#arma3_config

1 messages · Page 19 of 1

wintry fox
#

Oh wait I completely missed Heli_light_03_base_F

#

You can just go to that

languid aurora
#
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

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

languid aurora
#
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

wintry fox
#

Yep that looks right

ebon pivot
#

absolutely no need to go that far back

#

you can have class turrets; in rhs_uh1y_us_base

languid aurora
#

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

wintry fox
#

You still need to re-add the extra turrets

languid aurora
#

k gimmie a sec

wintry fox
languid aurora
#

I've been smashing my head against a wall for about a month now

wintry fox
#

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

languid aurora
#

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?

wintry fox
languid aurora
#
    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>

hearty sandal
#

compare

#

its often the simple things that get missed 😅

languid aurora
wintry fox
#

Totally not based on what I just did

languid aurora
#

but seriously, Thank you all, the help is very much appreciated

tidal rose
#

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?

hearty sandal
nimble sequoia
tacit zealot
#

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.

opal crater
#

you can add other EHs via it.

tacit zealot
#

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.

wintry tartan
#

ammoUsageFlag or something tells which to use, let me see in the BIKI

tacit zealot
#

I'm inheriting from the Jets DLC Macer II, so I know that's configured properly

wintry tartan
#

And uh... yeah if the thing is from Macer, yeah I do believe hit also changes one's mind to shoot or not

tacit zealot
#

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.

wintry tartan
#

What exactly is the intention?

tacit zealot
#

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.

wintry tartan
#

Hmm

tacit zealot
#

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.

wintry tartan
#

I don't know if it works for a missile, but does typicalSpeed work?

tacit zealot
#

I haven't touched that, if my current plan doesn't work, I'll try that.

winter rain
tacit zealot
#

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.

winter rain
# tacit zealot The ammo currently has "128 + 512". I guess I might consider adding 64 because ...

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

tacit zealot
#

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.

winter rain
tacit zealot
#

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.

winter rain
#

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

tacit zealot
#

Pretty similar to what I do, except with the added turret + FSM effects.

winter rain
#

i just added a effect lightning while its emp'ed so you see it too

winter rain
#

setVariable you got to define yourself

novel lava
#

have hit on the parent be very high and have it immediately turn into something else upon launching

#

with the more correct hit value

tacit zealot
#

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)

winter rain
#

salute
try to reduce it more xD

novel lava
#

can use explosionForceCoef to adjust the physics if desired

winter rain
tacit zealot
#

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.

winter rain
#

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

tacit zealot
#

I'm basing mine off an old game from 1999 where the EMP is a temporary 10 second effect

winter rain
#

lol my one is also 1999 xD

tacit zealot
#

no way lmao

tacit zealot
#

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"

wintry cairn
#

Can you help with a config example for vehicles retextures from mods like the rhs?

tacit zealot
#

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.

tacit zealot
#

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.

wheat sluice
#

Did you set proximityExplosionDistance to 0?

lethal shuttle
#

where can I find other examples of physx.hpp's in a3 files?

wintry tartan
#

Other?

lethal shuttle
#

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

wintry tartan
#

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

lethal shuttle
#

gotcha, thanks

#

and how do i check the weight of a vanilla vehicle?

wintry tartan
#

Spawn it, use getMass command

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Weight is defined not in config but model itself

lethal shuttle
#

got it thanks

winter rain
wheat sluice
#

Haven't tried it. But if I hazard a guess it probably won't work for anything other than shotMissile simulation.

sullen fulcrum
#

Can someone teach me how i can make my GPNVG with this overlay and how can i make the config?

gleaming sentinel
trail sparrow
#

Good idea, done it, but why doesnt it embed there? 🤔

undone patio
#

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.

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But not in the "place me" editor.

wintry fox
#

You don't set a faction for objects

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It's editorCategory

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Is the landing gear animation set in config or model.cfg?
Don't see any sort of gearAnim in configs

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Just trying to find the name of an animation

wintry fox
ashen chasm
#

Doesn't really help with anim name, though

molten musk
undone patio
#

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

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For that matter, I can't get that editor category to appear even if I move an existing item that appears elsewhere into it.

molten musk
#

How you are defined your Custom catergory

wintry fox
#

I think I remember hearing about someone having an issue like this, cause was that their subcategory was loading before the objects themselves

undone patio
#

Wait, are you supposed to define the cat/subcat after the cfgVehicles??

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testing this now

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Okay, that is indeed causing the problem

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.....but the resulting box now can't be placed properly in the editor.

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At least it's progress.

undone patio
tacit zealot
#

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.

tacit zealot
wintry fox
#

But UserActions are local, so in most cases, the person who activates it is player

tacit zealot
#

I read that, but it says "some standard variables", which I would like clarification on.

wintry fox
#

~~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

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If you want to test, just make a user action with statement = "systemChat str _this"

opal crater
#

There's one standard variable, this

wintry fox
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Ah alright, yeah wasn't sure what it meant by "standard variables"

wintry fox
#

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; \
};
opal crater
#

__EVAL

wintry fox
#

Yep that'll do it

prime dust
#

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?

autumn crater
#

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.

ashen chasm
#

changing like what? setPylonLoadout?

autumn crater
#

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)

hearty sandal
#

no double posting. pick the channel you feel it fits best and roll teh dice

robust dune
#

k

ashen chasm
#

(not like there are different people between channels)

robust dune
#

i assume not everyone checks every channel

lethal shuttle
#
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
vernal flame
#

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

nimble sequoia
lethal shuttle
#

as of now when it reaches the desired speed it starts turning on its own and flipping around

nimble sequoia
lethal shuttle
#

so where do i go from here?

#

which sections should i focus on

nimble sequoia
#

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?

lethal shuttle
#

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

nimble sequoia
#

Please don't guess - go and look at the mass and tell it

lethal shuttle
#

my mistake, its actualy 33,000

nimble sequoia
#

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;

lethal shuttle
#

i will try this next one

nimble sequoia
#

We're only partly the way there, patience!

lethal shuttle
#

alright

nimble sequoia
#

I allow around 10 hours for a tank physx.

lethal shuttle
#

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

nimble sequoia
#

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.

lethal shuttle
#

i checked, theyre in the correct positions

nimble sequoia
#

Good... So currently your tank goes too fast?
Increase
dampingRate = 2000;
dampingRateInAir = 2000;
and test again.
It might be very slow now.

lethal shuttle
#

yeah its stuck at 50 kmh per hour now

nimble sequoia
#

Good. What max speed do you want?

lethal shuttle
#

75

nimble sequoia
#

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.

lethal shuttle
nimble sequoia
#

So what did I suggest next?

lethal shuttle
#

ok, i thought going from 2000-1800 wouldnt be that much different

nimble sequoia
#

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.

lethal shuttle
nimble sequoia
#

In that case, something else is set-up incorrectly...

#

Can you show your LandContact LOD please?

#

Geometry LOD and Geo Phys LOD's

lethal shuttle
#

huh you might be on to something, my land contact is a bit forward to my tank

shy knot
#

PhysX fine tuning

#

I hated doing this

#

@lethal shuttle I have a physX txt file with a few pointers I could dm to you

nimble sequoia
#

I used to hate it, but now I more or less understand it all and have a process, it's ok.

lethal shuttle
#

im gonna fix the landcotact and see if that fixes the problem

shy knot
#

It was more or less getting the gearing and speed down to not exceeding the top speed lol

shy knot
nimble sequoia
#

ok, I'll leave him with you for now then

shy knot
#

The txt file only has like, 4 things. Mainly about springs

nimble sequoia
#

springs are done

shy knot
#

Ah, then I guess it’s not needed then

nimble sequoia
#

It could also be fine tuning the wheel 1 and 9 boundary memory points, as they can cause trouble if in the wrong place.

lethal shuttle
#

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

nimble sequoia
#

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

lethal shuttle
#

how should i proceed then?

shy knot
#

Would you like some template gearing code?

lethal shuttle
#

do they have explanations inthem?

shy knot
#

Not really

lethal shuttle
#

honestly any help i can get with physx will help, my friend and i have been slaving on this for days

shy knot
#

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

nimble sequoia
#

Without mass, horsepower, omega values, torque curves, that means nothing on it's own I'm afraid.

shy knot
#

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)}
    };```
nimble sequoia
#

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.

shy knot
#

Yeah, this is an old physX tbh

lethal shuttle
#

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?

autumn crater
#

That is, make it so a turret is incapable of controlling pylons

prime dust
#

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.

wintry tartan
#

Technically you can. But it also means you need to modify EVERY uniform class. Which is basically impossible

prime dust
#

ah, i see. thank you.

wintry tartan
#

(I also want to have a fix for this, NGL)

ashen chasm
#

wha

wintry tartan
#

wha?

ashen chasm
#

don't identities also include textures for hands/legs?

wintry tartan
#

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

ashen chasm
#

am i misunderstanding something?

wintry tartan
#

Texture is not involved actually. Only material

#

Not sure what you've done though

ashen chasm
#
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 ![tanking](https://cdn.discordapp.com/emojis/700311400098299944.webp?size=128 "tanking")
wintry tartan
#

meme.rvmat, what it is?

ashen chasm
#
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";```
wintry tartan
#

Oh yeah, so basically nothing

ashen chasm
#

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

wintry tartan
#

...And, yeah, still you can see the blood

ashen chasm
#

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";

wintry tartan
#
"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

ashen chasm
#

ah, keywords "default injury texture". I've missed that

nimble sequoia
#

Damage mat swapping doesn't work if you use hiddenSelectionsMaterials.

wintry tartan
#

It does after 2.14

ashen chasm
#

wasn't that fixed some patches ago?

wintry tartan
#

But basically there is no way to alter arm and leg damage material

nimble sequoia
#

They said it was fixed, but at least in vehicles it isn't.

wintry tartan
#

Huh? I thought it definitely is fixed

nimble sequoia
#

Test it

ashen chasm
wintry tartan
ashen chasm
#

material gets overwritten with the config-defined damaged one, though

wintry tartan
#

If class damage or something is defined properly it should work

#

Or probably I misread the entire conversation about overwriting it

nimble sequoia
#

No, test on current stable.

grand zinc
#

The vehicles that I tested was fixed

wintry tartan
#

Can you share your config Apollo?

grand zinc
#

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

ashen chasm
#

texture stays, material gets replaced notlikemeow

nimble sequoia
#

We asked for your test case but didn't get a response and also reported it still broken with examples.

grand zinc
#

I didn't see that

ashen chasm
#

both texture and material aren't defined in the vehicle config notlikemeow

nimble sequoia
#

Happy to be proved wrong but 3 different people have checked and saw same result.

grand zinc
#

My test was a plane from Spearhead that had Shiny and Matte texture options in virtual garage

#

"P47" plane

nimble sequoia
#

Was that on released stable or in Dev branch?

grand zinc
#

it was in 2.14

nimble sequoia
#

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.

ashen chasm
#

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 notlikemeow
current diag ["Arma 3","Arma3",215,151067,"Diag",true,"Windows","x64"]build, B_MRAP_01_F classname, damage applied with cursorObject setDamage 0.5

grand zinc
#

Mh even virtual garage is broken

novel lava
#

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

nimble sequoia
#

I think we got around that issue with VG, but it's the damage mat swapping which seems still broken.

grand zinc
#

notlikemeow
Looks like it works on the Body, but not the wings

novel lava
#

lol. great

nimble sequoia
#

It probably depends on which rvmat is used in the p3d

grand zinc
#

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

novel lava
#

I'm pretty sure i checked it too and it was working

#

but I might be misremembering was pretty busy time then

ashen chasm
#

literal "works on my machine" blobcloseenjoy

grand zinc
#

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

pallid sierra
#

That UI scale meowsweats

grand zinc
#

Like that's broken state in virtual garage. Super silver.
Maybe it is working afterall. Just too hard to see

novel lava
#

just to clarify - the rvmat specified in the p3d is the shiny ones

grand zinc
#

yeah no its working 🤣

#

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

novel lava
#

yeah that looks correct to me

grand zinc
#

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 😄

autumn crater
steady beacon
autumn crater
#

I appreciate you

#

I am having a weird issue where my pylons will switch which operator has them when you change loadouts

swift yacht
#

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?

main path
#

is there a way to concatenate localization strings in config?

#

Such as
displayName = $STR_some_string_1 + $STR_some_string_2;

shy knot
#

I’m not sure. But, I know you can with macros

main path
#

Probably not

#

localize cannot be used in macros, as it would hardcode string of current language instead of creating reference.

grand zinc
#

__eval should be able to do it

undone patio
#

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.

prime dust
grand zinc
undone patio
#

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

grand zinc
#

SWSObjects "SWSLogistics"
I assume just bad copy paste?

undone patio
#

......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....

main path
glacial spear
#

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

nimble sequoia
#

(60/360) * 2 * pi = 1.047 radians/sec

glacial spear
#

i needed it for maxHorizontalRotSpeed

#

i was sure i read somewhere 360 devide by 60 devide by 40 something

#

thanks

nimble sequoia
#

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

nimble sequoia
toxic solar
#

will aiDispersionCoefY and aiDispersionCoefX effect artilleryDispersion for AI?

languid aurora
wintry tartan
#

What exactly do you mean by

not visible to be spawned

languid aurora
#

Not listed in editor

#

and cannot be found in the config viewer

wintry tartan
#

Then the Mod is not loaded

languid aurora
#

it is loaded

wintry tartan
#

cannot be found in the config viewer
Then how come this is possible

languid aurora
#

Precisely why im here,
There are multiple other .pbos in the mod and they work perfectly

#

thats how i know the mod is loaded

wintry tartan
#

Are you sure csg12_AH1Z is loaded?

languid aurora
wintry tartan
#

configFile >> "CfgPatches" >> "csg12_AH1Z"
execute this in Debug Console

languid aurora
#

<NULL-config>

wintry tartan
#

Yup, this means... that is not loaded in the first place

languid aurora
#

it doesn't explain how the other .pbos work but this one doesn't

wintry tartan
#

You still need to verify that what you've done, what you've pack and where is the PBO

languid aurora
#

theres nothing much in the .pbo, the config, and a folder called data with a bunch of .paas

wintry tartan
#

It could happen that, you're packing the wrong folder or you're putting the PBO elsewhere than addons

nimble sequoia
#

Check your rpt which lists all the pbo's loaded.

winter rain
languid aurora
#

I loaded that exact same mod as a local mod,

#

i can see the AH-1Z now

#

ill upload it again and see

grand zinc
minor oriole
#

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

languid aurora
#

its only working as a local mod

obtuse atlas
#

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

obtuse atlas
#

okay, i might have fixed it

#

nevermind lol

chilly tulip
#

You're testing by just looking in the arsenal?

obtuse atlas
#

that's usually what i do yeah

chilly tulip
#

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.

obtuse atlas
#

every time i don't have one or the other it is unhappy at me when i try and binarize it and pack it

chilly tulip
#

Also there's no Headgear_Base_F predefinition, unless that fell off the top of the screenshot.

obtuse atlas
#

that's further up

chilly tulip
#

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.

obtuse atlas
#

this is based on a vanilla one, or at the very least a Contact helmet

chilly tulip
#

hmm. Contact CDLC or platform?

obtuse atlas
#

former

#

it's the Advanced Modular Helmet with the headphones

#

Headgear_H_HelmetHBK_headset_F

chilly tulip
#

Your inheritance is wrong:
["Default","ItemCore","HelmetBase","H_HelmetHBK_base_F","H_HelmetHBK_headset_base_F"]

obtuse atlas
#

Fingers crossed

#

Huh, still doesn't turn up

chilly tulip
#

Pastebin it and I'll check.

obtuse atlas
#

it's like 7k lines or so to that point

chilly tulip
#

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.

obtuse atlas
#

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

chilly tulip
#

gotta go now but I'll check later.

obtuse atlas
#

cheers bro

narrow swallow
#

my uav turret's 3rd person cam stays pointing forward instead of rotating with the turret. What part of the config handles that?

shy knot
#

I honestly do not know

#

I just go through adding in everything and it works

cold terrace
#

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?

wintry tartan
#

Please share the config

nimble sequoia
cold terrace
#

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

#

the config file and cfgPatches file are the same?

ashen chasm
#

and where are you searching it?

nimble sequoia
#

and where is scopeCurator = 2;?

ashen chasm
#

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 blobdoggoshruggoogly

cold terrace
cold terrace
# nimble sequoia and where is `scopeCurator = 2;`?

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

nimble sequoia
#

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

cold terrace
#

and how can I do that about compatible optics? 😦

#

If theres a guide you know... I think is better to dont bother you 😦

nimble sequoia
#

Arma 3 Samples, Test_scope3D_01 ?

ashen chasm
#

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) ![blobdoggoshruggoogly](https://cdn.discordapp.com/emojis/748124048025714758.webp?size=128 "blobdoggoshruggoogly")
cold terrace
ashen chasm
#

having two separate attachment compatibility formats feels like a mess (array vs subclass) notlikemeow

cold terrace
ashen chasm
#

try it blobdoggoshruggoogly

cold terrace
#

sure! 😄

ashen chasm
#

(inb4 it gets broken by loading CBA and CUP, as that seems to change CowsSlot inheritance path even for vanilla weapons. Yaaay, mess notlikemeow )

cold terrace
#

what is inb4? 😮

ashen chasm
#

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

cold terrace
#

Still not working 😦

#

is normal that if I local install the autor is not recognized?

ashen chasm
#

author can't be inherited

cold terrace
#

oh damn, I can define just only one type of scope, right? XD

cold terrace
ashen chasm
cold terrace
#

Now is working, but my model is not shown XD

#

Strange cuz in Object Builder I can see it correctly...

chilly tulip
#

@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.

obtuse atlas
#

Huh, okay

#

Cheers, I'll give it a shot

#

I'll insert it and give it a shot to see how it goes

chilly tulip
#

Oh, and I added the CfgWeapons wrapper but I hope that was there in your version.

obtuse atlas
#

it is, this has a bunch of vests and uniforms shit

cold terrace
obtuse atlas
#

trying nuclear option 2, gonna make it its own local mod completely separate from the basegame

chilly tulip
#

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

obtuse atlas
#

I've just taken the the config you did up, changed the texture path and had it as it's own .pbo

chilly tulip
#

You'll need a CfgPatches on it

obtuse atlas
#

Oh, right

chilly tulip
#

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"

obtuse atlas
#

so where would i put that

#

(still pretty rusty)

chilly tulip
#

In requiredAddons.

obtuse atlas
#

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

winged musk
#

Does anyone know if it is possible to control the distance an assemblable turret deploys from the player?

ashen chasm
cold terrace
obtuse atlas
#

@chilly tulip cheers bro, pic of the finished result

fast ruin
#

Anyone know where I can find the configs for the aaf and the apex ctrg?

stuck nest
#

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"
};
shy knot
#

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

nimble sequoia
# shy knot If I wanted something to animate on a vehicle when a certain weapon is selected,...

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.

shy knot
nimble sequoia
#

So you mean your turret has multiple weapons which the player can cycle through.

nimble sequoia
#

Do any of those built in animation sources change when selecting the weapon? I don't think so.

shy knot
#

Would user work? Or would a script be needed

narrow swallow
#

If you use pylons there is weapon bays animations for them.

nimble sequoia
#

That's what I described initially. But a user animation source still needs something to activate it, such as an eventhandler.

nimble sequoia
shy knot
#

Would that work on a vehicle?

winter rain
#

yes

shy knot
#

This for reference

#

The missile covers

winter rain
#

im using it for my hover mlrs

nimble sequoia
#

Good call Sentry. I've used it on mlrs too and forgot it! holdsterAnimValue of currently selected weapon

shy knot
#

I'll try that

#

Thx

winter rain
# shy knot I'll try that

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;

shy knot
#

@winter rain

#

Thanks

winter rain
ivory barn
#

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

wintry tartan
#

Always put your current try so it is easy to point what is the flaw

ivory barn
#
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

wintry tartan
#

Ah I think I misunderstood the question

#

Good question I've never heard if there is a config way to add one there 🤔

ivory barn
#

I would also accept a way to add flag markers in-game (without scripting magic, maybe a mod?) 😄

wintry tartan
#

And... I think that UI is from a Mod not vanilla

ivory barn
#

really? is it cba?

wintry tartan
#

Or ACE, dunno

ivory barn
#

wow, TIL. I've never noticed

#

yes, ACE. I'll ask over there. Thanks

wintry tartan
#

Then it could be adjustable I guess

obtuse atlas
winter rain
obtuse atlas
#

💪

lethal shuttle
#

how do i make it so my weapon's rearsight model dissapear when you attach a scope on?

late vapor
#

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.

nimble sequoia
chilly tulip
#

They don't have the same CfgPatches name do they?

late vapor
#
{
     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[] = {};
};
};```

nimble sequoia
#

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

chilly tulip
#

(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.

nimble sequoia
#

Perhaps let's explore what you mean by "not loading" the pbo. Do you see both pbo's in the rpt?

late vapor
#

Nope

nimble sequoia
#

Are both pbo's going in the same @ folder?

late vapor
#

yes

#

I can just send the whole @folder if you'd like, I didn't get very far so it's tiny

nimble sequoia
#

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...

chilly tulip
#

If you zip up the mod and send it I'll take a look.

#

because this is kinda curious.

late vapor
late vapor
#

I have another mod that has mismatched names from last year that worked fine, which is doubly confusing.

chilly tulip
#

Ah, you have the same prefix on both.

late vapor
#

this is an issue?

chilly tulip
#

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.

late vapor
#

I am

winter rain
late vapor
#

I removed the prefix from the addonbuilder options menu and now it works

#

life is pain

chilly tulip
#

yeah, apparently it autofills using the PBO name.

lethal shuttle
winter rain
lethal shuttle
shy knot
#

In your animations class

nimble sequoia
heady iron
# chilly tulip Conventionally you have a different prefix per PBO.

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?

chilly tulip
#

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

winter rain
#

is there any config entry to protect pilot-crew while collide with surface for helis?

nimble sequoia
winter rain
#

while the chopper is still alive

nimble sequoia
winter rain
nimble sequoia
#

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.

late vapor
#

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;
        };
    };
};

};```

winter rain
nimble sequoia
#

And do you intentionally have params["_unit"]; twice?

late vapor
#
26
27 params["_unit"];```
wintry tartan
#

You cannot write a script within a config. They are different

nimble sequoia
#

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.

late vapor
nimble sequoia
#

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.

humble spear
#

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

wintry tartan
#

+= is a thing

humble spear
shy knot
wintry tartan
#

Make sure your requiredAddons is correct

shy knot
#

magazines[]+=

humble spear
#

magazines[]+={"ONE_PylonRack_12Rnd_Smoke_missiles"}?

wintry tartan
#

Correct

shy knot
#

I used += on a vehicle to avoid having to re add in every single weapon

#

Life saver

late vapor
#

Got my function working, thanks for all the help 👍

winter rain
winter rain
#
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;`
humble spear
#

Thank you lads.. you are awesome.

winter rain
#

do not use
crewExplosionProtection = 100;
crewCrashProtection=0.1;
it breaks it again

nimble sequoia
winter rain
nimble sequoia
#

crewCrashProtection = 0.25; is typical iirc

#

You can always lower armor and increase armorStructural to say 4.

#

Also lower damageResistance = 0.004;

winter rain
#

thank you master, will give a try rock

toxic solar
#

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

sweet crescent
#

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.

gleaming sentinel
#

You could try clearing the open action for anyone who isnt a medic too

languid aurora
#
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

narrow swallow
#

Probably in wrong level of braces (I just had that yesterday 😅)

chilly tulip
#

Isn't it bag_3 that's undefined?

#

You defined bag_2 twice there.

languid aurora
#

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

chilly tulip
#

Gonna assume that the problem with the original config was also a typo.

languid aurora
chilly tulip
#

I just tested it anyway. Works fine.

languid aurora
#
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;
    };
};```
languid aurora
#

Undefined base class BackPack_Coy_1_2

languid aurora
narrow swallow
#

You sure it's loading the new changes?

chilly tulip
#

hiddenSelectionsMaterials is missing the array specifier ([]).

languid aurora
#

omg

#

that worked

languid aurora
#

Btw, scope=1; is not hiding the orignial

#

how do i remedy that

nimble sequoia
#

scope = 0;

languid aurora
#

Thank you

tender folio
#

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.

wintry fox
#

Attachment placement is all done on the model correct? Say I wanted to move where scopes are attached on the gun

wintry tartan
#

Correct

wintry fox
#

Alright cool, I was like 99% sure but I've only barely worked with models

wintry tartan
#

And about 0.01% of in-game models are editable

wintry fox
#

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

velvet jacinth
#

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;
    };
};

};

wintry tartan
#
  1. Main article about it is this: https://community.bistudio.com/wiki/Class_Inheritance
  2. 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
velvet jacinth
#

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?

wintry tartan
#

So the goal is a GPS slot item and basically a cosmetic (aka do nothing) not even showing a minimap or something?

velvet jacinth
#

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

wintry tartan
#

Reason to have it is to activate a script, gotcha

velvet jacinth
#

that's phrased better, yes ^^

wintry tartan
#

...And good question, I don't know what is the condition to fit it into the GPS slot 🤔

velvet jacinth
#

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' 😦

wintry tartan
#

Where did you find that?

velvet jacinth
#
        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'
wintry tartan
#

Ah hmm

#

I do not think they're related anyhow

velvet jacinth
#

i think so too. probably a random coincidence that they are similar numbers, I just really have no idea what I'm doing 🙂

ashen chasm
#

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?

wintry tartan
#

Well actually both GPS and UAV Terminal can fit into there

ashen chasm
#
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;
        };
    };
};```
velvet jacinth
#

i can't see anything that is shared by terminals and gps, pointing to the slot... and the terminals have simulation = "Weapon";

wintry tartan
#

Does that meme work as an actual thing?

ashen chasm
#

it gives me the minimap at least

wintry tartan
#

Well inventory thingies are really messed part of the Engine

velvet jacinth
#

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?

wintry tartan
#

A bit of it

ashen chasm
#

it seems yes (for GPS receivers). And for UAV Terminals - it seems to be ItemInfo>type=621 blobdoggoshruggoogly

#

yaay, consistency

velvet jacinth
#

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.

ashen chasm
#

player enableInfoPanelComponent ["left", "MinimapDisplayComponent", false] seems to disable minimap with GPS enabled (for the left panel, "right" would do for the right one) tanking

#

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}; blobdoggoshruggoogly

wintry tartan
#

Mmmmaybe that would do

ashen chasm
#

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 ![tanking](https://cdn.discordapp.com/emojis/700311400098299944.webp?size=128 "tanking")
ebon pivot
#

doesnt the gps allow player pos to show on map too tho

ashen chasm
#

oops. I only test on Recruit blobcloseenjoy

ebon pivot
#

i could be wrong

ashen chasm
ebon pivot
#

omg what

#

thats great

wintry tartan
#

No it won't work

#

It is an A2PMC almost exclusive function

ashen chasm
#

sad

velvet jacinth
#

@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.

ashen chasm
velvet jacinth
#

true! btw guys I appreciate you taking the time 🙂

hearty sandal
wintry tartan
#

Well the context is more of an item that can activate a script so

velvet jacinth
#

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.

hearty sandal
#

if that is what you are after

ashen chasm
#

and gps/map position/uav control behavior seems to be hardcoded for those blobdoggoshruggoogly

velvet jacinth
#

@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?

hearty sandal
#

Id forget the need to put it in a slot and just add it as inventory item and do scripting through there

velvet jacinth
#

fair enough!

steady veldt
#

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?

hearty sandal
#

most likely the folder structure in your pbo does not match what you write in config

digital pier
#

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 {
  // ...
}
wintry tartan
#

This should control if this firemode is available for the player or not

digital pier
#

understood, thanks...

north sluice
opal crater
#

it's for the Contact DLC alien drone thingy

north sluice
#

well that would explain why i cant find it in game

undone patio
#

Is 24 "radar AND missile"?

hearty sandal
#

which of the entries add up to 24

#

radar and missile yeh seems to be that

undone patio
#

That's such a weird way of doing it but thanks

hearty sandal
#

you can also represent it as 8+16

chilly tulip
#

It makes more sense in binary :P

digital pier
#

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?

digital pier
celest badger
#

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.
wintry tartan
#

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

opal crater
#

mass is both volume and weight in arma

#

thus it's not possible to say it's anything like real stuff.

ebon pivot
#

its density 😄

celest badger
#

argh... so, I have to manually adjust until I find the desired weight of my items, then...

shy knot
opal crater
#

sigh

opal crater
#

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.

shy knot
#

Unless there’s a definite answer for what “mass” is, I’ll just stick with KGs

nimble sequoia
ebon pivot
#

density is probably the closest real life answer

#

bear in mind this is named by the same studio which had dammage for years

opal crater
#

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.

hearty sandal
#

p3d mass is in KG

ashen chasm
#

config mass is in bananas

hearty sandal
#

pretty much yes

winter rain
celest badger
#

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.

hearty sandal
#

its from ACE

#

and if you got better way to do it they would probably consider adapting it.

velvet jacinth
#

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"))

velvet jacinth
#

thank you @nimble sequoia

wintry fox
#

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

late vapor
#

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?

gleaming sentinel
chilly tulip
#

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.

opal crater
#

IIRC the first entry is the addon "source"

#

99% of the cases only one makes sense.

gleaming sentinel
chilly tulip
#

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.

wintry fox
wintry fox
tender folio
#

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.

tender folio
#

stby

novel lava
#

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

late vapor
shy knot
winter rain
tender folio
#

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

winter rain
winter rain
tender folio
#

perhaps

winter rain
#

This happened with particle Effects on BulletBase, somehow very random directions and wasnt able to fix, but this would not deform

tender folio
#

yeah the behavior in general of bullet and shell models is quite odd tbh

winter rain
#

Yep

mortal dove
#

How do I use SelectRandom (or something similar) with BIS_fnc_playMusic?
Wanting to have a random "Music" selected and then used.

dry horizon
#

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 🙏

grand zinc
#

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

orchid delta
#

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 ?

wintry fox
#

Is this a macro or something?
If it's not, it probably needs to be in quotes

orchid delta
#

Yeah, I found that, but it doesn't solve the issue :/

gleaming sentinel
#

Maybe the font is bad? Try using a vanilla arma font

wintry fox
#

That is a vanilla font

orchid delta
#

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

dry horizon
hearty sandal
#

Mass

#

or too much of it

#

no mass, no simulation

shy knot
#

No geo

#

No geo phys

#

Etc

dry horizon
#

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

shy knot
dry horizon
shy knot
#

You’ll get arma’d either way

dry horizon
#

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

nimble sequoia
dry horizon
wintry fox
#

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

livid trail
#

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

shy knot
#

In cfgVehicles

livid trail
#

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" monkaHmm

livid trail
#

copy, will give ti a try

shy knot
#

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

livid trail
#

Copy that, I see. Thank you!

livid trail
# shy knot You need to add the magazines to the mortar itself

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

shy knot
#

Should be able to copy the mortar you’re inheriting off of inheritance tree and use that

livid trail
#

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

toxic solar
#

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

novel lava
#

can it be removed or something?

toxic solar
novel lava
#

you would get rid of it if the optic is always fitted

#

or set it to -1

lofty thistle
#

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"};
shy knot
lofty thistle
toxic solar
#

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;
};
lofty thistle
# pallid sierra 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"
wintry tartan
#

ADDON sounds not fine

lofty thistle
#

it is, been tested and working fine in previous versions

wintry tartan
#

You definitely want to put some individual name

#

Also post CfgVehicles.hpp

lofty thistle
wintry tartan
#

Okay, so let's clarify your situation, those EVLT_ ammoboxes does not have anything?

lofty thistle
wintry tartan
#

Invisible as in have no texture?

lofty thistle
wintry tartan
#

Remove hiddenSelectionsTextures[] = {};

lofty thistle
#

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!

pallid sierra
wintry tartan
lofty thistle
#

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 😅

pallid sierra
#

Oh I must have glossed over that you fixed it. Good ol phone formatting.

chilly tulip
toxic solar
onyx bison
#

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?

shy knot
nimble sequoia
#

AFM

onyx bison
#

But it should work when u replace the engineOn UserAction in your vehicle but with another condition

nimble sequoia
onyx bison
#

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

chilly tulip
#

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.

onyx bison
#

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

digital herald
#

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

molten musk
#

displayName: String

digital herald
#

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

winter rain
#

condition = "alive this";
statement = "[this, player] spawn 'NFA_fnc_handleLAATRespawnToggle';";

digital herald
#

Macros dont like double quotes do they?

digital herald
winter rain
#

displayName = "Toggle Mobile Respawn";

digital herald
#

Oh okay that did infact compile

#

Thank you

zenith drift
#

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?

pseudo zinc
#

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?

wintry fox
pseudo zinc
wintry fox
#

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

pseudo zinc
#

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

lean bloom
#

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 homer

shy knot
lean bloom
#

cheers

lean bloom
#

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.

shy knot
lean bloom
#

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?

shy knot
#

It won’t overwrite

#

Unless you specifically tell it to

#

You can limit it in Config

#

If you want

lean bloom
#

well, my assumption was these parameters from the config would limit it

shy knot
#

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

lean bloom
#

I see, I´ll give it a look, thanks!

#

I assume azimuth and the like are callculated by ace?

shy knot
#

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

lean bloom
#

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

shy knot
#

I think you’re main gun axes are flipped

#

In model.cfg

zenith drift
#

looking for ideas to diagnose why replacement gun sounds are not audible. Most likely culprits?

wheat sluice
#

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.

barren umbra
#

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.

opal crater
#

init EH with trigger ammo

barren umbra
#

That would work. How do I add the init event handler to an ammo? I never did anything like that before.

opal crater
#

Same as for the objects

barren umbra
#

Thank you very much, it worked.

lean bloom
# shy knot I think you’re main gun axes are flipped

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

chrome grail
#

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

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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"
    };
};

};``

lean bloom
nimble sequoia
lean bloom
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I see

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wish I knew it before I spent 5 hours trying every other possible thing kekw

nimble sequoia
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If you had shown a screenshot of your p3d it would have been immediately obvious, but hindsight is a wonderful thing.

lean bloom
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indeed, thanks anyway!

nimble sequoia
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Well done, keep modding!

late vapor
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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.

chilly tulip
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You need to declare inheritance to the parent class, not itself.

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And don't touch Turrets if you're not changing it.

ashen chasm
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well, FFV positions are turrets

chilly tulip
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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.

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Oh wait, it's rebuilding Turrets rather than inheriting it.

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Except it won't work.

ashen chasm
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    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 {};
        };``` ![notlikemeow](https://cdn.discordapp.com/emojis/700311897937018890.webp?size=128 "notlikemeow")
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inb4 "just add Init EH to lock the positions in question"

chilly tulip
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Maybe having the extra turrets is fine if you reduce the cargo proxies? :P

late vapor
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I'm trying to remove cargo turrets 1 through 4

chilly tulip
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If not I'm not seeing a good solution.

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CargoTurret_N are likely only defined inside Turrets so I don't think you can inherit them.

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And if the subclasses are redefining/modifying the cargo turrets then you can't delete them in the base class.

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You might need to scratch-write almost all the turret data.

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oh, also the subclasses are going to break anyway then.

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So you'd need to override those too.

late vapor
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what a pain

late vapor
chrome grail
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no one gonna help me den cool

wintry fox
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class CfgWeapons
{
    class eclipse_122_uniform: ...
    {
        ...
    };
};

class CfgVehicles
{
    class eclipse_122: ...
    {
        uniformClass = "eclipse_122_uniform";
    };
};
ashen chasm
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And rhs_uniform_6sh122... is a CfgWeapons class, not CfgVehicles one iirc

wintry fox
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Probably, if it has uniform in the name

chrome grail
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ooooooh

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alright ill fuck wit it see what happens

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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

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also quick question for some reason i looked around theres no hidden texture classifications for this uniform

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so how do I even go about retexutring it

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should I just guess what hidden selections there are and hope for the best lol

wintry fox
chrome grail
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it can

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because it does have 2 paa files

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122_vest_co.paa and 122_pants_co.paa

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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

wintry fox
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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

chrome grail
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also uniform class is as states "uniformClass = "rhs_6sh122_gloves_v1_base";"

wintry fox
chrome grail
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Well i meant in the ace arsenal like thing in the main menu

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where you can go make loadouts lol

wintry fox
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Ah the arsenal mission

chrome grail
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yeah my apologies for not clarifying

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so where do i find this "uniformClass = "rhs_6sh122_gloves_v1_base";"

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cuz its not in cfg weapons right

wintry fox
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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

chrome grail
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will this make the finding experience easier?

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also i found it these are the hidden selections alrighty