonna lie Im a bit confused on what you're trying to tell me @wintry tartan

#

I cant send the message in that template? when I hit enter

wintry tartan
#

I only said please use the proper formatting

sand cloud
#

Sorry Im just slightly stupid

wintry tartan
#
class CfgPatches
{
    class BearsExampleWithTriangles
    {
        addonRootClass = "A3_Armor_F_Beta";
        requiredAddons[] = {"A3_Armor_F_Beta","A3_Data_F","A3_Weapons_F_Gamma"};
        requiredVersion = 0.1;
        units[] = {"BearsExampleWithTriangles_green","BearsExampleWithTriangles_red","BearsExampleWithTriangles_blue"};
        weapons[] = {};
        magazines[] = {};
        ammo[] = {};
    };
};

class cfgVehicles
{
    class Thing;
    class BearsExampleWithTriangles_green: Thing{
        scope = 2;

        displayname = "BearsExampleWithTriangles (green)";
        model = "MyWorkFolderBox\examplewithtriangles";

        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"MyWorkFolderBox\data\BearsExampleWithTriangles_green_co.paa"};
    };

    class BearsExampleWithTriangles_red: BearsExampleWithTriangles_green{
        displayname = "BearsExampleWithTriangles (red)";
        hiddenSelectionsTextures[] = {"MyWorkFolderBox\data\BearsExampleWithTriangles_red_co.paa"};
    };

    class BearsExampleWithTriangles_blue: BearsExampleWithTriangles_green{
        displayname = "BearsExampleWithTriangles (blue)";
        hiddenSelectionsTextures[] = {"MyWorkFolderBox\data\BearsExampleWithTriangles_blue_co.paa"};
    };



};```
sand cloud
#

Nice okay I could get the message in the template but it wouldnt let me send the message idk I couldve been doing something wrong

wintry tartan
#

Anyways, regarded to the unavailability - Have you searched the Assets Browser?

sand cloud
#

unavailability is regarding me not being able to find the object? Answer if yes: Im not sure what the assets browser is

wintry tartan
#

The right hand of Eden Editor, Ctrl+F

sand cloud
#

Oh Yeah

#

I couldnt find it under props

wintry tartan
#

That's why I asked you to use Ctrl+F, it may not in the props

sand cloud
#

O

#

Okay lemme try

#

Yeah I cant find it

wintry tartan
#

Then you may forgot to load the pbo

sand cloud
#

I did go to local mod in my launcher and load my folder

wintry tartan
#

Hm, then try to put class BearsExampleWithTriangles_green into the search field

sand cloud
#

in asset browser?

wintry tartan
#

Yes

sand cloud
#

okay lemme relaunch

sand cloud
wintry tartan
#

Then check config viewer

sand cloud
#

where do I find that?

wintry tartan
#

Make sure CfgVehicles > BearsExample... exists

#

Tools > Config Viewer

sand cloud
#

okay Im here

wintry tartan
#

ConfigFile > CfgVehicles > Bears...

sand cloud
#

Which i would assume is an issue

wintry tartan
#

Then the Mod is not loaded

#

Or your config is not loaded properly

#

Are you 100% sure what you've packed into the pbo has the config?

sand cloud
#

So i'll reiterate my process and you can tell me if the tutorial i followed missed something

#

I went to arma tools, then addon builder, and put in this information, and clicked pack

#

this is the addon source directory's folder

wintry tartan
#

It does have no config.cpp

sand cloud
#

this isnt it?

wintry tartan
#

No

sand cloud
#

do I need to rename it to jsut config.cpp?

wintry tartan
#

It should be config.cpp to be exact

sand cloud
#

I see

#

Now I renamed it

#

so I re-pack and see if it's there?

wintry tartan
#

Yes

sand cloud
#

Okay re-packing right now

#

Loading Arma now (I re-loaded)

#

:)

#

So it does have a few issues

#

it couldnt load the textures

#

and I can walk through it

#

Im guessing regarding the "being able to walk through it" it's missing some type of class code in the config?

wintry tartan
#

No, it's a model thing

#

And regarded to texture, as I said CfgModels is wrong

sand cloud
#

CfgModels?

#

Oh the seperate config

#

the CfgModels

#

OH

#

Is that what you meant earlier? that the extension is supposed to be a .cpp?

wintry tartan
sand cloud
#

Okay

dry bronze
#

anybody good in acex menu?

molten musk
dry bronze
#
  • i need to know the required files for it because i think i got them wrong
molten musk
#

⚠️ ACEX was merged into ACE3 v3.14.0! ⚠️

You have ace?

or trying get only ACEX features?

dry bronze
#

you mind doing vc?

molten musk
opal crater
#

He's trying to do something with aceax not acex.

ACE Arsenal Extended is not our addon.

quaint socket
#

Can somebody help me out with a inventory icon issue. I've made a retexture for the vanilla RPG-32 and I made an inventory icon with the same dimensions as the vanilla icons (512x256 I think?). However it appears at half-size and I can't for the life of me figure out why.

#

Appears the same way in the arsenal.
Here's the config

#
    displayName = "RPG-32 (Black)";
    picture = "\7R Factions\7r_factions_csat\data\icons\7r_csat_rpg32_blk_x_ca.paa";
    hiddenSelectionsTextures[] = {"\7R Factions\7r_factions_csat\data\7r_csat_rpg32_blk_co.paa","\A3\Weapons_F\Launchers\RPG32\data\RPG_32_optics_CO.paa"};
};```
#

All other icons I've made appear fine, however this is the first weapon icon I've made. So maybe I'm missing something.

oblique hound
#

@hearty sandal I apologise for wasting your time yesterday, thank you for trying to help, I apologise, there is no list and it is basegame, I was misremembering, sorry

broken egret
#

Can anyone point me in the right direction to a backpack mod example? I'm good with the model and such I'm just struggling with the configs

undone patio
#

So, arma will scream and cry if I put forward slashes in my cfgSounds instead of backslashes, right?

#

or am I free of this in description.ext and modmaking

undone patio
#

Wait, classnames can have hyphens, right?

chilly tulip
#

IIRC the config parser freaks out if you try that.

undone patio
#

Oof.

undone patio
#

So, some questions.

with CFGSounds, for making an addon as opposed to using it in description.ext, does the file path need a leading backslash?

undone patio
#

Is there a reason to have the MAINPREFIX be z?

chilly tulip
#

not really. We use x

wintry fox
#

Is there anyway to rotate an object when placed?
I've tried using both the EventHandlers class and CBA's extended event handlers, but neither seems to have worked.

Specifically I've tried using (_this select 0) setVectorUp [0,-1,0]; and [(_this select 0), [0, 0, 270]] call BIS_fnc_setObjectRotation;

I used (_this select 0) because the specific object I'm using's _this (for lack of better phrasing) also has the model used for the object

In both cases the object was placed as normal with no rotation

hybrid terrace
#

hi im trying to learn scripting and modding. Trying to make an item (cd) and have it in the arsenal. Can anyone show me how to or point me in the right direction?

slim halo
# hybrid terrace hi im trying to learn scripting and modding. Trying to make an item (cd) and hav...

First you need to make a config.cpp file. Then in it define a cfgWeapons class to define the item itself, and a cfgVehicles class to define the "dropped" item.
For example, check out the ACE bandages (see cfgWeapons.hpp and cfgVehicles.hpp files):
https://github.com/acemod/ACE3/tree/master/addons/medical_treatment
I think the A3 samples on Steam also has item samples.

Then finally you pack the config.cpp file into a .pbo, according this guide:
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon

GitHub

Open-source realism mod for Arma 3. Contribute to acemod/ACE3 development by creating an account on GitHub.

hybrid terrace
ashen osprey
#

yo guys im not sure if im right here. please redirect if this is the wrong channel.
having a mod in work containing props.
ton of models, ton of textures.
however often there are a couple different textures for single models.
how do we do that thingy, where we are just putting the model in the mod once and making it possible to change the teture in the editor via something like a dropdown menu? i dont really now the name for that so i couldnt fit anything in the biki yet
(ping for answer if possible)

hearty sandal
ashen osprey
# hearty sandal Hiddenselections would be the first step

alright thanks.
so just assuming we have added those for each now from how i understood there is only one texture in the game when placing that object.
to change it i have to add one of the hiddenselections in the objects config part.
is there a possibility to make the textures selectable in the attribute part with some kind of drop-down chart? because listing up the names of all hiddenselections would be uncomfortable for mission makers i suppose

wintry fox
# wintry fox Is there anyway to rotate an object when placed? I've tried using both the `Even...

Is there anyway to rotate an object when placed?
I've tried using both the EventHandlers class and CBA's extended event handlers, but neither seems to have worked.

Specifically I've tried using (_this select 0) setVectorUp [0,-1,0]; and [(_this select 0), [0, 0, 270]] call BIS_fnc_setObjectRotation;

I used (_this select 0) because the specific object I'm using's _this (for lack of better phrasing) also has the model used for the object

In both cases the object was placed as normal with no rotation

(Reposting)

ebon pivot
#

where are things like property[]+={"nuts"}; supposed to work? thonk

wintry tartan
#

Yes

#

Well, like, for grenades

ebon pivot
#

i.e what are the conditions for it to work? i was under the impression it was more than just muzzles

chilly tulip
#

There was an issue with inheritance.

ebon pivot
#

ah thanks

#

just time to figure out how best to remove items too πŸ˜…

pliant root
#

trying to make full body armor, however for whatever reason there doesn't appear to be any armor value that's actually assigned to these parts when I test them in-game

grand zinc
ebon pivot
rancid lotus
#

Hey- so

#

Niche case, but I need help with some PreProcessor nonsense

#

So basically, we're trying to set up macros so that we can color voice lines (i.e. red for enemy character, blue for friendly character) in preprocessor

#

Problem is though, that for structured text, the # key needs to be used when defining hex code color

#
[0,"<t color='#0040ff'>Kayla:</t><br/><t color='#ffffff'>All hands! Prepare to repel boarders!</t>"]```
#

^For example

#

However, when we try to bind this to a macro, such as...

#define IMAGE(path) <img ='##path##'><img> 
#define BLUE(tx) <t color='#0040ff'>##tx##</t>
#define WHITE(tx) <t color='#ffffff'>##tx##</t>

#define KAYLA(tx) IMAGE(pic.paa)##BLUE(Kayla)##<br/>WHITE(tx)

[something something]
KAYLA(Prepare to repel boarders!)

...It just doesn't want to include the # in the actual macros

#

Am I missing something here?

void palm
#

anyone know what may have happened to cause this with our textures? The rvmats and textures were working fine before we imported and config'd two new shoulder variants for the armor, and then it suddenly shit the bed (base, custom, and prior armor colorations)

#

asking here because we've deduced it has to be something on the importing/config end. rvmat and texture paths are confirmed to be correct

hearty sandal
#

or wrong pathing for the texture blobdoggoshruggoogly

#

those are the 2 options really

void palm
void palm
#

we got it figured out

#

"When I moved the Sniper shoulders around to align them properly it proper wankered the uv"

hearty sandal
#

oof

rancid lotus
#

Any help? πŸ₯Ή

chilly tulip
#

Normal languages have string escaping for that, but Arma either doesn't have any or doesn't have any documented.

opal crater
rancid lotus
#

The # doesn't show up in string form

pliant root
#

could anyone help me add armor values to the arms and legs? I've even copied the config from the wiki website that has protection in the arms, but it doesn't seem to actually do anything. Dunno if I'm just being an idiot or what

undone patio
#

Can Arma 3's parser handle the \ used normally by C++ for multiline macros?

chilly tulip
#

yes.

void palm
hearty sandal
void palm
#

its been a day

hearty sandal
#

😴 time

void palm
#

also, where would be my best channel to make a suggestion about an asset? notably the big excavation site dump truck. wondering if it could be added to the a3samples for turning into a vehicle via config, or if the necessary features could be added like land contact it would require

hearty sandal
#

such things can be perhaps done once the A3 public datapacks get released

void palm
#

understood, where can I follow for updates about those?

#

(should be my last question, sorry to keep you up XD)

hearty sandal
void palm
#

that works just fine, thanks for all the information

hearty sandal
#

there is no info on when that is gonna happen though

#

soonℒ️

void palm
#

classic KEK

grand zinc
#

Am slow. But I'd say veterans Example should have ## as separator

#

If that doesn't.
#define HASH(x) #x

'HASH(#)##00112233'

indigo umbra
#

How would I go about changing the count of a magazine to be larger? In particular I tried to change the SOG:PF M16 magazines to be their full count, and descriptions to match, but neither of those worked. I know for a fact that I'm doing something wrong, but I've only ever messed with factions before so I'm totally clueless as to what it is. (I more or less just eyeballed what the formatting was from a mod that changed the tracer count in the magazines so I have absolutely, positively, no idea what I'm doing at all)

#

also wondering since I want to be able to have practically unlimited capacity mags for certain AI to have in missions, like machine gunners in fighting positions and such, but I figured that changing something existing would be an easier first step than adding something new in

hearty sandal
indigo umbra
#

It is an absolute myth that loading them to full capacity actually reduced reliability. I know it was a practice that was done at certain times, in certain units within the U.S. military because people believed it to be true, but again, that really doesn't have much to do with the question of "am I doing this properly".

hearty sandal
indigo umbra
# hearty sandal Since you bring that up the veteran advisors who were there approved of the setu...

Like I said it was a practice that was done (and has been known to continue up to the present day, by the way, among U.S. troops in Iraq and Afghanistan), because people believed that it was necessary for reliability. I know it's a documented thing, I'm just looking to use the guns in other contexts than the U.S. military context, and I don't want that myth modeled if I'm using them in a faction that never would've experienced that myth floating around. Somehow none of my vintage 20 rounders malfunction when loaded fully, and it was as far as I know never noted as being an issue in other militaries that used the M16. On top of that it's not even how spring wear works - because springs wear out from the action of compressing and stretching over time, not by being compressed too much. So I'd say yeah, it's probably a myth that it's actually necessary for reliability.

#

You can look it up for yourself, it's well documented to be a myth that it was actually necessary - it's not a myth that people actually did download their mags, but I really do not care about that part of it.

#

but again I just want to know how to do it, I shouldn't have to justify why I'm doing it and go off-topic from what the channel is

hearty sandal
#

ok

wheat sluice
#
  1. Is your CfgPatches set up correctly so that SOGPF's addons are loaded first?
  2. Is your inheritance for each classname correct?
    What you've shown should be working but it's hard to tell without a full view of your config.
vagrant idol
#

can I sort these Field Manual entries in any way? I created them in order Introduction, Feedback, Credits in Description.ext, but the outcome is neither by that order nor alphabetical.

pliant root
#

how would I go about adding armor to a uniform?

pliant root
#

I tried adding a hitpointsprotectioninfo but that didn't seem to do anything

wheat sluice
#

It's a bit confusing but HitPointsProtectionInfo doesn't work with uniforms. You have to define the uniforms armor and HitPoints in CfgVehicles, not on the uniform's item in CfgWeapons.

#

If you take a look at the vanilla O_Soldier_base_F class for instance, you can see how CSAT Fatigues (U_O_CombatUniform_ocamo) get their protective attributes.

soft wasp
#

the functions of the editor do not work, to be more precise, the function viewer and configuration viewer do not work, for some reason this happens only with my mod (that is, when I start the game with CUP everything works), I did not change any parameters, could it be because you need to prescribe some kind of mandatory paremeter, what would turn it on?

wintry tartan
#

Again it's up to the Mod you load

soft wasp
#

this is a mod that I made, I have no restrictions on the operation of these functions, that's why I'm asking why. After all, it should work πŸ™‚

wintry tartan
#

Ah

#

So if you load your Mod and that's the only one, it doesn't?

soft wasp
#

yes, for some reason these buttons don't work

wintry tartan
#

How's your config?

soft wasp
#

I have several .pbo files, but CORE is the most common

#

this is the whole config, CORE .pbo

class CfgPatches {
    class NinthCompany_Core {
        units[] = {};
        weapons[] = {};
        worlds[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_UI_F", "A3_Data_F", "A3_Weapons_F", "A3_Characters_F"};
    };
};

class R_core_version
{
    mode_version = 1.2;
};

class cfgMods {
    author = "my name";
};
wintry tartan
#

You sure this thing does that?

soft wasp
#

maybe there is some solution, while it seems to me that we are conducting a useless dialogue, because it does not lead to an answer

#

I have a clear question how to make the function and configuration view buttons work when I play with my mod. Because at the moment it does not work, you are asking empty questions. I assume you don't know the answer:(

soft wasp
wintry tartan
#

I'm not saying you know it. I'm just trying to narrow down what's the cause

#

If I have zero clue about the config I'm not here either

soft wasp
#

Unfortunately, I don't understand myself, I can't give an exact answer why it doesn't work, I assumed that you know and can guess what's the matter

wintry tartan
#

I'm not saying you must know why it doesn't work either

#

Nobody knows how it doesn't work at this point so I'm trying to know, nothing else

#

And yes, I don't know the exact answer right now. This is your "responsibility" to provide more info

hearty sandal
#

In short. It's something in your mods config breaking the game.

soft wasp
#

understood, I'll double-check, thanks:)

hearty sandal
#

Most likely you redefine some base configs.

soft wasp
#

I only determined the configuration of the basic clothing for retexturing, there is no such thing as a redefinition of the base

hearty sandal
soft wasp
#

yes, kaaaak, okay, I'll check, I'll look at other people's work:)

hearty sandal
#

and then try to trace at which point it works and does not

soft wasp
#

I found a bug, thanks for the help)

empty cedar
#

getting error some input after endoffile in description.ext


class CfgMusic
{
    sounds[] = {};
    class new_order_blue_monday
    {
        name = "new_order_blue_monday";
        sound[] = {"sounds\new_order_blue_monday.ogg", 3, 1.0};
        titles[] = {0,""};
    };
};

class CfgSounds
{
    class foreshadowExpl
    {
        name = "foreshadowExpl";
        sound[] = {"sounds\foreshadowExpl.ogg", 3, 1};
        titles = {};
    };
    class chinese_pilot
    {
        name = "chinese_pilot";
        sound[] = {"sounds\chinese_pilot.ogg", 2.5, 1};
        titles = {};
    };
    class distant_explosions
    {
        name = "distant_explosions";
        sound[] = {"sounds\distant_explosions.ogg", 1, 1};
        titles = {};
    };
    class BattleAmbience_01_16bit
    {
        name = "BattleAmbience_01_16bit";
        sound[] = {"sounds\BattleAmbience_01_16bit.ogg", 1, 1};
        titles = {};
    };
    class btw_ambience_battle_calm_02
    {
        name = "btw_ambience_battle_calm_02";
        sound[] = {"sounds\btw_ambience_battle_calm_02.ogg", 1, 1};
        titles = {};
    };
};

i really can't see where the error could be - all brackets are closed....

ashen chasm
empty cedar
#

but ill keep it

#

cheers

ashen chasm
#

keep what?

empty cedar
#

titles[] = {0,""};

#

mightve fixed it

#

though visual studio code still thinks there's an error at the end of description.ext

ashen chasm
#

titles[] vs titles

#

defining arrays without [] tends to break stuff blobdoggoshruggoogly

#

even empty ones

empty cedar
#

most likely why it error'd so hard

#

it worked 50/50 but yeah it still broke stuff

nimble lodge
#

Question, what decides if a player can fall out of a vehicle seat once it flips? Like I noticed that if vehicle flips, it ejects players from some seats (like exterior ones), but what config distates which seats strap you down and which dont?

soft wasp
#

How to disable the insignia through the arma 3 mod ?
I tried to reassign the standard classes, but nothing has changed in the end

oblique hound
#

I've been asked if I can increase the server's max view range, which I've found out is forced by default to 1600m, however I can't find the .armaprofile to change it and have no access to Zeus to use the command, do you guys know a way I can change the max forced render distance?

chilly tulip
#

you really should find the .arma3profile

#

Not sure what you mean by "no access to Zeus"

#

You can also use setViewDistance & setObjectViewDistance on the server using the debug console.

oblique hound
# chilly tulip You can also use setViewDistance & setObjectViewDistance on the server using the...

I'm a tit, I forgot the 3 when searching, according to the profile the view distance is 5000 which doesn't match the server's. I don't have Zeus access because although I do the backend stuff, it's an Exile server and I don't know how to get on zeus in the server, as well as the Exile settings in the description.ext saying not to edit the Debug Console setting, so I'm a bit reluctant to touch that. Sorry, I probably should have said it was exile when I asked the question

sand cloud
#

Does anyone know how I would do a music pack as a mod?

hearty sandal
sand cloud
hearty sandal
#

so it is most likely a no go situation

#

sharing music like that would be piracy

#

which is stricktly forbidden

sand cloud
#

Cause I see a lot of music packs on the workshop with plenty of copyright songs from really popular artists

hearty sandal
#

you can always report those so they get removed

#

they are forbidden and get removed and will eventually result in being banned from the workshop

#

private sharing is still piracy

strong shuttle
sand cloud
#

Hmm

#

Weird

hearty sandal
#

not weird

#

illegal

sand cloud
#

You know every time you talk to me it always feels condescending, so I think I'm gonna go now. Thanks for the info, later

hearty sandal
#

I have just answered your questions blobdoggoshruggoogly Its not condesending if I tell you something you did not want to hear.

nimble lodge
# sand cloud You know every time you talk to me it always feels condescending, so I think I'm...

You will need 2 files. 1 .hpp and one config.cpp
Config

class CfgPatches
{
    class Yourmusicclass
    {
        name = "Big boi Music Pack";
        author = "You";        
        requiredVersion = 1;
        requiredAddons[] = {};
        units[] = {};
        weapons[] = {};
                  worlds[] = {};
    };
};
class CfgMusic
{
    #include "bigboi.hpp"
};
class CfgMusicClasses
{
    class Revo_MusicClass_ArmaColdWarAssault
    {
        displayName = "My custom stealthy shit";
    };
        class Revo_MusicClass_ArmaResistance
    {
        displayName = "Not so custom non stealthy thingy";
    };
};

and hpp file

class Verycoolsong
{
    name = "cool 1";
    sound[] = {"bigboimusicpack\music\yeboi.ogg",db+0,1};
    duration=175;
    musicClass = "My custom stealthy shit";
};
class verycoolsong2
{
    name = "cool 2";
    sound[] = {"bigboimusicpack\music\nahnoi.ogg",db+0,1};
    duration=215;
    musicClass = "Not so custom non stealthy thingy";
};
pliant root
wheat sluice
#

You can look for the classname using either the Config Viewer in the Eden Editor or unpack the characters_f.pbo in Arma 3's main addons directory. Debin the pbo's config and then look for the classname there.

pliant root
#

will attempt to do that

pliant root
molten musk
#

Hello, how in vest is defined how much it takes damage from explosion?

royal briar
#

where do you change your mod's (main menu) icon?

wintry tartan
#

mod.cpp

royal briar
#

is it same?

wintry tartan
#

No

royal briar
#

so i need both

wintry tartan
#

Yes

royal briar
#

ok thx

brazen merlin
#

does anyone know if there is a way to make ffv turret seats show the nvg on soldiers heads?

wintry tartan
#

I do not think there is a way. I've struggled with it a while ago

#

Same with backpack

brazen merlin
#

damn. thought so. i tried everything i can think of, but no chance

wintry tartan
#

Fun fact but you can kill AIs and somehow it suddenly appears on the corpse πŸ˜„

brazen merlin
#

sounds like a bug to me, maybe we should write a ticket and ruin dedmens day thonk

#

also have a turret[0] seat which for the hell of it won't show an nvg either

#

heh, ai switches to nvg as well if i kill him

#

maybe this is a general turret something something issue

wintry tartan
#

I actually forgot if I've sent a feedback or not

brazen merlin
#

god damnit, no nvg in prowler? i will never be able to unsee this now

#

hm at least top gunner should be able to, though. it's just a normal turret position

wintry tartan
#

Do they?

#

Ah misread

brazen merlin
#

when i made the marid (hmg) variant, i've enable the nvg for the top gunner

wintry tartan
#

But is not a FFV turret, so...

brazen merlin
#

yea

#

that's what i'm saying. at least prowler top gunner could show nvg :p

#

same with the other gunners on the offroad and such i guess

wintry tartan
#

Essentially I've tried to find the same answer when I made Enhanced Artwork Supporter but no dice actually

#

Well, I will make a ticket whatsoever

brazen merlin
#

should specify that the issue is with ffv?

wintry tartan
#

Nope, the issue itself exists on every seats AFAIK

#

Feature on the other hand, I don't think seats other than FFV needs

brazen merlin
#

wait, is showHMD supposed to be for nvgs or is it rather the 2d hud overlay

wintry tartan
#

Good question

hearty sandal
#

It should be for nvgs afaik

brazen merlin
#

if it does, i have no idea how it works

#

added it to root vehicle class and even in turret config, but no change

wintry tartan
#

AFAIK any seats other than FFV can use it

#

FFV? idgaf lmao

hearty sandal
#

FFV is kinda a separate vehicle of its own since it has its own separate view draw

nimble sequoia
#

These work as you would expect in the root of the vehicle class:

showNVGCommander = 1;
showNVGDriver = 1;
showNVGGunner = 1;```
but don't seem to for FFV, where they are the same as backpacks, magically reappearing some seconds after character death.
ebon pivot
#

I already submitted a feature request for ffv option

pliant root
#

I can pack my pbo unbinarized just fine, but I run into this error when I try to binarize it. Any idea how I can fix?

#

I don't get any errors when I boot up the game either, at least none that pop up

hearty sandal
#

being able to make unbinarized pbo is not really a feat. so best not to think about that.

#

what kind of a mod are you trying to pack up?

pliant root
#

just a mod that added a single uniform with more armor

hearty sandal
#

so just a config file?

pliant root
#

custom model and textures so there's a p3d and paa files, but besides that it's just a config file with the models.cfg

hearty sandal
#

as in you have a folder with just a single config.cpp file in it and you try to pack that folder?

#

then you need to simplify the project to bare bones (just a config file) so move everything else out of it to someplace else

#

then test if the config packs alone

pliant root
#

alright

hearty sandal
#

since addon builder checks very little it should just pack it up

#

then if that works start adding other files and see where it breaks

pliant root
#

the config file works fine

#

the p3d seems to be the problem

hearty sandal
#

there we go.

#

do the same to it, simplify, test and add stuff until it breaks

pliant root
#

well, I'm not exactly sure how I'd simplify the p3d file

hearty sandal
#

make copy

pliant root
#

I have it opened in object builder currently

hearty sandal
#

remove lods

#

how many mb is the p3d?

pliant root
#

there's only 1 lod for it

hearty sandal
#

πŸ€”

pliant root
#

it's 30mbs

hearty sandal
#

thats not enough

#

oh 1 lod and that many mb

#

it sounds like pretty hefty model

pliant root
#

here's how it looks in object builder

hearty sandal
#

these are all lods

pliant root
#

ah, my bad

#

I'm not sure what the correct terms are since I've been self learning for most of it

hearty sandal
#

good to learn new things

#

anyway, its most likely something wrong with your visual model

#

(lod 1.0)

#

like it being untriangulated

#

and it is very high poly for a uniform too

#

the polycount is not the issue here though

#

but just a general note

pliant root
#

I can decimate it to a lower polycount in the future, but I didn't think that'd be the problem

#

Looking at it in blender with the armatools addon, I don't see any problems with the model (first time adding a uniform so I'm not sure how different it is compared to a vest); It's weightpainted with the vertexs listed, and it has Arma Object Properties, with the textures pathed correctly

hearty sandal
#

its not really something you see by eye like that.

pliant root
hearty sandal
#

but you can for example delete everything in lod 1.0 in ob and save it and see if that packs

#

My guess is, it will

#

what does it look like in blender?

pliant root
#

it looks like this in blender, I hid all the other stuff so the uniform can be seen (obv when I export as p3d, I unhide everything)

#

it binarizes when I delete the lod1 model

#

wat da hail wrong with the model

pliant root
#

it binarizes now

#

idk what I did differently but the model now binarizes

#

the problem now

#

is that it'snot showing the right model

#

for whatever reason it shows the opfor soldier model

hearty sandal
#

means your config is wrong most likely

pliant root
#

would you be alright with taking a look at my config? I tried going off of the arma 3 vanilla one, but I probably got messed up trying to add my own classnames and what was suppose to change

pliant root
#

pls

#

πŸ™

pliant root
#

got it to work fully!

hearty sandal
#

πŸ‘

#

And generally I dont get that involved with anyones projects πŸ˜… dont have that much free time

digital pier
#

Q: about item configurations, through arsenal, virtual arsenal, etc... do they generally have a description or tooltip? where would I find that, usually?

digital pier
digital pier
#

I don't see anything that jumps out as that in the 3den editor config viewer. unless it is somehow a string table entry? i.e. "Used to pack medium to large..." (?)

wheat sluice
#

Add this token to the weapon/magazine class:
descriptionShort = "My description of the item";

...or if you use a stringtable.xml/stringtable.csv:
descriptionShort = "$STR_MYADDON_MYSTRINGTABLE_itemDescription";

#

Make sure you include the $ prefix when pulling strings from a stringtable.

digital pier
toxic solar
#

Hello, so I wanted to try experimenting with loalDistance on the titan AA, so I have the following

class M_Titan_AA: MissileBase
{
    autoSeekTarget = 1;
    lockSeekRadius = 2500;
    flightProfiles[] = {"LOALDistance"};
    class Direct {};
    class LOALDistance : Direct
    {
        lockSeekDistanceFromParent = 1;
    };

    cmImmunity = 0.03; // for testing purpose to make it easier to see what happens when missile loses lock
};

and I am shooting against the base game shikra. The problem is the missile does this 360 turn after losing lock once I add the above config. Here is an image to try and describe wat happened

#

any ideas how to make the missile not do a u turn after losing lock, only happens when I have the loalDistance stuff

chilly tulip
#

Why did it lose lock in the first place?

steady beacon
# toxic solar any ideas how to make the missile not do a u turn after losing lock, only happen...

AutoseekTarget = 0, this will stop the missile doing it, but means you can't fire blindly at a target and have it look and lock a target by itself, basically disables LOAL. Or you could limit the angle the seeker looks for targets and limit its tracking
missileKeepLockedCone
missileLockCone
These are in degrees, the last one is the seeker cone arc and the first one is the seeker cone angle that the target has to stay in to keep lock whilst in flight, the last one is probably what you want to edit to stop this behaviour without losing LOAL

toxic solar
toxic solar
#

ill try that out and see wat happens

steady beacon
#

Also try lowering the missiles turning ability to help keep the missile from being able to turn like that

toxic solar
#

ill try that as well

fringe radish
#

sometimes it does 2-3 loops before losing all energy or hitting the target

digital pier
#

I suspect here to cross between config and gui... I would like to display weapons inventory, possibly using the fancy accessories overlay displays. Is that at all identifiable via the weapon config, since obviously the outline must ostensibly be different from weapon to weapon?

#

or is it mostly up to the author best guess, place some overlays on the screen in a judicious manner?

toxic solar
#

I think this works atleast

#

so far no issues but hey

novel lava
#

Does anyone know what determines the order/priority AI have when getting into a vehicle?
Like when you as a commander of a squad, order AI to get into a vehicle without specifying particular positions?

I'm trying to figure it out as I'm having AI take the commander position and sub turrets over the main gunner position

tawdry coral
#

Like, which seat an AI will choose or who goes before the other?

novel lava
#

the latter

#

or both I guess as im pretty sure theyre the same thing

hearty sandal
#

logically it would read proxy indexes as a list

#

but from front to back or back to front?

#

alternatively or in addition using the commanding value maybe?

#

and when ordering getin driver is the first one if I rember right, then option for gunner, then for passenger

steady beacon
novel lava
#

thats set but commanding is -1 on the extras

#

im not sure what this does

#

0 didnt make a difference

tawdry coral
#

Can I do a condition expression on a 3den attribute to check if a boolean on the same object is true/false

#

that seems to be a no

tawdry coral
#

can I make something resizeable via eden scale thing, I assume no unless it's logic.

hearty sandal
#

well not very well

#

the scale setting is pretty wonky

#

I would suggest not bothering

nimble sequoia
# novel lava Does anyone know what determines the order/priority AI have when getting into a ...

I guess you're seeing the issue when there are 4 turrets in the vehicle. We have the same thing happening in SOG:PF with a couple of tanks, but imo it's a non-issue, and possibly even expected correct behaviour.
If you place the people in the vehicle from Eden, they sit in driver, commander, gunner, then other turret.
If you spawn in game and as group leader order them to enter without you, they go, driver, commander, other and leave gunner for group leader. So when you get in you are gunner and can move to another seat if you wish.
There are no A3 vehicles with 4 turrets to compare with.
It's not "fixed" by turret proxy number, commanding, primaryGunner/Observer.

novel lava
#

Yeah

#

That's the conclusion I'm coming to aswell

#

I thought it might go backwards in like, turret indexes

delicate cypress
#

I need some help with RVMATs, specially damage ones

#

I've used the vanilla ones as references but I can't quite understand how to "scale" the damage textures

#
        aside[] = {1.0, 0.0, 0.0};
        up[] = {0.0, 1.0, 0.0};
        dir[] = {0.0, 0.0, 0.0};
        pos[] = {0.0, 0.0, 0.0};
    };```
#

how does that exactly work?

#

I assume is some sort of coordinate system but I have no idea how to "visualize" it

nimble sequoia
#

aside[] and up[] are the scale of the UV for that stage's texture
especially for damage texture overlays, try changing to something like:

        up[] = {0, 2, 0};```
and observe the affect on the bullet hole scale
dir[] and pos[] allow you to move the damage textures around on your base _co, but you probably won't need to change from {0,0,0} unless you get very advanced.
delicate cypress
#

Aha, i see. Thanks!

#

One question

#

Which coordinates relate to each number?

#

Axis rather

hearty sandal
#

X,Y,Z

delicate cypress
#

gotcha

hearty sandal
#

in this case side uses only X and up uses only Y

#

because UV space is XY

delicate cypress
#

so the last number has no real use?

hearty sandal
#

in some uses it has

#

in this case no

delicate cypress
#

alright

foggy cave
#

Im trying to set up a modded warlords gamemode for my group. I want to have custom units and vehicles show in the purcahse menu, custom units included. How would I go about adding units with custom loadouts to said purchase menu?

wheat scroll
#

Hey I done goofed

Im trying to change a weapon type from 1 to 4
IE make a primary weapon into a launcher slot weapon

#

What did I break here?

nimble sequoia
#

Try this:

{
    class rhsusf_weap_rifles
    {
        requiredAddons[] =
        {
            "RHS_USAF"
        };
        requiredVersion = 0.1;
        units[] = {};
        weapons[] =
        {
            "rhs_weap_m32_Base_F"
        };
    };
};

class CfgWeapons {
    class Rifle_Base_F;
    rhs_weap_m32_Base_F: Rifle_Base_F
    {
        scope = 2;
        author = "Mooilater";
        _generalMacro = "rhs_weap_m32_Base_F";
        baseWeapon = "rhs_weap_m32_Base_F";
        displayName = "Moo's M32";
        descriptionShort = "Moo's M32";
        type = 4;
    };
};```
wheat scroll
#

Cheers

chilly tulip
#

The weapons[] probably shouldn't be Rifle_Base_F either.

#

but I'm not actually sure what those arrays do.

nimble sequoia
#

true, I'll edit

chilly tulip
#

The displayName and descriptionShort won't do anything because both M32s override them.

#

oh, except you made it scope 2. Kinda weird.

wheat scroll
#

I just filled the field I done care if thats overwritten
I just want to change the type

#

and I made it scope 2 because thats what the default mod CPP says

nimble sequoia
#

It's not generally good practise to be changing someone elses class either.
Can you explain what it is you're trying to achieve?

wheat scroll
#

I adapted some code I found online and I clearly screwed it up

#

I want to make that M32 into a launcher slot weapon instead of a primary

nimble sequoia
#

Are you trying to make a new weapon based on one from the RHS pack?

wheat scroll
#

no just change the slot

chilly tulip
#

I found two scope 2 M32s based on rhs_weap_m32_Base_F. rhs_weap_m32 and rhs_weap_m32_usmc.

#

Not an exhaustive check.

nimble sequoia
#

Normally base weapons will not be scope 2, as you don't want them to appear in weapon lists, only their child derivatives.

wheat scroll
#

I just double checked and I must have made a typo as the RHS mod has them as scope 1

chilly tulip
#

yeah, it seems more logical to either make another one from the base, or inherit one of those two.

wheat scroll
#

So I will change that back to scope 1

chilly tulip
#

Unless you want to change the originals rather than add another one with your name/type spec.

wheat scroll
#

Im new to arma modding so what should I be doing to "clone" this and make it a type 4 weapon?

nimble sequoia
#
class myTag_MyNewBaseWeapon: existingBaseWeapon
{
    scope = 1;
    changes to base weapon
};
class myTag_MyNewWeapon_1: myTag_MyNewBaseWeapon
{
    scope = 2;
    displayName = "MyNewWeapon 1";
    changes for weap 1
};
class myTag_MyNewWeapon_2: myTag_MyNewBaseWeapon
{
    scope = 2;
    displayName = "MyNewWeapon 2";
    changes for weap 2
};```
#

myTag will be something like "moo_" that is unique to you and goes at the start of all your new classes

wheat scroll
#

Makes sense

#

I shall give that a go
So would it be under scope = 1; that I indicate that its a type 4?

Theres nothing else I wish to change

#

Or do I need to copy all the variables from the RHS CPP about ammunition as well?

nimble sequoia
#
class myTag_MyNewBaseWeapon: rhs_weap_m32_Base_F
{
    scope = 1;
    type = 4;
};```
wheat scroll
#

cool cool thats what I thought excellent

Thanks

nimble sequoia
#

All the other items in the class will be inherited.

wheat scroll
#

excellent

#

thanks for your help

nimble sequoia
#

And then you make the scope 2 weapons based on that "base", usually changing things like camo schemes, or other cosmetics

wheat scroll
#

That makes sense
Im not phased about changes from the base in regards to that so I dont need to touch it right?

nimble sequoia
#

In this way you haven't "broken" RHS, and "your" weapons will have their own class names.

wheat scroll
#

Cool cool that makes sense
I would much rather make a non destructive patch

nimble sequoia
#

and then going back to CfgPatches

wheat scroll
#

Calling back to it above all this?

nimble sequoia
#
{
    class moo_weap_rifles    // same as folder/pbo name
    {
        requiredAddons[] =
        {
            "RHS_USAF"
        };
        requiredVersion = 0.1;
        units[] = {};
        weapons[] =
        {
            "moo_MyNewWeapon_1",
            "moo_MyNewWeapon_2"
        };
    };
};```
wheat scroll
#

Sweet

Getting my head around it

#

Legit you have been very helpful here

nimble sequoia
#

You're welcome. We all had someone help us at the start to make sense of it, and I'm no expert on this subject, so someone else might make corrections.

wheat scroll
#

haha I will keep tweaking and if it doesnt work I will come back πŸ™‚

#

If it doesnt work it will be user error I imagine not you haha

nimble sequoia
#

I can't speak for whether the type = 4; will do what you expect, but you should at least see 1 or 2 new weapons in game with your name, so can tweak the configs from there until they do what you want.

wheat scroll
#

From the digging I have done
Type 1 is rifles
Type 2 is pistols
Type 4 is launchers

#

there is no type 3

#

or rather there was no info on what type 3 is

#

Probably bino slot thinking about it

wheat scroll
#
{
    class Moos_M32    // same as folder/pbo name
    {
        requiredAddons[] =
        {
            "RHS_USAF"
        };
        requiredVersion = 0.1;
        units[] = {};
        weapons[] =
        {
            "Moos_M32_1",
        };
    };
class rhs_weap_m32_Base_F;
class Moos_M32_1: rhs_weap_m32_Base_F
{
    scope = 1;
    type = 4;
};
class Moos_M32_1: rhs_weap_m32_Base_F
{
    scope = 2;
    displayName = "RHS M32 Moo learned to use as a launcher";
    // changes for weap 1
};
#

So what did I break here?

#

it wont binarise

chilly tulip
#

Same class defined twice.

#

You don't actually need to binarise this stuff btw, although I guess at least you get some error checking with it.

wheat scroll
#

You dont?

#

huh
I mean I need all the error checking I can get

chilly tulip
#

ACE binarizes nothing, for example.

wheat scroll
#

huh interesting

nimble sequoia
#

change your first class Moos_M32_1 to class Moos_M32_base

wheat scroll
#

Sweet

chilly tulip
#

Second one is probably supposed to inherit it too.

nimble sequoia
#
class Moos_M32_base: rhs_weap_m32_Base_F
{
    scope = 1;
    type = 4;
};
class Moos_M32_1: Moos_M32_base
{
    scope = 2;
    displayName = "RHS M32 Moo learned to use as a launcher";
    // changes for weap 1
};```
wheat scroll
#

Ahh I see where I screwed up

#

I was calling up the same class twice instead of having the initial as the base to call on

#

that makes sense

nimble sequoia
#

What are you using to build the project? (almost everyone will follow-up to say use a p: drive and mikero's pboProject).

wheat scroll
#

Arma tools

#

and yeah I have been told that but I couldnt find a complete download of Mikeros pboProject

nimble sequoia
#

It's ok to get you going, but it doesn't give you any clues as to why things break. In fact, it will happily build broken configs.

wheat scroll
#

the installer on there website was missing a DLL or my PC was purging that DLL

nimble sequoia
wheat scroll
#

I will give the AIO a go

wheat scroll
#

Mmkay

Its all installed and its still not creating a PBO file

#

its erroring out and saying it hit the end of the file

nimble sequoia
#

with pboProject?

wheat scroll
#

yeah

nimble sequoia
#

So you created a p: drive

wheat scroll
nimble sequoia
#

you unpacked a3 to the p drive

wheat scroll
#

I just ran the installer for the AIO and then ran PBO Project

nimble sequoia
#

ok, let's see the config code

wheat scroll
#
{
    class Moos_M32    // same as folder/pbo name
    {
        requiredAddons[] =
        {
            "RHS_USAF"
        };
        requiredVersion = 0.1;
        units[] = {};
        weapons[] =
        {
            "Moos_M32_1",
        };
    };
class rhs_weap_m32_Base_F;
class Moos_M32_base: rhs_weap_m32_Base_F
{
    scope = 1;
    type = 4;
};
class Moos_M32_1: Moos_M32_base
{
    scope = 2;
    displayName = "RHS M32 Moo learned to use as a launcher";
    // changes for weap 1
};
nimble sequoia
#

with line numbers

wheat scroll
#

line 27 is the end

#

its erroring because its the end of the file

nimble sequoia
#

cfgPatches isn't closed with a };

wheat scroll
#

.....

#

hahaha

nimble sequoia
#

and take the trailing comma out after "moos_m32_1"

wheat scroll
#

Where am I closing cfgPatches?

#

line 28?

nimble sequoia
#

look at the indentations

wheat scroll
#

line 16

nimble sequoia
#

oh wait

#

you've lost some other stuff

wheat scroll
#

I removed the second weapon as it wasnt necessary

#

or rather I didnt think it was neccesary

#

well I closed cfgPatches and it started screaming hallelujah at me

#

thats new haha

nimble sequoia
#
{
    class Moos_M32    // same as folder/pbo name
    {
        requiredAddons[] =
        {
            "RHS_USAF"
        };
        requiredVersion = 0.1;
        units[] = {};
        weapons[] =
        {
            "Moos_M32_1"
        };
    };
};

class CfgWeapons 
{
    class rhs_weap_m32_Base_F;
    class Moos_M32_base: rhs_weap_m32_Base_F
    {
        scope = 1;
        type = 4;
    };
    class Moos_M32_1: Moos_M32_base
    {
        scope = 2;
        displayName = "RHS M32 Moo learned to use as a launcher";
        // changes for weap 1
    };
};```
wheat scroll
#

ahh I see where I screwed up

#

so its in the correct slot now

#

I have it selected but no firing and no holding haha

#

I need to fix some names as well

nimble sequoia
#

well done, one step closer

wheat scroll
#

baby steps

#

so what do I need to fix now

nimble sequoia
#

In game, look in the Splendid Config Viewer, find your class and have a look through all the config entries for stuff that looks like it might be related to whatever issues you see

wheat scroll
#

Sweet why do I find that?

#

where sorry not why

nimble sequoia
#

I suspect what you are trying to do is going to be very complex

wheat scroll
#

Probably
I didnt think it would be but here we are haha

#

I have committed now

#

Couldnt I copy all the config from the RHS mod ?

#

for animations etc

#

The only difference to my limited knowledge would be the type

#

which I have sorted

nimble sequoia
#

You'll need a weapon expert to help further as trying to convert a rifle to a launcher doesn't sound simplistic to me.

wheat scroll
#

Sweet
If you know anybody who would be happy with me bugging them can you let me know please

#

Thanks for your help

nimble sequoia
#

Just ask your questions here, they'll reply if they can.

wheat scroll
#

sweet I shall wait then

#

I will keep tweaking in the meantime

hearty sandal
#

main issue is the underlying holding pose

#

it may not very easily convert to rifle hold

wheat scroll
#

If the animation is already made from RHS I can use that right?

#

Im testing that currently

hearty sandal
#

my guess is, it will look wonky

#

because the hand animation system works so that there is a underlying base pose

#

and then the hand animation is blended with it from wrists

#

and since launcher pose is very different from rifle pose

wheat scroll
#

Oh yeah?

#

I didnt know that

hearty sandal
#

it usually looks wonky

wheat scroll
#

So how would I go about fixing that

hearty sandal
#

you are not the first one to try this stuff πŸ˜„

wheat scroll
#

Oh I imagine haha

hearty sandal
#

well like if its wonky looking then you can try making new animation that fits how the launcher is held

wheat scroll
#

I need to get it firing first πŸ™‚

#

then I can sort out animations

sullen lotus
#

what in the object's config determines whether AI will fire at the object?

#

they will fire at an empty car but wont fire at an ammo box, what is specifically different in the car class that affects this?

novel lava
sullen lotus
#

i mean, when doing doTarget, doFire.
they will fire at empty vehicles but not at objects

novel lava
#

ah

sullen lotus
#

so, what exactly is different about an object? i want to create an object class that they could fire at

sullen lotus
#

i found out that it depends on something in the object's model

#

they will fire at some objects whose class aint different but model is

#

it's certainly not the lack of hitbox though

hearty sandal
#

Could be they don't fire at things they can't damage?

novel lava
#

damageResistance determines that iirc

lament thicket
#

Hello! Is there a way to get my mod to check if another mod that conflicts is loaded? Not sure what to do after then, maybe a UI pop-up?

wintry fox
#

Can you not pass a variable from the condition of a UserAction to the statement, or is that only for addAction?

wintry fox
#

I know this image exists, and I know the filepath is correct, but for some reason I'm getting an error that it's not found
displayNameDefault = "<img size=2 image='\a3\ui_f_data\IGUI\Cfg\Actions\loadVehicle_ca.paa'>";

#

I thought it might have been because I didn't have a backslash at the beginning of the path, but I added it and am still getting the error

#

This is the image file in PBO Manager

hearty sandal
#

pay attention to the last folder

#

oh nevemind

#

crosseyed saw it wronf

ashen chasm
#

what "ui_f_data", though?

wintry fox
wintry fox
hearty sandal
#

real path

ashen chasm
wintry fox
#

Seems a bit odd that it's split up like that
Thanks for the help πŸ‘

ashen chasm
#

pbo names mean close to nothing blobdoggoshruggoogly

wintry fox
#

Yeah, I just didn't think the prefix would be split up to be (kind of) a separate directory

ashen chasm
#

and i guess the idea is to move resources (models/pictures/whatever) to separate archives so they can be removed from server files (don't quote me on that)

wintry fox
#

I guess that makes sense, don't necessarily need those on a server

ashen chasm
#

now i want to download the server again to check πŸ™ƒ

#

well, server still has "ui_f_data", but it's like 3% the size

#

with all .paa's replaced with 172 byte big 8x8 white squares πŸ™ƒ

covert summit
#

Apologies that I aint the most versed in arma 3 configs, but need some help getting data from a gui into a function.

This is my config, everything works other than the dropdown and the checkbox which show up as blank in the diag_log:
https://pastebin.com/VGdtCW6b

#

didn't put in #arma3_gui because I specifically need help grabbing data

ashen chasm
#

and private _camoCtrl = findDisplay 1901 displayCtrl 1902; private _camo = _camoCtrl lbData (lbCurSel _camoCtrl); for listbox blobdoggoshruggoogly

sullen lotus
#

changing damageResistance doesn't do anything. also, objects they fire at and objects they dont fire at have the same damage resistance (0.004)

#

i could inherit from a class and only change the model, and they would suddenly start/stop firing at it

#

apparently this is determined by something in the model itself

#

or something else that's calculated from the model geometry.

#

the size of model doesn't affect this. whether it has physics or not also doesn't affect this.

nimble sequoia
#

So take something they do fire at, such as a car, and remove all it's LOD's one by one. See if they stop firing at it.

sullen lotus
#

is this done by editing the model?

nimble sequoia
#

yes

sullen lotus
#

before i do it though.. if it works, what would it mean?

#

the model needs at least one LOD?

nimble sequoia
#

It would answer at least one of the questions you asked yourself just above here

sullen lotus
#

they fire at a very few arbitrary objects like a TV and a notebook, there's nothing special about them or their config, i haven't looked into their model files though

#

a notebook has physics just like a roadcone, but they dont fire at that

nimble sequoia
#

I haven't read the whole thread - are you trying to make AI shoot at inanimate objects?

sullen lotus
#

yes. and they do that. just not all of the objects for some reason. i have found a few by trial and error. and inside their config, there's nothing unusual. i could inherit from them, and just changing the model makes a difference on AI shooting at them

nimble sequoia
#

Can you give an example please?

sullen lotus
#

an example of what

#

TV works, notebook works

#

suitcase works

#

any empty vehicle works

nimble sequoia
#

So you're saying that if I place a suitcase in Eden, with an AI beside it, that the AI will open fire on it when previewed?

sullen lotus
#

if you doTarget, doFire, it should

#

that's the thing, they would target anything, but won't fire at most things except for these few

nimble sequoia
#

Ok, it's not normal behaviour. AI do not shoot at anything that does not contain an enemy unit.

#

"doTarget" - Targeting may not work as expected when trying to target a unit on the same side (friendly). (biki)

#

So if you haven't set a "side" for the object, who knows what will happen

sullen lotus
#

nah they aim at anything for me, only doFire changes

nimble sequoia
#

"doFire" - Order the given unit(s) to fire on the given target (without radio messages). The target is set with doTarget or commandTarget. The target can be a unit or a vehicle, but not an object.

#

Last bit seems relevant.

sullen lotus
#

that's what the doc says, but reality's different. there's these few exceptions that aren't units but are still fired upon

hearty sandal
#

Those are possibly thingX type objects so they have more simulation and probably also part of that is being targetable

sullen lotus
#

i've gone through a lot of objects and trial and error, those few (suitcase, tv, notebook) work but their config aint different from others

nimble sequoia
#

Can you give an example of one that doesn't work as well?

sullen lotus
#

everything else afaik

#

(inanimate objects)

nimble sequoia
#

one that you have tested and confirm doesn't work - I only have limited time to help

sullen lotus
#

road cone

nimble sequoia
#

How about destructType. Those are different for the two examples

sullen lotus
#

okay but what about radio

#

they dont fire at radio

nimble sequoia
#

I get a massive list when typing in "radio". be specific

#

FM_radio seems most likely what you mean, as it is also a Land_x type

sullen lotus
#

wait, i need to confirm firstly. do they fire at the suitcase or notebook for you?

nimble sequoia
#

I'm not trying it, you already have confirmed it

#

I'm looking at their configs for differences

sullen lotus
#

which class does notebook/suitcase/tv inherit from in your config?

nimble sequoia
#

I wasn't looking at notebook, it's the first time you mentioned it

#

suitcase

#

Have you made a mod class inheriting Land_Suitcase_F, but changed it's model from
"\A3\Structures_F\Items\Luggage\Suitcase_F.p3d"
to something else, and that stops your experiment working?

sullen lotus
#

yeah, just changing the model is enough

#

touched nothing else

nimble sequoia
#

Are you able to make your own p3d and use that instead?

sullen lotus
#

not yet, i haven't learned the modeling side of modding yet

#

i haven't opened a single model file

nimble sequoia
#

Ok. So you think you know that it's something in the model p3d, but can't change it or experiment with it.
What's your next step?

sullen lotus
#

i'll use the suitcase for now but will try to look into the model file some time later. i'm using it as a dummy target to make units fire at anything i want

nimble sequoia
#

If it was me, I'd be making a p3d with a box in it, adding the usual LOD's such as Geometry and Fire Geometry, seeing if that works according to your test conditions. If it does, I'd remove some of the LOD's to see if they are required to make it work.

#

It's actually very simple to do, with a little knowledge of Object Builder.

#

It could be one of the LOD properties, such as "damage = building" - a map making expert might know.

sullen lotus
#

ok i'll try to open the p3d and check the lods

nimble sequoia
#

You can't open the a3 p3d, that's not allowed. You'd have to find something similar in the samples, or make one yourself.

sullen lotus
#

it opens it as binarized and still shows the LOD list

#

(like, it only shows the bounding box)

#

ok it's not helpful. i was expecting the bounding box to change between LODs

sullen lotus
#

nothing that's relevant for firing/damage/etc

#

anyway, this is still exploiting a bug. i guess what i'm really looking for is a way to spawn any inanimate object as a unit, so that AI fires at it

foggy cave
#

How would I go about converting an existing mod faction from BluFor to Independent?

foggy cave
#

Also, how do I edit arsenal restrictions for BluFor and OpFor? Cant really find anything useful

glacial spear
#

is there a way for me to remove the pilot camera in a helicopter

#

i want no camera available

wheat sluice
#

Use delete on the class:

class CfgVehicles
{
    class Helicopter_Base_H;
    class Heli_Transport_01_base_F: Helicopter_Base_H
    {
        delete PilotCamera;
    };
};

Gets rid of the pilot cam for the UH-80 Ghost Hawk.

lament thicket
chilly tulip
#

There's no way to specify incompatible mods in config, as far as I know.

#

You can detect them with CfgPatches or whatever on init and then do... something

wintry fox
#

Having a kind of odd issue

I was giving some horns with custom effects to some vehicles, one already had a horn weapon while the other didn't.

First one worked perfectly, created a new weapon that inherits from CarHorn, changed the sound, yata yata.

Went on to the second vic that does not have a horn. I added it to the weapons[] and it shows up fine but it doesn't play any sound at all.

// Vehicle
weapons[] = { "BNA_KC_Juggernaut_Alarm" };

// CfgWeapons

class BNA_KC_Juggernaut_Alarm: CarHorn
{
    displayName = "Alarm";
    drySound[] =
    {
        "BNA_KC_Vehicles\VehicleSounds\Data\Audio\ATTE\alarm.ogg",
        400,
        1,
        400
    };
};
#

(Volume is really loud because I was checking to make sure it wasn't just playing super quiet)

#

They are two completely different vehicles, is there maybe something else that is either missing / shouldn't be there to cause this issue?

#

I looked around in the config viewer but I didn't notice anything that struck me as causing an issue

(Ping with replies)

ashen chasm
#

i'd propose to first check the "weapon" on the vehicle where other horn works to understand what's the problem, horn or vehicle.
Some vehicles (i.e. tanks) don't play drySound, i guess it's decided by their simulation property blobdoggoshruggoogly

vagrant idol
#

vest has a config entry:

overlaySelectionsInfo[]=
    {
        "arms_hide",
        "legs_hide"
    };```
uniform has a config entry based on vest's to hide vest parts:
```sqf
hideProxySelections[]=
    {
        "arms_hide",
        "legs_hide"
    };``` how do I make it so I can hide the selection within vest config instead of a uniform hiding it?
ashen chasm
#

with this result from the same model:

#

left variant hides big radio, right variant hides small radio blobdoggoshruggoogly

#

hidden parts also seem to be part of "camo2" selection for retexturing (judging by the texture) meowsweats

undone patio
#

So I'm a little murky on if this would absolutely require animations being made special, but is it possible to mod a unit so it always plays default animations at double speed, including their total unit speed?

#

The actual script commands to get a unit to move quick like that are a bit unreliable-seeming.

grave steppe
#

Anyone know of anyway to increase the distance in which bullet impacts are visible for other people in multiplayer.

At this point players are unable to see the i@pacts past around 800 meters, however the shooter can see them fine

foggy cave
#

how do I customize arsenal restrictions for BluFor and OpFor for warlords?

glacial spear
#

think i got it

wheat sluice
#

Is your inheritance correct? Does your CfgPatches have the right requiredAddons so that your changes actually override the helicopter's pilotcam?

wintry fox
foggy cave