#arma3_config

1 messages · Page 14 of 1

hearty sandal
#

BI has used the function because it allows copy pasted or macro filled user actions that are easy to copy for each door

#

but to get to that point youll have to understand how the thing works

rain scarab
#

Wildly specific thing here: Does anyone know the classname for the "Showcase Cultural Property" CfgMainMenuSpotlight? I have not had success in AoW_Showcase_Future or AoW_Showcase_AoW.

#

The UI element in question: https://i.vgy.me/3Z88q5.png
The mission is Showcase_Future.Altis, but I can't find its CfgMainMenuSpotlight entry.

opal crater
rain scarab
normal sparrow
#

Is there a way to tell which pbo a faction's CfgGroups file lives in via the config viewer? I can see it in the config viewer, but am struggling finding it externally.

normal sparrow
#

Actually, I think I have been looking in the right place. However, I'm stumped - IFA Wehrmacht has separate config.bins for the infantry and the vehicles. I need to refer to this file for adding a custom faction to GM's Force Recon, can I refer to two files?

#
#if __has_include("\rhsusf\addons\rhsusf_main\config.bin")
    __EXEC(tmpidx=tmpidx+1;tmpidx11=tmpidx;) // keep this line unchanged!
     #define GM_FR_CUSTOM_TEMPLATE_NAME_11 ,"RHS US Army"
    #define GM_FR_CUSTOM_TEMPLATE_CLASS_11 ,"rhs_usarmy"
    #define GM_FR_CUSTOM_TEMPLATE_INDEX_11 ,__EVAL(tmpidx11)
#endif```

This is the format it expects.
#

My paths are \WW2\addons\WW2_Assets_c_Characters_Germans_c_GER_Wehrmacht\config.bin & \WW2\addons\WW2_Assets_c_Vehicles_Groups_c\config.bin

opal crater
#
#if _has_include("a")
#if _has_include("b")
  // content
#endif
#endif
normal sparrow
#

oooo

#

thank you!

dire warren
#

I'm trying to add a path for my mod to recognize an rvmat. how would I go about doing that? ```class CfgPatches
{
class aNormal_Cube
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};

class CfgVehicles {
class Static;
class bottle : Static {
scope = 2;
model = "Normal_Cube\Data\Normal_Cube.p3d";
textures[] = {"Normal_Cube\Data\Normal_Cube.paa"};
displayName = "Normal Cube";
faction = "Empty";
vehicleClass = "Small_items";
};
};```

#

this is what I have so far

winter rain
grand zinc
primal halo
#

veteran mod has a script or a config (can't tell which one is it) that disables RMB zoom, how do you do that? I would like to do one as well

brazen merlin
#

did anyone ever notice that using the mk45 hammer ship cannon with cluster munition will turn it into a shotgun?

#

the first few shots are working, but after moving a bit / changing the angle, suddenly all cluster munition explodes instantly when leaving the barrel

ebon pivot
#

is that not due to the projectile's height above ground immediately causing it to split?

brazen merlin
#

i just looked it up, it has a fuse distance of 0

ebon pivot
#

guh

bronze osprey
#

Jesus

brazen merlin
#

let's see what happens if i change it

ebon pivot
#

probably nothing, possibly everything

brazen merlin
#

i expect nothing as well

#

ok, no change. still shotgun

normal sparrow
brazen merlin
#

it's not becoming a shotgun when placed on the boat. so whatever is going on must have something to do with the ground distance

#

the normal artillery tank also shoots shotgun clusters. nice.

#

pretty sure clusters worked fine before. i guess something broke at some point

pallid sierra
#

Current as of fixes below

// CfgVehicles

    class I_G_Soldier_base_F;
    class I_ArmaPride_Soldier_Base_F : I_G_Soldier_base_F
    {
        author = "Hypoxic";
        scope = 2;
    };

    class I_ArmaPride_Soldier_Fatigue_1_1: I_ArmaPride_Soldier_Base_F
    {
        hiddenSelectionsTextures[] = {"\h\ArmaPride\characters\data\uniforms\fatigue_1\fatigue_1_1_co.paa"};
        uniformClass = "H_ArmaPride_Fatigue_1_1";
    };
// CfgWeapons

    class U_BG_Guerilla2_1
    {
        class ItemInfo;
    };
    class U_ArmaPride_Fatigue_Base: U_BG_Guerilla2_1 {};

    class U_ArmaPride_Fatigue_1_1 : U_ArmaPride_Fatigue_Base
    {
        displayName = "Pride Fatigues (Red/Black)";
        hiddenSelectionsTextures[] = {"\h\ArmaPride\characters\data\uniforms\fatigue_1\fatigue_1_1_co.paa"};
        modelSides[] = {0,1,2,3};
        side = 3;
        scope = 2;
        arsenalScope = 2;

        class ItemInfo : ItemInfo
        {
            uniformClass = "I_ArmaPride_Soldier_Fatigue_1_1";
        };
    };

need to inherit the rest of ItemInfo from the base class for the uniform, but its not bringing the other attributes in. What am I doing wrong?

chilly tulip
#

Last time I had to change ItemInfo I just copy-pasted the whole damned thing rather than inheriting :P

pallid sierra
#

I mean, this is correct in how I'm inheriting? It looks correct.

#

hmm looks like the error is somewhere in the defining/inheriting of U_ArmaPride_Fatigue_Base pulling in U_BG_Guerilla2_1

#

ok, so I changed it to:

    class U_BG_Guerilla2_1
    {
        class ItemInfo;
    };
    class U_ArmaPride_Fatigue_Base: U_BG_Guerilla2_1 {};

and now it works

#

guess you can't define, inherit, and inherit subclass of base in the same step

pallid sierra
#

#arma3_config message

alright so my character is still naked after this. I have my uniform class pointing to my unit class, and vis versa. what am I missing?

bronze osprey
grand zinc
#

Well I guess with allAddonsInfo you may be able to script it. But it's way easier to just look at it with eyes, know what mod it is, and go to it's folder

#

Ah didn't read the full text, IFA then

brazen merlin
brazen merlin
#

it at least feels like it is actually related to terrain height, since the ship placed gun will fire just fine. but on land, even the base game artillery tanks will bug out. the cluster shell explodes the moment it leaves the barrel.

#

would be nice if someone else could try to confirm it, though.

bronze osprey
#

Same with Guided HE

brazen merlin
#

time for a ticket, i guess

#

did a quick search yesterday and couldnt find anything about it. so maybe it's not an old issue

bronze osprey
#

I don't know tbh

flat marsh
#

How does one set up a config for a new face model to use? I already have everything made and into arma tools but cannot figure out config

tacit zealot
#

Is it possible to disable the muzzle flash from showing when a vehocle weapon/regular weapon fires? I have a couple energy weapons configged that shouldnt have it, as well as a vehicle main gun with a muzzle flash on the coax. Setting flash="" and selectionfireanim="" doesnt help

winter rain
tacit zealot
#

is 1 or 0 hide muzzle flash?

rain scarab
#

Is the function of clicking the Spotlight1 for Quick Play hard-coded in a way that cannot be changed with a mod?
Trying to change the Spotlight1 from Quick Play to instead open a TS3 server via the url=""; field, which it opens... but it also opens Quick Play in game no matter what. Also, I am still trying to determine what idc=1021 is doing for the config and why this spotlight disappears if I should remove or change it.

unkempt helm
#

Hello all, not too sure if this is the right place. Does anyone know where I can find information on how to code switching between two uniforms in your inventory through ace self interactions ?

chilly tulip
#

Depending on what you're doing, it might be easier to add the actions by script than config.

dire warren
#

I'm trying to understand rvmat files a bit more, what exactly goes into one?

hearty sandal
#

(assuming you have P development drive set up)

chilly tulip
#

There seems to be a hidden multiplier per hitpoint for general damage (beyond passthrough or armor/armorStructural). Is that in config somewhere or just engine?

#

It seems to be weirdly low for body hitpoints (chest/diaphragm/abdomen at least).

chilly tulip
#

hmm, I think there's just a rule that any HitHead >= 1 forces general damage to 1.01. No equivalent for HitBody >= 1 even though that's equally fatal.

dire warren
#

I seem to have picked a bouquet of oopsie daisies while trying to add something to my mods code. Arma claims that line 41 is the issue here as it encountered a ; instead of a {

perhaps I'm missing something as a whole but I would like to see if some one else could help me and look at the problem class DefaultEventHandlers; class EventHandlers; class cfgVehicles { class C_Van_02_vehicle_F; class C_Offroad_01_F; class Whale_Van_F: C_Van_02_vehicle_F class Whale_Offroad_F: C_Offroad_01_F

this is line 36 through 43

pallid sierra
#

same thing with the line underneath

dire warren
#
    class C_Van_02_vehicle_F;
    class C_Offroad_01_F;
    class Whale_Van_F: C_Van_02_vehicle_F
    class Whale_Offroad_F: C_Offroad_01_F
{
        author = "UncleDurge";
        editorPreview = "Norm_Van\Data\Textures\Whale_Van\20230622173524_1.jpg";
        forceInGarage = 1;
        faction = "CIV_F";
        vehicleClass = "Cars";
        Side = 3;
        crew = "C_scientist_F";
        displayName = "OOBAC Utility Van";
        hiddenSelectionsTextures[] = {"Norm_Van\Data\Textures\Whale_Van\normalVan_co.paa","\a3\soft_f_orange\van_02\data\van_wheel_co.paa","\a3\soft_f_orange\van_02\data\van_glass_dirty_CA.paa"};
        class TextureSources
        {
            class Custom_Van_F
            {
                displayName = "OOBAC";
                author = "Shyska";
                textures[] = {"Norm_Van\Data\Textures\Whale_Van\normalVan_co.paa","\a3\soft_f_orange\van_02\data\van_wheel_co.paa","\a3\soft_f_orange\van_02\data\van_glass_dirty_CA.paa"};
                factions[] = {"CIV_F"};
            };
        };
        textureList[] = {"Custom_Van_F",1};
        animationList[] = {"Door_1_source",0,"Door_2_source",0,"Door_3_source",0,"Door_4_source",0,"Hide_Door_1_source",0,"Hide_Door_2_source",0,"Hide_Door_3_source",0,"Hide_Door_4_source",0,"lights_em_hide",0,"ladder_hide",1,"spare_tyre_holder_hide",1,"spare_tyre_hide",1,"reflective_tape_hide",1,"roof_rack_hide",1,"LED_lights_hide",0,"sidesteps_hide",1,"rearsteps_hide",0,"side_protective_frame_hide",0,"front_protective_frame_hide",1,"beacon_front_hide",0,"beacon_rear_hide",1};
        class PlateInfos
        {
            name = "spz";
            color[] = {0,0,0,1};
            plateFont = "RobotoCondensedLight";
            plateFormat = "RC - ####";
            plateLetters = "ABCDEFHIKLMOPRSTVXYZ";
        };
        class eventHandlers
        {
           init = "(_this select 0) setVariable ['BIS_enableRandomization', false];";
        };```
pallid sierra
#

yup thats the issue then

dire warren
#
        author = "UncleDurge";
        editorPreview = "Norm_Van\Data\Textures\Whale_Pickup\20230622173515_1.jpg";
        forceInGarage = 1;
        faction = "CIV_F";
        vehicleClass = "Cars";
        Side = 3;
        crew = "C_scientist_F";
        displayName = "OOBAC Offroad";
        hiddenSelectionsTextures[] = {"Norm_Van\Data\Textures\Whale_Pickup\NormalOffroad.paa","\a3\soft_f_orange\van_02\data\van_wheel_co.paa","\a3\soft_f_orange\van_02\data\van_glass_dirty_CA.paa"};//*replace with appropriate textures
        class TextureSources
        {
            class Custom_Van_F
            {
                displayName = "OOBAC";
                author = "Shyska";
                textures[] = {"Norm_Van\Data\Textures\Whale_Pickup\NormalOffroad.paa","\a3\soft_f_orange\van_02\data\van_wheel_co.paa","\a3\soft_f_orange\van_02\data\van_glass_dirty_CA.paa"};//*replace with appropriate textures
                factions[] = {"CIV_F"};
            };
        };
        textureList[] = {"C_Offroad_01_F",1};
        class PlateInfos
        {
            name = "spz";
            color[] = {0,0,0,1};
            plateFont = "RobotoCondensedLight";
            plateFormat = "RC - ####";
            plateLetters = "ABCDEFHIKLMOPRSTVXYZ";
        };
        class eventHandlers
        {
           init = "(_this select 0) setVariable ['BIS_enableRandomization', false];";
        };
    };
};```
#

sorry could not post the whole thing discord dissallowed me from doing so

pallid sierra
#

If you want to copy a new class from a previous one (without modifying anything), you need {}; at the end

class Child_1: Parent_1 {};
#
// Before
class Whale_Van_F: C_Van_02_vehicle_F

// After
class Whale_Van_F: C_Van_02_vehicle_F {};
dire warren
#

oh I see, thank you for helping me with that. I'll push that through into the next mod update 🙂

#

I'm still learning arma's codes the wiki helps some but I find it still hard to follow that some times

#

and for any other custom vehicle class I make would have to be in that format as well right?

pallid sierra
#

Yup

#

you normally have the {}

#

and you see how you have already filled it in other instances

dire warren
#

awesome! thank you so much! 😄

timid thorn
#

Hello! I'm new to all this config editing stuff, but I'm trying to edit the CfgWLRequisitionPresets so I can add some vehicles to my Warlords scenario. The problem is I simply don't know how to edit or add things to a config file. Do I need a special program or something? Trying to edit them in the Eden Editor by double clicking or just typing in the fields doesn't do anything as far as I can tell, but then again I'm day 1 new to all this. Could anyone give me some tips or guidance?

pallid sierra
#

So what you are going to be doing is creating a mod which can be a lengthy process. Everyone will also have to have your mod in order play with your changes.

#

Are you okay with that?

timid thorn
#

I'm fine with that, but if there was a way to avoid that it'd be preferable, I'm not planning on playing this with friends I just like shooting bots solo actually.

pallid sierra
#

No way to avoid changing a config like that outside of a mod I'm afraid. So you'll need a IDE, like visual studio code first.

timid thorn
#

Luckily I already have visual studio!

pallid sierra
#

Vscode, not normal VS.

timid thorn
#

?

#

This?

pallid sierra
#

Yup

timid thorn
#

It came with the laptop thankfully

pallid sierra
#

Do you use GitHub? If so, hemtt will be the recommended mod packer. If not, then you'll probably just use addon builder that comes with Arma 3 tools.

timid thorn
#

I have an account, but I've never used it for anything besides school

timid thorn
#

Aw homework 😦 haha

pallid sierra
#

eeeyup

#

i did say it would be time consuming

timid thorn
#

I guess I'll be back after a little light reading!

tacit zealot
#

What's a good way to add an action to a unit whenever he is wearing a certain custom backpack class? Config-only, must be able to work for any unit as long as he is wearing the backpack.

loud matrix
#

So this script isn't made for an addon but it's made for a mission

#

That's a little bit unfortunate
I was experimenting with adding a custom sound through event handler for an addon

grand zinc
#

"de encrypt an sqf file" what?
its either decrypt or encrypt. de encrypt is not a thing.

There is no encryption for SQF.
Also sqf files are #arma3_scripting , this channel is #arma3_config

ebon pivot
#

i bet theyre seeing loads of macros elrisitas_lul

pallid sierra
#

Or what he wants is to open a EBO file

grand zinc
#

If he wanted ebo, why does he say sqf

pallid sierra
#

It's the only thing I could think of that is "encrypted".

tacit zealot
#

Does removeEventHandler work on config-entry event handlers?

grand zinc
#

no

pallid sierra
#

Then execute an event handler post init you can use and remove.

tacit zealot
#

The eventual goal is to make the sqf a function, but me and my code friend are working with execVM for now.
The script is one that is fired on hitPart (automatic repair script) but I had issues with it firing when the vehicle was destoryed, so my friend added in a line that checks if the vehicle is alive and does an exitWith before firing off the code.

#
class B47_WZ_NanoRepair{
    init = "this setVariable ['NanoRepairInProgress', false, true];";
    hitPart = "_unit = (_this select 0) select 0;\
        if (_unit getVariable ['NanoRepairInProgress', false]) exitWith {};\
        if ((crew _unit) isEqualTo []) exitWith {};\
        if (!alive _unit) exitWith {};\
        [_unit, (crew _unit)] execVM '\b47_wz_factions\scripts\NanoRepair.sqf';";
};```
I'm planning to move all those if/exitwith checks into the SQF.
pallid sierra
tacit zealot
#

Another question - is there a simple config edit I can do (besides editing hitpoints) that protects crew from getting killed in certain vehicles?

pallid sierra
#

just make the crew immune to damage until the vehicle is dead or they dismount

loud matrix
#

alright...
here goes nothing
first attempt at modding particle effects

#

from game files

#

it crashed the game 🐸

hearty sandal
#

This is art in its own. You should get a t-shirt made

loud matrix
#

it's alright
i'm going to make it

#

I got the particles going

#

...should've changed mist

loud matrix
#

this is confusing

#

only Default class is defined

#

in my case

#

but...this class doesn't exist in the config

#

🤔

ashen chasm
#
class Blood: Default
    {
        interval="0.01/((hit interpolate [0.1,100,0.1,100])/30)";
        circleRadius=0;
        circleVelocity[]={0,0,0};
...``` if i understand what you're talking about ![blobdoggoshruggoogly](https://cdn.discordapp.com/emojis/748124048025714758.webp?size=128 "blobdoggoshruggoogly")
ashen chasm
#

then you have class BloodMist: Blood {... in your config without class Blood; above blobdoggoshruggoogly

loud matrix
#

interesting

loud matrix
#

/extern/ class Blood;
found this on forum

ivory barn
#

Is it possible to edit configs from the mission side? Tried editing cfgimprecision

wintry tartan
#

No

ivory barn
#

thx

wintry tartan
#

Description.ext can only add a bit of additional sounds and such, nothing else can be done

ivory barn
#

mod it is

ivory barn
#

I'm having some issues with signing mods, if anyone could assist. Trying to follow online videos on the topic.. Here are my steps in case someone knows what im doing wrong.

  1. Created my PBO (SHGT_main) inside an addons folder under my mod folder [SHGT Dev Tools].
  2. Created a private key under a seperate folder in the DSUtils
  3. Pressed "Process files"

The mod itself works fine

chilly tulip
#

How are you creating your PBO?

ivory barn
#

Was that wrong?

chilly tulip
#

I don't know. I thought normally you could sign any old PBO but it doesn't work when you try to load the thing with verification.

#

I use addon builder command line to both create the PBOs and sign them personally.

ivory barn
#

That was much easier

chilly tulip
#

The .bikey (public key) goes in the key folder.

ivory barn
#

Oh so the .bisign key stays in the addons folder yeah?

chilly tulip
#

Yeah, next to the addon PBO it's for.

#

If you have multiple PBOs then it makes a .bisign for each.

#

Note that you sign using the private key (.biprivatekey)

ivory barn
#

Yes sign using the private and then the public bikey goes in the key folder, got it

ivory barn
wintry fox
#

How can you remove the inventory from an object?
Not the items in an object, but the ui itself.

I know you can use an Event Handler to just close the menu a bit after it opens, but I was looking to just remove the option altogether. I didn't see anything that seemed like an obvious toggle in the config

wintry tartan
#

UI Itself? What do you mean?

#

You don't want someone to able open Inventory?

wintry fox
#

The inventory on an object, not the player's inventory
Basically just turning off the simulation / making it a simple object, but I've added an action to it, which would also cause the action to dissapear

wintry tartan
#

lockInventory scripting command. Not config related

wintry fox
#

Oh I thought it might have been a config value, nice 👍

sullen lotus
lament sluice
#

How do you check the path of a file in an addon?

wintry tartan
#

What's the usecase/example?

lament sluice
#

I'm trying to do a config load depending on if another addon is detected

#

And I am not sure how the file path is determined still

wintry tartan
#

Literally that part of the article explains

#

However: __has_include is going to be useless if your intention is just to make a compat Mod, unless you have a very special case

lament sluice
#

We are still on 2.12 though? We don't know when 2.14 is even coming

wintry tartan
#

2.13 already has that and you can test it

lament sluice
#

Well, the only thing I'm not understanding is that the filepath starts with the prefix correct? Not the @myfile? The example with ace is confusing me a little since it includes \addons

wintry tartan
#

It is ACE's filepath, nothing is special

#

(AFAIK. I don't even use ACE)

loud matrix
#

is there documentation on adding a custom sound to particle effects ?

#

all I managed to do was to change the particles

#

but my main focus was to have a custom sound, which failed spectacularly

#

project files

loud matrix
wintry tartan
#

Isn't it an CfgAmmo value?

hearty sandal
# loud matrix It appears there's none, I looked everywhere

Yeah no, it all comes down to learning to read the configs and being able to deduce how they work together.

Documentation is unfortunately very sparce and you can do so so many things. It's just not realistic to cover everything in specific tutorials. (some more would be nice to have though)

loud matrix
wintry tartan
#

Hmm, so engine driven part

loud matrix
bronze osprey
#

configs are a gold mine

#

tbh

loud matrix
molten bobcat
#

Is there any easy way (or rather, any way really) of modifying a single parameter of an existing class without having to create a whole new class?
What I'm trying to do is to change a hidden item's scope from 1 to 2

Edit: Found a solution

wintry fox
#

You just specify the class-name and what it inherits from and change the value

// SomeMod
class Uniform: Uniform_Base
{
    scope = 1;
};
// Your mod
class Uniform_Base;
class Uniform: Uniform_Base
{
  scope = 2;
};
#

Then just put the original addon in the requiredAddons of your mod

frigid flower
#

How can I make an object emit a looping sound, without using scripts? Like how Bohemia has some buildings that constantly emit an AC unit noise, or wire fences that make noise when it's windy. I can't find anything in the configs.

ashen chasm
#
    class Land_wpp_Turbine_V1_F: House_F
    {
              ...
              simulation="fountain";
              sound="Windturbine";
              ...
``` seems to be the way ![blobdoggoshruggoogly](https://cdn.discordapp.com/emojis/748124048025714758.webp?size=128 "blobdoggoshruggoogly")
#

and "Windturbine" seems to reference a class from configFile >> "CfgSounds"

frigid flower
#

Hmm..

frigid flower
#

No dice

#

Oh wait actually, I didn't change the simulation 🤦‍♂️

loud matrix
# wintry tartan Isn't it an CfgAmmo value?

this cfgammo config uses
custom hitalienarmour as opposed to hitman etc
meaning it's custom
so...how did he do that
what is hitalienarmour
is it a named selection for firegeometry bisurf file ?

#

or...what

#

I got as far as defining impacts
but hits are confusing me

wintry tartan
#

Haven't messed with it so much so can't really say

loud matrix
#

potential disappointment.

ebon pivot
#

dont use chatgpt for arma stuff

wintry tartan
#

Haven't your grandmother told you

loud matrix
loud matrix
#

I need funny in my life

tacit zealot
#

Is it possible to make an Laser Target in config that can be targetted by all sides?
Perhaps some sort of landmine with a laser target that everyone can select.

winter rain
loud matrix
#

Well there's this

#
class ImpactAlienArmour
{
    class SparksLight
    {
        simulation    = "light";
        type        = "SparksLightSabot";
        position[]    = {0, 0, 0};
        intensity    = 0.001;
        interval    = 1;
        lifeTime    = 0.5;
    };
    class ImpactSparks1
    {
        simulation    = "particles";
        type        = "AlienDrone_01_ImpactAlienArmour_lines";
        position[]    = {0, 0, 0};
        intensity    = 1;
        interval    = 1;
        lifeTime    = 1;
    };
    class ImpactSparks2
    {
        simulation    = "particles";
        type        = "AlienDrone_01_ImpactAlienArmour_flare";
        position[]    = {0, 0, 0};
        intensity    = 1;
        interval    = 1;
        lifeTime    = 1;
    };
    class ImpactSparks3
    {
        simulation    = "particles";
        type        = "AlienDrone_01_ImpactAlienArmour_sparks";
        position[]    = {0, 0, 0};
        intensity    = 1;
        interval    = 1;
        lifeTime    = 1;
    };
    class Sound
    {
        simulation    = sound;
        type        = Drone_HitAlienArmor_SFX;
        position[]    = {0, 0, 0};
        intensity    = 1;
        interval    = 1;
        lifeTime    = 10;
    };
};```
#

How do I define
Type = drone_HitAlienArmor_SFX

#

For sound simulation

winter rain
#

Give me a second i did also such definitions

loud matrix
#

This config is from

loud matrix
winter rain
#

You need to do a class cfgSFX

loud matrix
winter rain
loud matrix
#

💀

winter rain
#

In your case loop=0;

loud matrix
#

Well the game was telling me duck.wav is missing from SFX

It gave half a lead to the root of the problem

winter rain
winter rain
# loud matrix

Yes you need to define it in cfgSFX and this class you need to add in class sound

winter rain
loud matrix
#

here's the config

loud matrix
#

the particles work as shown here
it's just the sound that's giving me PTSD

frigid flower
frigid flower
#

And how does the SoundSet come into play? CfgEnvSounds seems to just take a file path

stoic trout
#

Im trying to make a config for devs ctab mod to be able to place the ctab in the gps slot instead of misc , can someone help me

neon bronze
#

Is a units array required in a new model for headgear?

#

class CfgPatches
{
    class USMC_DI_HAT
    {
        units[] = {};
        weapons[] = {"USMC_DI_HAT"};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Characters_F"};
    };
};
#

vs


class CfgPatches
{
    class USMC_DI_HAT
    {
        weapons[] = {"USMC_DI_HAT"};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Characters_F"};
    };
};
#

Because that's how the item appears with Zeus right?

pallid sierra
#

your headgear should be in weapons and cfgweapons

loud matrix
#

guess what is working

#

it's working

loud matrix
winter rain
loud matrix
# winter rain Good ✌

however...it seems there's a 15 seconds limit on this
(the time it takes for bullet to fade out)

it's either engine limit or it can be modified

#

still, changing lifetime makes no difference

winter rain
loud matrix
winter rain
#

why 26'000?

loud matrix
#

I'm testing with 26 seconds sound clip

#

but it cuts at 15 seconds

winter rain
#

try with 30 instead of 26'000

winter rain
loud matrix
#

just the blood particle effects
no sound in cloudlets

loud matrix
#

will test 300

#

yep same issue
as soon as this disappears
the sound cuts off

#

at 15 seconds mark

#

eh doesn't matter that much
a lot of cool effects can be configured with that much time frame

sweet moon
#

im not sure whats going on with my mods, but multiple of my missions i have tried to make, whenever I need to setup a description.ext, they never seem to be read. for context I am trying to use the HALs mod along with the Misery mod. But I cannot seem to get hals to work. I followed the instruction on the wiki. But this seems to be an issues with several mission. Is there somthing with the setup of a mission I am missing? The description is in the root file, so I am not sure what else to do

pallid sierra
sweet moon
#

this seems to be a consistent problem though.

pallid sierra
#

Have you tried without mods yet?

#

Also post your description.ext file on pastebin and link it here

@sweet moon

sweet moon
pallid sierra
#

well whats in that included file?

tawdry coral
#

Hia! Looking at a map config file, I noticed ils stuff. That's invisible AI helpers right, not the visible runway rectangle and numbers?

hearty sandal
#

yes

#

probably 🤔

#

what numbers you mean?

tawdry coral
#
        ilsPosition[]={703.33002,1343.205};
        ilsDirection[]={0.95810002,0.052336,-0.28650001};
        ilsTaxiIn[]={901.40503,1247.474, 830.42401,1287.504, 723.96503,1305.428, 732.05402,1333.6281, 732.05402,1333.6281};
        ilsTaxiOff[]={1069.074,1234.6639, 1013.252,1219.509, 963.23102,1212.8409, 901.40503,1247.474};
        drawTaxiway=0;
#

I asked someone and got permission to make a private branch of their terrain. I can only have what I can decrypt, so I can't access the wrp file x3

#

Runway looks funny, curious if it was wrp file or config file that did the runway on the map

#

oooo, maybe it is in the config

heady iron
#

is there any way for me to extract a mod weapon's config file, since they're binarized?
Asking so I can learn how other people set them up

#

(I know that's a big no-no when it comes to models, but dunno if the same applies to configs)

chilly tulip
#

CfgConvert in Arma 3 Tools can do it.

heady iron
#

OH. Right.
Thanks

chilly tulip
#

I think people binarize config for performance rather than disguise. You can extract config from in-game anyway.

heady iron
#

right. Man, I'm slow/dumb today.

#

Maybe a more conceptual question, but anyways:
I'm trying to make a Counter-UAV gun mod. In theory, I would want it to be able to "fire"/emit EM waves all the time, without having to reload or anything.
Would it make sense/how can I implement that with cfgmagazines n stuff? Is there any way to do that?

#

I'm just now trying to learn how configs work and stuff, so I'm completely new to this side of things.

#

I was thinking that I could just have it use mags with blanks, maybe, since it won't actually be shooting anything (I've got a "Fired" EH that would only call a function when this gun is equipped to handle the C-UAS effects), but dunno if that makes sense, or how I could set it up so it doesn't need to actually reload the mag.
Maybe just set the mag to 1000 or whatever?

hearty sandal
#

and possibly some scripting either in the fired event or some other that replenishes the ammo count when its low enough

heady iron
#

Oh, good idea.
If the goal is to not hae any reloading or anything, do I still need to make a "magazine" model for when I declare the mag type in the config and stuff?

tawdry coral
hearty sandal
tawdry coral
#

yea

primal halo
#

does underscore (_) appear in game if I write it in display name?

#

so displayname: test_1_a

#

for example

#

nvm, found it myself

hearty sandal
#

displayname = "write_name here"

#

is a string type and shows exactly what you write in it

tight belfry
#

hello i am trying to add a sensor to RHS su-25 to be similar to that of the neophron - but i can not get it to work. I have tried using the cfg patch template but it seems to always throw an error when i try to cfg convert it with arma tools

#

Can someone pls show me the proper format or show me an example of their cfg where they added a sensor to a plane/heli?

tight belfry
#

ok keep in mind its my first lol

#

one moment

pallid sierra
#

whats the error you get?

tight belfry
#

@pallid sierra tells me it cant find drive specified

#

i went to the neophrons cfg and took the sensor from there and it just doesnt seem to stick

hearty sandal
#

what program gives you error and whats the exact error?

tight belfry
#

arma tools and at first it would say undefined base class but then i got that figured but it kept saying when i try to convert it that it cant find the drive specified

#

does my cfg appear to be correct?

pallid sierra
#

not that is screaming out at me, will have to take a longer look, but you know you don't have to convert it right? you don't have to binarize it. especially with a short length like that.

tight belfry
#

i did not know that, thank you

#

and okay i appreciate any advice

pallid sierra
#

do you use github? if you do, use hemtt, its by far the easiest packer i've used so far

#

no need for p drive crap

tight belfry
#

i will take a look but i think i just use pbo manager

#

im very green with cfg

#

also i would like to note im trying to make this a patch so i can use it in multiplayer

pallid sierra
#

you are going to need a CfgPatches

tight belfry
#

wow it even signs the mod that is great

#

and yes i figured so i actually just got it to work the game load but the plane is no longer in the rhs category and is not present in editor

pallid sierra
#

if you run into problems with hemtt that the documentation doesn't cover, hop over to the ACE discord, they are the devs of it

tight belfry
#

that is great i appreciate the info

heady iron
#

Does anyone have advice to how to config "blanks" ammo? I've looked through several RHS blanks ammo configs, and can't quite tell how they manage to make it a blank, rather than regular, round.

pallid sierra
heady iron
pallid sierra
#

they use a submunition simulation which might not work in the main game. others probably use a handleDamage event handler to modify theirs

heady iron
pallid sierra
#

the handle damage event handler would be added to the player unit

#

and checks to see if they were hit by your ammo type

heady iron
#

Well, presumably would be added to vehicles as well, no? otherwise my blank rounds might start doing damage to vehicles and things.

heady iron
pallid sierra
heady iron
#

rhs_ammo_blank has "shotBullet" under simulation. rhs_ammo_556x45_blank has rhs_ammo_blank under submunition

#

while rhs_ammo_blank doesn't have anything under submunition (i.e. "")

#

now that I've checked, all the different rhs blank ammo (rhs_762x51/rhs_556_45) have the rhs_ammo_blank as submunition

#

Do you think, Hypoxic, if I did something similar, with a submunition that has hit=0 as the submunition for it, I'd basically have a blank round?

tight belfry
pallid sierra
pallid sierra
heady iron
#

hey folks! two questions:
I made a weapon, set it as a launcher on config, bc no one will want this anti-drone gun as a primary. I can put it in my inventory, but cannot switch to it.

  1. is this likely a config error? its properly in the launcher slot, once Im on my inventory, but I can't switch to it.
  2. Can I change how/where the model is "equipped"? In the Arsenal, it shows up on the shoulder, but I'd like to displace it so it's grabbed like a "normal" rifle. Is this a config issue, or a handsanim issue? (as in I need to modify/make my own handsanim)
    --Relatedly, I'm wondering if issue 1 is bc of issue 2, that the config or handsanim is messed up.
novel lava
#

what simulation is its ammo

#

armas launchers are hard coded to only accept certain sims otherwise you get stuff like that

novel lava
#

I think only works with shotRocket/missile and maybe shotShell

hearty sandal
#

Shell becomes goes in rifle I think.

@heady iron what you want will be difficult as you will need to move the model in the weapons P3d to get the offset you want. The launcher bone will alway be on top of the shoulder.

Same applies to the hand anim, you will need a new one where the gun is grabbed in very different way and it might blend poorly with the launcher holding hand pose

ashen chasm
#

making it *primary and * storable in backpack may solve the "need to carry together with a proper primary" problem

heady iron
nimble lodge
#

Question, what defines animation in a vehicle seat?

hearty sandal
#

driver/gunner/cargoAction =

tight belfry
#

Hello i have edited the RHS su-25 to use skin from Ukraine faction and was able to change side, add sensors etc. But i am now stuck trying to change the pylons in the cfg and the patch doesn't seem to stick (or) I just don't have the correct base class. When i place the plane in the editor it still has its original pylon. Any help is greatly appreciated

nimble lodge
tight belfry
#

yes im trying to put it on sqfbin but it keeps putting random spaces

nimble lodge
#

because you set what you want your aircraft to be able to equip under hardpoints[]= {"shit", "load", "of", "weapons_classes"};

tight belfry
#

the reason i want it to be different at "editor spawn" is so when you use the class in warlords it will be equipped with the custom pylon at spawn

heady iron
#

Couldn't you just have a CBA Class init EH that changes all the pylons? (If you can't figure out the config stuff, I mean)

nimble lodge
#

Okay so hardpoint line defines all weapons that the aircraft can equip in pylon editor or arsenal, attachment will define the weapon that will be placed on that pylon by default. And you can create custom loadouts somewhere in the same config file, under loadouts

#

Ye changing attachment in theory should be enough

#

unless its being overwritten by loadout option

tight belfry
#

this is what spawn on it no matter what i do and i cant find RHS_su25_Base anywhere but find only factions that are linked to the dynamic loadout.hpp but i cant figure out how to have my plane inherit a different loadout

#

it doesnt help that im very new with cfg/scripting etc..

#

and when my config doesnt throw an error and i start the game - nothing changes editor still uses that loadout

tight belfry
pallid sierra
heady iron
#

I've never scripted for vehicles, so no idea how to change pylons via script.
BUT, CBA Class handlers are handlers that apply to every vic/object of a class. If you set it to init type, that means that whenever a vic of that class is initiated, script will run. If your script changes pylons, presto.

#

Or that, what Hypoxic says.

pallid sierra
#

don't need to use CBA and create a dependency if you don't want to

heady iron
#

who doesn't use CBA, heresy /jk

tight belfry
pallid sierra
#

i'll be home in a couple of hours and i can look through the rhs stuff

tight belfry
#

like i was able to get the sensors to work, skin etc... but pylons are fighting me

#

i would GREATLY appreciate that!!!!!!!!!!

heady iron
#

Anyways, question:
I've got my gun working correctly. BUT, whenever I try to use the sights, it just looks straight up. Video attached. I imagine this is a config error; what do I need to fix? My eye memory point on the model is on top of the rails; I am pretty sure I set that up correctly.

#

Relevant bit of config:

        discreteDistance[] = {100};
        discreteDistanceCameraPoint[]= {"eye"};
        magazineReloadTime=5;
        weaponInfoType="RscWeaponEmpty";
        opticsZoomMin=0.1083;
        opticsZoomMax=0.1083;
        opticsZoomInit=0.1083;
        cameraDir="look";
#

I got that adapted from another config.
Or, am i missing another entry specifically for that?

slender pier
#

Is it possible to have a sub-sub category?
Buildings
Public Service
Police Stations
PD 1.p3d
Fire Stations
FD 1.p3d
....

slender pier
#

Yeah

hearty sandal
#

I think not

#

At least dont think I've ever seen any

slender pier
#

Neither have I. Thought I'd ask. Thank you for your time and help 🙂

heady iron
#

Goat, any thoughts on my config question above? I'm not sure how to fix my config for when I go into the closer view.

hearty sandal
#

Maybe missing the barrel points and eye point from the model

quartz rampart
#

I have a vehicle that is visible in the Eden editor but the crew doesn't spawn with it. It spawns empty. When I check Zeus it's not there but can be spawned via script. Any idea how to diagnose this?

nimble sequoia
heady iron
heady iron
nimble sequoia
#

Yes, it's the "first person" view.

heady iron
#

shit. lol

#

I assumed it would just be something having to do with the eye memory point.

nimble sequoia
#

Just make a copy of your first res LOD for now.

heady iron
#

When I put a scope on the gun, I can view down it, though since I haven't made a handanim, and my gun is chunky, the view is "through" the gun.
But without scope, my view just looks up to the sky, as I showed in video above.

heady iron
nimble sequoia
#

Take a look again at the A3 Samples, "test_weapon_01_f.p3d" for what LOD's you should expect to be including.

nimble lodge
#

Question, how do I untint sunglasses in first person? I am not really sure how arma defines those tints in config, and couldnt find it

hearty sandal
#

typically no headhear/glasses/etc that goes in front of your eyes has mesh in first person lod

#

its just empty

nimble lodge
#

I am looking for a way to remove it. And cant reallt figure out how they did it. I assume its post process or smth

nimble lodge
#

Nop base game

#

Base game glasses tint your first person view

#

I think

#

Only other mod I can think of that couls do it would be ace

#

Nvm I read around a bir and I think its ace

hearty sandal
#

yep sounds about right

glacial spear
#

i need some help

#

im trying to use the SubmunitionCreated eventhandler

#

but i dont know where to connect it

#

iv tried connecting it to the primary and submunition ammo config

teal spindle
#

My aircraft goes backwards on it's own without power on entering the game, I had this problem before and fixed it, but can't remember what it was. CoG is in the middle of the 3 wheels of the gear.

glacial spear
#

does it have to be added via script

nimble sequoia
teal spindle
# nimble sequoia Can you post a link to your config.cpp & model.cfg (parts involving physx and wh...
nimble sequoia
#

What is the mass of your vehicle in the Geometry LOD?

#

And what are the distances between the memory points gear_1_damper_axis, gear_2_damper_axis and gear_3_damper_axis?

nimble sequoia
#

ok, first thing is that your class Wheels is supporting a total mass of 1500+3350+3350 = 8,200kg, but your plane weighs 40,000kg

#

so increase sprungMass values by x4.88

#

You might then also want to increase the springStrength, to somewhere between x25 and x100 of the sprungMass, depending on the stiffness of the suspension required

teal spindle
#

Vertical distance between damper memory points: Gear 1 = 0.366 Gears 2&3 = 0.639

nimble sequoia
#

ok, you want to make those gear damper axis distances = 1.0m in your p3d

#

as your maxCompression and maxDroop are 0.15m, and that matches the model.cfg animation translations

#

that is, as long as you actually want a +-0.15m travel

teal spindle
#

Ok making a quick test

nimble sequoia
#

I'd normally set the gear damper axis mem points to 1.0m, then measure from the p3d the desired suspension travel (usually limited by gear strut lengths or clipping with attachment points), then use those numbers in the class Wheels and model.cfg

teal spindle
#

@nimble sequoia your help is much appreciated, starting Arma for a quick test

nimble sequoia
#

Lastly you may also need to increase your springDamperRate for the wheels, perhaps double

#

I'm assuming your front and back wheels are level with each other and are modelled at 50% extension in the p3d.

teal spindle
#

@nimble sequoia I will adjust as you just stated, but first and foremost... it is no longer going backwards... you are a genius!

nimble sequoia
#

Well done, glad that helped a bit 🙂

nimble sequoia
# pallid sierra

4.88 being the ratio of 8200 to 40000, in case that wasn't clear

neon bronze
#

Is a units array required in a new model for headgear?

wintry tartan
#

What do you mean? What are you trying to achieve?

neon bronze
#

class CfgPatches
{
    class USMC_DI_HAT
  ----> units[] = {}; <----
        weapons[] = {"USMC_DI_HAT"};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Characters_F"};
    };
};
#

Can I remove that line altogether

#

units[] = {};

pallid sierra
pallid sierra
#

Keep the line,just leave it empty

neon bronze
#

Ok because i removed it entirely

#

will that cause issues?

wintry tartan
#

Try and see

winter rain
#

i know its some months ago, do you probably know if its possible to add a second rope and still use the vanilla options to hook the vehicle while flying/hovering over it? im not a fan to land and hook the ropes manually to the vehicle and also id like to keep the AI working with it like it does in vanilla

in short id like to have 2 ropes (1 left and 1 right) but still can only hook 1 vehicle not 2

nimble sequoia
winter rain
tawdry coral
#

anyone know what minObjInTownSquare does for CfgWorld?

hearty sandal
#

town can has its own ambient sounds and animals etc

tawdry coral
#

oh

#

does that also go for eden stuff or just stuff that's apart of the terrain already

#

what about pictureShot? I've never seen the images it's set to use when looking at Altis' config xD

hearty sandal
#

Terrain stuff I believe

#

eden stuff is less dynamic

tawdry coral
#

Ah yea, I thought so.

#

And the pictureShot thing- seems like it is meant to be either loading screen or mission select screen? But I don't recall ever seeing the image it has in game. xD

#

ui_stratis_ca.paa is 1024 x 512 resolution image, landscape view of the terrain. It is shown on the terrain selector when browsing which terrain you want to load into mission editor. from pmc
Terrain Selector, what is that? It's not eden, is it? B/c I only see the pictureMap normally

hearty sandal
#

some of them may be unused now

#

dont over think the preview images though

#

😅

wheat sluice
#

Its been replaced by the satmap display so it's pretty much redundant nowadays.

pallid sierra
#

Always curious why they split cherno up into multiple maps

wintry tartan
#

And Taki's... yeah for zero reason

ashen chasm
#

inb4 for tiny 256MB RAM machines 🙃

#

or for AI to not wander 20 km away during a story mission due to pathing mishap

hearty sandal
#

you guys have not made terrains with Visitor2 have you 😄

#

I mean you would not ask if you had I think

#

chernarus is even more a masterpiece when you are familiar with the tools they used 😅

pallid sierra
#

i mean, compared to enfusion editor, the previous map tools are like from stone to iron

heady iron
#

Hey folks,
I'm getting the following error. It tells me that /dronegun_recoil is not an array, and I'm a bit confused. From my gun's config:

class CfgRecoils
{
 class dronegun_recoil
 {              //  x     y     a     b
  muzzleOuter[]    = {0.01,0.01,0.001,0.001};
  muzzleInner[]={0.01,0.01,0.001,0.001};
  kickBack[]    = { 0.0001, 0.0001 };
  permanent    = 0.01;
  temporary    = 0.1;
 };
};
class CfgWeapons 
...
class RUF_DroneGun: Rifle_Base_F
    {
        ...
        recoil="dronegun_recoil";
#

I wrote this up following other examples on the wiki, so I'm a bit confused. It should be fine, no?

chilly tulip
#

I dunno, I haven't found a weapon that actually uses the new recoils yet.

#

maybe they never implemented it.

heady iron
#

Hmmm. All I wanted was to reduce or eliminate my gun's recoil. I thought to just reduce all the values from the example in the CfgRecoil page.
Any suggestions for how to do that, instead?

chilly tulip
#

straight array of zeroes probably works.

#

Not sure how long it needs to be though.

wintry fox
#

What value is used for the firing rate on a mode?
Adding a burst mode to a gun and wanting to make it shoot a bit faster than the single shot

chilly tulip
#

reloadTime IIRC

#

If you mean "how fast the AI shoots with it" then that's another matter.

wintry fox
#

Just the player

#

Yep it was reloadTime 👍

heady iron
pallid sierra
#

what property points to the destroyed model of a vehicle?

nimble sequoia
ashen chasm
ashen chasm
#

and quick sqf query shows that each and every infantry weapon in vanilla A3 references class-style CfgRecoil entry in the weapon itself blobdoggoshruggoogly

outer hazel
#

can you think of any reason why a class reflector light wouldn't work on a building? i have the memory points, the config entry, im sure the memory points are where they're supposed to be, and yet it doesnt work at all 😓

#

well this is a new one, it spawned the light alright, just at the world origin 🥴

#

@grand zinc any ideas besides typos in the memory points names?

#
        {
            class light_blue_1
            {
                position = "reflector_1_pos";
                direction = "reflector_1_dir";
                hitpoint = "";
                selection = "";
                color[] = {1000,1000,1200};
                ambient[] = {10,10,12};
                intensity = 800;
                size = 100;
                innerAngle = 120;
                outerAngle = 130;
                coneFadeCoef = 6.5;
                blinking = 1;
                useFlare = 1;
                flareSize = 100;
                flareMaxDistance = 100;
                dayLight = 1;
                class Attenuation
                {
                    start = 100;
                    constant = 0;
                    linear = 2;
                    quadratic = 0.5;
                    hardLimitStart = 10;
                    hardLimitEnd = 15;
                };
            };
            class light_blue_2: light_blue_1
            {
                position = "reflector_2_pos";
                direction = "reflector_2_dir";
                hitpoint = "";
            };
        };```
#

ok it seems that class reflectors doesnt like buildings when they're set to be indestructible

winter rain
outer hazel
#

i wanted to have a light reflector on an indestructible building, nothing special, turns out that it didnt even look so good so i wasted a bunch of time 🙃

hearty sandal
tawdry coral
hearty sandal
#

building lights in general are tricky to make nice since light bleeds through object and there are no dynamic shadows cast

chilly tulip
ashen chasm
#

ah, wait, i've overridden literally everything in that test

chilly tulip
#

I guess it's the usual Arma thing where you have to start the game three times with three different config to figure it out :P

ashen chasm
#

both class and arrays, test says nothing

chilly tulip
#

People who wrote the Arma config seem confused sometimes too. Like aiDispersionCoefX/Y are always read from the weapon but tend to be specified in modes.

ashen chasm
#

but only overwriting the class part does remove the recoil for me as well blobdoggoshruggoogly

tawdry coral
#

can you make new marker colors

ebon pivot
#

yes, cfgmarkercolors or something like that iirc

tawdry coral
#

ah ok. It looked like ya could, but I am done modding for today b/c brain goes brrr, and so- xD

tacit zealot
#

Is it possible to assign two separate explosion effect types to an ammo, or two lights to an effect? Like a bright short effect + long dim effect, or an effect of one color then one of another.

tacit zealot
#

How can I do it?
I think I just need another class

winter rain
#

CfgCloudlets
CfgLights

tacit zealot
#

I've added a second effect class to my class which is pointed to by ExplosionEffects. I already got the cfgLights working

vivid aspen
#

everytime i open a pbo this pops out

hearty sandal
#

and what is it you try to do

vivid aspen
#

1 i made a vest
2 i made multiple texture to it
3 i wanted to make those texture selectable
4 i trid doint the ACEAX manual but failed
5 i read that the ACE Arsenal Extended Config helper will auto gen a config for you

#

and this is where i got it from

hearty sandal
#

no idea how that works blobdoggoshruggoogly

wintry fox
#

How do you specify what magazine a weapon should have by default, kinda like how you can specify linked items?

wintry tartan
#

The first entry in magazines[] should do

wintry fox
#

Alright, couldn't find if it just picked the first one from there or if it was a seperate property

vapid pine
#

Heya all, can someone give me a hand.

i need to grab the class names of some gear from a mod for a loot spawning script im using, im struggling to figure out how to view the .pbo files in such as way as to find these class names

chilly tulip
#

@wintry fox Default for what purpose?

#

3CB Factions GLs specify grenades from 3CB BAF at the start of the magazines array, so you can't just pick the first one, but I don't think anything in Arma does that, so it was only a problem for us.

ashen chasm
#

i'm under impression that, for example, vanilla arsenal does load the first magazine from magazines[] array when selecting weapon tanking

#

like, quite literally, in line 1938 onwards, _fnc_addWeapon subfunction sqf private _magazines = getArray (if (_x == "this") then { _weaponCfg >> "magazines" } else { _weaponCfg >> _x >> "magazines" }) select { getNumber (_magazineCfg >> _x >> "scope") == 2 }; if (count _magazines > 0) then { private _magazine = _magazines select 0;

chilly tulip
#

I haven't used the vanilla arsenal for a while, so I just checked it and it doesn't put mags in the gun at all?

ashen chasm
#

it what?

chilly tulip
#

It looks like what happens is that when the mission starts, units with unloaded weapons get a magazine pulled from their equipment.

ashen chasm
#

i can't say i've ever noticed that

chilly tulip
#

That line doesn't seem to define _magazineCfg so maybe it's an old bug.

ashen chasm
#

vanilla "arifle_AKS_F" gets "30Rnd_545x39_Mag_F" loaded on my machine

#

_magazineCfg = configFile >> "CfgMagazines" is couple of lines above blobdoggoshruggoogly

chilly tulip
#

oh, I guess that's just _magazineCfg = configFile >> "CfgMagazines"

#

Oh, is this in-game arsenal or in-editor?

ashen chasm
#

afaik 3DEN "Edit loadout" uses vanilla arsenal?

chilly tulip
#

ah, apparently I bugged it out by not having a vest on.

#

yeah, no vest, no mag in the gun.

ashen chasm
#

tanking i've checked on "B_Survivor_F" with no vest and it worked. Some other shenanigan should be in place

chilly tulip
#

(no uniform either)

ashen chasm
#

meh, it's 4k lines long and A3, not like there's much chance for fixes 🙃

chilly tulip
#

Similarly if you don't have a giant backpack and you add a weapon like a javelin, you won't get a missile in the launcher.

ashen chasm
#

does indeed give empty weapons with no uni/vest/backpack. Wow.

#

fun stuff

chilly tulip
#

Looks like 3CB Factions does still have the broken magazine entries, but the select { getNumber (_magazineCfg >> _x >> "scope") == 2 }; in the arsenal code works around that.

#

These days you can use compatibleMagazines instead.

#

But yeah, just selecting the first entry is not 100% reliable.

brazen merlin
#

probably not the right channel to ask, but since it feels semi-config related... can anyone confirm that the deploy sound of helicopter flares is broken? when using the counter measures now, all i hear is some kind of trail sound, but not the actual "flare is shot out of the launcher"-sfx anymore

#

oh wait, the sound is still there, just kinda silent

winter rain
brazen merlin
#

yeah that

tacit zealot
#

How can I change the crater texture used for an ammo type? I've looked at the crater type specified, and nothing in it mentions the decal.

ashen chasm
#

craterShape property, i guess?

winter rain
tacit zealot
#

I've found an existing crater Effects I think will be good for now, thanks.

wintry fox
#

Are vehicle headlights Reflectors?
Trying to increase the brightness of a vehicle's headlamps because you can barely tell they're on

wintry fox
#

Alright, that's what I guessed from reading the wiki, but when looking at the vehicle I was modifying the four classes it had under Reflectors were all blank

tacit zealot
#

What config parameters (if any will work) will make an ammo with shotBullet simulation glow? I remember trying a while back adding flare config parameters and it did nothing. EffectsFly in fact does work on bullets.

lament sluice
#

How would I add an insignia to a unit through hiddenSelections? I've tried hiddenSelections[]={"insignia"}; hiddenSelectionsTextures[]={"\simc_uaf_67\patches\82d_sub_ca.paa"};
for a S & S insignia but it just won't show up in game.

lament sluice
sick night
# lament sluice Ok, so I can't apply the concept from this page then? https://community.bistudio...

where are you starting and what is your end goal? ... you can drop a unit in from Eden and select an insignia under Attributes -> Identity ... assuming the Insignia is defined in the Mission Configs ... the stuff about adding hidden sections to cfgvehicles would only apply if you're adding new modded stuff that doesn't already ahve them (the vanilla assets should already be setup)... if you want to add your own insignia you need to add CfgUnitInsignia into Config.cpp and Description.ext. as it says ... if you don't want to set them in the editor use the script command wherever you're creating the unit or put [your_unit_object, "BI"] call BIS_fnc_setUnitInsignia where "BI" is the name the Config or to set insignia for all units on a side run this when the mission starts

// Define the side
_side = west;  // Use "west" for BLUFOR, "east" for OPFOR, "independent" for Independent, "civilian" for Civilian

// Loop through all units on the side
{
    // Set the unit insignia
    [_x, "BI"] call BIS_fnc_setUnitInsignia;
} forEach allUnits select {_x side == _side};
lament sluice
sick night
#

making a new faction config for existing assets (are they already setup for insignia?) or adding your own new assets?
if the former try setting all three textures, assuming your Units are setup like this:
hiddenSelections[] = {"camo1","camo2","insignia"};

hiddenSelectionsTextures[] = {"\lxws\characters_f_lxws\data\clothes\UN_Soldier_Camo_F_1_co.paa","\lxws\characters_f_lxws\data\clothes\UN_Soldier_Camo_F_2_co.paa","\lxWS\data_f_lxws\img\insignia\UN_ca.paa"};

lament sluice
sick night
#

seems way overly complicated for changing a patch but this is arma afterall haha

undone patio
#

For debriefings, can you somehow newline in the description field? is that just a <br /> situation?

wintry tartan
undone patio
#

well it's in description.ext....

#

so I wasn't sure

#

thanks tho

wintry tartan
#

Ah yeah, hmm

#

But try it, should be worth it

undone patio
#

yeah that does it

#

thank you

wintry tartan
#

Nice

undone patio
#

It hates if you try to multiline it tho

#

but that's a small price to pay for froggy chair

wintry tartan
#

Huh, how does it look?

undone patio
#

just a config parse warning

#

like as the mission loads

#

oh and it takes <t> tags too

#

nice nice nice

wintry tartan
#

How actually did you wrote in config?

undone patio
#
class CfgDebriefing
{  
    class End1
    {
        title = "Team Lost";
        subtitle = "Catastrophic Reality Disruption";
        description = "PRIMARY OBJECTIVE SUCCESSFUL // GREYSTONE SERVERS PLUNDERED <br />EICOM ASSETS NOTIFIED // MAJOR DISRUPTIVE EVENT <br />RECOVERY OF REVENANTS PENDING // <t color='#6262E6'>I CANNOT LOSE THEM AGAIN.</t>";
        pictureBackground = "";
        picture = "respawn_unknown";
        pictureColor[] = { 0.1, 0.1, 1, 1 };
    };
        class End2
    {
        title = "Situation Complete";
        subtitle = "Anomalous Circumstances Survived";
        description = "";
        pictureBackground = "";
        picture = "KIA";
        pictureColor[] = { 0.6, 0.1, 0.1, 1 };
    };
};```
#

wanna see it working?

wintry tartan
#

Which line it says is wrong?

undone patio
#

oh it's

#

if there's a return

#

in SQF you can hit return and it won't complain

#

it'll just pick up on the next line

#

like sqf fakeArray = [ "FOO", "BAR", "BINGUS" ];

#

is fine in sqf

#

but in description.ext it'll yell at you

wintry tartan
#

Yeah AFAIK config doesn't like it

undone patio
#

anyway here I'm working on this being fully MP-compatible :)

wintry tartan
#

Or no, sorry, it shouldn't

whole quarry
#

I need help with the hitpoints in my config. Let's say my mortar has wheel and I want them to disappear upon taking enough damage. The hitpoint selection is called "WheelL" and the actual skeleton part is called "LWheel". Hitpoints class :
class HitLTrack: HitLTrack{armor = 0.25;passThrough=0;material = -1;name = "WheelL";visual = "LWheel";radius = 0.1;}; Model config: class WheelsL_destruct{type="hide";selection="LWheel";source="HitLTrack";minValue = 0;maxValue = 1;hidevalue = 0.9;}; Do I need an animation sources entry as well? Also, I have hitpoints for the barrel, but the damage textures don't get applied to anything. Turret class: class HitTurret: HitTurret{armor = 1;material = -1;name = "Gun";visual = "HellCannon1";passThrough = 1;radius = 0.1;};

whole quarry
#

Anything related to the topic would be good.

nimble sequoia
whole quarry
#

Perfect.

#

Thank you!

timid thorn
#

Hello arma3_config_makers, I've created War Lords custom asset config, but I don't know how to use it in the War Lords scenario I've crafted, can anyone help me?

wintry tartan
#

What have you made for *Warlords?

timid thorn
#

Well, in the Eden Editor I made a custom scenario using all the WL modules, and then I made a config file for use in the Asset List field of the WL Init.

timid thorn
#

Yes exactly, one of those!

wintry tartan
#

This is not for init or anywhere else but as the guide says description.ext

timid thorn
#

Ah, I'm sorry I'm new to all this so I get confused pretty easily

wintry tartan
#

You can always ask anything related to these channels, but you also want to read the guide very carefully :>

timid thorn
#

Ha, I really thought I did! I seemed to have gotten everything else working besides that

wintry tartan
#

Eventually the guide will lead you anywhere

timid thorn
#

I'll take a second crack at it starting from the parameters! Thanks for the tip!

wintry tartan
#

gl 👍

timid thorn
#

I think I'm back on track, but the part that I want to make sure I get right, and the guide doesn't explicitly state, is that when I'm adding things like a blacklist and custom asset list to the description it says "Use this syntax in your scenario's description.ext" and doesn't give any guidance on where exactly to put them relative to the Params class that it had me just copy and paste. I'm 100% new to programming so I'm not sure where to put these changes so that they'll have effect.

#

I guess what I mean to ask more directly is, does the class CfgWLRequisitionPresets go nested in Params or seperate of it?

wintry tartan
#

It should be in the root of description.ext

#

Root, which I mean - not nested by a class

timid thorn
#

Got it, thank you

#

I'm trying to learn programming and all the lingo at the same time trying to make a scenario for Arma so it's a lot all at once lol I appreciate the help

wintry tartan
#

Anytime. We're all here to try whatever you want. I mean, if we can

timid thorn
#

I keep receiving this error, but I can't seem to find it in any of the configs I've edited or in the configs the guide provided. It seems to wipe my entire Asset list once in game so neither faction can request anything.

wintry tartan
#

It is a script error not config error - which means your config makes the script failed

#

Can't really say which is your faulty move or something since I don't really know what really you've done, but you can try to narrow down by deleting what you've done one by one or such

timid thorn
#

Well the only thing I would have changed from what the guide gave me was the asset list so I guess that means I have to go through it line by line to find something I might have messed up

wintry tartan
#

Or, you can probably share your current config too

timid thorn
#

Can I just click and drag it here?

wintry tartan
#

Sure

#

If you can't, both verify yourself and acknowledge the rules should do

timid thorn
wintry tartan
#

Is it starting to do it after adding CfgWLRequisitionPresets?

timid thorn
#

I'm not sure, the only error messages I get are in the Arma 3 Eden Editor and it doesn't give me more than what that small window displays. I don't know how to run the file outside of the Eden Editor

wintry tartan
#

As far as I can see line 896 missed a semicolon but not sure if it does it

#

Oh, and don't forget that

#

Description.ext only saved/loaded/reset when you save the mission in Eden Editor

timid thorn
#

Ah got it, I'll shut everything down, add the semi colon and see what happens.

wintry tartan
#

No need to shut down the editor nor the game

#

Just Ctrl+S

timid thorn
#

Alright, edited 896 and saved I'll see if its any different now

#

Ah same error message as before unfortunately.

wintry tartan
#

Then start to narrow down which part causes it. Like removing a class and see if it works

timid thorn
#

Thanks for the tip I'll start digging line by line and see what comes u

#

up!

#

AH. I'm such an idiot

#

I figured it out

#

The guide specifically states to use ['MyWLAssetList'] as the name of the asset list

#

And I have no idea why but I cut the [' '] from MyWLAssetList

timid thorn
#

@wintry tartan Thanks so much for the patience and help, I really appreciate it!

spark palm
#

quick question. I'm making a simple retexture mod and I'm having trouble understanding filepaths in config files. Example, I have a texture's filepath in the config as:

"\A3_Aegis_ODE\Armor_F_Aegis_OD\AFV_Wheeled_01\Data\AFV_Wheeled_01_EXT1_green_CO.paa"

The filepath for my mod is this:

@A3_Aegis_ODE\Addons\armor_f_aegis_od.pbo

However whenever I try this the texture (or any of the textures I have) cannot be found

hearty sandal
#

filepaths in config have to match what gets packed into the pbo

spark palm
#

The filenames match if that's what you mean?

hearty sandal
#

folder structure must also match

#

inside the pbo and the config

#

path to PBO is meaningless

#

whats inside the pbo it what matters

spark palm
#

Gotcha. I removed the A3_Aegis_ODE part of the path and it's working now, thanks

whole quarry
#

The artillery computer needs 45-90 degrees of elevation in order to properly work correct?

chilly tulip
#

You mean minimum 45?

#

If the max elevation is less than 90 degrees then it'll give you a minimum range.

whole quarry
#

Nah even that is a luxury rn. I only have 44.5-52 and making 100 different firing modes for different artillery charges doesn't sound appealing...

chilly tulip
#

I assumed min 45 with my reverse-engineered artillery range calc. 45 does reliably give you the longest range because Arma artillery shells don't have air resistance.

pallid sierra
#

@rose haven looks like you need a pbo prefix file

rose haven
#

This is how it looks now in case anybody is interested

#

I also managed to sign and publish it on the workshop for my unit to use now 🎉

wintry tartan
#

requiredAddons[] = {}; should have something if you don't want to break anything. Fortunately not this time though

rose haven
#

What should I put in the requiredAddons if no addons are required?

wintry tartan
#

Check the pinned

rose haven
#

"A3_Data_F_AoW_Loadorder"

#

This?

wintry tartan
#

Ye

rose haven
#

I suppose it does require Arma cat_think

wintry tartan
#

Which means, your config will be loaded after every vanilla config

rose haven
#

It does not override anything so it shouldn't matter too much, but I'ma update it

wintry tartan
#

This is a very good habit to have

#

And I've just updated it so the post has SPE44 too

rose haven
#

Thanks, I'm very interested in making sure everything is according to conventions

tacit zealot
#

I've made a custom artillery unit based off a vanilla asset, but it doesn't want to fire when given a fire mission waypoint. It's an unmanned turret.
Ammo:

    class B47_WZ_R_Seraph: Sh_155mm_AMOS{
        author = "brendob47";
        //effectsMissile = "missile2";
        effectFly = "FX_Missile_AA";
        effectsMissile = "FX_Missile_AA";
        explosionEffects = "AAMissileExplosion";
        model = "\A3\Weapons_F_Jets\Ammo\Missile_SAM_01_fly_F.p3d";

        //HEAT-MP 105 penetrator warhead
        hit = 450;
        caliber = 28.6667;

        indirectHit = 85;
        indirectHitRange = 10;
        muzzleEffect = "B01_fnc_effectFiredJetMissile";
        warheadName = "HEAT";//HE
    };```
Magazine:
```c++
    class B47_WZ_Seraph_21Rnd: 12Rnd_230mm_rockets{
        author = "brendob47";
        ammo = "B47_WZ_R_Seraph";//R_230mm_HE
        displayName = "Seraph Rocket";
        displayNameMFDFormat = "SERAPH";
        displayNameShort = "Seraph";
        count = 21;
    };```
Weapon:
```c++
    class B47_WZ_Seraph: rockets_230mm_GAT{
        author = "brendob47";
        displayName = "Seraph Launcher";
        magazines[] = {"B47_WZ_Seraph_21Rnd"};
        magazineReloadTime = 300;
      /*artillery fire modes that are basically just edits of the vanilla rocket arty to have the righth numbers*/  
      };```
Vehicle:
```c++
    class B47_WZ_Mk49_Seraph_base: B47_WZ_Mk49_base2{
        //some trimmed stuff
        displayName = "Mk49 Seraph MRL";
        crew = "B_UAV_AI";
        typicalCargo[] = {"B_UAV_AI"};
        threat[] = {0.6,0.6,0.1};
        artilleryScanner = 1;

        class Turrets: Turrets{
            class MainTurret: MainTurret{
                maxElev = 85;
                magazines[] = {"B47_WZ_Seraph_21Rnd"};
                weapons[] = {"B47_WZ_Seraph"};
            };
        };
        class AnimationSources{/*trimmed*/};

        class TextureSources{/*trimmed*/};
    };```
#

Artillery mode works when player controlled, but won't follow a Fire Mission waypoint.

stuck nest
#

Is it possible via configs to make a players backpack stay visible inside of a vehicle?

wintry tartan
#

No

stuck nest
#

Darn. So its not animation related or vehicle related?

wintry tartan
#

Vehicle

tacit zealot
#

Is there a more efficient way than config eventHandler init to make a unit always use its laser (without in-mission scripting)?

winter rain
tacit zealot
#

Might be the elevationmode. Will try when I get back to PC

tacit zealot
#

Fixed, thanks.

chilly tulip
#

Is there any way to block the destruction of a building class in config? I'm thinking bridges.

winter rain
chilly tulip
#

I mean I don't want bridges to get accidentally destroyed.

winter rain
#

Geometry LOD
Property

damage no

chilly tulip
#

I guess that's no then? I need a config method.

winter rain
#

is it a bridge of a mod or vanilla?

chilly tulip
#

The one I'm staring at right now is vanilla but I think there are similar issues with CUP.

winter rain
#

vanilla bridges should not be destroyable, not sure if CUP has done it similar

chilly tulip
#

It's Land_Bridge_Concrete_PathLod_F. It's definitely destroyable.

#

I think they're used on Tanoa although this is Isla Duala.

#

ah wait, might be mixing up objects.

winter rain
#

other solution is you find out its ID and make a init.sqf in your mission and make ID number allowdamage false

#

there is a option to show MAP ID's, used it once in Arma 3 for sure, and i know its possible to use its ID for triggers

#

old trick in older games like OFP to toggle out Lamps

winter rain
#

or
Open Debug Console and type in execute field:
do3DENAction "ToggleMapIDs";
and press local exec to toggle IDs on or off

chilly tulip
#

Had the wrong object anyway. Not sure what that one was but it wasn't the bridge object. Real one is Land_ibr_mostd_bez_lamp

#

has a fairly obvious destrType property so I'll try changing that.

chilly tulip
#

sighs

#

Turns out these bridges are impassable to AI anyway so this map was a waste of time :/

hearty sandal
chilly tulip
#

Is that fixable by reworking the model or is that failure just embedded into that map?

hearty sandal
#

would need both fixed model and map using that fixed model

#

I believe

heady iron
#

Is it an error in the pathing LOD or something? Or what makes the bridges impassable?

ashen chasm
#

inb4 no pathing lod at all

heady iron
#

AI-friendly bridges seems important. At worst, a mission-maker/zeus could hide the map bridge and replace with a properly-made model

heady iron
winter rain
#

I always take care for my stuff to make AI compatible. A lot mod devs dont care sadly

There could be a lot missed for bridges

In 3D model
class road property, memory points, wrong geometry / phys

In config if i got it right in mind, simulation road

#

I did a lot bridges, platforms, even bridges with tunnels inside the bridge for infantry and all AI compatible 🙄kekw2

hearty sandal
#

also bridge object needs to be made in front-back direction so the driving pathing is correct. it cant be sideways

#

and bridge parts have to be all placed pointing same direction so their lanes dont get mixed up in between

#

even curving bridges are possible when done right

ebon pivot
#

is there any documentation around skipWhenMissingDependencies for CfgPatches yet? Cannot seem to find any nvm forgot to look at the cfgpatches page lmao

primal halo
#

what does ace_nightvision_bluRadius do?

tacit zealot
#

Is there a way to "hide" a crew when in a vehicle/turret so he can't get hit by projectiles? Having an issue where a super armored tank doesn't break, but the crew easily gets killed by like two 40mm autocannon rounds.

heady iron
#

Can any of y'all think of a way to make a "blank" launcher ammo? What settings should I overwrite from, say, class RocketBase, to do so?

tacit zealot
#

my poor mans way would be to delete the model, effectsMissile, crater effects, hit, caliber, indirecthit, all that jazz from the ammo config

heady iron
#

My gun originally thought it was a hat:

#

Then a suicide vest:

#

But I got it now. I'd forgotten indirecthit

#

so, im having fun XD

vale basalt
#

What is it?
Looks like a UAV jammer.

heady iron
#

That's what it is.

#

I've got a rifle version working, just fine-tuning a launcher version.

vale basalt
#

I may have missed it but have you posted your config yet?

heady iron
#

Scripts are working too: depending on how good your aim is, drone will be destroyed, or disabled (will either land where it is, or return to operator) or "freeze" for a couple of min where it is, with the operator disconnected for a couple of min.

heady iron
# vale basalt I may have missed it but have you posted your config yet?

Not yet. I was mostly looking for advice on what settings to look for to make the launcher version "shoot" blank ammo.
What I currently have:

cfgAmmo
{
class DroneGun_blank_launcher : RocketBase
        {
            hit                            = 6;
            cost                        = 0.1;
            indirecthit                 = "0";
            triggerTime                    = 0.001;
            simulationStep                = 0.001;
            soundSetBulletFly[]            = {};
            soundSetSonicCrack[]        = {};
            explosive = 0;
            explosionEffects = "";
            explosionPos = "";
            explosionSoundEffects = "";
            explosionSoundEffect = "";
            explosionType = "";
            effectFlare = "";
            effectsFire = "";
            effectsMissile = "";
            effectsSmoke = "";
            muzzleEffect = "";
            model = "\A3\weapons_f\empty";
            soundFly = "";
            soundSetExplosion[] = {};
            soundHit[] = {};
            soundImpact[] = {};
            CraterEffects = "";
            soundEngine[] = {};
        };
};
vale basalt
#

The working rifle is using the same ammo?

heady iron
#

Oh, for rifle, I patterned mine after rhs's blank ammo:

    class DroneGun_blank : B_556x45_Ball
        {
            hit                            = 6;
            cost                        = 0.1;
            submunitionAmmo                = "DroneGun_ammo_blank";
            submunitionDirectionType    = "SubmunitionModelDirection";
            triggerTime                    = 0.001;
            simulationStep                = 0.001;
            soundSetBulletFly[]            = {};
            soundSetSonicCrack[]        = {};
        };
    class DroneGun_ammo_blank : B_556x45_Ball
        {
            hit                = 0;
            timeToLive        = 0.01;
            simulationStep    = 0.01;
            model            = "\A3\weapons_f\empty";
        };
#

Not really sure why RHS has submunition, and then a blank submunition, but it works so

#

Once I get a "blank" launcher ammo I'm happy with, I'll be publishing this on Workshop, so you'll be able to see whole thing.

vale basalt
#

Why do you need DroneGun_blank to have a hit?
How is the DroneGun working exactly?
I figured it'd run a script onFired.

heady iron
#

For the rifle version (DroneGun_blank/DroneGun_ammo_blank), I straight-up just based it off RHS's blank ammo. They had a hit = 6, didn't seem to hurt, so I just left it like that.

heady iron
#

But yes, I've added a "fired" EH for CAManBase, with an initial weapon check. If it's my DroneGun, it calls scripts.

#

the scripts handle the effects.

vale basalt
#

I see.

heady iron
#

So, I guess I could have hit = 0 instead of 6 there, but as I said, it seemed to make no difference.

vale basalt
#

You're not getting any errors with DroneGun_blank_launcher?
I can't see anything jumping out at me.
It may be the weapon config.

heady iron
#

I think it's mostly fine now. I neutralized the entries that brendob47 recommended above and its mostly fine now.

vale basalt
#

Cool.

heady iron
#

just need to double-check scripts, etc etc and I can publish it. Excited. First mod I do start-to-finish.

vale basalt
#

🤞 It's raining drones, hallelujah!

heady iron
#

ah, only thing I need to remove is backblast effect/damage.

willow oasis
#

Is there a way to disable a gun emitting light whenever it shoots through config? I'm working on an integrally suppressed gun where the suppressor is part of the model and not an attachment but don't want a muzzle flash light to emit every time it's shot.

wintry fox
#

I fixed this bug a while ago, but it seems something has caused it to pop back up.
I have an EGLM on this pistol to make it act like a flare gun (as well as the normal firing mode), but the cursor is appearing on the muzzle and not where the gun is aiming.

Changing cameraDir to "UGL look" (from the base UGL_F class) caused the cursor to appear off to the right and below the gun and the camera when aiming down sights to look very off.

class EGLM: UGL_F
{
    displayName = "Flare Launcher";
    magazines[] =
    {
        "3Rnd_UGL_FlareWhite_F",
        "3Rnd_UGL_FlareRed_F",
        "BNA_KC_3Rnd_UGL_FlareBlue"
    };
    magazineWell[] = {};

    cameraDir = "UGL look"; // Was previously "eye"
    discreteDistance[] = { 100 };  // Array of ranges
    discreteDistanceInitIndex = 0; // Default range index
    discreteDistanceCameraPoint[] = { "eye" };

    // Muzzle memory points
    // Makes the flares shoot as intended
    muzzlePos = "Usti hlavne";
    muzzleEnd = "Konec hlavne";
};

Pictures

  1. cameraDir = "eye"; and discreteDistanceCameraPoint[] = { "eye" };
  2. cameraDir = "UGL look"; and discreteDistanceCameraPoint[] = { "eye" };
  3. cameraDir = "UGL look"; and discreteDistanceCameraPoint[] = { "eye" }; (Non-ADS'd)
heady iron
#

How can I set up my config just in case someone's got ace loaded?
That is: I use a base class for my launcher. If I have ace loaded, then I get a bunch of the ace backblast settings that get added to that base launcher class. How can I set up a check in my config, so that I dont get an error "missing x" if I dont have ace laoded?

#

Or would I need an "Ace Compat" mod to set those config entries in case ace is loaded?

wintry fox
#

Are you just adding ace specific properties, or vanilla properties as well?

#

If you're just adding ace specific stuff, then there shouldn't be any issue with having them in the config. They just won't do anything unless ACE (or technically any mod) went to go look for them

heady iron
#

If its just vanilla, then my config is fine.
But, if ace is loaded, then I need my config to have (im guessing, forgot the exact entry name):
ace_backblastrange=0

wintry fox
#

Then yeah, you can just have it in there

heady iron
#

cool, thanks!
i didn't know if this was gonna be the thing to force me to learn how all the #def/#include macros thing work 😛

#

which I've avoided learning.

wintry fox
#

I just use 'em mainly for TextureSources (i.e. the garage menu textures) if I'm making multiple vehicles that all use the same textures

#

They're just like any other tool, use them how they're meant to
I've seen people try to make whole mods (mostly retextures) out of just macros

ebon pivot
#

Anyone able to provide any pointers as to why this is happening? meowsweats

#

it is clearly right there

ashen chasm
#

inb4 hpp is not in "Include" list of Addon Builder (or is in "Exclude" list)

ebon pivot
#

ive never had hpp in the include list and never had this problem

ashen chasm
#

my first reaction is to check PBO directly anyways

#

file presence, prefix, whatevers blobdoggoshruggoogly

ebon pivot
#

theyre not included when extracting it, same all my other pbos ive used hpps in

#

i dont have pboprefix i leave that blank

winter rain
#

#include functions\script_component.hpp

Then it should work, only add parent folder

ashen chasm
#

did you uncheck "binarize" then? Binarization runs preprocessor and includes whatevers

ebon pivot
#

works fine in the config.cpp

ashen chasm
#

wait, binarization only helps config meowfacepalm

ebon pivot
#

yes

winter rain
#

Like i said do it like i said

ebon pivot
#

oh hang on

#

i might be stupid

#

one moment

#

XEH_PostInit and preinit are including the scriptcomponent file

#

guh

#

thats probably it, my bad

#

function header extension is automating the includes so forgot to change them meowsweats

ashen chasm
#

and i say: if hpp isn't in pbo - i don't think anything can include it at runtime blobdoggoshruggoogly

ebon pivot
#

i added hpp regardless

#

will be useful to anyone who extracts the pbos in any case

#

thank u both

#

just need to find out if i can run code in the file header extension that checks for XEH in the filename meowsweats

#

the macros still arent expanding though, wtf meowsweats

#

even in function viewer

#

and running str on the function returns {} whattttt

pallid sierra
#

They usually don't expand in function viewer. You just have to know how they expand. (At least that I've seen, even with ADT)

ebon pivot
#

cba's expand

#

oh nvm they just typed them straight out tf

#

functions arent working though and still have the str issue so

pliant trench
#

Does anyone know how to initalize a script on a unit post-initalization should they equip an item? I want to addaction when the player has a specific item in their inventory but they may not pickup/have the item the whole mission

pliant trench
#

Thanks!

#

I assume it works similar to other event handlers so I'll take a look at wiki, I appreciate the quick response!

pallid sierra
ebon pivot
#

yeah my macros just arent working for some inexplicable reason

pallid sierra
#

Are you trying to add cba things without using cba?

ebon pivot
#

no i have this structure

#

with just the ones i need -- config is expanding fine and that has #include "macro_function.hpp" which also includes macro_general.hpp with no issues

pliant trench
#

or just taken out of inventories

pallid sierra
#

ace or default arsenal?

pliant trench
#

we use ACE

pallid sierra
#

looking through the ace scripted event handlers for the arsenal I don't see one that would apply. I would just test out the base game's EH first and see if it fires. just write a generic system chat code to test

pliant trench
#

ty

ebon pivot
#

ah, game didnt like macro in cfgfunctions classname

pallid sierra
# ebon pivot no i have this structure

i feel this is just set up wrong. if using cba, you should include the whole cba macro file into your root macro file, then you can change the component and stuff after you include that.

// root script_component.hpp
#include "\x\cba\addons\main\script_macros_common.hpp"
#include "\x\cba\addons\xeh\script_xeh.hpp"

#define COMPONENT fieldmanual
#define COMPONENT_BEAUTIFIED FieldManual
ebon pivot
#

im not trying to use cbas macros im using my own

#

weirdly executing the scripts is fine it just seems to be postinit etc

#

probably doesnt like having macros in those classes too actually

pallid sierra
#

is the post init even running at all? errors?

ebon pivot
#

none

#

but appears in config viewer just fine

#

i can probably figure this one out

pallid sierra
#

side note, you like that minecraft font? i'm finding it hard to read, what does ( vs { vs < look like?

ebon pivot
#

i find it easier to read because medical
({[<>]})

#

problem was forgetting ## in one of the macros

slim halo
#

It copies the preprocessed code to clipboard

#

Or just copyToClipboard toString my_fnc if it's already created by the game

ebon pivot
#

dw i thought they were meant to expand when re-extracted/viewed in functions viewer

#

we chillin now

pallid sierra
#

can I add an item to a config array that exists in a parent class after inherit? or do I have to redefine the whole array?

wintry fox
#

+=

#
someArray[] += {"YourValue"};
ashen chasm
#

uhm, is it changed already to support inherited arrays?

#

because it sure wasn't half a year ago, but i've seen some talks about changes

wintry fox
#

Yeah, I used it for adding grenade muzzles

class GrenadeLauncher;
class Throw: GrenadeLauncher
{
    muzzles[] += { "BNA_KC_DroidPopper_Muzzle", "BNA_KC_BactaBomb_Muzzle" };
    class BNA_KC_DroidPopper_Muzzle: ThrowMuzzle
    {
        displayName = "[KC] Droid Popper";
        magazines[] = { "BNA_KC_Grenade_DroidPopper" };
    };
    class BNA_KC_BactaBomb_Muzzle: ThrowMuzzle
    {
        displayName = "[KC] Bacta Grenade";
        magazines[] = { "BNA_KC_Grenade_BactaBomb" };
    };
};
ashen chasm
#

exists in a parent class after inherit

atomic jetty
#

I'm trying to get a targeting camera/turret to do the vanilla toggle between locking on to the ground / targets and being free thing, but I can't get it to do anything but locking onto only the ground.

ashen chasm
#
class Throw;
class Meme_throw: Throw {
  muzzles += {"Meme_Muzzle"};
};``` is how i understand the question
ebon pivot
#

i used with aceax

pallid sierra
#

yup looks like someArray[] += {"YourValue"}; works even in the scenario I'm using it in

#

Actually, I lied...

it should contain the whole part from image 1 + the "test" from image 2

#
class Whatever
{
  class TestMain
  {
    arguments[] = {"1", "2", "3"};
  };
  
  class TestClone: TestMain
  {
    arguments[] += {"4"};
  };
};

does not work, test clone will just have {"4"}

ashen chasm
#

god, do i love consistency

heady iron
#

hmmmm I'm having a bit of trouble. I'm sure it's something silly, BUT:
I need an isSelected anim to offset my model when it's equipped, otherwise model is funny when in the back. However, no matter what I try, I can't get it to move the model in the other X direction.
here's my config within CfGModels, class, classanimations. I get the same result no matter if I put in offset1 = ".5" or "-.5"

class offset_when_equipped
           {
               type = "translationX";
               source = "isSelected";
               sourceAddress = "clamp";
               axis = "";
               selection = "camo1";
               minValue = "0";
               maxValue = ".5";
               offset0 = "0";
               offset1 = ".5";
           };
#

I need the offset to move gun forward, not back:

ashen chasm
#

translationX takes the value and ignores offsets. Change minValue/maxValue and the value you feed to animate blobdoggoshruggoogly

heady iron
#

by value you mean the distance between the two axis mem points?

ashen chasm
#

i mean ```
class MUH_anim
{
type="translationX";
minValue = "-5"; // negative axis direction in meters
maxValue = "5"; // positive axis direction in meters

and `_obj animate ["MUH_anim", -3]; // move the selection -3 meters away from neutral`
#

now that i think about it, it's likely to not work with source="isSelected"; as it likely only outputs 0 or 1

heady iron
#

yeah, im running into that trouble. In the axis memory points, I set them up so they're 1m apart on the x axis.
Then, i want the "isSelected" anim to move the gun "forward" along the x axis (I think it's negative direction?) But no matter how I change the values, I only seem to be able to move the gun in the opposite X direction of what I want.

ashen chasm
#

moving what i've sent in DMs out for further reference:
in my (limited) testing translationY animation type with user source took the value passed by user directly as direct offset in meters
and for weapons X is pointing towards the stock, so isSelected returns 1, weapons get shifted back 🤷‍♂️
so defining an axis with proper direction, changing the animation type to straight translation and linking it to axis should be the most sane course of action

#

apparently some shenanigans in config.cpp may be performed, but i'd consider that the less (or least) sane option

heady iron
#

Hmmm how exactly do I define direction? I'ev got two memory points along the same line, just offset along x axis, as my translation axis. Unless that's what you mean by "proper direction".

ashen chasm
#

two points define a line. Their order defines direction on that line blobdoggoshruggoogly

heady iron
#

Yeah okay. Just wanted to make sure I understood. I'm feeling particularly dumb today XD

ashen chasm
#

tbh, i wouldn't consider this corner of arma modding very logical or well-documented

heady iron
#

Yeah. When using translationX, I couldn't really have minValue as a higher number than maxValue. So, since I needed to move my model in the negative X direction, i couldn't manage to do it.

hearty sandal
#

yes translationX /Y dont use axis memorypoints and have default length of 1 unit of offset = 1 meter

#

plain "translation" uses axis memorypoints and length of 1 unit of offset is distance between axis points

hearty sandal
#

or if you need sarting offset offset0 can be -42 and offset1 can be 50

ashen chasm
#

it seems to totally ignore the offsets, though?

hearty sandal
#

should not

#

but also depends on animation source what min and max values can be

#

most engine sources run between 0 and 1 min/max

#

and some backwards from 1 to 0

#

dont ask me why

ashen chasm
#

with hpp class meme { type="translationX"; source="user"; selection="bolt"; minValue=-2; maxValue=1; offset0=-3; offset1=5; };

hearty sandal
#

typically one needs min/max be just 0 and 1 for simplicitys sake

#

you cant animate bolt with user action

#

and min max values cant be like this

ashen chasm
#

offsets do nothing, distances are 1 meter back, 2 meters front blobdoggoshruggoogly

hearty sandal
#

you cant access weapon animations through scripting/user actions

#

as weapon has no entity scripting commands can target

heady iron
#

Bit of a separate question now.
Can I have multiple selections written in as part of one animation?
Or would it be better to just have the exact same anim, just different selection in each?

hearty sandal
#

multiple animations can target single bone

#

mutlitple bones in this case can not control single mesh

heady iron
#

I mean the inverse. Can the same animation animate multiple bones? Or should I have one anim per bone?

#

(if I want them to have the same translation)

hearty sandal
#

if multiple bones are used, then they need to be chained in modelcfg skeleton config

#

and the mesh that moves is weighted to the last bone in the chain

hearty sandal
#

since animation only animates single selection

heady iron
#

got it, thanks.

hearty sandal
#

bones can be chained though

#

so animation that moves first bone will also move the rest

#

since the rest in the chain are connected to the first bone

#

then third bone can be animated separately at different time and it will move its own selection and all that are parented to it

#

and so on

#

if things are meant to move together and later have separate moves but still follow the first animation then they are typically chained in parent/child chain

ashen chasm
#

(and then the axis of one animation can be part of selection and get animated by another anim as well... see door handles)

hearty sandal
#

like door and door handle

ashen chasm
#

its boneception

hearty sandal
#

animating door moves the handle with the door

#

but animating the handle animates only it

ashen chasm
#

door, the handle and handle's axis

#

and handle gets rotated around its axis blobdoggoshruggoogly

heady iron
#

nice okay. Gonna test, thanks!

ashen chasm
hearty sandal
#

ah trebuche

heady iron
heady iron
#

cuz uhhh.... oops XD

wintry tartan
#

Pretty nice. Such concept is always nice

#

Pretty shame Contact did not implement such in Engine

heady iron
# wintry tartan Pretty nice. Such concept is always nice

Is why I wanted to do it. Crows' EW mod also has some drone jammer stuff.
But, as far as I can tell, all it does is disconnect operator from UAV.
My mod tries to do more: it can completely disable, or force it to land (where it's recoverable by enemy) or force it to return to operator.
I also try and distinguish between mil-grade and commercial drones, making the former more resistant to jamming

wintry tartan
#

Coolio. Concept itself is very, very interesting to have. Enjoyable or useful are other issues though, I hope it is

heady iron
#

Same, I hope so too XD

#

Since its my first mod, if you have the time to test, id love feedback. But no worries if not.

wintry tartan
#

Yeah, even a lot of vanilla things are broken at that point - but it is there, just because cool...

ebon pivot
#

ooh another EW mod ill need to make my own compatible with kekw

twin mist
#

I am here now

#

I am working on editing an existing config to attach a vehicle to an aircraft. However I am trying to duplicate the script.

#

I can get the attach to effects to work but I can’t get them to release. I can’t post config till later

slim halo
#

hey guys
does anyone know if the material property in hitpoints config does anything? or is it deprecated?

slim halo
#

if the vehicle is supposed to be useful, you should either use ViV (vehicle-in-vehicle), or use the attachTo command (not recommended)

twin mist
#

but when I detach them

#

it only drops 1 of the two vehicles

#

i’ve tried to make sure my class names don’t class

#

but I’m missing something I think

slim halo
#

well I guess we're gonna need to see the config then

twin mist
#

I can’t post it in a past bin atm

#

i’ll post it later since I can’t put files here

#

I can DM you if you want

slim halo
#

you can DM it and I'll put it here

wintry fox
#

I've been working on a mortar for a bit and I wanted to remove the vanilla "Disassemble" action because I'm using ACE's system. So I added delete assembleInfo; to my class but the action is still there. Probably for the exact reason it states on the wiki, although nothing inherits from my mortar's class.

"Classes from which other classes derive cannot be deleted unless the child classes are deleted first."
- Source

So instead, I just emptied the class with class assembleInfo {};, but that gives some errors in the .rpt file because the class is obviously still there, but there's no data to use.

11:50:11 Warning Message: No entry 'bin\config.bin/CfgVehicles/BNA_KC_Deployable_M190/assembleInfo.primary'.
11:50:11 Warning Message: '/' is not a value
11:50:11 Warning Message: No entry 'bin\config.bin/CfgVehicles/BNA_KC_Deployable_M190/assembleInfo.base'.
11:50:11 Warning Message: No entry 'bin\config.bin/CfgVehicles/BNA_KC_Deployable_M190/assembleInfo.assembleTo'.
11:50:11 Warning Message: '/' is not a value
11:50:11 Warning Message: No entry 'bin\config.bin/CfgVehicles/BNA_KC_Deployable_M190/assembleInfo.displayName'.
11:50:11 Warning Message: '/' is not a value
11:50:11 Warning Message: No entry 'bin\config.bin/CfgVehicles/BNA_KC_Deployable_M190/assembleInfo.dissasembleTo'.

So my question is, what's a better way to go about remove the disassemble action?
Preferably without spitting a bunch of warnings/errors out.

uncut pike
#

I've added an object attribute with Cfg3DEN, but I only want the attribute to show up for units, how can I do that?
Looking at Rank or UnitPos it doesn't really give me a clear answer.
Edit: You can do this by adding condition = "objectBrain"; to the attribute.

undone patio
#

How would I have something in a config.cpp that's basically "If CUP is loaded, include this, otherwise include this one"

ebon pivot
#

__has_include__ or skipWhenMissingDependencies after 2.14

undone patio
#

is there an ELSE for has_include?

ebon pivot
#
#if __has_include__("path")
//config
#else
//config
#endif```
undone patio
#

ok thank you

#

I'm not 100% what path to use yet but that's handy

ebon pivot
#

refer to preprocessor part of biki

undone patio
#

thanks

chilly tulip
#

which bit of CUP do you want a dependency to?

#

I dug up a few of them recently.

lament thicket
#

Hi, I am having issues with Mikeros premium spitting this at me

chilly tulip
#

And you think it's wrong or what?

hearty sandal
chilly tulip
#

"cannot include file" probably means "cannot find the file where you said it was".

lament thicket
#

It's okay I sorted it out lmao

#

I wasn't aware that you didn't need to double up on #include files if it's in another PBO specified in CfgPatches

#

I was glossing over this because I am blind >_<
@hearty sandal and @chilly tulip thanks anyway :D

#

Actually @hearty sandal I am having more issue now.

I have sensors.hpp as part of a seperated PBO called ADF_Core
I want that to be #included in my Apache config

What is the correct pathing to reference a .hpp that is in another PBO, both within Addons folder?

lament thicket
wintry tartan
#

You need that file in P Drive, nowhere else

lament thicket
#

Can you please elaborate? My project is in the following directory
P:\ADF Recut\ADFRECUT-GIT\Addons\ADF_Air\adfrc_apache

#

It is output to P:\ADF Recut\pboProject\addons
I am only packing to put into my local test version

#

The path to the sensors.hpp is in P:\ADF Recut\ADFRECUT-GIT\Addons\ADF_Core

#

This is my issue isn't it? All of these files are technically on the same drive but under the wrong letter...

wintry tartan
#

It is very strange to have addons in the path though, is it in P:\ADF Recut\ADFRECUT-GIT\Addons\ADF_Air\adfrc_apoache\ADF_Code\basicDefines_A3.hpp?

#

Also having white space is very strange too

lament thicket
#

Is it better to have it moved to a folder like P:\@ADFRECUT\Addons\ADF_Air\adfrc_apache\config.cpp?

wintry tartan
#

Since I don't really know what is the intention there, cannot really say

lament thicket
#

Would you have 5 minutes to help me in VC instead?