#arma3_config
1 messages · Page 19 of 1
class CfgVehicles
{
class Heli_light_03_base_F
{
class Turrets: Turrets;
};
class RHS_UH1_Base: Heli_light_03_base_F;
class RHS_UH1Y_base: RHS_UH1_Base;
class RHS_UH1Y_US_base: RHS_UH1Y_base;
class RHS_UH1Y: RHS_UH1Y_US_base
{
class Turrets: Turrets
{
class MainTurret;
class RightDoorGun;
};
};
class tato_uh1y_base: RHS_UH1Y
...
@wintry fox
Still need to reference the base class of Heli_light_03_base_F, that's on me though, my wording was a bit off
You also need to simplify it to just class Turrets;, otherwise it will go looking for another Turrets class to inherit from, which will give you an error
k got it
issokay
class CfgVehicles
{
class Helicopter_Base_F;
class Heli_light_03_base_F: Helicopter_Base_F
{
class Turrets;
};
class RHS_UH1_Base: Heli_light_03_base_F{};
class RHS_UH1Y_base: RHS_UH1_Base{};
class RHS_UH1Y_US_base: RHS_UH1Y_base{};
class RHS_UH1Y: RHS_UH1Y_US_base
{
class Turrets: Turrets
{
class MainTurret;
class RightDoorGun;
};
};
class tato_uh1y_base: RHS_UH1Y
@wintry fox
Yep that looks right
absolutely no need to go that far back
you can have class turrets; in rhs_uh1y_us_base
okay, so i packed it up and loaded the mod, but the co-pilot seat and the passenger seats are still not working
they all have turrets
Co-pilot has the targeting pod
and the passenger can fire from their seats
only one passenger seat works but that is because the passenger cannot fire his weapon from it'
Everything else works, pilots seat, left and right door gunner all works
You still need to re-add the extra turrets
k gimmie a sec
I mostly just tell people to do it because I find they run into updating base class errors if they don't :P
Not sure why, but it seems to help 'em
AYYY...IT WORKS!!!
I've been smashing my head against a wall for about a month now
Nice
Double check your report (log) file and make sure there aren't any warnings/errors
You can find it in %localappdata%\Arma 3 (paste in windows explorer), should be the last file called something.rpt
Wilco
I have one more request from you
i want to change the Flare/Chaff count from 60 to 240, im gonna apply everything i've learnt so far and give it a try, mind making sure everythings in order?
Just give it more magazines for the flares
class Heli_light_03_base_F: Helicopter_Base_F
{
class Turrets;
class Components;
};
class RHS_UH1_Base: Heli_light_03_base_F{};
class RHS_UH1Y_base: RHS_UH1_Base{};
class RHS_UH1Y_US_base: RHS_UH1Y_base
{
class Components: Components
{
class TransportPylonsComponent
{
class pylons
{
class pylon1;
class pylon2;
class cmDispenser;
};
};
};
};
class RHS_UH1Y: RHS_UH1Y_US_base
{
class Turrets: Turrets
{
class CopilotTurret;
class MainTurret;
class RightDoorGun;
class CargoTurret_01;
class CargoTurret_02;
class CargoTurret_03;
class CargoTurret_04;
class CargoTurret_05;
class CargoTurret_06;
};
};
class tato_uh1y_base: RHS_UH1Y
{
class Components: Components
{
class TransportPylonsComponent: TransportPylonsComponent
{
class pylons: pylons
{
class pylon1; pylon1{};
class pylon2; pylon2{};
class cmDispenser;
{
attachment = "rhsusf_ANALE39_CMFlare_Chaff_Magazine_x16";
};
};
};
};```
theres stuff above and below, but word limit
i encountered an error:
line 68: '/CfgVehicles/tato_uh1y_base/Components/TransportPylonsComponent/pylons.pylon1': '{' encountered instead of '='</format><args>{}</args></log4net.Error>
compare
its often the simple things that get missed 😅
aight thats it, imma go jump off a cliff
Oh just wait until you spend an hour trying to figure out why a vehicle isn't appearing in Eden or Zeus, only to realize it is appearing, just under civilian because you forgot to set side = 1;
Totally not based on what I just did
but seriously, Thank you all, the help is very much appreciated
Hello, I'm currently in the process of changing the flight model of an existing helicopter mod (EuroCopter 135/635). So far, everything is working fine, except that with the standard flight model, you can't slide with the skids like you can with, for example, the Littlebird. Is it possible to change this through the config, or is it a model issue?
if I remeber right it could be related to the driveOnComponent and if there is nothing suitable set up in the model then it might not be possible
numberPhysicalWheels = 0;
gearRetracting = 0;
damageResistance = 0.004;
epeImpulseDamageCoef = 20;```
Name the mesh for the skids in Geometry and Geometry Phys LOD as `skids` - as HG says, if these parts aren't already named in a model which you cannot edit, you're out of luck.
Can eventHandlers be added to an ammo config?
If not, how can I run a script whenever a certain ammo type hits a target? It uses a unique pylon magazine and weapon.
Is there a way to "trick" the AI into thinking an ammo type is more powerful than the config indicates? I have a variant of an ATGM which has very small hit values since its in-game effects are done via eventHandler and script. However, the AI will now only fire this missile at light cars and not tanks, which is the intended target.
ammoUsageFlag or something tells which to use, let me see in the BIKI
I'm inheriting from the Jets DLC Macer II, so I know that's configured properly
And uh... yeah if the thing is from Macer, yeah I do believe hit also changes one's mind to shoot or not
Maybe I can bump up the hit a bit more, since despite not having an explosive payload, I'm sure it will give whatever it touches a good smack.
What exactly is the intention?
The AI fires the missile at a tank. While the missile doesn't do much damage, it has an electronic payload that simulates an EMP in a script I wrote.
Hmm
I noticed that the Black Wasp I used for testing fired on a tank using its 20mm gun, which has a hit of 60, so I can probably try that.
I don't know if it works for a missile, but does typicalSpeed work?
I haven't touched that, if my current plan doesn't work, I'll try that.
aiAmmoUsageFlags="64 + 128 + 512";
The ammo currently has "128 + 512". I guess I might consider adding 64 because of a custom infantry unit I added which can be targetted by IR lock.
I did it as BulletBase but it has Hit of 100, not sure if you reduce it it will still shoot
{
//simulation = "shotShell";
hit = 100;
indirectHit = 0;
indirectHitRange = 0;
dangerRadiusHit = 0;
suppressionRadiusHit = 0;
typicalSpeed = 150;
warheadName = "HE";
CraterEffects="ArtyShellCrater";
explosive=1;
ExplosionEffects="TG_EMP_Cannon_Explosion";
craterwatereffects = "ImpactEffectsWaterExplosion";
caliber = 10;
timeToLive = 180;
artilleryLock=0;
model = "\tg_weapons\emp\emp_bullet.p3d";
airFriction=0;
sideairFriction=0;
thrust=0;
cost=300;
muzzleEffect = "";
craterShape="\A3\weapons_f\empty.p3d";
EffectFly="TG_Artillery_Trail";
soundFly[] = {};
deflecting = 0;
tracerScale = 0.5;
tracerStartTime = 0.1;
tracerEndTime = 30.0;
aiAmmoUsageFlags="64 + 128 + 512";```
but i also did a EMP stuff, with a EMP Cannon (Big Turret) and it does fire at all kind of vehicles (not aircrafts, like i did the setting)
explosive 1 i need for my custom hit effect
Out of curiosity, how did you simulate the EMP? My current setup disables the engine on cars, tanks, planes, and helis, as well as messes with the hitAvionics on planes+helis.
Due to the source material I based mine off, the effect lasts 10 seconds, and I noticed with this approach that even though vehicle crew disembarks, after the 10 seconds and the effect ends, they get back in.
I'd like to jam turrets as well, but I'm not sure if I could ensure it works in all cases since some mods/dlcs have different naming conventions.
my one is different like in command & conquer so my one disables for 30secs the vehicle(s) and then they get back in action.
to get rid of AI disembark you got to disable FSM for that time
Ah, I tried to do that with allowCrewInImmobile, but to no avail. I also noticed that due to a side effect of my scripting logic, if you fire a volley of EMP missiles at a target with the right timing, you get a permanent EMP, which is actually kinda neat.
i just give a damage value to the engine and turret, so i get the current state and set the current state and return to the actual state if it has get damage or not
also disabling the AI FSM because in 30 secs you can easy steal that vehicle if they disembark, so they just stay in that vehicle at all
after 30 secs it returns to default + if it get damage by enemies
Pretty similar to what I do, except with the added turret + FSM effects.
i just added a effect lightning while its emp'ed so you see it too
if !(_affectedCrew isEqualTo []) then {
_vehicle allowCrewInImmobile true;
{
_x disableAI "FSM";
_x setBehaviour "COMBAT";
} forEach _affectedCrew;
_vehicle setVariable [DEF_EMP_AFFECTED_CREW, _affectedCrew, true];
};```
here you go
setVariable you got to define yourself
use a submunition
have hit on the parent be very high and have it immediately turn into something else upon launching
with the more correct hit value
I've actually just set hit to 60 and ran a test, so far it's working.
It's also not blowing up light vehicles like humvees even with a barrage of 4 (though they get tossed around which is hilarous)

try to reduce it more xD
can use explosionForceCoef to adjust the physics if desired
i see i got that aswell xD
["hitavionics","hitengine","hitturret","hitgun","hitcomturret","hitcomgun"]
It's kinda annoying for planes, since they can have so many different names for the engine...
I also decided that it would be cool if the HUDs would flicker, so I randomized the avionics damage, and only apply the EMP if the avionics aren't already damaged past the randomized value.
yeah but so far with that what i got it works for aircrafts, when ion storm gets active they fall all down to surface if they are flying xD
how it comes that you do it like that? so far everyone with emp stuff did it just for once and the vehicle is not usable anymore
I'm basing mine off an old game from 1999 where the EMP is a temporary 10 second effect
lol my one is also 1999 xD
no way lmao
Warzone 2100 here, I'm lucky it's open source and I can just ask the maintainers things like "what is the XYZ percent chance of this very specific thing"
Can you help with a config example for vehicles retextures from mods like the rhs?
How do I set an ammo type to not have a proximity fuze? Use case is a child class of AMRAAM D, which I've set warhead type to AP, explosive to 0. I want a contact fuze only.
What is a proximity fuze?
When the AA missiles detonate near planes without touching them.
The problem isn't too serious, I've noticed that teh SOG jets I've been testing with are just really good at throwing missiles slightly off their course.
Did you set proximityExplosionDistance to 0?
where can I find other examples of physx.hpp's in a3 files?
Other?
is the t-72 sample really the only physx.hpp example out there?
For the sounds.hpp for example, you can find more examples in the a3 files
physX.hpp is just a file to include into config.cpp. You can just check these parameters in Config Viewer
In case you don't know,cpp #include "physx.hpp" in CfgVehicles.hpp just does “dumb” copy and paste, every #include work like that
got it thanks
Does this work also for nade classes?
Haven't tried it. But if I hazard a guess it probably won't work for anything other than shotMissile simulation.
Can someone teach me how i can make my GPNVG with this overlay and how can i make the config?
@trail sparrow Should probably post this in #production_releases too
Good idea, done it, but why doesnt it embed there? 🤔
I'm very confused. All the other items in my mod appear in the arsenals, they all work fine and feature-complete, but I just can't seem to add a custom box to put them in. Not even at the "put them in" stage yet, I literally just can't get the box to show up in the editor.
class Box_NATO_Ammo_F;
class Box_DDG_TestOnly : Box_NATO_Ammo_F {
displayName = "Specialty Supply Box";
author = "Ash";
transportMaxWeapons = 40;
transportMaxMagazines = 400;
maximumLoad = 2000000;
transportMaxBackpacks = 40;
transportAmmo = 0;
transportRepair = 0;
transportFuel = 0;
supplyRadius = 4.5;
armor = 100000;
faction = "Default";
editorCategory = "EdCat_Supplies";
scope = 2;
};```
It shows in the config editor.
But not in the "place me" editor.
You don't set a faction for objects
It's editorCategory
Is the landing gear animation set in config or model.cfg?
Don't see any sort of gearAnim in configs
Just trying to find the name of an animation
Oh wait you do have a category set
probably "gear" source in model.cfg 🤷♂️ https://community.bistudio.com/wiki/Model_Config#Animation_sources
Doesn't really help with anim name, though
Do you have your class in cfgPatches units?
units[]={"Box_DDG_TestOnly"};
Well here's the fuckery
I did with my last test box
and then I didn't with this new one
but it now still appears in the editor. without me doing that.
Also, as soon as I attempt to move it to a custom category, it... stops working
For that matter, I can't get that editor category to appear even if I move an existing item that appears elsewhere into it.
How you are defined your Custom catergory
I think I remember hearing about someone having an issue like this, cause was that their subcategory was loading before the objects themselves
Wait, are you supposed to define the cat/subcat after the cfgVehicles??
testing this now
Okay, that is indeed causing the problem
.....but the resulting box now can't be placed properly in the editor.
At least it's progress.
Also, is that weirdness documented anywhere on the Biki
Is there a list of the variables which can be accessed by the statement in the UserActions class of a cfgVehicles entry? I'm interested in what variable I can use to reference the unit who activates the action.
Thanks!
statement: String - code that is executed when the action is activated. Some standard variables can be used in the evaluation. Variable this references object to which action is attached to.
- https://community.bistudio.com/wiki/UserActions
But UserActions are local, so in most cases, the person who activates it is player
I read that, but it says "some standard variables", which I would like clarification on.
~~The "standard variables" it's talking about is probably the same ones from https://community.bistudio.com/wiki/addAction~~
params ["_target", "_caller", "_actionId", "_arguments"];
target: Object - the object which the action is assigned to
caller: Object - the unit that activated the action
actionID: Number - activated action's ID (same as addAction's return value)
arguments: Anything - arguments given to the script if you are using the extended syntax
Not sure, haven't messed with UserActions in a bit
As veteran said, this is not correct
If you want to test, just make a user action with statement = "systemChat str _this"
There's one standard variable, this
Ah alright, yeah wasn't sure what it meant by "standard variables"
I'm trying to make a basic vehicle cargo macro that can scale certain items based on a number passed to it, but I'm having some issues with actually scaling the values, as instead of getting processed to the actual mathematical result, they just result as "_EVAL(1 * CREW_COUNT)" (CREW_COUNT being a passed parameter)
#define INVENTORY_VEHICLE_BASE(CREW_COUNT) class TransportWeapons {}; \
class TransportMagazines \
{ \
MAG_XX(SmokeShellPurple, 2) \
MAG_XX(SmokeShellBlue, 2) \
MAG_XX(ACE_Chemlight_HiBlue, 2) \
}; \
class TransportItems \
{ \
ITEM_XX(ACE_packingBandage, _EVAL(10 * CREW_COUNT)) \
ITEM_XX(ACE_elasticBandage, _EVAL(10 * CREW_COUNT)) \
ITEM_XX(ACE_quikclot, _EVAL(15 * CREW_COUNT)) \
ITEM_XX(ACE_tourniquet, _EVAL(4 * CREW_COUNT)) \
ITEM_XX(ACE_splint, _EVAL(2 * CREW_COUNT)) \
ITEM_XX(ACE_epinephrine, _EVAL(2 * CREW_COUNT)) \
ITEM_XX(ToolKit, 1) \
}; \
class TransportBackpacks {};
Here's an example of the "blank_XX" macros (swapping out names/properties):
#define WEAP_XX(WEAP, COUNT) class _xx_##WEAP \
{ \
weapon = #WEAP; \
count = COUNT; \
};
__EVAL
Yep that'll do it
I'm trying to create a custom voice mod. I've defined:
FXHit[]=
{
"PAN1.ogg",
"PAN2.ogg",
"PAN3.ogg",
"PAN4.ogg",
"PAN5.ogg",
"PAN6.ogg"
};
FXDeath[]=
{
"DIE1.ogg",
"DIE2.ogg",
"DIE3.ogg",
"FIR1.ogg",
"FIR3.ogg"
};
FXHurt[]=
{
"PAN1.ogg",
"PAN2.ogg",
"PAN3.ogg",
"PAN4.ogg",
"PAN5.ogg",
"PAN6.ogg",
"DIE1.ogg",
"DIE2.ogg",
"DIE3.ogg",
"FIR1.ogg",
"FIR3.ogg"
};
under the
class Words
{
but it doesn't look like my custom death/pain sounds are played when the units die or take damage. They just use the vanilla grunts / screams. Is there something I'm missing?
Anyone able to help with this? Information is in the comments following the post I replied to
@hearty sandal has been great helping with the troubleshooting but we have not come to any solutions yet.
changing like what? setPylonLoadout?
When spawning the plane in Eden, the pylons are owned by the proper gunner.
When changing the pylons in Eden, the weapons change ownership to a different turret (left door gunner)
To add to this mystery, on spawn in the pylon manger, the guns say they’re owned by the right door gun.
(In the menu that is) - In operation they are owned by the aircraft’s gunner.
When changing pylons the weapons then say they are owned by the left gunner in the menu (in game this part is true)
no double posting. pick the channel you feel it fits best and roll teh dice
k
(not like there are different people between channels)
i assume not everyone checks every channel
mapSize = 11.57;
simulation = "tankX";
engineMOI = 15.0;
enginePower = 1230;
maxOmega = 345.575;
minOmega = 146.608;
peakTorque = 5000;
torqueCurve[] = {{0.424242,0.8},{0.545455,0.95},{0.606061,0.99},{0.636364,1},{0.666667,0.98},{0.727273,0.93},{0.878788,0.76},{1,0.6}};
thrustDelay = 0.5; /// how much time does it take to get the full thrust (default 1), used to reduce initial wheel slipping
clutchStrength = 40.0;
dampingRateFullThrottle = 1.3;
dampingRateZeroThrottleClutchEngaged = 6.0;
dampingRateZeroThrottleClutchDisengaged = 1.0;
fuelCapacity = 24;
brakeIdleSpeed = 0.1; /// speed in m/s below which braking is applied
maxSpeed = 65;
normalSpeedForwardCoef = 0.75;
slowSpeedForwardCoef = 0.25;
waterResistanceCoef = 0.25;
latency = 1.2;
/// Gearbox and transmission
redRpm = 3300;
idleRpm = 1400; // RPM at which the engine redlines.
switchTime = 0;
changeGearType = "rpmratio";
changeGearOmegaRatios[] = {1,0.424242,0.454545,0.333333,0.939394,0.424242,0.909091,0.636364,0.909091,0.666667,1,0.666667};
class complexGearbox
{
GearboxRatios[] = {"R1",-3.4,"N",0,"D1",4.4,"D2",3.0,"D3",1.75,"D4",1.0};
TransmissionRatios[] = {"High",13};
gearBoxMode = "auto"; //gearbox can be of type: full-auto (only requires 'W' or 'S'), auto (requires shift between drive and reverse), semi-auto, manual
moveOffGear = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.
driveString = "D"; // string to display in the HUD for forward gears.
neutralString = "N"; // string to display in the HUD for neutral gear.
reverseString = "R"; // string to display in the HUD for reverse gears.
};
tankTurnForce = 1.1e+06; /// Random magic number, expected to be something like 11 x mass of vehicle
tankTurnForceAngMinSpd = 0.76;
tankTurnForceAngSpd = 0.8;
accelAidForceCoef = 1.5;
accelAidForceYOffset = -1.0;
accelAidForceSpd = 1.4;
/// end of gearbox
class Wheels {
class L2 {
boneName = "wheel_podkoloL1";
center = "wheel_1_2_axis";
boundary = "wheel_1_2_bound";
// tanks do not have steerable wheels
steering = 0;
/// We need to distinguish the side to apply the right thrust value
side = "left";
/// weight of the wheel is defined per wheel, it reduces overall mass of vehicle
mass = 200;
MOI = 16.2602;
latStiffX = 1;
latStiffY = 35;
longitudinalStiffnessPerUnitGravity = 14000;
maxBrakeTorque = 30000;
sprungMass = 4286;
springStrength = 350000;
springDamperRate = 20000;
dampingRate = 1100.0;
dampingRateInAir = 1100.0;
dampingRateDestroyed = 3000.0;
maxDroop = 0.18;
maxCompression = 0.15;
frictionVsSlipGraph[] = {{0.0,0.75},{0.05,1.5},{0.5,0.9}};
suspTravelDirection[] = {-0.125,-1,0};
width = 0.5;
};```
can someone please help why my physx.hpp leads the vehicle to go way too fast than it is supposed to be up to 500-1800 kmh??? The vehicle's mass is set at 60,000
How does one set the ranges for each mode on a 82mm mortar? I don't see anything in the config or the wiki on how to set that
You only have 1 wheel on the tank? Or is your config truncated by Discord? Try pastebin.
i could go further other than having to send a notepad, but here is the pastebin https://pastebin.com/eDSk4TqN
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
as of now when it reaches the desired speed it starts turning on its own and flipping around
This is the usual starting point when you work on a new tank physx.
I'll go through it step by step
You have 6 (x2) main wheels, a sprocket wheel and a drive wheel?
What is your tank total mass, found by selecting everything in the Geometry LOD?
it was 60,000 last i implemented
i want to make it lower, around the size of the mora, but implementing Mora's physx into the .hpp just does not work
i have 6 main wheels and a sprokect wheel, im not sure how to assign the drive wheel since it is not in the sample
Please don't guess - go and look at the mass and tell it
my mistake, its actualy 33,000
So, you have set each wheel to have a sprungMass of 4286kg... 4286x16 = 68576kg.
But your tank only weighs 33000kg.
So, assuming you are happy with the Geo LOD mass, set sprungMass = 2063;
Actually, with tanks sometimes sprungMass = -1; works well.
Set:
sprungMass = -1;
springStrength = 270000;
springDamperRate = 23601;
ok this led to the tank only moving left and right a little bit, but then it led the tank went forward without hitting a max speed, it was up until 1800 kmh when i tested
i will try this next one
We're only partly the way there, patience!
alright
I allow around 10 hours for a tank physx.
is it important first that i havent set my drive wheel vertex yet? its not in the sample and i dont know what to call it
or can i just set it later? after the phyx is done
Yes, this is next part.
wheel_x_x_axis
wheel_x_x_bound
Make sure that on the main ground wheels, the boundary point is directly beneath the axis point.
You can see the drive wheel and sprocket wheel boundary points are roughly 90 deg outwards from their axis.
i checked, theyre in the correct positions
Good... So currently your tank goes too fast?
Increase
dampingRate = 2000;
dampingRateInAir = 2000;
and test again.
It might be very slow now.
yeah its stuck at 50 kmh per hour now
Good. What max speed do you want?
75
ok, try 1800 for those 2 numbers.
If that's too fast, go for something in between. Keep iterating until you get the speed you want.
We haven't talked about your torque curve or gearbox transmission ratios which also play a large part in performance, but all those numbers look roughly ok, so you can probably leave them alone unless you want to simulate a specific real life tank with full accuracy.
ok now the tank continously accelerates up to 2000 kmh???
So what did I suggest next?
ok, i thought going from 2000-1800 wouldnt be that much different
It's very sensitive. Next obvious step is 1900. You don't need to keep reporting back on whether it's fast or slower, I'm sure you'll be able to work it out now.
Ok so anything above 1965 tank gets stucks at 50 kmh, anything below 1963 the tank starts to go around 190 kmh
In that case, something else is set-up incorrectly...
Can you show your LandContact LOD please?
Geometry LOD and Geo Phys LOD's
huh you might be on to something, my land contact is a bit forward to my tank
PhysX fine tuning
I hated doing this
@lethal shuttle I have a physX txt file with a few pointers I could dm to you
I used to hate it, but now I more or less understand it all and have a process, it's ok.
that would help alot, thanks
im gonna fix the landcotact and see if that fixes the problem
It was more or less getting the gearing and speed down to not exceeding the top speed lol
Cool. I’ll toss it your way at some point
ok, I'll leave him with you for now then
The txt file only has like, 4 things. Mainly about springs
springs are done
Ah, then I guess it’s not needed then
It could also be fine tuning the wheel 1 and 9 boundary memory points, as they can cause trouble if in the wrong place.
yeah it didnt really fix the problem, i notice the tank is getting hiccups after reaching around 52 kmh
it would "hiccup" and go to 40-ish kmh before going back up again and repeat
that sounds like the gearbox and torque curve
If you ran the dev branch and diag.exe you could get a read out of the gear, rpm etc, except it's not currently working in this current version
how should i proceed then?
Would you like some template gearing code?
do they have explanations inthem?
Not really
honestly any help i can get with physx will help, my friend and i have been slaving on this for days
Just something to go off of
engineLosses = 25; // power losses on the engine's crank-shaft (before the gearbox) in Nm. (Multiplied by the gear ratio)
transmissionLosses = 15; // power losses on wheel axis (in/after the gearbox) in Nm. (Constant)
changeGearMinEffectivity[] = {0.5,0.15,0.95,0.95,0.95,0.95,0.95,0.95,0.95,0.95,0.95,0.95,0.9,0.9,0.9,0.9,0.9};
class complexGearbox
{
GearboxRatios[] = {"R1",-0.4,"N",0,"D1",2.0}; //GearboxRatios[] = {"R1",-0.4,"N",0,"D1",2.0};
TransmissionRatios[] = {"High",7.85};
gearBoxMode = "auto";
moveOffGear = 1;
driveString = "D";
neutralString = "N";
reverseString = "R";
transmissionDelay = 0.2;
};```
This should roughly hit 70 kph
Without mass, horsepower, omega values, torque curves, that means nothing on it's own I'm afraid.
This is for the OPTRE Scorpion B MBT. Which is 66 tons, 1500hp, 570 and
torqueCurve[] = {
{__EVAL(0/8000),__EVAL(2300/2300)},
{__EVAL(1143/8000),__EVAL(2300/2300)},
{__EVAL(2286/8000),__EVAL(2300/2300)},
{__EVAL(3429/8000),__EVAL(2300/2300)},
{__EVAL(4572/8000),__EVAL(2300/2300)},
{__EVAL(5715/8000),__EVAL(2300/2300)},
{__EVAL(6858/8000),__EVAL(2300/2300)},
{__EVAL(8000/8000),__EVAL(2300/2300)}
};```
You have reverse, neutral and 1 drive forward gear, but 18? entries in changeGearMinEffectivity[]. Not wanting to dis your efforts but that's not sensible.
Yeah, this is an old physX tbh
i might get a rest ive been slaving over this way too long, thanks for the help. Ill come by again for the same thing in the future, id guess
my last questoin would be if there are any other physx resources other than the " Vehicle Handling Configuration" in the community wiki?
bump. Does anyone know if it's possible to restrict a turret from having pylons as an option at all?
That is, make it so a turret is incapable of controlling pylons
showAsCargo = 1;
trying to do a custom face texture mod. anything i can do to make it so the injury .rvmat displays correctly for the hands and legs?
when the unit takes damage to the body it reverts to the default injury texture.
Technically you can. But it also means you need to modify EVERY uniform class. Which is basically impossible
ah, i see. thank you.
(I also want to have a fix for this, NGL)
wha
wha?
But, for the very strange reason, the damage rvmat (aka damage mc) is defined in uniforms
And duplicated into every uniforms
class Wounds
{
tex[] = {};
mat[] = {
"A3\Characters_F\Civil\Data\c_cloth1.rvmat",
"A3\Characters_F\Civil\Data\c_cloth1_injury.rvmat",
"A3\Characters_F\Civil\Data\c_cloth1_injury.rvmat",
/*omit*/
"a3\characters_f\heads\data\hl_white.rvmat",
"a3\characters_f\heads\data\hl_white_injury.rvmat",
"a3\characters_f\heads\data\hl_white_injury.rvmat",
/*omit*/
};
};```
C_Man_1 have this... and you know how an uniform works
class CfgFaces
{
class Default;
class Man_A3: Default
{
class WhiteHead_01;
class MemeHead: WhiteHead_01
{
author="Local Memer";
displayname="Meme Head";
texture="#(argb,8,8,3)color(1,0,1,1,ca)";
textureHL="#(argb,8,8,3)color(1,0,1,1,ca)";
textureHL2="#(argb,8,8,3)color(1,0,1,1,ca)";
material="P:\m\identity_meme\meme.rvmat";
materialHL="P:\m\identity_meme\meme.rvmat";
materialHL2="P:\m\identity_meme\meme.rvmat";
};
};
};```
yeah, base rvmat is redefined here 
meme.rvmat, what it is?
ambient[]={1,1,1,1};
diffuse[]={0,0,0,0};
forcedDiffuse[]={0,0,0,0};
emmisive[]={1,1,1,1};
specular[]={0,0,0,0};
specularPower=0;
PixelShaderID="Normal";
VertexShaderID="Basic";```
Oh yeah, so basically nothing
but hpp class MemeHead2: WhiteHead_01 { author="Local Memer"; displayname="Meme Head2"; texture="#(argb,8,8,3)color(1,0,1,1,ca)"; textureHL="#(argb,8,8,3)color(1,0,0,1,ca)"; textureHL2="#(argb,8,8,3)color(0,1,1,1,ca)"; }; this also works alright
...And, yeah, still you can see the blood
probably because WhiteHead_01 uses different materials or something hpp material="\A3\Characters_F\Heads\Data\m_White_01.rvmat"; materialWounded1="A3\Characters_F\Heads\Data\m_White_01_injury.rvmat"; materialWounded2="A3\Characters_F\Heads\Data\m_White_01_injury.rvmat"; materialHL="\A3\Characters_F\Heads\Data\hl_White_bald_muscular.rvmat"; materialHL2="A3\Characters_F\Heads\Data\hl_White_bald_muscular.rvmat";
"A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat",
"A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
"A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",```In uniform config
In case you don't know how it works, the first line is "normal state" second is "injured" and last is "ded"
Same for vehicles' materials
ah, keywords "default injury texture". I've missed that
Damage mat swapping doesn't work if you use hiddenSelectionsMaterials.
It does after 2.14
wasn't that fixed some patches ago?
But basically there is no way to alter arm and leg damage material
They said it was fixed, but at least in vehicles it isn't.
Huh? I thought it definitely is fixed
Test it
although the screenshots here make it look like the hand/leg skin tone got changed and i don't see that in my testing. I am confused
#dev_rc_branch message
Tested already, actually
material gets overwritten with the config-defined damaged one, though
If class damage or something is defined properly it should work
Or probably I misread the entire conversation about overwriting it
No, test on current stable.
The vehicles that I tested was fixed
Can you share your config Apollo?
But...
The material choices and new replacement materials still need to be defined in config
If you setObjectTexture a texture that is ALSO defined in config (as an option) then it should work
texture stays, material gets replaced 
We asked for your test case but didn't get a response and also reported it still broken with examples.
I didn't see that
both texture and material aren't defined in the vehicle config 
Happy to be proved wrong but 3 different people have checked and saw same result.
My test was a plane from Spearhead that had Shiny and Matte texture options in virtual garage
"P47" plane
Was that on released stable or in Dev branch?
it was in 2.14
Ok, our test cases are the same, dlc planes with mat and shiny options. But not sure the VG shows the same issue as in game after damage.
After damage, the 'wrong' damage rvmat's are swapped to.
with material that's mentioned in the vehicle's class Damage. this setObjectMaterial [0, "A3\Data_F\Glass_veh_int.rvmat"] to be specific. It's the first in the last triplet of mat[] array 
current diag ["Arma 3","Arma3",215,151067,"Diag",true,"Windows","x64"]build, B_MRAP_01_F classname, damage applied with cursorObject setDamage 0.5
Yeah virtual garage for whatever reason defaults to the 'default' rvmat when you open it
probably doesnt apply the new material when it applies the texture to the dummy
I think we got around that issue with VG, but it's the damage mat swapping which seems still broken.

Looks like it works on the Body, but not the wings
lol. great
It probably depends on which rvmat is used in the p3d
Don't know what happened. Back when I pushed the fix it seemed fine and QA confirmed the fix. On this exact plane that right now isn't working
I'm pretty sure i checked it too and it was working
but I might be misremembering was pretty busy time then
literal "works on my machine" 
No wait even the fully repaired one is broken in eden 🤡
Or maybe its working afterall. Because the silver material shines in silver, and the other one shines slightly less in not silver
That UI scale 
Like that's broken state in virtual garage. Super silver.
Maybe it is working afterall. Just too hard to see
just to clarify - the rvmat specified in the p3d is the shiny ones
yeah no its working 🤣
Broken one in virtual garage. When the wrong material is applied, the wings shine really silver
and ingame the damaged one, no silver shine == no broke
They still have a bit of shine so its hard/annoyingAF to test and see whats going on..
But I think it seems to be working
yeah that looks correct to me
VN the MIG is way funkier.
setDamage doesn't change anything at all. No bullet holes or anything 😄
The cockpit interior looks crappier, but on the outside nothing changes at all.
The repro materials are not configured in class Damage in config
So couldn't repro even if I wanted to try
And the uniform stuff I have no idea 😄
I will try this when I get home today. @hearty sandal this might be a solution. If nothing else, it answers that question 🙂
I use this in the unsung redux B-52 and A-3 that have multiple turret positions but only want the pilot and gunner to have access to the pylons.
I appreciate you
I am having a weird issue where my pylons will switch which operator has them when you change loadouts
I am making a CDF faction mod with a faction on West, East, and Independent sides. Everything works fine except for the uniforms, while the West & East factions work fine, the INdependant faction has an issue where the units spawn with the default uniform of the base unit (originally NATO units, but now AAF units). Any idea what could be causing this & how to fix it?
uniformClass=
is there a way to concatenate localization strings in config?
Such as
displayName = $STR_some_string_1 + $STR_some_string_2;
I’m not sure. But, I know you can with macros
Probably not
localize cannot be used in macros, as it would hardcode string of current language instead of creating reference.
__eval should be able to do it
Losing my mind. These items go in a custom category. The categories show up in the editor, they're just blank
I have tried putting the category both before and after CfgVehicles in the config
Before, putting it after fixed it
and now it doesn't
class CfgEditorCategories {
class SWSObjects
{
displayName = "[SWS] Objects";
};
};
class CfgEditorSubcateogries {
class SWSResupply {
displayName = "Supply Pods & Boxes";
};
};```
What even is wrong with these.
the tone of the hands and legs got reset to the default .rvmat used when it should have remained a darker tone.
where the config is doesn't matter.
Show what youre configuring in your vehicle
editorCategory = "SWSLogistics"; editorSubcategory = "SWSResupply";
It's a box
well it's like 8 boxes but that hardly matters, only the contents are different
and they're all in the exact same category and such
SWSObjects "SWSLogistics"
I assume just bad copy paste?
......fuck
I really did that shit to myself.
That'll learn me. Thanks, Dedmen.
I forgot that I changed it in case I wanted to add non-resupply things later....
lifesaver
im trying to change the rotation speed of a turret to exectly 60 degress a second, iv found a few values for turret rot speed but nothing defining what the values mean
From memory, it's probably radians per second.
(60/360) * 2 * pi = 1.047 radians/sec
i needed it for maxHorizontalRotSpeed
i was sure i read somewhere 360 devide by 60 devide by 40 something
thanks
Radians are another way of dividing a circle, like degrees.
In the same way that there are 360 degrees in a circle, there are 2 pi (6.28) radians in a circle.
To get the maxHorizontalRotSpeed you want, the equation is:
maxHorizontalRotSpeed = (degrees per sec / 360) * 6.28
VN MiG-21
Silver rvmat is in p3d.
class Damage rvmat triplets for the exterior are commented out in the released dlc so the aircraft shows no exterior damage due to this problem which is very noticeable.
The files can be supplied as previously offered if you would like to test.
will aiDispersionCoefY and aiDispersionCoefX effect artilleryDispersion for AI?
https://pastebin.com/BvniJJkf
Can anyone help me identify why the AH-1Z is not visible to be spawned , I checked using the config tool and i cant find it either
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
What exactly do you mean by
not visible to be spawned
Then the Mod is not loaded
it is loaded
cannot be found in the config viewer
Then how come this is possible
Precisely why im here,
There are multiple other .pbos in the mod and they work perfectly
thats how i know the mod is loaded
Are you sure csg12_AH1Z is loaded?
is there a method that i can find out to be completely sure?
configFile >> "CfgPatches" >> "csg12_AH1Z"
execute this in Debug Console
appologies, i was called away
<NULL-config>
Yup, this means... that is not loaded in the first place
it doesn't explain how the other .pbos work but this one doesn't
You still need to verify that what you've done, what you've pack and where is the PBO
theres nothing much in the .pbo, the config, and a folder called data with a bunch of .paas
It could happen that, you're packing the wrong folder or you're putting the PBO elsewhere than addons
Check your rpt which lists all the pbo's loaded.
cfgPatches / units
I loaded that exact same mod as a local mod,
i can see the AH-1Z now
ill upload it again and see
Don't know where it was offered, the FT ticket I'm working with is https://feedback.bistudio.com/T173561
Not sure if this is the place but was wondering if anyone here has made a faction before and if so how did you do it without using ALIVE
okay, i did the entire process from the begining , i made sure i packed the correct folder, i made sure that i put it in addons, and i made sure i uploaded the correct folder . Its not appearing anymore,
its only working as a local mod
okay
i dunno what i am doing wrong but
no matter what variation on this i can't get this thing to turn up
it's supposed to be a retexture of the LDF's advanced modular helmet
You're testing by just looking in the arsenal?
that's usually what i do yeah
Use the config viewer instead. Then you can see what's wrong with it.
You shouldn't have ItemInfo predefined at two levels but I wouldn't know which was the correct one.
every time i don't have one or the other it is unhappy at me when i try and binarize it and pack it
Also there's no Headgear_Base_F predefinition, unless that fell off the top of the screenshot.
that's further up
Can't check it anyway, because it's based on another mod. Maybe try creating a helmet based on a vanilla one first and then it's easier to help you.
this is based on a vanilla one, or at the very least a Contact helmet
hmm. Contact CDLC or platform?
former
it's the Advanced Modular Helmet with the headphones
Headgear_H_HelmetHBK_headset_F
Your inheritance is wrong:
["Default","ItemCore","HelmetBase","H_HelmetHBK_base_F","H_HelmetHBK_headset_base_F"]
Pastebin it and I'll check.
it's like 7k lines or so to that point
lol
yeah I meant just the bit you screenshotted. Don't need more than that to check.
But you can't copy-paste from a screenshot.
class H_HelmetHBK_Base_F: HelmetBase
{
};
class H_HelmetHBK_Headset_Base_F: H_HelmetHBK_Base_F
{
};
class SP2M_H_HS: H_HelmetHBK_Headset_Base_F
{
author = "GreyLeopard";
scope = 2;
displayName = "SP2M Helmet (Fir 2020M/Headset)"; //name of the helmet
hiddenSelectionsTextures[] = {"\RRuniforms\data\textures\headgear\HP05.paa"};
class ItemInfo: ItemInfo
{
mass = 30;
class HitpointsProtectionInfo
{
class Head
{
hitPointName = "HitHead";
armor = 10;
passThrough = 0.5;
};
};
};
};
ope
is here also fine
gotta go now but I'll check later.
cheers bro
my uav turret's 3rd person cam stays pointing forward instead of rotating with the turret. What part of the config handles that?
Turret axis?
I honestly do not know
I just go through adding in everything and it works
Hello, I need help; my mod is not being shown in arsenal. I'm pretty sure that the problem is in the config (first time doing a mod). Can someone help me?
Please share the config
scopeCurator = 2;
and also add the asset class name into units[]
{
class Test_car_F
{
// List of units defined in this "PBO"
units[]=
{
"C_Test_Car_01_F",
"C_Test_Car_01_Black_F",
"C_test_Car_01_anotherVariant_F"
};
...
Let me try that... If still the same... I'll share what I've done. I want to make a scope mod
Nah, I'm sure that im doing something wrong
This is the config
the config file and cfgPatches file are the same?
and where are you searching it?
and where is scopeCurator = 2;?
because without adding it to compatible optics of a weapon it wouldn't show in arsenal for it. And without adding a CfgVehicles entry with weapon holder containing it - it wouldn't show in 3DEN's entity list 
in the arma 3 vainilla vr arsenal
I placed it in the cfgPatches... And here's where I'm confused... Arma samples has config and cfgPatches files, but I dont know if I have to write just one of them (like all the cfgPatches inside config file). 😦
I watched a YT tutorial from a bandana and that guy just wrote cfg but in arma samples there are more files nad that makes me confused
Putting cfgPatches and cfgWeapons together into config.cpp is fine
scopeCurator = 2; goes in the same place as scope = 2;
but also note artemoz's advice, as you're working on a weapon accessory
and how can I do that about compatible optics? 😦
If theres a guide you know... I think is better to dont bother you 😦
Arma 3 Samples, Test_scope3D_01 ?
doesn't really address that, if i'm understanding its config properly, tbh
class CowsSlot;
class CowsSlot_Rail: CowsSlot
{
class compatibleItems
{
taqs_scope_v1_virtual = 1;
};
};``` in the "config.cpp" would probably work (MX and other rail mounts should have your optic in the list) 
okok, read that and I think and understanding... I think...
having two separate attachment compatibility formats feels like a mess (array vs subclass) 
So... I should write this at the end of the config in order to make it compatible with top rails? 😦
try it 
sure! 😄
(inb4 it gets broken by loading CBA and CUP, as that seems to change CowsSlot inheritance path even for vanilla weapons. Yaaay, mess
)
what is inb4? 😮
in before
Used on internet message boards and forums to imply that the poster expects a certain type of post/message to occur later in the particular thread, or that the thread will be locked when a moderator sees it.
Urban Dictionary words it way better than i ever could
Still not working 😦
These are de docs I used, tried to made cfgpathces in cfg and gaves me error even with copy and paste. Dont know what to do now . I included basicDefines since is on the sample, dunno if is correct or not 😦
is normal that if I local install the autor is not recognized?
author can't be inherited
oh damn, I can define just only one type of scope, right? XD
oh, okok
error even with copy and paste
is likely caused byhpp requiredAddons[] = { "A3_Weapons_F", };
part. Trailing commas are errors, should be justrequiredAddons[] = {"A3_Weapons_F"};. Or even"A3_Data_F_Decade_Loadorder"
Now is working, but my model is not shown XD
Strange cuz in Object Builder I can see it correctly...
@obtuse atlas This shows up in the arsenal fine here, just can't select due to missing texture:
class CfgWeapons {
class H_HelmetHBK_Base_F;
class H_HelmetHBK_Headset_Base_F: H_HelmetHBK_Base_F
{
class ItemInfo;
};
class SP2M_H_HS: H_HelmetHBK_Headset_Base_F
{
author = "GreyLeopard";
scope = 2;
displayName = "SP2M Helmet (Fir 2020M/Headset)"; //name of the helmet
hiddenSelectionsTextures[] = {"\RRuniforms\data\textures\headgear\HP05.paa"};
class ItemInfo: ItemInfo
{
mass = 30;
class HitpointsProtectionInfo
{
class Head
{
hitPointName = "HitHead";
armor = 10;
passThrough = 0.5;
};
};
};
};
};
Don't think I changed anything except the predeclarations.
Huh, okay
Cheers, I'll give it a shot
I'll insert it and give it a shot to see how it goes
Oh, and I added the CfgWeapons wrapper but I hope that was there in your version.
it is, this has a bunch of vests and uniforms shit
now give me error telling me that I require an addon but shows in blanck 😦
this is what I made
fuck it, okay I tried the nuclear option and just moved the helmet's texture and that config you sent to its own pbo file and this is what i get, still nothing alphabetically or by mod'
trying nuclear option 2, gonna make it its own local mod completely separate from the basegame
Your required mods list is insufficient given that it has contact CDLC dependencies.
probably not the problem but should be fixed.
oh wait, looking at someone else's config.cpp :P
I've just taken the the config you did up, changed the texture path and had it as it's own .pbo
You'll need a CfgPatches on it
Oh, right
I don't know the loadorder mod for Contact. Maybe it's in the pins somewhere.
ah yes, it is: "A3_Data_F_Contact_Loadorder"
okay, it chucked up an error message when i used that loadorder text but it seems to have launched
but it has worked
Okay I think I have it figured out
cheers man
Does anyone know if it is possible to control the distance an assemblable turret deploys from the player?
what are those extra curlies in requiredAddons[] supposed to mean? It should be just requiredAddons[] = {"A3_Weapons_F", "cba_jr"};
changed that and still no working 😦
@chilly tulip cheers bro, pic of the finished result
Anyone know where I can find the configs for the aaf and the apex ctrg?
Can someone possibly assist me with something? I was playing around with the new railgun added in for the new t100x futara, I added it into my buddies mech mod as the main cannon on the mech, but every so often the gun will explode causing the main gun to turn completely red, and then it makes a beeping noise.
I'm not sure if this is related to the railgun itself, the mod of my friends, or maybe some weird conflict in the actual game I'm unaware of, or something I did wrong.
The mech itself is a tank also, for info.
weapons[]=
{
"cannon_railgun_fake",
"cannon_railgun"
};
magazines[]=
{
"60Rnd_75mm_RailGun_APFSDS_mag",
"RailGun_01_DummyMagazine"
};
If I wanted something to animate on a vehicle when a certain weapon is selected, how'd I go about doing that
My attempts so far have not been successfull
You can only animate if you have a relevant animation source, either built into the engine, or as a user created one.
So, is there a built in animation source for "weapon selected" (whatever that really means) - not really. But there are weapon animation sources related to it's firing, such as reload or revolving.
If you're looking to animate some part of the vehicle when a player enters a turret position, you might be able to use an EventHandler on turret entry that then activates a user animation source, which will be used in to drive an animation.
I have panels that should open when the user selects a certain weapon
So you mean your turret has multiple weapons which the player can cycle through.
Yes
Do any of those built in animation sources change when selecting the weapon? I don't think so.
Would user work? Or would a script be needed
If you use pylons there is weapon bays animations for them.
That's what I described initially. But a user animation source still needs something to activate it, such as an eventhandler.
Do you know what the anim sources are called for pylons, as I don't see them on the model.cfg wiki.
maxholdstervalue
Would that work on a vehicle?
yes
Good call Sentry. I've used it on mlrs too and forgot it! holdsterAnimValue of currently selected weapon
in your vehicle model.cfg
{
type = "rotation";
source = "maxHoldsterValue";
selection = "flaps_up";
axis="axis_flaps_up";
animPeriod = 1;
memory = 1;
minValue = "0";
maxValue = "1";
angle0 = "rad 0";
angle1 = "rad 130";
};
class flaps_down
{
type = "rotation";
source = "maxHoldsterValue";
selection = "flaps_down";
axis="axis_flaps_down";
animPeriod = 1;
memory = 1;
minValue = "0";
maxValue = "1";
angle0 = "rad 0";
angle1 = "rad -130";
};
in your cfgWeapons Weapon Class
holdsterAnimValue = 1;

They are described in https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts
Hello,
So i'm trying to make custom markers in-game. I have it set as a "flag" but i realize players cant put these on the map? it seems...(only in editor)
What class is for placing in-game? having a hard time finding this info
Always put your current try so it is easy to point what is the flaw
class SHGT_spearhead_HQ_marker
{
scope = 1; //Accessibility 1=public, 0=private
name = "Spearhead HQ"; //Name used in the Editor and other UIs
icon = "SHGT_unitConfigs\patches\SHGT_HQEmblem.paa"; //Marker icon
texture = "SHGT_unitConfigs\patches\SHGT_HQEmblem.paa"; //?
color[]={1,1,1,1}; //Color used for the icon and text
shadow = 0; //1=Shadow, 0=No shadow
markerClass = "Flags";
side = 1; //Side ID
size = 64; //Default icon size
showEditorMarkerColor = 1; //Whether to show icon color in the editor
};
To be added so it can be put down in this menu
Ah I think I misunderstood the question
Good question I've never heard if there is a config way to add one there 🤔
I would also accept a way to add flag markers in-game (without scripting magic, maybe a mod?) 😄
And... I think that UI is from a Mod not vanilla
really? is it cba?
Or ACE, dunno
Then it could be adjustable I guess
Tiberian sun gang
indeed

💪
how do i make it so my weapon's rearsight model dissapear when you attach a scope on?
Not sure where to put this but I'm having issues getting the game to load more than one pbo of my mod. I have two pbos; A12_Units_C_TK.pbo which has the second, A12_Units_C_TK_Uniforms.pbo, as a dependency.
All the configs seem good, but the game just doesn't load the second.
When I renamed them to A12_2_Units_C_TK.pbo and A12_1_Units_C_TK_Uniforms.pbo it would load A12_2_Units_C_TK_Uniforms.pbo but not A12_2_Units_C_TK.pbo.
I'm at a complete loss as to what to do right now.
Do you have CfgPatches {} and within that, requiredAddons[] setup, especially for the dependant pbo?
They don't have the same CfgPatches name do they?
{
class A12_1_C_TK_Uniforms
{
name = "12th AA Takistani Civilian Uniforms";
author = "Alice";
units[] = {-Excised-
};
weapons[] = {-Excised-
};
requiredVersion = 0.1;
requiredAddons[] = {
"CUP_Vehicles_LoadOrder"
};
};
};```
And
class CfgPatches
{
class A12_2_C_TK_Units
{
name = "12th AA Takistani Civilians";
author = "Alice";
requiredAddons[] = {
"CUP_Vehicles_LoadOrder",
"A12_1_C_TK_Uniforms"
};
units[] = {
"A12_C_TK_Man_Base",
"A12_C_TK_Man_Random"
};
weapons[] = {};
};
};```
and if you remove "CUP_Vehicles_LoadOrder", from the Units CfgPatches requiredAddons?
Also make sure the pbo's have the same name as the CfgPatch class name
(not a requirement)
If you don't use prefixes then the PBO name matters for the file paths, but I think that's about it.
No dice 😔
Perhaps let's explore what you mean by "not loading" the pbo. Do you see both pbo's in the rpt?
Nope
Are both pbo's going in the same @ folder?
yes
I can just send the whole @folder if you'd like, I didn't get very far so it's tiny
A12_Units_C_TK.pbo which has the second, A12_Units_C_TK_Uniforms.pbo, as a dependency.
These spellings don't tie up with the patch names. I know John's correct, however...
Still no dice
I have another mod that has mismatched names from last year that worked fine, which is doubly confusing.
Ah, you have the same prefix on both.
this is an issue?
Probably :P
If they have the same prefix then the config.cpps will have the same virtual file path.
Conventionally you have a different prefix per PBO.
If you're using the addon builder UI then this is a pain in the arse.
I am
in your model.cfg
source="hasOptics";
you got to animate your rear sight
I removed the prefix from the addonbuilder options menu and now it works
life is pain
yeah, apparently it autofills using the PBO name.
i messed with the model.cfg, is it supposed to be like this? the sight is not actuially supposed to dissapear?
depends what you want to do, some got a rotation and will just rotate down, you can also do a hideanimation for this to make it hide / unhide
how can i do hideanimation? is it in model.cfg?
You add hide to your model.cfg source
In your animations class
Look in the A3 Samples, Test_Weapon_01, model.cfg line 82
Wait sorry, mind explaining this to me like I'm 12?
I didn't know that was a thing: I'm looking at RHS's stuff, and they've got the same prefix on all their pbos. (My experience so far is with making smaller mods, so only one .pbo per mod, so I haven't come across this):
How is that different from what Alice has, where they have A12_ as the prefix for each .pbo name?
rhs_usf_a3port_air.pbo has the prefix rhsusf\addons\rhsusf_a2port_air
rhs_usf_a3port_air2.pbo has the prefix rhsusf\addons\rhsusf_a2port_air2
is there any config entry to protect pilot-crew while collide with surface for helis?
It's one I always forget, but could be epeImpulseDamageCoef = ; try 20.
didnt work, its just such frustrating if you land a little bit to fast youll die as pilot 
while the chopper is still alive
I know I fixed this for other helicopters, just can't remember how, sorry!
when you was able im also able that works for me just to know its fixable 😛
I had a standard test of dropping them from something like 10m with engine off and measuring damage, making sure they didn't explode and crew survived.
I need help with a function, I'm trying to make a copy of cups random clothing function but for vests. I copied it over changed everything to vests etc. but it gives me the error File A12_Units_C_TK\config.cpp, line 26: Config: /CfgFunctions/A12/Inventory/randomVests.para,s: "" encountered instead of ']'
I've never made a function before and have no idea what i'm doing and biki hasn't been very helpful.
The function:```class CfgFunctions
{
class A12
{
class Inventory
{
class randomVests {
params["_unit"];
// exit for non local units
params["_unit"];
if(!local _unit)exitWith{};
if(is3DEN)exitWith{};
private _vest = selectRandomWeighted getArray (configFile >> "cfgVehicles" >> typeOf _unit >> "A12_randomVests");
private _vestItems = vestItems _unit;
_unit addVest _vest;
{_unit addItemToVest _x}foreach _vestItems;
};
};
};
};```
10m is already a lot, i just lift it like 3m and press Y to land and ill die as pilot but the aircraft is still in a very well condition xD
What are the lines around 26 in your config.cpp?
And do you intentionally have params["_unit"]; twice?
26
27 params["_unit"];```
You cannot write a script within a config. They are different
Have a look at Arma 3 Samples on Steam, Test_Functions_01
It shows how to structure the cfgFunctions { } in config.cpp and how to load functions from files.
this was in the original function as written 🤷
This is the normal format
{
class myTag // project or person tag
{
class myCategory // This represent a group of function
{
file="Samples_F\Test_Functions_01\myCategory"; // Where my functions are
class myFunction1 {}; // [] call myTag_fnc_myFunction1
};
};
};```
And then the code starting at params will go in the function file
It's not exactly straightforward so quite normal to find it confusing at first.
Hey there,
I am trying to get active into modding.
One question rising up:
Is there a way to append an array of an existing class instead of overwriting it (meaning one need to add all previous values by hand)?
Example:
config.cpp
class CfgWeapons
{
class RocketPods;
class missiles_DAR: RocketPods
{
magazines[]=
{
"24Rnd_missiles",
"12Rnd_missiles",
"PylonRack_12Rnd_missiles",
add something here
};
...
};
thanks
+= is a thing
this seems not to work 😦
+= will be what you’re looking for. Simply += and add only your new mag
Make sure your requiredAddons is correct
magazines[]+=
magazines[]+={"ONE_PylonRack_12Rnd_Smoke_missiles"}?
Correct
Got my function working, thanks for all the help 👍
got it now, about 20m full press down Y to surface with 0 damage 
What was the solution?
armorStructural = 2;
damageResistance = 0.02;
epeImpulseDamageCoef = 40;
driveOnComponent[] = {"skids"};```
thats what im currently using and works so far
will try now to use this aswell:
`crewExplosionProtection = 100; `
`crewCrashProtection=0.1;`
Thank you lads.. you are awesome.
do not use
crewExplosionProtection = 100;
crewCrashProtection=0.1;
it breaks it again
armor=500 is extremely high for a helicopter. You might find other problematic effects with that.
i got completly different stuff everything works fine with the SAM Sites etc 😛 (not vanilla)
crewCrashProtection = 0.25; is typical iirc
You can always lower armor and increase armorStructural to say 4.
Also lower damageResistance = 0.004;
thank you master, will give a try 
is the artillery computer able to take into the various submunition triggers like triggerDistance and the rest (forgot their names)
I would like to use triggerDistance in such away that on the descent for a round, it would fire off a faster projectile to try and make arty shells come in faster
Ok I'm going around in circles trying to work out something it's obviously outside my intelligence (and goggle/discord search) level 🤣
I made a "blood crate" for our unit, but I want to restrict access to it to only units with Ace_medical_medicClass set to 2
I'm assuming the containerOpened EH is what I want, but I've never used EH's in a config before.
You could try clearing the open action for anyone who isnt a medic too
class B_Kitbag_Base;
class bag_1: B_Kitbag_Base{};
class bag_2: B_Kitbag_Base{};
class bag_3: B_Kitbag_Base{};
class my_bag_1: bag_1
{
//stuff
};
class my_bag_2: bag_2
{
//stuff
};
class my_bag_3: bag_3
{
//stuff
};
why am i getting undefined base class "bag_2"
its always the second one thats showing undefined base class
Probably in wrong level of braces (I just had that yesterday 😅)
my bad, thats a typo
i lost the originial config because it was always failing, i wanted ti do it from scratch but i forgot to make a safety copy before deleting
Gonna assume that the problem with the original config was also a typo.
this is just a format
I just tested it anyway. Works fine.
class CfgVehicles
{
class B_Kitbag_Base;
class BackPack_Coy_1_1: B_Kitbag_Base
{
scope = 1;
};
class BackPack_Coy_1_2: B_Kitbag_Base
{
scope = 1;
};
class BackPack_Coy_1_3: B_Kitbag_Base
{
scope = 1;
};
class usmc_BackPack_1_1: BackPack_Coy_1_1
{
scope = 2;
displayName = "USMC Coyote V1 ";
hiddenSelections[] = {"Camo1"};
hiddenSelectionsTextures[] = {"USMC_gear_backpack\data\BackPack_Coyote_co.paa"};
hiddenSelectionsMaterials = {""};
maximumLoad = 280;
mass = 20;
};
class usmc_BackPack_1_2: BackPack_Coy_1_2
{
scope = 2;
displayName = "USMC Coyote V2 ";
hiddenSelections[] = {"Camo1"};
hiddenSelectionsTextures[] = {"USMC_gear_backpack\data\BackPack_Coyote_co.paa"};
hiddenSelectionsMaterials = {""};
maximumLoad = 320;
mass = 20;
};
class usmc_BackPack_1_3: BackPack_Coy_1_3
{
scope = 2;
displayName = "USMC Coyote V3 ";
hiddenSelections[] = {"Camo1","Camo2"};
hiddenSelectionsTextures[] = {"","USMC_gear_backpack\data\BackPack_Coyote_co.paa"};
hiddenSelectionsMaterials = {"",""};
maximumLoad = 100;
mass = 9;
};
};```
nope still not working
Undefined base class BackPack_Coy_1_2
i made everything from scratch, it still wont work'
You sure it's loading the new changes?
hiddenSelectionsMaterials is missing the array specifier ([]).
Im gonna shoot myself
omg
that worked
scope = 0;
Thank you
I forgor is there a way to define a bomb/missile origin point (usti/konec hlavne doesnt seem to work) on an aircraft through mem lod? the vehicle im using doesnt have visible bomb bays so i dont want to use proxies if i can help it.
Attachment placement is all done on the model correct? Say I wanted to move where scopes are attached on the gun
Correct
Alright cool, I was like 99% sure but I've only barely worked with models
And about 0.01% of in-game models are editable
I added some scope options to a weapon, but I've now lost the ability to use the weapon's ironsights. I tried using both the base CowsSlot_Rail as well as the actual CowsSlot defined in the base weapon. I know I rememebr running into this issue before, but don't remember what the cause / error was
class CfgWeapons {
class Rifle_Long_Base_F;
class AMod_rifle_base: Rifle_Long_Base_F {
class WeaponSlotsInfo;
};
class AMod_AGun: AMod_rifle_base {
class WeaponSlotsInfo: WeaponSlotsInfo {
class CowsSlot;
};
};
class BNA_KC_AGun_Base: AMod_AGun {
class WeaponSlotsInfo: WeaponSlotsInfo {
class CowsSlot: CowsSlot {
compatibleItems[] = {
// ...
};
};
};
};
};
I can scope correctly when one is attached, it's only the ironsights that are affected
hi guys, struggling a bit to create a non functional cfgWeapons item for the GPS/Terminal slot (612). I can not seem to figure out how to make that happen, I was only able to inherit from 'itemGPS' or 'InventoryItem_Base_F'. Admittedly I have no clue what I'm doing. Anyone pointers welcome. here's the only bit i could get to work, but i don't really want to inherit from Terminal or GPS as I want the item to be non-functional. ```
class CfgWeapons {
class InventoryItem_Base_F; // External class reference
class InventoryUavTerminalItem_Base_F : InventoryItem_Base_F {
type = 621;
};
class ItemCore;
class ItemGPS;
class TestChild_GPS : ItemGPS {
scope = public;
displayName = "Inherited GPS";
picture = "\A3\Ui_f\data\GUI\Cfg\Ranks\colonel_gs.paa";
model = "\A3\Structures_F\Items\Documents\File2_F.p3d";
descriptionShort = "";
class ItemInfo : InventoryItem_Base_F {
mass = 20;
};
};
class Test_TerminalBase : ItemCore {
scope = private;
displayName = "Inherited Terminal";
picture = "\A3\Ui_f\data\GUI\Cfg\Ranks\colonel_gs.paa";
model = "\A3\Structures_F\Items\Documents\File2_F.p3d";
descriptionShort = "";
class ItemInfo : InventoryUavTerminalItem_Base_F {
mass = 20;
createConnectionRadius = 5.0;
};
};
class TestChild_Terminal : Test_TerminalBase {
_generalMacro = "TestChild_Terminal";
scope = public;
class ItemInfo : ItemInfo {
side = TWest;
};
};
};
- Main article about it is this: https://community.bistudio.com/wiki/Class_Inheritance
- So basically what 1 said is
class CfgWeapons
{
class ItemCore;
class ItemGPS: ItemCore
{
class ItemInfo; // you also need to declare this
};
class TestChild_GPS: ItemGPS
{
displayName = "Inherited GPS";
class ItemInfo: ItemInfo // so possible to inherit ItemGPS's ItemInfo here
{
mass = 20;
};
};
};```
3. *_generalMacro* does literally nothing but their internal debug thing, you can remove it safely
thank you! i read through that page before - sorry if I'm missing some obvious basics btw. what I was not able to create an object that just inherits from itemCore and does nothing other than going into that specific slot. I was hoping that the 'type' property would help get me there (UAV seems to be 621, which confuses me especially because the slot-id is 612). Is it possible to inherit from itemCore and do nothing but declare picture, description and that it should go into that specific inventory slot?
So the goal is a GPS slot item and basically a cosmetic (aka do nothing) not even showing a minimap or something?
exactly. purpose in game: If player has item, he can command AI units. I am trying to make a variant that has no functionality, so that if the setting is not modern, the player has an option to command without UAV. This is why i'm trying to make a non functional variant that does not inherit from GPS or Terminal, but still fit in the same slot
Reason to have it is to activate a script, gotcha
that's phrased better, yes ^^
...And good question, I don't know what is the condition to fit it into the GPS slot 🤔
i was hoping that there is a 'type' or something, as if you use a 'SlotItemChanged' EH, the '_slot' logs '612' for GPS or Terminal. But the only reference I could find was 'type = 621', not '612' 😦
Where did you find that?
type = 621;
};``` and inGame I added an EH to my unit and moved the item in and out of the slot: ```player addEventHandler ["SlotItemChanged", {
params ["_unit", "_name", "_slot", "_assigned"]; systemchat str _slot
}];``` where `_slot` logs as '612'
i think so too. probably a random coincidence that they are similar numbers, I just really have no idea what I'm doing 🙂
type=621; seems to be the UAV terminal thing. And ItemGPS doesn't have type in its ItemInfo at all. Maybe GPS receivers are sorted by simulation = "ItemGPS"; or something?
Well actually both GPS and UAV Terminal can fit into there
class CfgWeapons
{
class ItemCore;
class MemeGPS: ItemCore
{
scope=2;
displayName="Meme GPS";
simulation="ItemGPS";
picture="\a3\Weapons_F\acc\Data\UI\icon_muzzle_snds_B_ca.paa";
model="\A3\weapons_f\acc\acca_snds_h_F";
descriptionShort="$STR_A3_cfgWeapons_ItemGPS1";
class ItemInfo
{
mass=8;
};
};
};```
i can't see anything that is shared by terminals and gps, pointing to the slot... and the terminals have simulation = "Weapon";
Does that meme work as an actual thing?
it gives me the minimap at least
Well inventory thingies are really messed part of the Engine
I have something similar and it works as a GPS
So simulation="ItemGPS"; is the bit that is responsible for the item's ability to use the GPS slot, but simultaneously adds all functiuonality of GPS?
A bit of it
it seems yes (for GPS receivers). And for UAV Terminals - it seems to be ItemInfo>type=621 
yaay, consistency
so if i use type 621 in the 'itemInfo' I create a terminal, if i use simulation="ItemGPS"; I create a GPS? Damn.. that would mean no obvious way to just use the slot as a cosmetic. I really just need it to be there, simply having it is enough.
player enableInfoPanelComponent ["left", "MinimapDisplayComponent", false] seems to disable minimap with GPS enabled (for the left panel, "right" would do for the right one) 
so unworking GPS can be memed with a custom classname and player addEventHandler ["SlotItemChanged", { EH (if (_name == "MemeGPS") exitWith {//disable MinimapDisplayComponent here}; if (_slot == 612) exitWith {//enable component here}; 
Mmmmaybe that would do
inb4 equipped config EH for items/weapons
yaaay, arma crashed
player addEventHandler ["SlotItemChanged", {
params ["_unit", "_name", "_slot", "_assigned"];
if (_slot != 612) exitWith {};
private _notMeme = _name != "MemeGPS";
player enableInfoPanelComponent ["left", "MinimapDisplayComponent", _notMeme];
player enableInfoPanelComponent ["right", "MinimapDisplayComponent", _notMeme];
}];``` seems to work alright 
doesnt the gps allow player pos to show on map too tho
oops. I only test on Recruit 
i could be wrong
inb4 https://community.bistudio.com/wiki/BIS_fnc_customGPSvideo with Rick Roll
sad
@ashen chasm your solution works but it seems strange that i can't just make an item without any ability, but for that slot.. I appreciate the workaround though, i just need to make sure I manage things correctly.
don't forget about this as well
true! btw guys I appreciate you taking the time 🙂
Arma3 is not designed for cosmetics.
Well the context is more of an item that can activate a script so
i guess yeah. in this particular case i am wondering how to make any item that can go into the '612' slot without directly inheriting from either UAVTerminal or GPS and hence it's functionality. it's okay though the workaround is a good tradeoff.
you cant put items that have visual models in those slots
if that is what you are after
and gps/map position/uav control behavior seems to be hardcoded for those 
@hearty sandal i have a solution for my problem here but out of curiosity , imagine a different example that makes more sense with the common usage of that particular slot. Say you designed a radar interface and wanted to create a radar terminal that a player can pick up. You have a created a p3d model and .paa picture for your radar terminal and want to create an item in cfgWeapons that can be placed in the GPS slot, without inheriting either the GPS minimap or 'UAV TERMINAL' functionality, but instead creating an action that opens your radar interface. What would you do?
Id forget the need to put it in a slot and just add it as inventory item and do scripting through there
fair enough!
Need some helo with the config. Trying to make an OPTRE ship with custom textures, but for some reason they just not apply and the model appears textureless, besides paths, which I checked like 30 times, what could possibly cause the problem?
paths
most likely the folder structure in your pbo does not match what you write in config
Q: what is "showToPlayer" ( 'boolean' ?) and how does that differ from "scope" ( 0 = private, 1 = protected, 2 = public )?
i.e.
private _config = configFile >> "CfgWeapons";
if (getNumber (_config >> _class >> "showToPlayer") != 0) then {
// ...
}
This should control if this firemode is available for the player or not
understood, thanks...
Can anyone enlighten me as to what the SwarmMissile_01_launcher_F weapon is? I found it while parousing the classnames on the wiki but cant find any trace of it in game.
https://community.bistudio.com/wiki/Arma_3:_CfgMagazines#SwarmMissile_01_mag Last entry for reference
it's for the Contact DLC alien drone thingy
well that would explain why i cant find it in game
So, ACE3 Mod changes a bunch of aircraft to have incomingMissileDetectionSystem = 16. By default, it is 24. But I look on the wiki and... there is no entry for 24. So what did it mean? https://community.bistudio.com/wiki/Arma_3:_Countermeasures
Is 24 "radar AND missile"?
That's such a weird way of doing it but thanks
you can also represent it as 8+16
It makes more sense in binary :P
Q: if we are grading a weapon by accuracy, then we want the CONFIG "dispersion", correct? or, rather, -_dispersion i.e. inverted, would that be accurate?
is it safe to compare the raw value? why would I want to log the value?
let alone something like this: 10000000 - (round (log _dispersion) * 100000)
I failed to find in the Arma3 wiki a conversion table for ingame units:
- mass of 1 is 1 kg? 1 pound?
- distance...
- etc.
It seems to be a metric system but my weight changes are not what I am expecting.
Thank you.
Well, I would like to say mass is mass not kg or pound or something... it is mass
aka, it is measured inconsistently, vaguely and unreasonably
mass is both volume and weight in arma
thus it's not possible to say it's anything like real stuff.
its density 😄
argh... so, I have to manually adjust until I find the desired weight of my items, then...
For what kind of purpose?
I just use KGs as ARMA 3 was made by a Czech company. And they use the metric system. So, I just assume it’s related to KGs or something
sigh
.
it can't be related to real life weight in any way.
ACE is using an approximation.
Some people are really hung up on it showing right values.
Unless there’s a definite answer for what “mass” is, I’ll just stick with KGs
It is both VOLUME and weight. So a very large polystyrene cube will have quite a high number, because although it has a low mass, it is big and bulky to carry. The large number assigned to it reduces the quantity of other items that can be carried. If it was based on it's weight (mass kg) alone you could carry perhaps many tens of them.
density is probably the closest real life answer
bear in mind this is named by the same studio which had dammage for years
I would say "bulkiness" if anything
eg. Apollo`s example.
But there's no point in trying to find rl equivalent, arma mass is arma mass. It's an abstract unit.
p3d mass is in KG
config mass is in bananas
pretty much yes
1 = 1 Chiquita?
So, it is bit lame to display weight of weapons and items in kg or pounds instead of units, because nothing will ever be correct.
its not a native feature
its from ACE
and if you got better way to do it they would probably consider adapting it.
how can i tell from config if a vehicle class has the ability to heal units (for example "B_Truck_01_medical_F")? i can only tell if a vehicle can re-arm or re-fuel? (getNumber (configFile >> "CfgVehicles" >> "B_Truck_01_fuel_F" >> "transportFuel"))
attendant = 1;
thank you @nimble sequoia
How exactly does CfgPatches work, and how does what vehicle/weapon an addon initially defined determined?
Obviously if you have a single CfgPatches entry and define your classes, it's fairly obvious what addon they belong to.
But what if you had two CfgPatches entries, do the vehicle/weapon classes get defined in both addons, or is it just determined by the units/weapons properties in the CfgPatches?
I'm curious, because I've thought about it in the past but I'd like to know exactly if possible
How do I make a uniform usable by all sides? I've tried modelSides[] = {0,1,2,3}; But it doesn't seem to work. Is it just impossible?
Why would you have more than onw cfgPatches in a pbo?
So you don't have to make a ton of tiny PBOs :P
I don't understand the question though. configSourceAddonList returns all CfgPatches entries where a class was modified, not just one.
Ya I just didnt get why you wouldnt include it all in the one patches then, if its gonna be in the same pbo anyway
In our case we have a lot of patches for different mods in one PBO, so each one needs a separate CfgPatches so that they can be loaded optionally.
I think usually it's just organisational though.
Use 6
I mean where the class was originally defined
Iirc it also needs to be in the unit config, not the uniform
Is there any config entry i can use to stop the strange warping that occurs on custom tracer models? I've tried messing with tracerscale but had no luck.
picture?
I think the only way is to disable it being a tracer but then it will disappear above certain speeds (iirc)
with shotShell simulation anyway
side=6; modelSides[] = {6};
in the Unit config worked, thanks all :D
modelSides should be six. Side is not needed
I also had no luck so far, something is weird in this, did a sonic weapon and depends how far you are away it deforms and makes it bigger or smaller 
lol yup ive been hit by the 5G ray
i resolved to just go with a rocket simulation instead since that has no deformation and can be tweaked to have the same behavior
so you mean the GDI Disruptor?
Ye that works, might be also an option for me but not sure yet. Particle effect on BulletBase is also more weird so probably MissileBase might work aswell
perhaps
This happened with particle Effects on BulletBase, somehow very random directions and wasnt able to fix, but this would not deform
yeah the behavior in general of bullet and shell models is quite odd tbh
Yep
How do I use SelectRandom (or something similar) with BIS_fnc_playMusic?
Wanting to have a random "Music" selected and then used.
Hi, I'm new to modding and was redirected here from model makers. Is there something in my config and inheritance that's preventing my model from flying? Help is greatly appreciated 🙏
I would expect isUAV and vehicleClass to not need to be set because UAv would already have them
I think CfgPatches should list your class in the "units" entry.
Can you try replacing the model= with a vanilla UAV model and see if that works?
That would tell you if it's a model issue
Which I think it is
Hi everyone ! I'm doing a reskin of a vehicle, but I can't modify the plate numbers (it makes the numbers disappear). What am I doing wrong ?
Is this a macro or something?
If it's not, it probably needs to be in quotes
Yeah, I found that, but it doesn't solve the issue :/
Maybe the font is bad? Try using a vanilla arma font
That is a vanilla font
I've also tried moving it around, it doesn't work either
It either shows me the "base" plate (it's a modded vehicle, with a French plate number), or it shows a blank plate
Okay so. When I put it before the displayname, I have a plate that follows my rules. But it doesn't show on the plate x)
IT WAS THE COLORS
Wrong format
Thanks for the advice!! Yep the darter works completely fine when swapped back in so it's definitely my p3d file. I just have no idea what I'm missing from the model that's keeping it from actually taking off, like proxies or something.
I've gone through a couple versions of geo and physx Lods so I don't think they're an issue, but too much mass on the physx could definitely be it!!! It's at 10 kg atm
Which now that I think about it would make a very very heavy drone
Mass may not be enough then. I think you may need to add a bit more
I'll try it 🫡 if Arma is keeping my 10kg drone from flying it won't know to expect a 50kg coming at it next
Mass doesn’t really matter in A3 too much
You’ll get arma’d either way
Lowering the mass got the drone off the ground!! for a couple seconds at least 😅
Thanks for the tip about the mass! I've been beating my head against my desk about that for a week
Mass only goes in the Geometry LOD. In Geo Phys LOD it should be / will be, zero / ignored.
This is what i was missing!!! thank you!!
For vehicle >> "TextureSources" >> "textureName" >> "factions", will there be an error/warning for if a faction is not defined?
I'm just curious, and I'm not currently at my pc to test
Hey there, I am trying to make the vanilla mortar to work with custom magazines we got.
I added the mags in CfgWeapons like this
class CfgWeapons {
class CannonCore;
class mortar_82mm: CannonCore {
magazineReloadTime = 0.2;
magazines[] += {QUOTE(TBD_MORTAR_82mm_HE), QUOTE(TBD_MORTAR_82mm_SMOKE), QUOTE(TBD_MORTAR_82mm_ILLUM)};
};
};
When I load the magazine into the mortar using sqf, it does show when I do magazinesAllTurrets vehicle player -> [["FakeWeapon",[-1],1,1e+007,0],["tbd_mortar_82mm_shell_he",[0],1,1.00006e+007,0]]
The problem itself is that I can't seem to switch to it/shoot it. The ammo count stays red as "empt". Any ideas what might be wrong? Can this be ammo related? Currently the ammo is set to RHS ammo. ammo = "rhs_ammo_3vo18"; for HE
You need to add the mags to the mortar itself
In cfgVehicles
So I would add it into "Mortar_01_base_F" >> "magazines"?
It only has fakeWeapon in there
From what I understood, it depended mainly on the weapon in the turret, which in this case is the mortar_82mm
Or "Mortar_01_base_F" >> "Turrets" >> "MainTurret" >> "magazines" 
This
copy, will give ti a try
You need to add the magazines to the mortar itself
The cfgWeapons entry is so it can shoot the ammo
You need to add it to the mortar now
Copy that, I see. Thank you!
Ok, didn't work. It now shows them by default in the mortar when I do magazinesAllTurrets vehicle player (which isn't what I want, part of the addon is custom realoading). But they are still not shootable form the mortar.
I did this in CfgVechiles:
class CfgVehicles {
class LandVehicle;
class StaticWeapon: LandVehicle {
class Turrets {
class MainTurret;
};
class EventHandlers;
class ViewPilot;
class VehicleTransport;
};
class StaticMortar: StaticWeapon {};
class Mortar_01_base_F: StaticMortar {
.
.
.
class Turrets {
class MainTurret {
magazines[] += {QUOTE(TBD_MORTAR_82mm_HE), QUOTE(TBD_MORTAR_82mm_SMOKE), QUOTE(TBD_MORTAR_82mm_ILLUM)};
};
};
not sure if I should do
class Turrets;
class Turrets: Turrets{
.
.
.
};
I am pretty new to configs
Should be able to copy the mortar you’re inheriting off of inheritance tree and use that
I am working on the vanilla mx 6 mortar.
When I did the same with m252 and 2b14 from RHSes, it all works no problem
can weapons themself have opticType? for a gun with builtin optic
and just so I understand correct, if the distance of the AI is less then aiRateOfFireDistance, that means they start shooting fast cause aiRateOfFire gets lower
why? if it has it built in just set up the firemodes accounting for the optic
can it be removed or something?
nope scope cant be removed, I was just curious if I needed to set anything specific in firemode for requiredOpticType if fixed scope
I'm trying to make a custom empty Supply Box from B_supplyCrate_F but it keeps showing up as an invisible crate with all the attributes I need; meaning it's working but invisible. I thought I narrowed it down to a missing A3_Weapons_F_Ammoboxes dependency in the config.cpp, where I also found that A3_Weapons_F does not solve my issue. What am I missing here?
Here's the related wiki page I'm referencing: https://community.bistudio.com/wiki/Arma_3:_CfgPatches_CfgVehicles#A3_Weapons_F_Ammoboxes
And here's my requiredAddons[]
requiredAddons[] = {"evlt_main","evlt_medical","A3_Weapons_F_Ammoboxes","A3_Supplies_F_Exp","ace_main","ace_cargo","ace_compat_rhs_afrf3","ace_compat_rhs_usf3","ace_compat_rhs_gref3","ace_compat_rhs_saf3","UK3CB_Factions_Weapons","rhssaf_c_weapons","rhsusf_c_weapons","niaweapons_226","UK3CB_Factions_Weapons","rhs_main","rhsusf_main","rhs_c_weapons","rhsusf_c_weapons","rhsgref_c_weapons","cup_weapons_ammunition","cup_weapons_fnfal","cup_weapons_xm8","cup_weapons_m72a6"};
That’s a lot of required addons. Jesus
The first 5 are just for the models, the rest are for the crates' contents.
For AI fire modes, what effect would having overlapping distances have? for example
class test1: SemiAuto
{
minRange = 50;
minRangeProbab = 0.5;
midRange = 150;
midRangeProbab = 0.7;
maxRange = 200;
maxRangeProbab = 0.3;
};
class test2: SemiAuto
{
minRange = 100;
minRangeProbab = 0.5;
midRange = 200;
midRangeProbab = 0.7;
maxRange = 250;
maxRangeProbab = 0.3;
};
Post your whole config
#include "script_component.hpp"
class CfgPatches
{
class ADDON
{
units[] = {"EVLT_Fireteam_US_crate", "EVLT_Fireteam_FAL_crate", "EVLT_Fireteam_SWAT_crate","EVLT_Fireteam_Stealth_crate","EVLT_Fireteam_Rangers_SCAR_crate","EVLT_Fireteam_PMC_ACR_crate","EVLT_Fireteam_GER_crate","EVLT_Fireteam_CZ_VZ58_crate","EVLT_Fireteam_CZ_BREN_crate","EVLT_Fireteam_ME_Guer_crate","EVLT_AR_MG36_crate","EVLT_AR_HK416_crate","EVLT_MMG_MG3_crate","EVLT_AR_RPK74_crate","EVLT_HAT_TOW_crate","EVLT_MAT_MAAWS_crate","EVLT_HAT_9M133_crate","EVLT_LAT_RPG7_crate","EVLT_HAT_FGM148_crate","EVLT_Fireteam_Russia_AK762_crate","EVLT_Fireteam_FinlandArmy_AK103_crate","EVLT_Fireteam_FinlandSF_Mk16_crate","EVLT_Fireteam_TLA_crate","EVLT_Fireteam_AK74_std_crate","EVLT_Fireteam_AK74_ep_crate","EVLT_MMG_CZ_M84_crate","EVLT_RAT_RPG75_crate","EVLT_RAT_M136_crate","EVLT_MMG_PK_RU_crate","EVLT_MMG_M240_M60_crate","EVLT_Fireteam_M14_crate","EVLT_Fireteam_M16_crate","EVLT_Fireteam_M16A2_crate","EVLT_Explosives_crate","EVLT_Medical_crate","EVLT_RAT_M72A6_crate","EVLT_RAT_M72A7_crate","EVLT_AAM_Igla_crate","EVLT_AAM_Stinger_crate","EVLT_HAT_MetisM_crate","EVLT_AR_RPK762_crate","EVLT_AR_M249_crate","EVLT_Fireteam_Serbia_Modern_crate","EVLT_Fireteam_Serboslavia_crate","EVLT_Flare_M203_crate","EVLT_Flare_GP25_crate","EVLT_MAT_CarlGustaf_crate","EVLT_MMG_MG42_crate","EVLT_RAT_M80_crate","EVLT_Empty_FT_crate","EVLT_Empty_Squad_crate","EVLT_Empty_Platoon_crate","EVLT_Empty_Company_crate","EVLT_VehicleServiceMedium_crate"};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"evlt_main","evlt_medical","A3_Weapons_F_Ammoboxes","A3_Supplies_F_Exp","ace_main","ace_cargo","ace_compat_rhs_afrf3","ace_compat_rhs_usf3","ace_compat_rhs_gref3","ace_compat_rhs_saf3","UK3CB_Factions_Weapons","rhssaf_c_weapons","rhsusf_c_weapons","niaweapons_226","UK3CB_Factions_Weapons","rhs_main","rhsusf_main","rhs_c_weapons","rhsusf_c_weapons","rhsgref_c_weapons","cup_weapons_ammunition","cup_weapons_fnfal","cup_weapons_xm8","cup_weapons_m72a6"};
author = "Ferdilanz";
authorUrl = "";
};
};
#include "CfgEditorCategories.hpp"
#include "CfgVehicles.hpp"
ADDON sounds not fine
it is, been tested and working fine in previous versions
Okay, so let's clarify your situation, those EVLT_ ammoboxes does not have anything?
Everything works, EXCEPT EVLT_Empty_Squad_crate and EVLT_VehicleServiceMedium_crate which are invisible when placed in the editor.
Invisible as in have no texture?
Correct. They even cast a shadow.
Remove hiddenSelectionsTextures[] = {};
Understood, will report back with results; but other crates have no problem with that item in their cfg
That did it, lol, thank you! You're a legend!
This is fine using CBA macros
Post cfgvehicles
Good to know
I really appreciate you guys jumping on this to help me, but now that it is fixed, I'm still appreciative, but no longer need the help 😅
Oh I must have glossed over that you fixed it. Good ol phone formatting.
I think the xxxRangeProbab values are supposed to set the weighted probability that they use that mode within that range.
so no issues if I have overlapping ranges between two firemodes
Hey guys I hope someone can help me.
I'm working on a new Airbus H145 for Arma 3 and I will add new AddActions for starting the engine.
But before I add the new Addactions, I want to remove the default engine on functions from my helicopter. Is there anyway to remove the default engine on/off Addaction?
What helicopter has engine on as an add action? Usually it’s just press shift
AFM
At all vehicles you have the UserAction Engine on
But it should work when u replace the engineOn UserAction in your vehicle but with another condition
My advice on this is "don't bother", it will probably be far more trouble than it's worth and may not even be possible.
It's possible for sure
And much better then other ways.
I mean I use the default UserAction from EngineOn and only add more conditions
Removing default actions typically requires a dirty hack that's liable to break other scripts. I don't know if there's a "good" one for engine on.
It's super easy with delete if you know the AddActionId
inGameUISetEventHandler ["Action", "true;"]; //block scroll option
showHUD [true,false,false,false,false,false,false,true,false]; //hide scroll option
You can also this way but then u blocked any addactions
Hello I am making a macro and have a portion that needs to be within quotes but I am struggling with it, can anyone point out what is wrong?
class UserActions {\
class AddLAATRespawn {\
displayName = Toggle Mobile Respawn;\
priority = 10; radius = 10; position = camera; showWindow = 0; onlyForPlayer = 0; shortcut = ''; condition = 'alive this;';\
statement = '[this, player] spawn NFA_fnc_handleLAATRespawnToggle;'; \
};\
};\```
Im aware double quotes do not work but I was under the impression single quotes are fine
Your
displayName = ...
Is not quoted
displayName: String
It compiles fine if I leave that in but remove the section with quotes
specifically:
shortcut = ''; condition = 'alive this;';\
statement = '[this, player] spawn NFA_fnc_handleLAATRespawnToggle;'; \
I will attempt it with the display name quoted shortly
condition = "alive this";
statement = "[this, player] spawn 'NFA_fnc_handleLAATRespawnToggle';";
Macros dont like double quotes do they?
Unfortunately that wasnt the problem
displayName = "Toggle Mobile Respawn";
In soundset rangeCurve parameter, the wiki says you can use absolute or relative range values. Does the engine automatically detect if you're using relative values if no x cooridnate is > 1??
Also, what are the differences between ogg and wss file formats?
Sup. In past 2 months im create and port to arma 3 few simple guns and ran into a problem. All my weapons not listed in any eden editor category. Which parameter in cfg i need add to fix that?
The weapons listed in the eden editor are actually objects. They are ground holders that contain a certain weapon / item. They are not automatically created for each weapon but can be made pretty easily
Main question - "How i can add to eden editor weapon category my weapons". So, i just need to know that, lol)
How do you add a category or how do you add the actual objects?
Because if you have a category without any objects, it won't appear
Weapon Holder with weapon in it to existing category
I found 2 params, but its not enough
editorCategory = "EdCat_Weapons";
editorSubcategory = "EdSubcat_AssaultRifles";
Thats a default categories for assault rifles in eden
Found it, nvm
Guys, what exactly controls the direction of the player´s camera after entering a slot? The direction of the proxy, or the vertex from the memory LOD? In my case, the player model is facing the correct way after getting on a slot, but the camera is facing 180 degrees in the wrong direction, even though my pos_gunner_dir memory point is facing the correct way
okay I forgot to copy the proxy into the viewpilot LOD 
For the future, it’s the direction of proxy
cheers
If I am defining the elevation and turning parameters of the turret in the config, do I also need to define the angles of the animations in model.cfg? It makes no sense to me, but if I dont include them I get an error, or if I leave them nil the animation does not work.
class mainturret
{
type="rotationY";
source="mainTurret";
selection="mainturret";
axis="OsaVeze";
animPeriod=0;
maxValue="rad +360";
minValue="rad -360";
angle0="rad -360";
angle1="rad +360";
memory=1;
};
class maingun: mainturret
{
type="rotationX";
source="mainGun";
selection="maingun";
axis="Osa Hlavne";
};```
hmm, so is the data from the config going to overwrite these values in case I say need the turret to only be able to traverse 30 degrees in either direction?
No
It won’t overwrite
Unless you specifically tell it to
You can limit it in Config
If you want
well, my assumption was these parameters from the config would limit it
MinElev is basically depression degree amount
Same with maxelev
MinTurn should be how much the turret can rotate
You can limit it there with min/maxTurn
I just match min/maxTurn up with my model.cfg anyways
Personal preference
I see, I´ll give it a look, thanks!
I assume azimuth and the like are callculated by ace?
Heh?
Min elev and max elev are in degrees
So, -5 is -5 degrees
So, as that code sits, that’s 0 degrees of gun depression
Yeah sorry I didnt make it clear. I meant in the scope of the artillery itself, there is azimuth and elevation displayed. Are these calculated automatically somehow? My displayed azimuth seems to be 180 degrees wrong, and the turret is also moving in the opposite direction (downwards upon pressing PgUP and upwards upon pressing PgDown, albeit the elevation displayed goes up when pressing PgUp and it goes down when pressing PgDown.)
I tried flipping the maingun axis in the memory lod, but that seemingly did not help
That could be a model.cfg, model or Config issue
I think you’re main gun axes are flipped
In model.cfg
looking for ideas to diagnose why replacement gun sounds are not audible. Most likely culprits?
Mod loadorder? (yours is loading before another config from a different addon replaces it)
You defined the sounds using the old pre-sound shaders system (i.e. begin1, begin2, etc.) instead of changing the weapon's soundSetShot?
No way to tell unless you post your config.
Is there a way to make timed bomb that you put down and arm in one action? ie. you use the Put action and it put downs a bomb that will explode after 30 seconds. I want to make it one action, without the arming action like on vanilla bombs.
I tried adding explosionTime to the bomb ammo I made, but no luck. mineTrigger = "TimeTrigger"; also didn't do anything.
Right now I can place the bomb, but it does not explode.
init EH with trigger ammo
That would work. How do I add the init event handler to an ammo? I never did anything like that before.
Same as for the objects
Thank you very much, it worked.
I have tried, but it does not seem to have been the case. I think I need to first solve why do the gunner optics look backwards instead of forwards.
What controls the direction of what is displayed in the scope? I understand that the gunnerview vertex from the memory LOD controls the point where the scope actually appears, but I dont assume a single vertex controls also the direction of where the scope is looking?
The proxy is facing the correct direction and cameraDir = "usti hlavne", which is also placed correctly, albeit I dont know whether either of these have anything to do with it
Hello I was directed here for help with a config because im fucking stupid and barely know how to mod I have a uniform retexture im tryna do and it isnt working out because I keep getting this error right here
I have gotten a working vest but the uniform is proving difficult and ive been at this for too many hours I need help
here as well is the section the error is "" from
``class CfgVehicles
{
class rhs_uniform_6sh122_gloves_v1;
class eclipse_122: rhs_uniform_6sh122_gloves_v1
{
scope=1;
uniformClass="eclipse_122";
nakedUniform = "U_BasicBody";
hiddenSelectionsTextures[]=
{
"eclipse_infantry\data\122_vest_co.paa",
"eclipse_infantry\data\122_pant_co.paa",
"eclipse_infantry\data\gloves_co.paa"
};
};
};``
It started working properly once I rotated the entire model in Blender 180 degrees.... Which makes no sense to me at all, but whatever.
All vehicle weapons in Object Builder must be modelled to point to the left. The weapons and their character proxies are then rotated into position by config and model animations.
If you had shown a screenshot of your p3d it would have been immediately obvious, but hindsight is a wonderful thing.
indeed, thanks anyway!
Well done, keep modding!
How does one edit a pre-existing class without making a new variant? I'm trying to remove the "riding on top" seats on the CUP BMP-1, but currently getting an access violation crash.
You need to declare inheritance to the parent class, not itself.
And don't touch Turrets if you're not changing it.
well, FFV positions are turrets
well, class CargoTurret_05 : CargoTurret_05 {}; doesn't do anything. You'd need to use delete CargoTurret_05 but it likely wouldn't work as this is a base class.
Oh wait, it's rebuilding Turrets rather than inheriting it.
Except it won't work.
class CUP_BMP1P_base: CUP_BMP1_base
{
...
class Turrets: Turrets
{
...
class CargoTurret_01: CargoTurret_01 {};
class CargoTurret_02: CargoTurret_02 {};
class CargoTurret_03: CargoTurret_03 {};
class CargoTurret_04: CargoTurret_04 {};
class CargoTurret_05: CargoTurret_05 {};
class CargoTurret_06: CargoTurret_06 {};
class CargoTurret_07: CargoTurret_07 {};
class CargoTurret_08: CargoTurret_08 {};
};``` 
inb4 "just add Init EH to lock the positions in question"
Maybe having the extra turrets is fine if you reduce the cargo proxies? :P
I'm trying to remove cargo turrets 1 through 4
If not I'm not seeing a good solution.
CargoTurret_N are likely only defined inside Turrets so I don't think you can inherit them.
And if the subclasses are redefining/modifying the cargo turrets then you can't delete them in the base class.
You might need to scratch-write almost all the turret data.
oh, also the subclasses are going to break anyway then.
So you'd need to override those too.
what a pain
no dice, guess I'll just need to make my own variants
no one gonna help me den cool
The entry for uniformClass should be the class name of the uniform in CfgWeapons, not the unit
class CfgWeapons
{
class eclipse_122_uniform: ...
{
...
};
};
class CfgVehicles
{
class eclipse_122: ...
{
uniformClass = "eclipse_122_uniform";
};
};
And rhs_uniform_6sh122... is a CfgWeapons class, not CfgVehicles one iirc
Probably, if it has uniform in the name
ooooooh
alright ill fuck wit it see what happens
also I was having issues with my textures not working thats why I made a cfg vehicles section cuz some threads mentioned it might be texturing the drop not the actual uniform
also quick question for some reason i looked around theres no hidden texture classifications for this uniform
so how do I even go about retexutring it
should I just guess what hidden selections there are and hope for the best lol
If a class doesn't have hiddenSelections defined, generally that means it can't be retextured (make sure you check the unit the uniform is tied to, not the uniform class itself).
There may be selections defined in the config for the model (you won't be able to read this as a user, you would need to ask a developer), but not in the actual CfgVehicles config.
it can
because it does have 2 paa files
122_vest_co.paa and 122_pants_co.paa
but when checking the ace arsenal config tab in the ESC. menu it dosent say it has any but most of the RHS Uniforms are like that they dont define any hidden textures but people still found a way too retexture them
Not sure what config tab you're referring to, but open the uniform in the config viewer. Navigate to the uniform's ItemInfo class, and look for uniformClass. That will be the class name for the unit that wears the uniform.
Open the unit's class in the config viewer and check for the hiddenSelections property
What I was refering too
also uniform class is as states "uniformClass = "rhs_6sh122_gloves_v1_base";"
The config viewer is a base game feature, it's not a part of ace
Well i meant in the ace arsenal like thing in the main menu
where you can go make loadouts lol
Ah the arsenal mission
yeah my apologies for not clarifying
so where do i find this "uniformClass = "rhs_6sh122_gloves_v1_base";"
cuz its not in cfg weapons right
Correct, the uniformClass in a uniform's config is referring to what unit wears that uniform.
Look into CfgVehicles and search for rhs_6sh122_gloves_v1_base
I reccomend using the Advanced Developer Tools mod https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168 if you are not already
