#arma3_config

1 messages · Page 21 of 1

toxic solar
#

and recoilProne does NOT work correct?

dusk jungle
#

All recoils are in CfgRecoils class

toxic solar
#

well no not that part

dusk jungle
toxic solar
#
recoil = "recoil_single_sdar";

in hte firemode class, or in the base level of the weapon config

toxic solar
dusk jungle
dusk jungle
toxic solar
#

in configs its in both firemod and base level of weapon config

dusk jungle
toxic solar
dusk jungle
#

count("getNumber(_x >> 'aiDispersionCoefY') > 0" configClasses (configFile >> "CfgWeapons")) => 1445

#

Looks like fire mode stuff exists in base weapon configs in all weapons

#

So I guess recoil is in both base config AND fire modes config then

#

count("getArray(_x >> 'modes') isEqualTo ['this']" configClasses (configFile >> "CfgWeapons")) => 834

#

Tons of wepaons have modes[] = {"this"}, which means fire mode is defined right in the weapon

toxic solar
#

what does that even mean if its in firemode and base config of weapon?

#

like if u put MX recoil on base and firemode?

dusk jungle
#

modes lists which firemode weapon has

#

if its this, weapon itself is used for firemode values, otherwise its subclass of the weapon

dusk jungle
ashen chasm
#

or even subclass subclasses for alternative muzzles

toxic solar
#

so from where is the recoil then taken

#

firemode or base config

#

recursive firemodes ablobdizzy

ashen chasm
#

nah, there's just 2 recoil systems in play here blobcloseenjoy

dusk jungle
ashen chasm
#

^

dusk jungle
#

🤔

toxic solar
#

Okay so MX rifle for example, I dont think this is the modes, so its just modes[] = {semiauto, fullauto}, the recoil will be watever the firemode says, NOT wat the base config says since this is not present in the modes array

#

oh thats a nice image on the forum for the effects of the cfgRecoils #s

ashen chasm
#

oh boy, recoil discussions (and testing) were fun

toxic solar
#

oh?

wintry fox
toxic stirrup
#

Seems that custom "throw" is not working after couple of A3 patches. Does anyone know how to add a new grenade type to the "Throw" weapon?

#

I was using faction_throw with all Throw options but grenades are not recognized anymore... they are in inventory but dont appear, seems Throw "weapon" is now only one able to use them.

toxic stirrup
#

Found it. muzzles[] += {""};

orchid delta
#

I don't understand this error (I dont even know what this weird "T" thing means) :/ Can someone help me ? To clarify, it's a config with a lot of retextures of modded vehicles

#
    class Aka_Cellule_Decontamination : Aka_Cellule_base{};
    class BLV_Cell_Décontamination : Aka_Cellule_Decontamination
    {
        scope = public;
        crew = "C_man_1";
        side = 2;
        faction = IND_F;
        displayName = "Cellule Décontamination";
        author = "Belgica Life";
        hiddenSelectionsTextures[] = {"BelgicaLifePubVeh\textures\BLV_Cell_Décontamination.paa"};
    };
};```
#

That's the end of my config

swift fox
#

@orchid delta Maybe that non-ASCII character in BLV_Cell_Décontamination?

My question: I use an invisible target object to attach at unoccupied vehicles for them to be attacked by enemies:

    class OT_targetvehicle: I_TargetSoldier
    {
        model = "\A3\Structures_F\System\ClutterCutter_small_F.p3d";
        mass = 1;
        displayName = "";
        scope = 2;
        scopeCurator = 2;
        threat[] = {0.25,0.65,0.3};
        accuracy = 0.2;
        camouflage = 10;
        cost = 2e+006;
        type = 1;
        icon = "";
        side = 2;
        vehicleClass = "Armored";
        irTarget = 1;
        armor = 400;
        crewExplosionProtection = 0.9995;
        crewVulnerable = 0;
        damageResistance = 0.00547;
        tBody = 250;
        ace_dragging_canDrag = 0;
        ace_dragging_canCarry = 0;
        explosionEffect = "";
        destrType = "DestructNo";
        class ACE_Actions {};
    };

And the log is filled with such errors:

Error: Neither Geometry nor LandContact level is present in model a3\structures_f\system\cluttercutter_small_f.p3d

How can I fix it?

orchid delta
#

... I hate myself x)

calm pilot
#

Hi folks, still the same question i asked before: If the at rockets from my custom launcher pass through buildings and non metal surfaces, what am i missing?

hearty sandal
#

so no proper collision detection

calm pilot
#

aight, so i'm gonna remake the geo lods, thanks HG

#

Then i shall assign autocenter and mass, have i done that right?

hearty sandal
#

try simple box geometry with say 50 mass

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mm ammunition should have autocenter 0 too yeah if I remember right

#

ye just checked. autocenter 0 it is

#

and simple rectangular box is enough for geoemtry shape

#

dont need to be any fancy tube or any wings/fins

calm pilot
#

okk

hearty sandal
toxic solar
#

ngl I dont think I have set correct masses for my ammunition so time to check those

hearty sandal
#

the 50 was just something that should work

sly ice
#

Quick question regarding vehicle in vehicle.

Is there a reason Turrets like the Preatorian wont work in VIV? I've set canBeTransported = 1; in the Preatorian and checked the mass of it to ensure its within the HEMTT's mass restrictions.

Does the VIV cargoTypewhitelist exclude turrets by default even if undefined?

#

Even the latter doesnt work, setting CargoTypewhitelist on the HEMTT to allow staticWeapon inheriting classes doesn't work

calm pilot
# hearty sandal the 50 was just something that should work

And it doesn't work. So to make a quick recap: i have redone the geo lod from scratch, pasted in the new one, did the component convex hull, assigned mass (first of 2.7 then tested 50) and assigned the "autocenter" property with value of 0. Still nothing.

narrow swallow
undone patio
#

Having a spot of trouble with custom helicopter pylons - how does the hardpoints listing actually work?

wintry tartan
#

hardpoints listing
What do you mean?

undone patio
#
class PylonLeft1
{
attachment="PylonRack_4Rnd_LG_scalpel";
priority=5;
hardpoints[]=
{
"O_MISSILE_PYLON",
"O_BOMB_PYLON_HELI",
"UNI_SCALPEL"
};
turret[]={0};
UIposition[]={0.059999999,0.40000001};
};
#

These hardpoints, I'm wondering where they're defined

wintry tartan
#
class PylonRack_1Rnd_Missile_AA_04_F: 2Rnd_Missile_AA_04_F
{
    hardpoints[] = {"B_MISSILE_PYLON"};
};```In CfgMagazines
undone patio
#

no what I mean is

#

where is B_MISSILE_PYLON defined

#

how does that work

wintry tartan
#

There

#

It defines that

undone patio
#

The definition is inside of a different class?

wintry tartan
#

different class?

undone patio
#

hardpoints[] = {"B_MISSILE_PYLON"};

This would make me think that there is a class B_MISSILE_PLYON somewhere

wintry tartan
#

No

undone patio
#

So it's just "this weapon is of category B_MISSILE_PLYON"

wintry tartan
#

Yes

undone patio
#

it's like a tag?

#

Okay.

rancid lotus
#

Hey! Quick question

#

Is there any way to *un-*Rapify a .SQM file?

#

Besides manually running it through 3den?

#

Wait- it'd be DeRap, wouldn't it?

dusk jungle
rancid lotus
#

o7

lime needle
#

I do not understand why this heli is not receiving the correct painjob ? I use the same lines for every other vehicles and it works fine?

class vn_air_mi2_02_base
{
    class TransportWeapons;
    class TransportMagazines;
    class TransportItems;
    class Turrets
    {
        class CopilotTurret;
    };
};
class vn_o_air_mi2_02_02 : vn_air_mi2_02_base{};
####################################################
class msft_vehicle_pla_mi2_transport: vn_o_air_mi2_01_02
{
    displayName = "Mi-2P Hoplite (Transport)";
    hiddenSelections[] = {"camo1","camo2","d_decal_vents","d_nose_1","d_roundel_1","d_num_1","d_num_2","d_num_3","d_num_4"};
    textureList[] = {"silver_mi2_pla",1,"camo1",0,"camo2",0,"camo3",0};
    class TextureSources
    {
        class camo2;
        class silver_mi2_pla : camo2 // Custom texture
        {
            displayName = "Silver (PLA)";
            textures[] = {"\pulau_misfits\data\mi2_pla_tail.paa","\pulau_misfits\data\mi2_pla.paa",
            "vn\air_f_vietnam\mi2\decals\grill_gray_ca.paa","",
            "","vn\air_f_vietnam\mi2\decals\red\1_ca.paa",
            "vn\air_f_vietnam\mi2\decals\red\9_ca.paa","vn\air_f_vietnam\mi2\decals\red\6_ca.paa","vn\air_f_vietnam\mi2\decals\red\8_ca.paa"};
            faction = O_PLA;
        };
    };
nimble sequoia
#

missing _ca in texture names, trailing comma in array, use of same displayName

lime needle
#

What I don't understand tho, is that my texture does appears as the one and only texture my heli has (in the virtual garage) , but it is simply not equiped and reverts to the default one

nimble sequoia
#

What are you packing with? I recommend pboProject. It doesn't look like class camo2 is defined anywhere in your mod.

lime needle
#

class camo2 is the camo class of the heli's base paint

lime needle
#

pboproject

lime needle
#

Ok so I am hella confused here
I cannot make two out of my 5 helis to work. All of them are inheriting from the base SOG ones and 3 of them work, but two of them are stubborn and simply won't.
I do not know why but the Turrets class doesn't inherit properly on those two
Working heli (first pic) :

class vn_air_mi2_04_01_base
{
    class TransportWeapons;
    class TransportMagazines;
    class TransportItems;

};
class vn_o_air_mi2_04_01 : vn_air_mi2_04_01_base
{
    class Turrets
    {
        class CopilotTurret;
        class MainTurret;
    };
};
class msft_vehicle_pla_mi2_cas_rocket: vn_o_air_mi2_04_01
{
  [...]
    crew = "msft_pla_pilot_heli";
    class Turrets : Turrets
    {
        class CopilotTurret : CopilotTurret
        {
            gunnerType = "msft_pla_pilot_heli";
        };
        class MainTurret : MainTurret
        {
            gunnerType = "msft_pla_pilot_heli";
        };
    };
  [...]
};

Now, the heli that does NOT work (2nd picture)

class vn_air_mi2_03_02_base
{
    class TransportWeapons;
    class TransportMagazines;
    class TransportItems;
};
class vn_o_air_mi2_03_02 : vn_air_mi2_03_02_base
{
    class Turrets
    {
        class CopilotTurret;
        class MainTurret;
    };
};
class msft_vehicle_pla_mi2_cas_mg: vn_o_air_mi2_03_02
{
  [...]
    crew = "msft_pla_pilot_heli";
    class Turrets : Turrets
    {
        class CopilotTurret : CopilotTurret
        {
            gunnerType = "msft_pla_pilot_heli";
        };
        class MainTurret : MainTurret
        {
            gunnerType = "msft_pla_pilot_heli";
        };
    };
  [...]
};

I have NO CLUE what is going on and i've been stuck on this for days now

chilly tulip
#

@lime needle You have the wrong inheritance for vn_o_air_mi2_03_02. It inherits from vn_o_air_mi2_03_01.

lime needle
#

vn_o_air_mi2_03_02 exists and the only difference with vn_o_air_mi2_03_01 is the paintjob

chilly tulip
#

What's your point?

#

You're intentionally changing the inheritance?

lime needle
#

well I was inheriting from the heli that had the correct paintjob to start with
Dunno why or how, but that fixed it anyway

digital pier
#

Q: 901 is allowed slot (backpack) right... is that codified anywhere in a backpack CONFIG?
conversely, uniforms, vests, types are 701 and 801 respectively, correct? so is 901 codified for backpack?
or is the only recourse the isBackpack property?
ACE as some reference there...
https://github.com/search?q=repo%3Aacemod%2FACE3+TYPE_UNIFORM&type=code

GitHub

GitHub is where people build software. More than 100 million people use GitHub to discover, fork, and contribute to over 420 million projects.

lethal shuttle
#
class PTNI_Vest_Empty: Vest_Camo_Base
{    
    scope = 2;
    displayName  = "SAKTI RBS";ground
    picture = "\A3\characters_f\Data\UI\icon_V_TacVest_blk_CA.paa"; 
    model   = "\ptni_helmet\ptni_vest_empty.p3d";
    hiddenSelectionsTextures[] = {"\ptni_helmet\Data\ptni_vest_empty_CO.paa"};

    class ItemInfo: ItemInfo
    {
        uniformModel   = "\ptni_helmet\ptni_vest_empty.p3d";
        LOAD(50,500) 
        overlaySelectionsInfo[] = {"ghillie_hide"};
#

i cannot make any load capacity into this vest

#

the load line is defined in basicDefines_A3.hpp

digital pier
#

also show the whole class

lethal shuttle
#

I hope that was not confusing

#
class PTNI_Vest_Empty: Vest_Camo_Base
{    
    scope = 2; /// scope needs to be 2 to have a visible class
    displayName  = "SAKTI RBS"; /// how would the stuff be displayed in inventory and on ground
    picture = "\A3\characters_f\Data\UI\icon_V_TacVest_blk_CA.paa"; /// this icon fits the vest surprisingly well
    model   = "\ptni_helmet\ptni_vest_empty.p3d"; /// what model does the vest use
    hiddenSelectionsTextures[] = {"\ptni_helmet\Data\ptni_vest_empty_CO.paa"}; /// what texture is going to be used

    class ItemInfo: ItemInfo
    {
        uniformModel   = "\ptni_helmet\ptni_vest_empty.p3d"; /// what model does the vest use
        LOAD(50,500) /// macro from basicdefines_A3.hpp
        overlaySelectionsInfo[] = {"ghillie_hide"}; /// name of selections to be hidden while wearing certain uniforms
        
        class HitpointsProtectionInfo
        {
            class Neck
            {
                hitpointName    = "HitNeck"; // reference to the hit point class defined in the man base class
                armor        = 8; // addition to armor of referenced hitpoint
                passThrough    = 0.5; // multiplier of base passThrough defined in referenced hitpoint
            };
            class Arms
            {
                hitpointName    = "HitArms";
                armor        = 8;
                passThrough    = 0.5;
            };
            class Chest 
            {
                hitpointName    = "HitChest"; 
                armor        = 24; 
                passThrough    = 0.1; 
            };
            class Diaphragm
            {
                hitpointName    = "HitDiaphragm";
                armor        = 24;
                passThrough    = 0.1;
            };
            class Abdomen
            {
                hitpointName    = "HitAbdomen"; 
                armor        = 24;
                passThrough    = 0.1;
            };
            class Body
            {
                hitpointName    = "HitBody";
                passThrough    = 0.1;
            };
        };
    };
};```
digital pier
#

what's the path for cfgvests.cpp?

lethal shuttle
#

its in the same folder as config.cpp and basicDefines_A3.hpp

digital pier
#

no I mean is it an ARMA config? baked into ARMA?

lethal shuttle
#

I'm not sure what you mean

digital pier
#

is it an ARMA file, or is it your file?

lethal shuttle
#

this is my own vest file

digital pier
#

show the header file

lethal shuttle
#
#define true 1
#define false 0

#define VSoft 0
#define VArmor 1
#define VAir 2

// type scope
#define private 0
#define protected 1
#define public 2

#define CanSeeRadar 1
#define CanSeeEye 2
#define CanSeeOptics 4
#define CanSeeEar 8
#define CanSeeCompass 16
#define CanSeeRadarC CanSeeRadar+CanSeeCompass
#define CanSeeAll 31
#define CanSeePeripheral 32

//lock acquiring
#define manualLA      0
#define automaticLA   1

//lockable target type
#define lockGroundTT      0
#define lockAirGroundTT   1
#define lockAirTT         2
#define lockGround      0
#define lockAirGround   1
#define lockAir         2

//missile lock type
#define fireAndForgetLT   0
#define keepLockedLT      1
#define manualLT          2

#define SPEED_STATIC 1e10

#define LockNo        0
#define LockCadet    1
#define LockYes        2

enum {StabilizedInAxesNone,StabilizedInAxisX,StabilizedInAxisY,StabilizedInAxesBoth,StabilizedInAxesXYZ};

#define StabilizedInAxesNone 0
#define StabilizedInAxisX 1
#define StabilizedInAxisY 2
#define StabilizedInAxesBoth 3
#define StabilizedInAxesXYZ 4

#define CM_none        0
#define CM_Lock_Visual 1
#define CM_Lock_IR     2
#define CM_Lock_Laser  4
#define CM_Lock_Radar  8
#define CM_Missile     16


#define CMImmunity_GOOD 0.9
#define CMImmunity_MIDDLE 0.65
#define CMImmunity_BAD    0.5

#define mag_xx(a,b) class _xx_##a {magazine = a; count = b;}
#define weap_xx(a,b) class _xx_##a {weapon = a; count = b;}
#define item_xx(a,b) class _xx_##a {name = a; count = b;}
#define bag_xx(a,b) class _xx_##a {backpack = a; count = b;}

#define DEFAULT_SLOT 0
#define MUZZLE_SLOT 101
#define OPTICS_SLOT 201
#define FLASHLIGHT_SLOT 301
#define NVG_SLOT 602
#define GOGGLE_SLOT 603
#define HEADGEAR_SLOT 605
#define UNIFORM_SLOT 801

#define HMD_SLOT       616
#define BINOCULAR_SLOT 617
#define MEDIKIT_SLOT   619
#define RADIO_SLOT    611

#define VEST_SLOT      701
#define BACKPACK_SLOT  901

#define LOAD(weight,capacity) maximumLoad = ##capacity##; \
                              mass = ##weight##;
                              
#define HeadArmourCoef 2.5
#define BodyArmourCoef 10
#define HandArmourCoef 5
#define LegArmourCoef 5```
digital pier
#

been working on a couple of CONFIG finders... one such properties for vest in particular in this case. these are key, I think. don't know what I don't know, in terms of what else you may need there, however.

[_vcfg, ['type', 'mass', 'maximumload'], false] call kplib_fnc_common_findconfigproperties apply {[configname _x, getnumber _x]};
// [["type",131072],["mass",80],["type",701]]

Not hundred percent sure what the first type is, but I think is a bit mask, 0x20000.
Key types are mass and the second type.
AFAIK, maximumLoad is not a thing for either vests or for uniforms. possibly, only backpacks.

#

config paths are:

[
  bin\config.bin/CfgWeapons/ItemCore/type
  , bin\config.bin/CfgWeapons/rhsusf_spc_marksman/ItemInfo/mass
  , bin\config.bin/CfgWeapons/VestItem/type
]

HTH

lethal shuttle
#

if not maximumload, then what is it?

digital pier
#

AFAIK, mass... for uniforms and vests

lethal shuttle
#

ok, i found it

#

apparently its containerClass

digital pier
#

what's that? the object object corresponding to the spec?

#

you still want to define type, and mass, because modders look at this apart from the actual object instance class.

#

in my case above, [["containerClass","Supply80"]], "Supply80" is the object that actually gets created.
but that does not exonerate the root class having the necessary bits.

lethal shuttle
#

works for me just fine now, i used containerClass = "Supply80";

digital pier
#

depending what you are aiming for, I think that one is defined by 80 mass. there are a handful of similarly named container classes.

paper flume
#

Can someone help me out with this? My faction's backpack inventories are overwriting the vest inventories and filling them with the backpack's inventory instead of just the vest inventory.

#

For example, for lines 863 -> 878, that character's vest is filled with the inventory from "MSF_AFEN_EG_Rifleman_pack" in addition to the items from magazines [] and respawnMagazines [], making it overflow and pushing out some of the items from magazines [] and respawnMagazines[]

#

EX. Screenshots of problem area

digital pier
true fossil
paper flume
true fossil
paper flume
#

The backpack contents is the medical stuff, duplicates of the medical stuff appears in the vest

#

So I don't put it in the items[]/respawnItems[]

#

I am trying removing the classes from MSF_AFEN_CT_Autorifleman_pack so it's just the items

#

I ran it like this as opposed to the way it was before (with the classes defined) and it still duplicated the backpack inventory into the vest

true fossil
#
  • Your backpack here: #arma3_config message was properly configured as far as I can tell (if glove23 is, then it is)
  • I'm not sure what you're saying here #arma3_config message. My last message was attempting to convey that if you don't want duplicates of items in backpack and vests, and you only want them in your backpack. Don't put them into items[] or respawnItems[]. An example using just vanilla & ACE assets:
class cfgVehicles {
  //**** Define backpack ****//
  class B_Carryall_mcamo;
  class B_Carryall_mcamo_Example: B_Carryall_mcamo {
    scope = 1;
    class TransportMagazines{};
    class TransportItems
    {
      class _xx_ACE_tourniquet {count=8;name="ACE_tourniquet";};
      class _xx_ACE_splint {count=4;name="ACE_splint";};
      class _xx_ACE_plasmaIV_500 {count=2;name="ACE_plasmaIV_500";};
      class _xx_ACE_morphine {count=2;name="ACE_morphine";};
      class _xx_ACE_epinephrine {count=2;name="ACE_epinephrine";};
      class _xx_ACE_quikclot {count=5;name="ACE_quikclot";};
      class _xx_ACE_packingBandage {count=10;name="ACE_packingBandage";};
    };
    class TransportWeapons{};
  };
  //**** Define Unit ****//
  class B_Soldier_F;
  class B_Soldier_F_Example: B_Soldier_F {
    displayName = "Rifleman (Backpack)";
    backpack = "B_Carryall_mcamo_Example";
  };
};```
paper flume
#

the correct code you're referencing still results in the vest being overwritten

#

I sent some messages here about drongo's config generator dumping the contents of the backpack into the items[] and respawnItems[] but I was wrong, it is completely clear

#

Code Input

#

Resulting Backpack Inventory

#

Resulting Vest Inventory

#

Resulting Uniform Inventory

#

So the backpack inventory duplicates into all of the inventories

true fossil
# paper flume

The config you're using on the left is not using a backpack, let alone the one shown on the right. The next pictures are a different unit (not MSF_AFEN_EG_Rifleman_Dress_Uniform). Specifically it looks like you're using MSF_AFEN_EG_Rifleman which has a config of

  class MSF_AFEN_EG_Rifleman: O_T_Soldier_unarmed_F
  {
    faction="MSF_AFEN";
    side=0;
    editorSubcategory= "MSF_AFEN_Embassy_Guards";
    displayName="Embassy Guard";
    uniformClass="CUP_U_O_TK_Green";
    weapons[]={"UK3CB_BAF_Javelin_CLU","MSF_AFEN_CUP_smg_saiga9_CUP_optic_1P87_RIS","MSF_AFEN_CUP_hgun_TT","Put","Throw"};
    respawnWeapons[]={"UK3CB_BAF_Javelin_CLU","MSF_AFEN_CUP_smg_saiga9_CUP_optic_1P87_RIS","MSF_AFEN_CUP_hgun_TT","Put","Throw"};
    items[]={"ACE_Flashlight_XL50","ACE_MapTools","ACE_microDAGR","ACE_EarPlugs","ACE_EarPlugs","ACE_EarPlugs","ItemAndroid","ACE_EntrenchingTool","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_quikclot","ACE_quikclot","ACE_quikclot","ACE_quikclot","ACE_quikclot","ACE_epinephrine","ACE_epinephrine","ACE_morphine","ACE_morphine","ACE_splint","ACE_splint","ACE_tourniquet","ACE_tourniquet","ACE_tourniquet","ACE_tourniquet"};
    respawnItems[]={"ACE_Flashlight_XL50","ACE_MapTools","ACE_microDAGR","ACE_EarPlugs","ACE_EarPlugs","ACE_EarPlugs","ItemAndroid","ACE_EntrenchingTool","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_quikclot","ACE_quikclot","ACE_quikclot","ACE_quikclot","ACE_quikclot","ACE_epinephrine","ACE_epinephrine","ACE_morphine","ACE_morphine","ACE_splint","ACE_splint","ACE_tourniquet","ACE_tourniquet","ACE_tourniquet","ACE_tourniquet"};
    magazines[]={"ACE_M84","ACE_M84","SmokeShell","SmokeShell","CUP_8Rnd_762x25_TT","CUP_8Rnd_762x25_TT","CUP_8Rnd_762x25_TT","SmokeShellRed","SmokeShellRed","SmokeShellGreen","SmokeShellGreen","CUP_30Rnd_9x19AP_Vityaz","CUP_30Rnd_9x19AP_Vityaz","CUP_30Rnd_9x19AP_Vityaz","CUP_30Rnd_9x19AP_Vityaz","CUP_30Rnd_9x19AP_Vityaz"};
    respawnMagazines[]={"ACE_M84","ACE_M84","SmokeShell","SmokeShell","CUP_8Rnd_762x25_TT","CUP_8Rnd_762x25_TT","CUP_8Rnd_762x25_TT","SmokeShellRed","SmokeShellRed","SmokeShellGreen","SmokeShellGreen","CUP_30Rnd_9x19AP_Vityaz","CUP_30Rnd_9x19AP_Vityaz","CUP_30Rnd_9x19AP_Vityaz","CUP_30Rnd_9x19AP_Vityaz","CUP_30Rnd_9x19AP_Vityaz"};
    linkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","UK3CB_BAF_Javelin_CLU","acp_Solid_Olive_H_MilCap_Solid_Olive","CUP_V_B_PASGT_OD","G_Sport_Blackred"};
    respawnLinkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","UK3CB_BAF_Javelin_CLU","acp_Solid_Olive_H_MilCap_Solid_Olive","CUP_V_B_PASGT_OD","G_Sport_Blackred"};
    backpack="MSF_AFEN_EG_Rifleman_pack";
  };```
Which doubles the backpack contents in `items[]`, which results in your duplicates
#

if that doesn't help, someone else please step in

paper flume
paper flume
# true fossil The config you're using on the left is not using a backpack, let alone the one s...

class MSF_AFEN_EG_Officer: O_T_Soldier_unarmed_F
  {
faction="MSF_AFEN";
side=0;
editorSubcategory= "MSF_AFEN_Embassy_Guards";
displayName="Embassy Guard Officer";
    uniformClass="CUP_U_O_TK_Green";
    weapons[]={"UK3CB_BAF_Javelin_CLU","MSF_AFEN_CUP_sgun_Saiga12K_CUP_optic_1p63","MSF_AFEN_CUP_hgun_TT","Put","Throw"};
    respawnWeapons[]={"UK3CB_BAF_Javelin_CLU","MSF_AFEN_CUP_sgun_Saiga12K_CUP_optic_1p63","MSF_AFEN_CUP_hgun_TT","Put","Throw"};
    items[]={"ACE_Flashlight_XL50","ACE_MapTools","ACE_microDAGR","ACE_EarPlugs","ACE_EarPlugs","ACE_EarPlugs","ItemAndroid","ACE_EntrenchingTool"};
    respawnItems[]={"ACE_Flashlight_XL50","ACE_MapTools","ACE_microDAGR","ACE_EarPlugs","ACE_EarPlugs","ACE_EarPlugs","ItemAndroid","ACE_EntrenchingTool"};
    magazines[]={"ACE_M84","ACE_M84","SmokeShell","SmokeShell","CUP_8Rnd_762x25_TT","CUP_8Rnd_762x25_TT","CUP_8Rnd_762x25_TT","SmokeShellRed","SmokeShellRed","SmokeShellGreen","SmokeShellGreen","CUP_5Rnd_B_Saiga12_Buck_2","CUP_5Rnd_B_Saiga12_Buck_2","CUP_5Rnd_B_Saiga12_Buck_2","CUP_5Rnd_B_Saiga12_Buck_2","CUP_5Rnd_B_Saiga12_Buck_2","CUP_5Rnd_B_Saiga12_Buck_2","CUP_5Rnd_B_Saiga12_Buck_2","CUP_5Rnd_B_Saiga12_Buck_2"};
    respawnMagazines[]={"ACE_M84","ACE_M84","SmokeShell","SmokeShell","CUP_8Rnd_762x25_TT","CUP_8Rnd_762x25_TT","CUP_8Rnd_762x25_TT","SmokeShellRed","SmokeShellRed","SmokeShellGreen","SmokeShellGreen","CUP_5Rnd_B_Saiga12_Buck_2","CUP_5Rnd_B_Saiga12_Buck_2","CUP_5Rnd_B_Saiga12_Buck_2","CUP_5Rnd_B_Saiga12_Buck_2","CUP_5Rnd_B_Saiga12_Buck_2","CUP_5Rnd_B_Saiga12_Buck_2","CUP_5Rnd_B_Saiga12_Buck_2","CUP_5Rnd_B_Saiga12_Buck_2"};
    linkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","UK3CB_BAF_Javelin_CLU","H_Beret_blk","CUP_V_B_PASGT_OD","A3_Sport_Sunglasses_blk"};
    respawnLinkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","UK3CB_BAF_Javelin_CLU","H_Beret_blk","CUP_V_B_PASGT_OD","A3_Sport_Sunglasses_blk"};
    backpack="MSF_AFEN_EG_Officer_pack";
  };
#

Sadly, it didn't work, the backpack inventory is still in the uniform and vest

#

I accidentally posted the wrong one

#

but I did remove the medical from this one

#

  class MSF_AFEN_EG_Officer_pack: Mech10
  {
    scope=1;
    class TransportMagazines{};
    class TransportItems
    {
     class _xx_ACE_splint {count=2;name="ACE_splint";};
     class _xx_ACE_tourniquet {count=4;name="ACE_tourniquet";};
     class _xx_ACE_morphine {count=2;name="ACE_morphine";};
     class _xx_ACE_epinephrine {count=2;name="ACE_epinephrine";};
     class _xx_ACE_packingBandage {count=10;name="ACE_packingBandage";};
     class _xx_ACE_quikclot {count=5;name="ACE_quikclot";};
    };
    class TransportWeapons{};
  };

#

You can see the bandages and epinephrine are in the uniform, vest, and backpack

#

Nevermind, Ignore me. Restarting my game fixed it, it was the issue you pointed out.

#

Thank you

swift fox
dusk jungle
swift fox
#

What model/simulation you can suggest in this case?

dusk jungle
#

No idea how to do this better

winter rain
winter rain
swift fox
#

Thanks. Currently I'm trying "thing" simulation, need to see if it works well for targeting.

nimble sequoia
#
    <br />Camo selections: 4 - the main body, wings and gear\
    <br />Script door sources: None\
    <br />Script animations: None\
    <br />Executed scripts: None \
    <br />Firing from vehicles: No\
    <br />Slingload: No\
    <br />Cargo proxy indexes: None";

How is it used or where does it show in game?
Is it needed in a mod?

dusk jungle
nimble sequoia
toxic solar
#

Is it possible to have it with submunitions where on impact/detnation it creates more? lets you walk over a mine, it explodes and spawns more

novel lava
#

yes submunitions cna spawn more submunitions

#

just cant spawn itself/parent

toxic solar
toxic solar
novel lava
#

I think I tried it and it either blocks you or crashes the game

#

because I mean, it'll spawn the shell, which will spawn pellets, which will spawn more shells... and I think the end result of that is obvious

toxic solar
#

Yea makes sense, okay I will try to get that working where on the mine activiting it spawns more submunitions that dont repeat

still musk
#

anyone has a vtol aircraft flight model config to give out. Mine makes the aircraft pitch up when ever you increase vectoring on take off. Anyone got any ideas as to why?

hearty sandal
#

Perhaps bad mass distribution in you models geometry

still musk
#

forgot that was a thing lol, ill check it out

heavy hamlet
#

Hello. I have a problem when I load on the map in the editor, the helmet I placed disappears after a second. I attached the config file below, I can't find the problem. Please tell me what could be wrong?

onyx bison
#

Hey guys, I asked for a long time. I hope someone can help me.

I try to remove the EngineOn and EngineOff UserAction from my Helicopter.
With this function I tried it but it doesn't work

delete EngineOn;
delete EngineOff;

Have someone an idea?

wintry tartan
#

I don't know how you've done but it won't work after all

hearty sandal
teal basin
#

closure1[]={"A3\Sounds_F\arsenal\weapons\LongRangeRifles\Mk18\Mk18_closure_01",0.56234133,1,30};
this is an old sound setting under fire-mode of a rifle, what is the "30" used for?Is it same as "range" properties of soundshaders class?

wintry tartan
#

IIRC same with CfgSounds

teal basin
#

magazine_variants[]what is this array doing for?

wintry tartan
#

Context?

wheat sluice
#

...where's that token from? Are you sure you're not mixing it up with magazineWell[]?

slim halo
#

it looks like it's a custom array from mods?

nimble lodge
#

I have a init= execute a sqf file, any ideas why this doesnt work?
Inside sqf:

_uv80 = _this select 0;

_uv80 addAction ["<t color='#33FF7C'>Enable IR Lights (Beta)", 
{ 
params ["_target", "_caller", "_actionId", "_arguments"];

_mf_ir_right = createvehicle ["NVG_TargetC",[0,0,0],[],0,"NONE"];
_mf_ir_left = createvehicle ["NVG_TargetC",[0,0,0],[],0,"NONE"];

_uv80 setVariable ["marki_var_strobeLight",_mf_ir_right,true];
_uv80 setVariable ["marki_var_strobeLight",_mf_ir_left,true];

_mf_ir_right attachTo [_uv80, [8.85, 0.74, 1.55]];
_mf_ir_left attachTo [_uv80, [-8.85, 0.74, 1.55]];
 
},  
[], 0.1, true, true, "", "_uv80 == driver _target"];
ebon pivot
#

what does doesnt work mean

#

is it erroring or not executing

lime needle
#

Hey so, I think there is something I do not understand about calling classes and class inheritance
So i'm trying to modify the preset of a jet's pylons. For this I need to modify two lines deep into the Components class of the jet.

class vn_o_air_mig19_gun
{
  class Components
  {
    class TransportPylonsComponent
    {
      class Pylons;
    };
  };
 };
class msft_vehicle_pla_mig19_gun : vn_o_air_mig19_gun
{
  [...]
  class Components : Components
  {
    class TransportPylonsComponent : TransportPylonsComponent 
    {
      class Pylons : Pylons
      {
     class PylonLeft2{attachment = "vn_fuel_mig19_760_mag"; };
      class PylonRight2{attachment = "vn_fuel_mig19_760_mag"; };`
      };
    };
  };
  [...]
};

However, it keeps removing every subclass and lines in those classes I am modifying. I am confused how do you do the change without damaging the class and/or having to copy it entirely in my own unit.

nimble lodge
# ebon pivot is it erroring or not executing

According to Init="[_this select 0] execVM ""\UV80\Scripts\init.sqf"";"; in the config, once I spawn that vehicle and get in it, I should see Enable IR Lights (Beta) in the scroll wheel. Its not there. So I assume "executing" part

winter rain
#

Maybe use the EventHandler GetIn

pallid sierra
slim halo
#

same goes for the action code

nimble lodge
wintry tartan
#

Nope

slim halo
#

anyway, what you want is this:

params ["_uv80"];

_uv80 addAction ["<t color='#33FF7C'>Enable IR Lights (Beta)", 
{ 
  params ["_uv80"];

  _mf_ir_right = createvehicle ["NVG_TargetC",[0,0,0],[],0,"NONE"];
  _mf_ir_left = createvehicle ["NVG_TargetC",[0,0,0],[],0,"NONE"];

  _uv80 setVariable ["marki_var_strobeLight",_mf_ir_right,true];
  _uv80 setVariable ["marki_var_strobeLight",_mf_ir_left,true];

  _mf_ir_right attachTo [_uv80, [8.85, 0.74, 1.55]];
  _mf_ir_left attachTo [_uv80, [-8.85, 0.74, 1.55]];
},  
[], 0.1, true, true, "", "_this == driver _target"];
nimble lodge
atomic arrow
#

what sort of armor values should there be for a vest that covers the chest, legs, arms and is supposed to be heavy and exposlive resistant?

#

in the config files i mean

#

This is what I have right now but they still die really easily to grenades

#

class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection
{
class Arms
{
hitpointName = "HitArms";
armor = 14;
passThrough = 0.2;
explosionShielding = 200;
};
class Chest
{
hitpointName = "HitChest";
armor = 50;
passThrough = 0.1;
explosionShielding = 200;
};
class Diaphragm
{
hitpointName = "HitDiaphragm";
armor = 50;
passThrough = 0.1;
explosionShielding = 200;
};
class Abdomen
{
hitpointName = "HitAbdomen";
armor = 50;
passThrough = 0.1;
explosionShielding = 200;
};
class Body
{
hitpointName = "HitBody";
passThrough = 0.1;
explosionShielding = 200;
};
class Legs
{
hitpointName = "HitLegs";
armor = 24;
passThrough = 0.1;
explosionShielding = 200;
};

wheat sluice
#

Of course they'd die to grenades. You've set the multiplier to 200 so they're taking 200x increased damage from anything that does explosive damage. Even a munition that has explosive = 0.01; would instantly kill you with a multiplier set that high.

For explosionShielding, the lower the value = the better the protection vs. explosions. So in your case, try explosionShielding = 0.1; so that you can still die to explosions but will take only minimal blast damage.

atomic arrow
#

I've tried 0.01

#

and they still die

wheat sluice
#

That's not what your config says?

atomic arrow
#

I know but i just changed it to 0.01

#

and tested it

#

in default game if you throw a grenade at heavy armor people they are fine but even with 0.01 my people die

#

class HitpointsProtectionInfo // more info at: https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection
{
class Arms
{
hitpointName = "HitArms";
armor = 14;
passThrough = 0.2;
explosionShielding = 0.01;
};
class Chest
{
hitpointName = "HitChest";
armor = 50;
passThrough = 0.1;
explosionShielding = 0.01;
};
class Diaphragm
{
hitpointName = "HitDiaphragm";
armor = 50;
passThrough = 0.1;
explosionShielding = 0.01;
};
class Abdomen
{
hitpointName = "HitAbdomen";
armor = 50;
passThrough = 0.1;
explosionShielding = 0.01;
};
class Body
{
hitpointName = "HitBody";
passThrough = 0.1;
explosionShielding = 0.01;
};
class Legs
{
hitpointName = "HitLegs";
armor = 24;
passThrough = 0.1;
explosionShielding = 0.01;
};

wheat sluice
#

Can you post your full config?

#

Chuck it in a pastebin or something.

atomic arrow
#

like that?

wheat sluice
#

Yeah that's fine.

atomic arrow
#

sorry i am not much of a coder I usually only make models

atomic arrow
wheat sluice
#

Working as expected. You're basically taking almost zero indirectHit damage with the vest's current settings at >2 metres but die if the grenade explodes at < 2 metre range.
(note: I'm using the Contact Modular Carrier GL Rig vest as a model since I don't have access to your model for obvious reasons)
https://i.imgur.com/cyzxUrM.jpg

atomic arrow
#

do you know why?

wheat sluice
#

Running ACE by any chance?

atomic arrow
#

no

#

just vanilla stuff

#

hm

#

so yeah

atomic arrow
#

its called carrier GL rig tropic

#

is that a bug in vanilla?

wheat sluice
#

No, that's normal. GL vests are meant to allow you to survive direct blasts like that.

atomic arrow
wheat sluice
#

Right now with those settings, you can survive a direct grenade blast just like vanilla GL vests.
LEFT = vanilla Carrier GL Rig || RIGHT = your vest
https://i.imgur.com/nUyMUs8.png

atomic arrow
wheat sluice
#

Red is the fire geo + mem points combined.

atomic arrow
wheat sluice
#

Other way around, I believe. HitBody is the aggregate of all the other four body-related hitpoints.

atomic arrow
#

so should i keep it empty?

#

since i already have the chest, ect.?

wheat sluice
#

You still need it. Just have it share the same passThrough and explosionShielding values as the other body hitpoints (no need to define armor).

lime needle
# pallid sierra Kinda like this: ```hpp class CfgVehicles { class VehicleA; class Vehic...

Welp i've changed my classe defining but now it get an error message "Member already defined" . It looks like this :

class vn_o_air_mig19_gun;
class msft_vehicle_pla_mig19_gun : vn_o_air_mig19_gun
{
  [...]
  class Components;
  class Components : Components
  {
    class TransportPylonsComponent;
    class TransportPylonsComponent : TransportPylonsComponent 
    {
      class Pylons;
      class Pylons : Pylons
      {
     class PylonLeft2{attachment = "vn_fuel_mig19_760_mag"; };
      class PylonRight2{attachment = "vn_fuel_mig19_760_mag"; };`
      };
    };
  };
  [...]
};
#

nevermind i just can't read

atomic arrow
pallid sierra
lime needle
#

It is not working still ; the class is getting whiped anyway

brave crag
#

Adding this here for archive since nobody ever had the answer and I just figured it out. (keywords: add targeting / target camera)

campos / camdir = "memory point" did not move my targeting camera

However, adding this memoryPointDriverOptics = "memory point" was successful.

For anyone in the future who wants to add a working camera to their aircraft.

nimble sequoia
brave crag
#

I also have a different profile on my main pc for my mod projects which is why your results on me are limited.

nimble sequoia
#

Must be misunderstanding as we gave you the answer at the time to use memoryPointDriverOptics. Anyway, glad you have your mod working. #arma3_config message

brave crag
#

Thats not me btw just a message i was referencing when i search keyword on the discord "add camera"

#

Wow looks like the OP missed it too lol

#

Poor guy 💀

frozen bluff
#

I'm getting a weird "[] bin.config.bin/CfgPatches\ej_M119A3/ not an array" error with my mod. I don't know what's causing this as it's the same as any other CfgPatches I've done, and can't seem to figure out what the issue is.

chilly tulip
#

just paste it.

frozen bluff
#

I can't it's a game error

wintry fox
#

Your config

frozen bluff
#

How do you make it show up as a code snippet here?

wintry fox
#

```cpp
Code
```

frozen bluff
#

I know that, but anyway

#

class CfgPatches
{
class ej_M119A3
{
requiredaddons[]={"A3_Static_F"};
requiredversion=2.14;
units[]={"B_M119A3_F"};
weapons[]={};
magazines[]={};
author[]={"EricJ"};
authorUrl = "http://ericjwrites.itgo.com/index.htm";
};
};

chilly tulip
#

author isn't an array. authors is.

frozen bluff
#

Okay

#

That was the issue, thanks

lofty turret
#
class CfgAmmo
{    
        class Default;
    class BulletCore;
    class BulletBase: BulletCore
    {
    };
    class B_45ACP_Ball;
};

class CfgMagazines
{
    class CA_Magazine;
    class TAG_7Rnd_45ACP_1911: CA_Magazine
    {
        author="$STR_TAG_AUTHOR_STRING";
        scope=2;
        displayName="$STR_TAG_dn_45acp_7rnd_M";
        ammo="B_45ACP_Ball";
        count=7;
        initSpeed=260;
        mass=6;
        picture="\TAG\Weapons\TAG_Weapons_Ammunition\data\ui\mag_45acp_ca.paa";
        type=16;
        descriptionShort="$STR_TAG_dss_45acp_7rnd_M";
        model="\TAG\Weapons\TAG_Weapons_Ammunition\magazines\TAG_mag_7Rnd_1911.p3d";
        modelSpecial="\TAG\Weapons\TAG_Weapons_Ammunition\magazines_proxy\TAG_mag_7Rnd_1911.p3d";
        modelSpecialIsProxy=1;
        hiddenSelections[]=
        {
            "Camo1"
        };
        hiddenSelectionsTextures[]=
        {
            "\tag\weapons\tag_weapons_colt1911\data\m1911a1_co.paa"
        };
    };
};

How is it possible this edit this bullet's damage if it don't have "hit" parameter? Do i misunderstand something?

hearty sandal
#

not ammo

lofty turret
#

Ammo is above, B_45ACP_Ball

#

I think i know, this is vanilla ammo, right?

hearty sandal
#

most likely

#

do you want to make your own ammo type?

#

or patch the orginal one

lofty turret
#

I want to edit it's damage, so guess i should make config replacement addon

hearty sandal
#

yes

wintry cairn
#

hi , i am getting an error in arma 3 when launch, that says in line 33 it was found an s instead of ,

#

the config is a retextere one

#

and at that line 33 there is no s

wintry tartan
#

"rhsafrf\addons\rhs_bmd\data\"sa_bmd1_02_co.paa" Invalid

wintry cairn
#

i need to put rhs_bmd_camo?

wintry tartan
#

No

#

" within the string breaks it

wintry cairn
#

ahhhhh

#

thanks

swift trellis
#

How would one go about making this reticle illuminate red at night for example

chilly tulip
#

In CfgVehicles, is there a value for destrType that will make an object simply disappear when destroyed?

hearty sandal
#

Yes

wheat sluice
# swift trellis How would one go about making this reticle illuminate red at night for example

There's two approaches that don't involve scripting (but for 2D scopes only):
– If your optic only uses 2D reticles, have two OpticsModes classes (one for non-illuminated and a second that inherits from the non-illum one), each with modelOptics defined inside the respective class so that the reticle toggles between the two if you switch mode (with the numpad "/" key).
– Alternately, you can stick to only one OpticsModes class but have modelOptics defined as an array (modelOptics[]) combined with discretefov[] so that your scope will switch to the illuminated reticle when you try to "zoom" in (numpad "+"/"-" keys).

3D scopes is a bit trickier since you'll need event handlers and a custom weaponInfoType to basically "swap" the model to an illuminated reticle, so this is only really feasible for 2D scopes.

digital pier
#

is there a way we can know, from a vehicle config, the crew it supports?
without having to create the object, and inspect fullCrew...

chilly tulip
#

Yeah. Take a look at BIS_fnc_crewCount.

#

It's fairly complex because turrets can be nested.

swift fox
#

Suppose there is an anti-tank gun that turns the barrel to follow the enemy airplane when it passes over. Is there a possibility to disable this behavior, what parameter is responsible for it?
Ammo doesn't have 256 flag.

Second question: how to make AI infantry attack air targets? Is it only affected by ammo parameters?

fading dune
#

Hi all,
I get this error when i try to pack with micero
any one know why?

shy knot
#
  1. Be sure you’re referencing files that exist on your machine/P drive
fading dune
#

1 - should be ok model="\SHQ_TacCrossbow\models\SHQ_arrow.p3d";

2-
ahh, might be the p drive

#

hmm, where do i put them in the PDrive??

shy knot
#

@Modfolder/addons/mypbo is for packing your source folder into a PBO

#

Mikeros looks for all those files on your p drive

#

You need to have all of them on your p drive

fading dune
#

oddly this i news to me, is there a toturial thats good for setting up Mikeros?

shy knot
#

Run arma3p from Mikeros

#

It’ll auto setup your p drive

#

Make sure it’s mounted first

fading dune
#

i think i need to set up both,
used this to set up P drive.
https://www.youtube.com/watch?v=2YMC6MrTLII

Talked about development environments, and how it helps development in Arma 3.
Downloaded and installed Arma 3 tools.
Downloaded and installed Mikero new all in one installer.
Created a P-drive using arma3p
Learned how to have the P-drive stay mounted using windows.
Windows + r and add shell:startup
Copy and place the .bat file in the p-...

▶ Play video
#

hmm, seems my mikero is out of date

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wierd thing is that i used the Mikero AIO so it should have installed the folders, but i cant find them on my P drive

shy knot
fading dune
#

omg. I think something fucked up after my HD crashed.
Would you mind trying to pack the files for me to test if its my setup or the PBO?

pallid sierra
#

Once I'm done with gym

undone patio
#

Is there any way to set who is supposed to have control of what pylon weapon in a given loadout? I want the pilot to have firing authority over a certain type of missile by default

shy knot
undone patio
wintry fox
#

Can you make a ground holder for a lit chemlight?

wintry tartan
#

Like in Contact?

smoky python
#

Would anyone be able to help me set up scrolling animated UVS using UVAnimations?
I just don't know if my changes are having any effect. The asset looks good in game. It's just that the uv's aren't scrolling like I expect.
I've pushed the config and model files up here
https://github.com/tyen901/TNC/tree/main/headgear_antlers

wintry tartan
#

CfgWeapons cannot use that

wintry tartan
#

You can use uiToTex instead

smoky python
#

Oh? Thanks for the tip. I'll try that out.

#

Is there anything I need to know about uiToTex? My worry is that if I'm updating the texture every other frame it could be a performance sink. Would you recommend it if there were 30-40 units running around with this headgear?

wintry tartan
#

Also it is going to be stored into RAM and reused forever (until the mission ends IIRC) - no really need to update it every frame

#

Even though updating the GUI every frame is not really a big concern

smoky python
#

I'd be more comfortable writing a shader to do this effect. Is that possible within the ARMA 3 tools?

#

I appreciate the tip though. I will give it a go.

wintry tartan
#

No

#

I mean yes, but... nobody wants to do

#

And there really is no documentation about it

#

At least I know it is possible, don't ask me how

smoky python
#

A even simpler option would be if I just swap the texture out at runtime. Kinda like a flipbook. Would there be anything stopping me from doing that?

wintry tartan
#

Everything. You cannot swap texture on a weapon on the fly

smoky python
#

lmao. Wow this isn't as straightforward as I thought it would be 🙂

wintry tartan
#

You can blame the entire engine for this

#

Nobody was really expected to run this same engine for two decades

smoky python
#

What about skeletal animations on weapons. I could have two bones, each with a copy of the bulbs skinned to them. I could create an animation of the bones scaling up and down ( or being set to a location under the ground ) then I'd just loop the animation.

wintry tartan
#

I honestly don't know if it is going to work because I am not sure if random or clock sources can work on a weapon - but according to BIKI yes

smoky python
wintry tartan
#

No

novel lava
#

if its headgear you wont be able to animate it

#

as you have to use the character skeleton iirc

wintry tartan
#

No

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It is because are not vehicles

#

(meanwhile uniform/the unit itself and backpack are)

novel lava
#

no I mean using clock sources

wintry tartan
#

Ah

novel lava
#

you cant add bones so you cant hide/unhide as it needs to use the character skeleton

smoky python
#

Ah of course.

wintry tartan
#

Inheriting is also not a thing too, right?

novel lava
#

i honestly havent tried it

grand zinc
grand zinc
wintry tartan
#

Good to know, I guess. I'm not able to do that anyways

smoky python
wintry tartan
#

No

#

UiToTex is a texture

grand zinc
#

You can also set it in the model

wintry tartan
#

And basically it should behave just like the same way with ANY other textures - it just can be changed on the fly

smoky python
#

Thanks for the tips folks. I've got a few directions to go on. For now I'll get some sleep and try this out tomorrow.

wintry tartan
#

One thing is there really is no much Mods that implemented that so far

#

But I can dig too, I've already done a lot

toxic stirrup
#

so is candrop = false; broken for years or I am not using it properly in the cfgweapons?

#

I want to prohibit a player taking an item from a corpse, any ideas?

#

I also use canBeTakenDisassembled = false; and it doesnt work

grand zinc
#

The last one is only for weapons that can be assembled.
"canDrop" is only used for "Put"/"Drop", when putting things down out of your current inventory.
Its not for picking things up which is "Take"

I have seen scripts for stopping AI/dead body looting. But they just force-close the inventory, or delete the item after you looted it

toxic stirrup
#

well item with candrop can still be put out of slot onto the ground

#

yeah scripting it is.... will probably use ACE to burn the unit if picking up alien rifle 😉

#

like "malfuncion due to improper use" 😉

grand zinc
#

Probably that is from Arma2, and wasn't properly considered with A3s new inventory

toxic stirrup
#

ahhh

#

that explains it

#

I've spent my last couple of days figuring out how to do vehicles, weapons and units 😉

#

so I'm publishing new Zetaborn faction update into FAP Units and standalone AlienZ mod

#

so there is no flag or way to prevent player "de-sloting" the item?

grand zinc
#

I'm not aware of one

toxic stirrup
#

I use a "chip processor" for NVG in alien brains that have like 8 types of visuals, thermal, NVG whatnot

#

so I dont like that being removed and being used by players gung-ho during the ops

wintry tartan
#

First Contact has very scripted way to do that to prevent one to unequip the device, but...

toxic stirrup
#

rgr

#

I have a script that checks for what player picked and then makes a container and throws the "banned" array weapon away

#

will have to do for now

#

thanks!

#

i've spend 6 hours trying to figure out why tank gets on rear wheels using tankX sim..... then used tank instead and it works just fine 😉

#

we'll look into that during the weekend

#

after the release

orchid delta
#

Is it possible to "align" vertically the units in CfgPatches instead of just going "Vehicle1","Vehicle2,"Vehicle3","Vehicle4","Vehicle5" ? Because right now I have like 40 vehicles in my config, and it's absolutely unreadable

hearty sandal
#

Just hit enter after the
,

wintry tartan
#

An array does ignore the spaces and line breaks in between

orchid delta
#

Okay great, thanks !

teal sluice
#

I've got a quick question about AnimationSources and animationList. When I want to add persistent slat and camo nets, do I have to change the config values AnimationSources from initPhase 0 to 1 or is it just enough to but the specifc source to 1 via animationList ?

toxic stirrup
#

Do maybe anyone here know know why items in config are not being added to the character, even backpacks are empty, but there is place for 10 missiles?
if I do it ingame with addmagazine it works?

grand zinc
#

I'd assume the config is wrong

#

Or, when you select backpack in Arsenal, its automatically emptied I think, even if it was a pre-filled type

toxic stirrup
#

magazines[] = {"zetaborn_rifle_mag2","zetaborn_at_mag","zetaborn_at_mag","zetaborn_rifle_mag2","zetaborn_rifle_mag2","zetaborn_grenade_mag"};

#

here u can see that two AT missiles are given to a player by default, but he has only one.... could it be UniformClass acting up?

#

containerClass = "Supply40";

#

only other thing that could act up is modelSides[] = {"5"}; but weapons/magazines are not sided.

#

nvm stupid me....

#

just got told by wld that I need to use class TransportMagazines...... fml

nimble lodge
#

does anyone know what defines camera zoom in a config? I am trying to increase Armed Blackfish range. I managed to increase zeroing, now I want to be able to zoom in more. Any idea how the variable is called?

toxic stirrup
#

opticsZoomMax?

nimble lodge
wheat sluice
# swift fox Suppose there is an anti-tank gun that turns the barrel to follow the enemy airp...
  1. You can't since this is more or less embedded into the AI's behaviour. The AI will track an aircraft even if they can't actually shoot it down.
  2. airLock = 1 to the ammo class and make sure your weapon's fire modes have proper range settings that "allow" the AI to shoot far enough (minRange/midRange/maxRange).

Oh, and your ammo should be less expensive (cost) than the target so that the AI doesn't hesitate to fire the weapon. But you probably won't need to worry about this since aircraft always have very high cost values compared to every ammo type in both vanilla and mods.

swift fox
#

@wheat sluice Thank you, but there is something else.
airLock = 1, cost was set to 1 initially, then to 0.1, the plane is a threat to infantry (0.2), but no luck. I have a thoughts that it was not supported at all, as A3 have MANPADs by default to fire at jets, and there is no sense of shooting jets with firearms.
Maybe some changes needs to be done for weapons too.

wheat sluice
#

You've it the other way around. 0.2 means that the jet isn't that much of a threat to the AI. 1.0 on the other hand, is a very dangerous threat.
Gun-based AA exists in vanilla. I'd suggest taking a look at the config for the Praetorian 1C's main weapon (weapon_Cannon_Phalanx) or any of the heavy machine guns (Mk30: HMG_static, M2 .50: HMG_M2_Mounted, etc.).

And make sure your weapon fire modes have the right range settings; your weapon probably doesn't allow the AI to shoot high/far enough. The Praetorian for instance, has a maxRange of 3,000 for its far firemode.

wheat sluice
#

irTarget = 1;

alpine tree
#

bumping this, help pls

swift fox
#

0.2 means that the jet isn't that much of a threat to the AI. 1.0 on the other hand, is a very dangerous threat.
Tried 0.9, without changes.

Gun-based AA exists in vanilla.
Yes, but those are vehicles...
I already examined the 7.62x54 ammo, which is successfully fired at planes from the Gaz AA vehicles, and see no difference.

And make sure your weapon fire modes have the right range settings; your weapon probably doesn't allow the AI to shoot high/far enough.
Almost all WW2 handheld weapons can reach 50-100 meters, except for handguns ))

wheat sluice
#

Can you post your weapon's config?

swift fox
wheat sluice
#

I see why. In CfgMagazines, try setting the maxLeadSpeed of your weapon's magazine to something high (keep in mind that it's m/s so adjust your values accordingly to account for plane speed).

class CfgMagazines
{
    class CA_Magazine;

    class 30Rnd_65x39_caseless_mag: CA_Magazine
    {
        maxLeadSpeed = 200;
    };
};

class CfgWeapons
{
    class Rifle;
    class Rifle_Base_F: Rifle
    {
        class WeaponSlotsInfo;
        class GunParticles;
    };
    class UGL_F;
    class arifle_MX_Base_F: Rifle_Base_F
    {
        class Single;
        class FullAuto;
        class fullauto_medium;
        class single_medium_optics1;
        class single_far_optics2;
    };
    class arifle_MX_F: arifle_MX_Base_F
    {
        class fullauto_medium: fullauto_medium
        {
            midRange=1500;
            maxRange=3000;
            aiRateOfFireDistance=3000;
        };
        class single_medium_optics1: single_medium_optics1
        {
            midRange=750;
            maxRange=1500;
            aiRateOfFireDistance=1500;
        };
        class single_far_optics2: single_medium_optics1
        {
            midRange=2500;
            maxRange=5000;
            aiRateOfFireDistance=5000;
        };
    };
};

With these settings to the MX, the AI automatically attacks you with their rifle no matter what airspeed you're flying at, whereas previously they wouldn't shoot at you if you flew faster than ~100 km/h:
https://i.imgur.com/FmsMej7.png

#

Keep in mind that your weapon class currently has maxLeadSpeed = 23; (which is ~82 km/h, way slower than what planes can fly at), so you might want to bump that up to a higher value as well.

swift fox
#

maxLeadSpeed for mag is 400 already, but thanks for pointing at firemodes, I missed it there.
I suppose it will be a pain to correct it...

wintry fox
#

How exactly is mod.cpp/CfgMods supposed to be set up? Because it seems I have some part that's not correct.
When selecting an item from my mod in the arsenal, I noticed a bunch of ModParams - Undefined or empty mod directory warnings. I looked up the wiki and it seems to be because something is not being set correctly.

In my workspace I have mod.cpp in the same (root) folder as addons as well as a CfgMods class in my main addon, although while researching I found out that they're broken past 2.02. So my question is, what exactly do I need to fix/change?

alpine tree
swift fox
#

@wheat sluice Seems like the another key parameter is the hit value (related to the plane's armor?). Increased it a bit and infantry fires well 🙂

novel lava
#

damageResistance on the vehicle is also what determines if AI shoot at something

#

its only used for that to my knowledge and isn't used in damage calculations

#

if set low enough AI will shoot a tank with their rifle etc

wintry fox
alpine tree
wintry fox
#

Yeah, still gives mod params errors in the arsenal

orchid delta
#

I don't understand. I'm making a custom M-900, but it shows vanilla textures instead ?

    class C_Heli_Light_01_civil_F : Heli_Light_01_civil_base_F{};
    class BLV_Helo_DAFA : C_Heli_Light_01_civil_F
    {
        scope = 2;
        crew = "C_man_1";
        side = 1;
        faction = BLU_F;
        displayName = "MD-500 - DAFA";
        author = "Belgica Life";
        hiddenSelectionsTextures[] = {"#(argb,8,8,3)color(0.169,0.169,0.169,1,CO)"};
    };```
alpine tree
#

You need to select the hidden selection

#

so right now you're assigning a colour to nothing

#

needs to be

...

hiddenSelections[] ={
"camo",
};
hiddenSelectionsTextures[] = {"#(argb,8,8,3)color(0.169,0.169,0.169,1,CO)"};

...
#

I'm assuming the body of the m-900 is defined as ''camo''

alpine tree
orchid delta
#

It's camo 1 i believe, let me check

#

It should be working ? (I just replaced the texture with a random one I had, just to check if it wasn't just because it wasn't a .paa)

alpine tree
#

Textures can be assigned in the model file itself

#

hiddenSelections are mainly used if you have multiple textures for the same thing

#

So arma has that just baked in I assume

#

but if you want to do it you'll have to add the hiddenSelections part to your code

#

as then you will be overriding the texture assigned in the model file itself

orchid delta
#

What's weird is that it works with basically every other vehicle :/ I guess it just inherits the thing from the "parent"

#

WTF

#

I did'nt touch anything

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Now it works

alpine tree
#

Nice 😄

orchid delta
#

Black magic, that's what it is x)

alpine tree
#

Sometimes taking it apart and putting it back together just works

winter rain
wintry fox
#

Yeah I realized that when looking into the error more, but I'm still getting that warning for ModParams - Undefined or empty mod directory, which is what I'm trying to fix

orchid delta
#

Ok so I was mistaken. It's just that there's a vanilla texture that looks a lot like mine

#

But the problem isn't solved

late vapor
#

is it possible to #include files from other pbos? I have a bunch of vehicles across different pbos and was looking to use includes to set the item inventories for them without having to copy paste a billion times everytime I update them.

chilly tulip
#

If they're addon PBOs that are being loaded, yes.

#

If not then no.

wintry fox
wintry fox
orchid delta
#

Sure

#

I mean, it hasn't moved a lot

#

I addeed the hiddenselections line, that's it

lunar knot
#

Does anyone know if it's possible to change the static main menu background (displayed when "Show static background in menu" is set to true in the Launcher) & what config that would be?

lofty turret
#

I want to separate units in my faction into 2 VehicleClasses, i defined them in config, but in editor all units are still under "Men" VehicleClass (which i didn't even create)
In config viewer though, they have right VehicleClass parameter. What can cause such issue?

wintry tartan
#

editorCategory or editorSubCategory - or some similar parameter, I don't recall correct name rn, should do

wheat sluice
#

editorSubcategory for Eden, vehicleClass for Zeus.

wintry tartan
#

Consistency

wintry fox
wheat sluice
#

Because you're inheriting from the base class which already has it defined by default.

#

i.e. Man class uses vehicleClass="Men";, Car class uses vehicleClass="Car";, Tank class uses vehicleClass="Armored";, and so forth.

livid trail
#

Hey there, we are working on a new mortar and I am currently having troubles with the turret and weapon.
I've created a custom weapon that inherits from the basic mortar_82mm and changed the magazines entry like so

class CfgWeapons {
    class CannonCore;
    class mortar_82mm: CannonCore {};
    class TBD_2B25_WEAPON: mortar_82mm {
        magazines[] = {QUOTE(TBD_2B25_HE)};
    };
};

The turret is defined like this

class StaticMortar : StaticWeapon {
        class Turrets {
            class MainTurret;
        };
    };

    class TBD_2B25_GALL : StaticMortar {
      class Turrets : Turrets {
            class MainTurret : MainTurret {
                gunnerAction = "Mortar_Gunner";
                gunnergetInAction = "";
                gunnergetOutAction = "";
                weapons[] = {QUOTE(TBD_2B25_WEAPON)};
                elevationMode = 1;
                initCamElev = 0;
                minCamElev = -35;
                maxCamElev = 35;
                initElev = 0;
                minTurn = -180;
                maxTurn = 180;
                initTurn = 0;
                cameraDir = "look";
                discreteDistance[] = {};
                discreteDistanceCameraPoint[] = {"eye"};
                gunnerForceOptics = 0;
                memoryPointGunnerOptics = "eye";
                gunnerOpticsModel = "\A3\Weapons_F\acc\reticle_Mortar_01_F.p3d";
                disableSoundAttenuation = 1;
                class ViewOptics : ViewOptics {
                    initAngleX = 0;
                    minAngleX = -30;
                    maxAngleX = 30;
                    initAngleY = 0;
                    minAngleY = -100;
                    maxAngleY = 100;
                    initFov = 0.174;
                    minFov = 0.0077778;
                    maxFov = 0.14;
                    visionMode[] = {"Normal"};
                };
                minelev = -30;
                maxelev = 13;
                magazines[] = {QUOTE(TBD_2B25_HE)};
                ejectDeadGunner = 1;
                usepip = 2;
                turretInfoType = "ACE_Mk6_RscWeaponRangeArtillery";
                discreteDistanceInitIndex = 0;
                primaryGunner = 1;
                maxHorizontalRotSpeed = 1.2;
            };
        };
    };
};

The problem however is that I am not able to fire the weapon.
Any ideas what might be wrong?
The magazine and ammo for the magazine are devined as so

class CfgAmmo {
    class ShellCore;
    class ShellBase: ShellCore {};
    class Sh_155mm_AMOS: ShellBase {};
    class Sh_82mm_AMOS: Sh_155mm_AMOS {};

    class TBD_2B25_82mm_SHELL_AMMO_HE: Sh_82mm_AMOS {
        model = QPATHTOF(TBD_2B25_HE\TBD_2B25_HE);
    };
};

class CfgMagazines {
    class Default;
    class CA_Magazine: Default {};
    class VehicleMagazine: CA_Magazine {};
    class 32Rnd_155mm_Mo_shells: VehicleMagazine {};
    class 8Rnd_82mm_Mo_shells: 32Rnd_155mm_Mo_shells {};

    class TBD_2B25_HE: 8Rnd_82mm_Mo_shells {
        scope = 2;
        scopeArsenal = 2;
        author = "TBD Team";
        displayNameShort = "TBD HE";
        descriptionShort = QUOTE($STR_TBD_MORTAR_82MM_HE_SHELL_DESC);
        mass = 70;
        count = 1;
        ammo = QUOTE(TBD_MORTAR_82mm_SPIGOT_SHELL_AMMO_HE);
        type = 256;
        displayName = QUOTE($STR_TBD2B25_HE_SHELL);
        picture = QPATHTOF(TBD_2B25_HE\data\icon.paa);
        model = QPATHTOF(TBD_2B25_HE\TBD_2B25_HE);
        initSpeed = 122;
    };  
};    
shy knot
livid trail
shy knot
livid trail
shy knot
#

There should be somewhere to add/remove mags from it

livid trail
#

Nothing like that.
I know RHS has something similar to that, but it's fully custom for RHS stuff

shy knot
#

I think zeus enhanced does it

#

Idk

livid trail
#

The mag is loaded inside the mortar when I spawn in. It does show 1 round

wintry tartan
#

Indeed vanilla Eden Editor has no such feature

livid trail
true fossil
#

that's not vanilla eden editor.
Quick question, do the other vanilla mortars work?

livid trail
#

I am really confused. I have no idea what else might be wrong.
I am 90% sure it's something related to the weapon

livid trail
#

Ok, I looked at how RHS do their rhs_weap_2b14 and it's also just simple. Change the weapon to

class CfgWeapons {
    class CannonCore {
        class player;
        class close;
        class short;
        class medium;
        class far;
    };
    class mortar_82mm: CannonCore {
        class Burst1;
        class Burst2;
        class Burst3;
        class Single1;
        class Single2;
        class Single3;
    };
    //class rhs_weap_2b14: mortar_82mm {};
    class TBD_2B25_WEAPON: mortar_82mm {
        displayName = "2B25 Mortar";
        magazines[] = {QUOTE(TBD_2B25_HE)};
    };
};

to bring it in par with RHSes.

So I suspect the difference now must be in the turret itself.

winter rain
#

Do you have in your config and model the gunbeg/gunend defined and or the other needed stuff?

#

And can you post a pic of your mortar ingame while you are gunner?

livid trail
winter rain
#

So looks like your model is ok when it works

livid trail
#

I can turn, change elevation, everything. Just shooting doesn't work

winter rain
#

Maybe dont use that QUOTE stuff, add your magazine / ammo and Weapon / Magazine normally

livid trail
#

The CBA macros work, definitelly not the issue

#

As seen here, it get's preprocessed correctly

agile nexus
#

Hi, how can I add a weapon the the player inventory from config?

#

I tried putting it in Items but it doesn't appear

hearty sandal
agile nexus
#

If I put both in the weapon array just the first appears as equipped

#

I need the other to spawn into the inventory

hearty sandal
#

then you probably could use preconfigured backpack

#

or you need to use init scripting

agile nexus
#

ok I'll put it into the backpack then, thanks

toxic solar
#

Is there any negative consequences if I where to make the G_40mm_HE a shotBullet instead of shotShell? Mainly I dont understand the differences between those two simulations (and other types of ammo simulation since afik there inst much about them on wiki)

hearty sandal
toxic solar
# hearty sandal is there some specific result you would seek with that change?

This is related to what I posted a few days ago in model chat I think. So I am making a rocketlauncher that has iron sights. And I learned that since the rocket is shotshell I have to have different eye points in memory points to make the rocket tilt up for different zeroings since shotshell doesnt zero like shotbullet does for guns. I would then have to do the same thing for underbarrel GL rounds too. So this got me thinking why have the rocket be shotshell when I can just do shotbullet and not have to do the memory point part. So I was like, surely there has to be a reason for why shotshell exists otherwise they would just have shotbullet

#

Stuff like shotGrenade make sense cause theres the whole rolling around aspect for a grenade, but I was not sure what the differences between shotShell and shotBullet

agile nexus
#

is the syntax correct?

#

class TransportWeapons{ class _xx_Worm_IZLIDB {count=1;name="Worm_IZLIDB";}; };

tender sage
#

small question, what goes in the picture section for CfgWeapons?

#

is that where the rvmat goes?

wintry tartan
#

If you mean which kind of files can fit there, PAA

tender sage
#

oh

#

what's the file that I should put there?

wintry tartan
#

Texture

tender sage
#

not like the type but what would end up going there

#

oh okay

#

i have the texture under hidden selections textures

#

is that where like the nohq and smdi and stuff go?

#

i'm new to config making so i apologize if these are stupid questions

wintry tartan
#

No

#

NOHQ and SMDI textures are used in RVMATs

#

And RVMATs goes hiddenSelectionsMaterials

tender sage
#

oh alrighty

#

so if the picture part is the texture, then what do I put in hiddenSelectionsTexture?

wintry tartan
#

Texture

tender sage
#

so they both hold the same texture?

wintry tartan
#

picture defines the UI texture. hiddenSelectionsTextures defines the texture for the model

tender sage
#

ohhhhhh

undone patio
#

What parameters govern if an object / vehicle is sling-loadable and how much it weighs to the slingloading system?

wintry tartan
#

Weight is defined in P3D. IIRC defining the slingload hook positions defines if it is a slingloadable as well

undone patio
#

Okay, so if the slingload memory positions are empty, it's just not slingloadable?

wintry tartan
#

I do think so

undone patio
#

Okay, thanks.

wintry tartan
#

Note that, the weight is defined in P3D, but you can also overwrite it with setMass command

tender sage
#

alrighty, so i got the model loading but there is a slight problem, the vest is on the floor and is completely textureless

#

i reckon the on the floor part is due to the model.cfg

#

and the textureless might be a me problem with filenaming

tender sage
#

righto, how on earth do I unbinarize this rvmat?

#

mikero's tools are giving me unknown dll errors so I have no idea

wintry tartan
undone patio
toxic solar
#

in hitpoints, whats visual and convexComponent for?
as far as I understand name is the selection name in obj builder, and I wont be needing armorComponent since I dont have any internal components to hitpoint out for

wintry tartan
novel lava
#

also a note for visual, dont leave it blank as it will then use the whole model for damage

#

instead usualy visual = "-" is used iirc

tender sage
toxic solar
#

and I guess I should be then using armorComponent

#

and finally wats the values for material mean? I have seen alot of -1 and looking at the base game AA turret its 51

tender sage
#

right so how do i change the syntax for derap?

#

or derap

tender sage
wintry tartan
#
  1. What is your need
  2. What is your syntax now
  3. You can edit your post in Discord
tender sage
#

I need to unbinarise my rvmat, the syntax is .bin to .cpp and .else to .else.txt with -noisy, non tabbed output, dont pause, and query on

wintry tartan
#

It is a summary not your syntax

#

Just tell us what exactly you've done

tender sage
#

i installed it and i clicked on the exe

#

and i dont really know what i'm looking for

#

i just need to unbinarise the rvmat and i don't know how

wintry tartan
#

Well

#

In the first if you do DePbo correctly it should provide you unbinned RVMATs already

tender sage
#

i didnt make the rvmat

wintry tartan
#

Read what I said again

tender sage
#

aight solved the problem by just making a new rvmat

#

i think the old one was kinda buggered anyway

tacit zealot
#

Is there a way to force entries in the asset browser to display out of the displayName's alphabetical order? Maybe using hidden characters? I have a plane variant that has a higher number in it, but it's actually older than one with a smaller number and I don't want people thinking higher number = better and thinking something's wrong with the config.

wheat sluice
# tacit zealot Is there a way to force entries in the asset browser to display out of the displ...

You can use something like ZWSP () to force specific items to be arranged order since it has larger code than letters:

      <Key ID="STR_Test_OOO1">
        <Original>Test&#8203;Uniform&#8203;1</Original>
        <English>Test&#8203;Uniform&#8203;1</English>
      </Key>
      <Key ID="STR_Test_OOO2">
        <Original>Test Uniform 2</Original>
        <English>Test Uniform 2</English>
      </Key>
      <Key ID="STR_Test_OOO3">
        <Original>Test&#8203;Uniform 3</Original>
        <English>Test&#8203;Uniform 3</English>
      </Key>

The Arsenal/Zeus will then sort them accordingly like this:
https://i.imgur.com/g5x2d90.png

#

It's a bit of a hack though, so I wouldn't recommend this approach if you want to keep your sanity.

#

Especially if you have a ton of assets that need to be in a very specific order.

graceful plume
#

how to change blow sound of vehicle ? I mean sound of total destroy of it

urban basin
#

I'm getting an error saying that class wag_entrenchment_sandbagwall is undefined. Anyone know why?
Config.cpp

#include "script_macros.hpp"
class CfgPatches
{
    class wag_entrenchment
    {
        name="wag_entrenchment";
        units[]=
        {
            "wag_entrenchment_sandbagwall",
            "wag_entrenchment_sandbagmurderwall"
        };
        weapons[]={};
        requiredVersion=2.02;
        requiredAddons[]={
            "ace_interaction",
            "ace_common",
            "structures_f_heli"
         };
        author="ThyHolyWagon";
        version=0;
        versionStr="0";
        versionAr[]={0};
    };
};

class Extended_PreInit_EventHandlers
{
    class wag_deployment_main
    {
        init="call compile preprocessFileLineNumbers '\wag_entrenchment\XEH_preInit.sqf'";
    };
};

class CfgVehicles
{
    class sign_sphere10cm_f;
    class wag_entrenchment_sandbagwall : sign_sphere10cm_f
    {
        author="ThyHolyWagon";
        scope = 2;
        scopecurator = 1;

        displayName = STR_NAME(sandbagwall);
        descriptionShort = STR_DESC(sandbagwall);
        
        INTERACTION_POINT = {59.45,0.01,-0.64};
        EXTENSION_POINTS{} = {...};
        DEPTHCHECK_POINTS{} = {...};

        STAGES = 4;
        STAGE0[] = {...};
        STAGE1[] = {...};
        STAGE2[] = {...};
        STAGE3[] = {...};

    };
    class wag_entrenchment_sandbagmurderwall : wag_entrenchment_sandbagwall
    {
        displayName = STR_NAME(sandbagmurderwall);
        descriptionShort = STR_DESC(sandbagmurderwall);
        
        INTERACTION_POINT = {63.07,0.01,-0.64};
        EXTENSION_POINTS{} = {...};
        DEPTHCHECK_POINTS{} = {...};

        STAGES = 4;
        STAGE0[] = {...};
        STAGE1[] = {...};
        STAGE2[] = {...};
        STAGE3[] = {...};

    };
};
#

script_macros.hpp

#include "\z\ace\addons\main\script_macros.hpp"
#include <\a3\editor_f\Data\Scripts\dikCodes.h>

#define ADDON wag_entrenchment

#define STRING(VAR1) #VAR1

#define STR DOUBLES($STR,ADDON)
#define STR_NAME(VAR1) STRING(TRIPLES(STR,VAR1,displayName))
#define STR_DESC(VAR1) STRING(TRIPLES(STR,VAR1,descriptionShort))
chilly tulip
#

@urban basin What exactly is complaining?

urban basin
#

one sec as I get the exact error

#

File wag_entrenchment\config.cpp, line 99: .wag_entrenchment_sandbagmurderwall: Undefined base class 'wag_entrenchment_sandbagwall'

chilly tulip
#

I don't know what these are but their syntax is bad:

    INTERACTION_POINT = {59.45,0.01,-0.64};
    EXTENSION_POINTS{} = {...};
    DEPTHCHECK_POINTS{} = {...};
#

If it's an array it needs [] on the end of the name.

urban basin
#

gotta love errors from copy-paste and not checking them :/

#

I'm always blind to typos and always think it's a format issue

#

that error is fixed but I get an issue with structures_f_heli as it says that it requires the addon when loading. Do you need to do something different for adding vanilla content?

chilly tulip
#

No. I don't recognise structures_f_heli though. I just chuck in "A3_Data_F_AoW_Loadorder" to cover all the vanilla stuff.

urban basin
#

ok good to know

#

I was referencing the folders from the a3 folder I get from mounting the project drive with arma 3 tools

chilly tulip
#

You know those are CfgPatches names, not filenames, right

urban basin
#

I guess that is the wrong way?

#

oh

#

that would make sense

chilly tulip
#

They're not identical for vanilla at least. Like structures_f_data.pbo has the patchname A3_Structures_F_Data.

#

but just chuck in the loadorder mod and then you don't have to worry about it :P

urban basin
#

thanks a bunch this is very helpful info. I just found the exact addon would be A3_Data_F_Heli

#

appreciate the help as usual

untold wyvern
#

What's needed in a house config so _x setVariable["bis_disabled_Door_1",1,true]; can be used ? 🤔
I tried to use it on mod building and it has no effect (works on a3 vanilla buildings).

coral knoll
#

What defines where the targeting optic is on a vehicle?

coral knoll
#

memoryPointGun or memorypointgunneroptics right?

chilly tulip
#

There would need to be a matching entry per turret, I'd guess.

toxic solar
#

so unsure if I have a model issue, or config issue, so I will start here. Tryna add buoyancy to an apc. I have the geo bouyancy lod as follows and component01 is the hull, its closed and non convex.
config wise I am inheriting off I_APC_Tracked_03_base_F which doesnt float by default so I added

canFloat = 1;
waterLeakiness = 2.5;
waterSpeedFactor = 0.8;
maxFordingDepth    = 1.2;
waterResistance    = 1;
waterDamageEngine = 0.2;
waterAngularDampingCoef    = 10;
waterLinearDampingCoefY    = 0;
waterLinearDampingCoefX    = 0;
waterResistanceCoef    = 0.3;

what else do I need?

wintry fox
#

Wasn't there a config option to disable showing a secondary on a vest?
I know to actually make it show you need to make a point for it on the model, but I thought there was a config toggle as well to disable it for vests

toxic solar
ebon pivot
wintry fox
still musk
#

any reason my aircraft cant seem to use nextTarget keybind, it just unselects the current target and does not cycle to the next for some reason

#

already used allowTabLock = 1;

toxic solar
still musk
#

yea i get that with some vics

toxic solar
#

but that is just my observation, might be wrong

still musk
#

you right though, at first i cant lock onto shit, after i do manual fire, i can but i cant target cycle

toxic solar
#

Hello, I am tryna make a tank canister shell where 200m from impact it will deploy 8 HE rounds. Right now it only deploys the submunitions on impact, not 200m before impact. What could I be missing? I was following Cluster_155mm_AMOS cause it kinda does what I want except on an arty

class 90mm_HE_Cansiter: SubmunitionBase {

    airFriction = -0.000275;
    sideAirFriction = 1;

    hit = 10;
    indirectHit = 10;
    indirectHitRange = 4;
    caliber = 1;
    explosive = 1;
    
    typicalspeed = 750;
    
    triggerDistance = 200;
    triggerSpeedCoef[] = {0.9, 1};
    submunitionConeAngle = 45;
    submunitionConeType[] = {"randomcenter", 8};
    submunitionAmmo[] = {"90mm_HE_Deploy", 1};

    tracerEndTime = 6;
    tracerScale = 3;
    tracerStartTime = 0;

    model = "\A3\Weapons_f\Data\bullettracer\shell_tracer_red.p3d";
};
opal crater
#

you need to have locked target/arty target for triggerDistance to apply

#

if you're just shooting unguided the ammo is not able to know "what it's target" so it can't trigger 200m from it.

#

In that case it would need scripting.

toxic solar
#

ah darn, I guess the wiki could use an update for that

#

can I forcefully trigger a submunition to trigger with scripts?

opal crater
#

triggerAmmo _ammo

toxic solar
#

Cool thanks

dire warren
#

I could use some help with my respawn loadout config, I'm using ACE 3 and CUP, the issue i'm having is disposable launchers do not have ammunition in them when a player respawns, what can I do to rectify this? class A26 { displayName = "AT Rifleman (AKS-74U / NLAW)"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; role = "Assault"; show = "true"; uniformClass = "CUP_U_B_USArmy_UBACS"; backpack = ""; weapons[] = {"CUP_arifle_AKS74U_top_rail", "ACE_launch_NLAW_ready_F", "CUP_hgun_Phantom", "Throw", "Put"}; magazines[] = {"SmokeShellOrange", "CUP_HandGrenade_RGD5", "CUP_HandGrenade_RGD5", "SmokeShell", "CUP_mm_9x19_Phantom", "CUP_mm_9x19_Phantom", "CUP_mm_9x19_Phantom", "CUP_30Rnd_TE1_Red_Tracer_545x39_AK74_plum_M", "CUP_30Rnd_TE1_Red_Tracer_545x39_AK74_plum_M", "CUP_30Rnd_TE1_Red_Tracer_545x39_AK74_plum_M", "CUP_30Rnd_TE1_Red_Tracer_545x39_AK74_plum_M", "CUP_30Rnd_TE1_Red_Tracer_545x39_AK74_plum_M", "CUP_30Rnd_TE1_Red_Tracer_545x39_AK74_plum_M", "CUP_30Rnd_TE1_Red_Tracer_545x39_AK74_plum_M", "CUP_30Rnd_TE1_Red_Tracer_545x39_AK74_plum_M", "CUP_30Rnd_TE1_Red_Tracer_545x39_AK74_plum_M", "CUP_30Rnd_TE1_Red_Tracer_545x39_AK74_plum_M", "CUP_30Rnd_TE1_Red_Tracer_545x39_AK74_plum_M", "NLAW_F", "NLAW_F", "NLAW_F", "CUP_mm_9x19_Phantom"}; items[] = {"FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit"}; linkedItems[] = {"CUP_V_CDF_6B3_5_MNT", "CUP_H_USArmy_Boonie_hs_UCP", "ItemMap", "ItemCompass", "ItemWatch", "TFAR_anprc152", "CUP_NVG_HMNVS_Hide", "optic_Holosight_smg_blk_F", "CUP_acc_CZ_M3X"}; }; //Biki: https://community.bistudio.com/wiki/Arma_3_Respawn#Loadouts_and_Roles
I have the launcher ammunition in the 'magazines' array but the launcher is always empty on respawn.

hearty sandal
#

most likely the ammo dont fit your uniform or vest and youll need a pre configured backpack with the rocket in it

dire warren
#

thanks, I was hoping I wouldn't have to add a backpack, but that worked 🙂

tight horizon
#

What's the code I need to look into to assign gunner/driver/ect? I did the drongo config generator, and it's doing the same issue I had when I tried alive orbat - it has some of the crew replaced by my custom crew but not all of it. IE a M48 Patton from SOG has gunner/commander being vanilla VN but the driver is my custom crew.

I know it is crew="your_custom_crew_unit"; , but that isn't doing it for the gunner/driver or secondary spots.

Nevermind, it seems like it's #arma3_config message this laborious fun. notlikemeow

winter rain
#

If Turrets dont have a defined gunnerType it should take the crew part. If Turrets got a defined gunnerType you got to overwrite that with your gunnerType class.

Driver should be replaced by your new added crew type

tight horizon
#

Yeah, I've gotten it to work with a m113 M2 transport one. The acavs are being a bit trickier. Since I am trying to make it co-exist with my 'force acav guys to turn out'.

It's replacing the 2nd and 3rd gunner, but it's mucking up the auto-turn-out. They can still shoot, but the animations are off. Despite it being perfectly fine with the vanilla variant. So trying to solve that out

I can't solve it. It's the weirdest thing - the placement of the units when turned out is borked, but I have inheritances set up right. Even got rid of trying to make them auto-turn out and the issue persisted. They'd look fine when inside the m113, but turn out and they'd get borked like that + the first person view would be bad (except when aiming down sights, then it'd be fine).

Will have to look at it another day

orchid delta
#

Is it possible to block certain letters combinations on a plate ? I'm making a server, and have some plates reserved for certain factions (for example "3-POL-123" would be a police plate and "3-AMU-123" would be an ambulance plate), and don't want vehicles that aren't police vehicles/ambulances ? I don't want to block the letters themselves, only the combinations (so "1-MUA-123" could still be possible)

hearty sandal
#

well sure, not through config though but through whatever system/interface you have to edit them in the mission

orchid delta
#

Okay, so in a config it's not possible at all ?

hearty sandal
#

no its not related to config

orchid delta
#

Okay, thanks !

still musk
#

how do i add intercom to my vehicle config? its a tfar thing right?

wintry fox
#

Been a bit since I looked at the values, but it should be like, tfar_hasIntercom = 1; or something similar

still musk
#

i tried that, but nothing happenned in game

wintry fox
#

Open up some vehicles in the config viewer and you should be able to find it

still musk
#

bet thx!

wintry fox
#

You'll also probably need to add the actions to switch the intercom channels if you're using ace

true fossil
still musk
#

thx!

dark anchor
#

Do the hand animations for weapon config have to go with the recoil

So like
I can't have smg recoil but have mxc hand positions ?

wheat sluice
#

?

#

Hand animations are separate from recoil.

#

You could have the handanim rtm depict the user holding a gun and firing with just a finger while having zero recoil, while someone holding the same gun with a C-clamp recoils like crazy from just a single shot.

remote salmon
#

Any ideas why the bolt is shifting upwards? I can't seem to figure it out. As well whenever I restrict it to TranslationX the offset seems to no longer work.

novel lava
#

your axis isnt straight

#

only other thing I can think of is the bolt selection is in another selection thats being animated which can cause some weird things

remote salmon
wintry tartan
#

Kerc said about suspect that your model's axis is misaligned

remote salmon
#

That first gyazo is a pic of the points and when I check the angles, them seem perfect 😢

dark anchor
wintry tartan
#

Post your config then

dark anchor
#

eyo hahaha

#

not a good idea
let me see if i cant snip just this weapon without breaking character limit

wintry tartan
#

Then narrow down it. Or pastebin

#

Otherwise we will not point what's wrong

dark anchor
#

i just said i was doing that

#

ignore the "FullAutoX"
just something i was trying and has nothing to do with the problem

#

also no, displayName being unclosed in the version i sent isnt the problem either

novel lava
#

make sure the y axis is the same

wintry tartan
dark anchor
#

im not making my own recoils so no

wintry tartan
dark anchor
#

dont worry about it, ill just figure it out

wheat sluice
#

That CfgRecoils classname (recoil_trg20) definitely exists but it looks like you're trying to use both the old CfgRecoils class (array-based) in the weapon itself and the post-Marksmen DLC format (parameters) in the firemodes. There's no need to do this because the old format (array-based) was made obsolete after the Marksmen DLC.

#

Try getting rid of the recoil tokens in your firemodes.

dark anchor
#

I got rid of all references to "recoil"

#

still cries

wheat sluice
#

Can you chuck your full config on pastebin or something? The entire thing, including CfgPatches.

dark anchor
#

but my other gun, in another mod (is a pistol) has no recoil references and it doesnt cry

#

I would but it wouldn't do any good since the state of this config is super liquid
+
there's no point, the only problem is with this gun
i've given it different mags, different ammo, still same issue
so none of the cfgammo or cfgmagazines are relevant to the issue.

#

i appreciate the help though

#

when i finish seperating and rewriting everything, if its still an issue ill do the thing.

remote salmon
novel lava
#

yeah I saw your last message about it

#

as said the only other thing is the bolt selection

#

copy the bolt selection in object builder into an empty lod and see if it belongs to any other selections (other than like camo or w/e)

#

because that can mess things up

#

the only other thing is the weapon itself isnt straight

molten musk
#

Hello, Does anyone know the correct value that should be changed to get x length to the tripwire? And is that possible to change / modify in via script?

molten musk
#
APERSTripMine
#

Most of mods what i have seen is build on that/ inheritance from that

last bluff
#

Does anyone have a good way of finding correct model.cfg axis information? Im currently porting a snipex alligator and the bolt is entirely wrong. i just dont wanna mess it up beyond recognition

wheat sluice
# molten musk Hello, Does anyone know the correct value that should be changed to get x length...

Config only AFAIK. You can't adjust a mine's trigger length by script.

As for the config setup, you can adjust the length of the mine's tripwire in CfgMineTriggers, either by modifying the existing trigger class (not recommended as this can affect other mods that rely on the default length) or by creating your own class. If you need something to reference, inherit from the WireTrigger class and work your way from there by changing the values in the array (mineWireStart[] and mineWireEnd[]).

To finish it off, you then modify the mine's ammo class in CfgAmmo and set the value of the mineTrigger token to your own mine trigger classname.

hearty sandal
abstract isle
#

Hi guys, im trying to convert some code a made into a little mod, basically I just want the code to work based on a new eden editor attribute for any object. So from the documentation online I created this config.cpp and I cant even get it to show the extra category tab or attribute in eden editor. (havent even tried to attach the code to the expression property yet, I just want the button to show as step 1...)

class Cfg3DEN
{
    class Object
    {
        class AttributeCategories
        {
            class MaddonutsTools
            {
                displayName = "Maddonut's Tool Box"; // Category name visible in Edit Attributes window
                collapsed = 1; // When 1, the category is collapsed by default
                class Attributes
                {
                    class ResupplyObject
                    {
                        displayName = "Is Resupply Object"; // Name assigned to UI control class Title
                        tooltip = "This will make this object a resupply object and add a one time use button per player to resupply their loadout from the last loadout they exited the Ace Arsnel with";
                        property = "ResupplyObjectProp"; // Unique config property name saved in SQM
                        control = "Checkbox"; // UI control base class displayed in Edit Attributes window, points to Cfg3DEN >> Attributes

                        //expression = "_this setVariable ['%s',_value];";
                        expression = "_this setVariable ['%s',_value];";

                        defaultValue = "false";

                        //--- Optional properties
                        condition = "object"; // Condition for attribute to appear (see the table below)
                    };
                };
            };
        };
    };
};
molten musk
abstract isle
abstract isle
wintry tartan
#

What about CfgPatches

abstract isle
#

do I need to wrap it all in a CfgPatches?

wintry tartan
#

No

#

I'm asking what is your CfgPatches

abstract isle
#

sorry completly new to moding still trying to figure this bit out, I know arma 3 scripting language but new to config files

wintry tartan
#

I'm not asking you to say sorry either

abstract isle
wintry tartan
#

You have no CfgPatches then?

abstract isle
#

right okay, so this needs to go in the addon config not the mod config right? okay think I understand that now thanks ill give it a go

wintry tartan
#

I don't really know if you understood. Addon and Mod are basically point same thing

abstract isle
#

I have two config.cpp files, ones in the mods root directory and one is inside a folder called "addons" which will need to be created into a PBO to make the addon file from my understanding. So this big of config needs to go in the config.cpp thats in the addon file right?

#

not the mods root directory config.cpp

wintry tartan
#

Do you mean before packing them into PBO?

abstract isle
#

yes

wintry tartan
#

PBO is the only accepted file

#

To load into the game

abstract isle
#

yes I get that. But I was asking if it needs to go in this config.cpp that defines my mod logo, name etc.

#

or this one that is inside the addons folder, before I pack it into a pbo

#

oh right i understand now I think.... the answer is both....

wintry tartan
#

I think we have a confusion that what is Addon or Mod mean here

#

In PBO, folder structure or names don't really matter. In a Mod folder, PBO must be located within addons folder

abstract isle
# wintry tartan https://community.bistudio.com/wiki/CfgPatches

yes so the first screenshot is of the mod root directory, and then 2nd is a folder inside addon that i will pack into a pbo to be in the addons folder.

So from my understanding from this link you sent only the addons require a cfgpatches not the mod root config.cpp

#

I will test and see quickly it might help me understand

wintry tartan
#

CfgPatches is ALWAYS required for every config.cpp whatsoever in order to load into the game properly

abstract isle
#

So ive added the CfgPatches as below and I can now see my category and attributes on any eden object as I intended. Im getting a problem when I tick the attribute I've made and click okay it is unticked when I go back into it any ideas?

Edit: okay so ive played around with it for hours and understand its an issue with the expression. But I dont understand how the expression property is meant to work. Its for calling the code I want the action to do and for setting the actions value? How would I call a sqf file in my addon from here?

class CfgPatches
{
    class ResupplyBox
    {
        name = "Resupply Box";
        author = "Maddonut2";
        url = "";
        requiredVersion = 1.60;
        requiredAddons[] = { "3den", "A3_Data_F_Decade_Loadorder" };
        skipWhenMissingDependencies = 0;
    };
};

class Cfg3DEN
{
    class Object
    {
        class AttributeCategories
        {
            class MaddonutsTools
            {
                displayName = "Maddonut's Tool Box";
                collapsed = 1;
                class Attributes
                {
                    class ResupplyObject
                    {
                        displayName = "Is Resupply Object";
                        tooltip = "This will make this object a resupply object and add a one time use button per player to resupply their loadout from the last loadout they exited the Ace Arsnel with";
                        property = "ResupplyObjectProp";
                        control = "Checkbox";

                        //expression = "_this setVariable ['%s',_value];";
                        expression = "execVM 'ResupplyBox\functions\ResupplyBox.sqf'";
                        defaultValue = "false";
                        condition = "object"; // Condition for attribute to appear (see the table below)
                    };
                };
            };
        };
    };
};
cinder turret
#

so I have an addon where the vics are available in the editor, and can be spawned in zeus, but if you try to load a mission that contains those vics onto a server you'll get an error

#

`> 19:50:06 Missing addons detected:

19:50:06 CFR_MChR
19:50:06 CFR_AirVehicles_Mi6
19:50:06 CFR_AirVehicles_Mi8
19:50:06 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
CFR_MChR, CFR_AirVehicles_Mi6, CFR_AirVehicles_Mi8`

#

I have other addons in my mod that work fine and I can't quite tell what the difference is or identify the issue

chilly tulip
#

Is it a linux or windows server?

cinder turret
#

windows

chilly tulip
#

Check whether those mods are loading correctly in the server RPT.

remote salmon
#

What part of the weapon config controls the shells ejecting?

nimble sequoia
#

class GunParticles {};

wintry tartan
#

Nope

#
class CfgAmmo
{
    class BulletCore;
    class BulletBase: BulletCore
    {
        cartridge = "FxCartridge_556";
    };
};```
novel lava
#

either/or
gunparticles for vehicle weapons at least - can also use it for infantry ones but better off using what polpox posted for those

wintry tartan
#

🤔 I ddin't know that

abstract isle
lethal shuttle
#
{
inherit class 'EventHandlers' does not exist

\ptni_apc\config.cpp Rapify:Rap: In File \ptni_apc\config.cpp: circa Line 368 rap: missing inheritence class(es)
#
class EventHandlers;```
#
        {
            init="if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;};";
        };```
#

?????

#

says event handlers does not exist but they are placedi n the ocnfig

wintry tartan
#

Pretty much self explanation error

#

You want to put your entire config then

lethal shuttle
#

i was just messing with the HitPoints properties, had nothing to do with eventhandlers

wintry tartan
#

Line 235, wrong bracket

lethal shuttle
#
class LightCarHeadL01     /// lights on each side consist of two bulbs with different flares
            {
                color[]         = {1900, 1800, 1700};        /// approximate colour of standard lights
                ambient[]        = {5, 5, 5};                /// nearly a white one
                position         = "LightCarHeadL01";        /// memory point for start of the light and flare
                direction         = "LightCarHeadL01_end";    /// memory point for the light direction
                hitpoint         = "Light_L";                /// point(s) in hitpoint lod for the light (hitPoints are created by engine)
                selection         = "Light_L";                /// selection for artificial glow around the bulb, not much used any more
                size             = 1;                        /// size of the light point seen from distance
                innerAngle         = 100;                        /// angle of full light
                outerAngle         = 179;                        /// angle of some light
                coneFadeCoef     = 10;                        /// attenuation of light between the above angles
                intensity         = 1;                        /// strength of the light
                useFlare         = true;                        /// does the light use flare?
                dayLight         = false;                    /// switching light off during day saves CPU a lot
                flareSize         = 1.0;                        /// how big is the flare
                };```
#

like this? (i put a bracket at the end)

wintry tartan
#

What is “like this”?

#

It has extra bracket in your code

lethal shuttle
#
intensity         = 1;```
#

this is line 325, what do you mean by wrong bracket??

wintry tartan
#

I said 235

lethal shuttle
#

Shit, sorry, I misread, it works now, thanks

toxic stirrup
#

Is there any way to prevent brass appearing on ground after firing a caseless rifle? Can't figure it out.

toxic stirrup
#

cartridge = ""; ?

narrow swallow
#

that is what mx caseless ammo has.
CfgWeapons also has

class GunParticles: GunParticles
{
    class SecondEffect
    {
        positionName = "Nabojnicestart";
        directionName = "Nabojniceend";
        effectName = "CaselessAmmoCloud";
    };
};
winged plover
#

yo so looking through through the CfgWeapons_Config_Reference i cant seem to find what controls damage range. so the gun i made 1 taps within 10m but after that does 0

winged plover
#

also looking for rate of fire but all i can find is ai fire rate

narrow swallow
narrow swallow
winged plover
#

ty will try now

winged plover
narrow swallow
#

that's the magazineReloadTime

winged plover
#

oki ty

#

would u happen to know anything about "indirectHit"

#

i turned it up and it was killing people behind me lol

winged plover
#

ty

lean bloom
#

Is there an engine source that can be used to control the state of the animation of a mine being loaded and unloaded (fired) from a mortar?

The mortar is loaded through an ACE action at the barrel, so I have a feeling that this will not work as a standard "magazine" appearing and disappearing.

Or is it necessary to create a custom animationsource for this?

hearty sandal
#

Check the wiki page about modelcfg and animation sources to see all of them and how they work

lean bloom
#

ah, ammo, cheers, I will check

teal mirage
#

Does anyone here have any experience with Drongo's config maker for making custom factions?

pallid sierra
#

I'm sure someone does, but we also have experience in doing it by hand

viscid mango
#

how would i go about editing the NATO faction?

pallid sierra
#

is this your first faction mod/config mod?

viscid mango
#

im just looking at replacing the gear in the faction with some modded gear so i can use it in the SP campaign

#

where would i start?

pallid sierra
#

are you familiar with how the config system works + inheritance

viscid mango
#

i dont think so

#

ive done a bit of scripting but nothing major

pallid sierra
#

ok, let me get some reading material first for you

viscid mango
#

right

viscid mango
#

is there an easy way of editing a faction?

pallid sierra
#

any way you do it, you're gonna have to be familiar with how this works

viscid mango
#

right

#

how long will this take to learn?

pallid sierra
#

hard to say, you could have your addon up and working in a couple of days if you are dedicated and have normal life stuff to deal with

viscid mango
viscid mango
#

i know a friend that makes addons, i could ask him if he could make an addon

#

if i find this too confusing

#

or not, he doesent know how to

pallid sierra
#

you can do it, just don't give up when it gets confusing, i can give you some examples.

viscid mango
#

right, i would just go and search the steam workshop for something like this but there arent any faction mods for the mod im trying to use

#

oh well

#

should i read the links in order?

pallid sierra
#

i would read class inheritance first

viscid mango
#

mkay

pallid sierra
#

it will probably be the most confusing

viscid mango
#

great

viscid mango
#

if i made a custom faction could i put that into the SP campaign?

#

arent custom factions easier?

#

ive seen them done with just scripts and no mods

#

then again ive also seen faction replacements done with just scripts

pallid sierra
#

1.) no - have to modify base game classes
2.) about the same
3.-4.) you can, its also a pain to do in SP campaign (unless you are running a always show debug mod for easier execution)

viscid mango
#

right

nimble lodge
#

When I am trying to change zeroing distance and camera zoom, is this what I write before inheriting?

class B_T_VTOL_01_armed_F
    {
        class Turrets: Turrets
        {
            class GunnerTurret_01: NewTurret
            {
            };
            class CopilotTurret: CopilotTurret
            {
                class OpticsIn
                {
                    class Wide
                    {
                    };
                    class Medium: Wide
                    {
                    };
                    class Narrow: Wide
                    {
                    };
                };
            };
        };
    };
chilly tulip
#

short answer: no

#

You have three undefined base classes there (Turrets, NewTurret, CopilotTurret) and class Wide is getting blanked which doesn't seem likely to be correct.

#

Also I assume B_T_VTOL_01_armed_F is supposed to be inheriting from something.

nimble lodge
nimble lodge
# chilly tulip You have three undefined base classes there (Turrets, NewTurret, CopilotTurret) ...

In the begining of the config, I copied the stuff from Apex DLC config for blackfish which is:

class Plane;
    class Plane_Base_F: Plane
    {
        class MarkerLights;
        class Turrets;
        class HitPoints;
    };
    class VTOL_Base_F: Plane_Base_F
    {
        class AnimationSources;
        class HitPoints: HitPoints
        {
            class HitHull;
        };
        class CargoTurret;
        class MarkerLights: MarkerLights
        {
            class PositionWhite;
        };
        class NewTurret;
        class Turrets: Turrets
        {
            class CopilotTurret;
        };
        class ViewPilot;
        class Components;
    };
tacit zealot
#

Is there any way to temporarely change the default face? I'm taking preview pictures of female units but they are using the Default Man's face.

tacit zealot
#

Solution (for when ToH Faces is used):

//USE THIS TO SET THE DEFAULT FACE TO WOMAN FOR PREVIEW PICS
class cfgFaces{
    class Default;
    class Man_A3: Default{
        class Default{
            disabled = 0;
            displayname = "Default face";
            head = "SportsWomanHead_ToH";
            identityTypes[] = {};
            material = "\HSim\Characters_H\Woman\Faces\data\hhl_woman_20.rvmat";
            materialHL = "\HSim\Characters_H\Woman\Faces\data\hhl_woman_skin_3.rvmat";
            materialHL2 = "\HSim\Characters_H\Woman\Faces\data\hhl_woman_skin_3.rvmat";
            materialWounded1 = "\HSim\Characters_H\Woman\Faces\data\hhl_woman_20_injury.rvmat";
            materialWounded2 = "\HSim\Characters_H\Woman\Faces\data\hhl_woman_20_injury.rvmat";
            texture = "\HSim\Characters_H\Woman\Faces\data\hhl_woman_20_co.paa";
            textureHL = "\HSim\Characters_H\Woman\Faces\data\skin_3_co.paa";
            textureHL2 = "\HSim\Characters_H\Woman\Faces\data\skin_3_co.paa";
            vn_sam_faceType = "white";
        };
    };
};```
stark pawn
#

Hi all. I would like to know about the use of negative armor hitpoints and minimal hit values. For the positive, I understand math and have been using it for a long time. (For example: minimum hit for damage hitpoint = HitPointArmor*minimalHit*Armor Can someone tell me if there are differences in mathematics with negative values? The FAQ indicates this method is indicated as preferred.

shy knot
#

Is there a way to limit the radar search angle?

winter rain
#

If you got configurated them in your vehicle you can limit or increase, change angles and sensor types etc

steady beacon
tight horizon
#

Couldn't find an answer to this on the config pages or in discord's terrible searching - I assume the position of the camera when Aiming down sights is locked to the model? I was hoping to move the perspective back some in a gun I found, but I can't discern in the config what might pertain to that

tight horizon
#

On the workshop

shy knot
#

You can’t touch a model from a mod that isn’t yours. That’s called ripping and is a bannable offense

tight horizon
#

If it was a gun I found IRL then I'm not exactly needing to edit a config for that, and any change I would do would A) have permission of the author if I wanted to publish it and B) be a patch.

I'm going to be honest, sometimes people here are hair-trigger as hell (no pun intended) and jump at shadows for the slightest

#

See, that's what I mean

#

I'm asking if I can edit the Config to fix the issue, or if it's out of my hands because it's a model. My question was literally to clarify if the position of the camera is locked to the model (thus I cannot touch or fix it) or if it is config based (In which case I can fix it, and if permitted do a config mod).

shy knot
#

It’s not Config related

tight horizon
#

That is my question, if you can edit it in the config or not

shy knot
#

To change the ads pos is model related

#

So, no

tight horizon
#

I did not ask if I could change the ADS pos model, I asked if I can do it in a config or not. Okay

shy knot
#

No, you can’t change it in Config

tight horizon
#

That is all I needed to know

shy knot
#

It’s model related

tight horizon
#

I Understand.

lethal shuttle
#

Could someone please help me on how to start with PhysX editing.

I've looked up my car's physx properties in diag.exe and the vehicle handling configuration but I still don't know where to start. I know nothing about car physics. 🤦‍♂️

shy knot
#

@lethal shuttle

tacit zealot
#

Anyone able to help me make a soft dependency for GreenMag mod? I've tried a bunch of things, below, but none of these work.

    //#if __has_include("\z\greenmag\addons\main\data\box_40rnd.paa")
    //#if __has_include("\greenmag\addons\main\data\box_40rnd.paa")
    //#if __has_include("\z\greenmag_main\config.bin")
    //#if __has_include("\greenmag_main\config.bin")```
wintry tartan
#

Check pinned

tacit zealot
#

I've checked the pins, but none of those appear to apply to my situation. My condition check is not governing an entire PBO/cfgPatches entry; instead it only pertains to a small section of an existing PBO, so it does not need the setup of cfgPatches and the requiredAddons[] list.

atomic jetty
#

Is there a config entry to make a sound when the submunition deploys? I've been playing with different rockets with payloads and I'm trying to get the deployment of the payloads to have a shot sound.

tacit zealot
#

May want to use an ammo init eventHandler on the submunition ammo class, and then use that init to do things. I've done something similar to run an EMP script on ammo hit.

wintry tartan
tacit zealot
#

I see. I guess I can make it work, then.

opal crater
#

Has include needs unbinned config to be handled by game

#

pboProject will resolve this during build time

#

HEMTT should handle it as expected (not bin the config and let the game handle that)

tacit zealot
#

I'm using PBO manager, I always leave my configs unbinarized. I was confused because my current method worked for the other two or three mods I've made soft dependencies with.

Even weirder is that for some reason it's working now with #if __has_include("\z\greenmag\addons\main\data\box_40rnd.paa") even though that was the first one I tried and failed with.

opal crater
#

PBO Manager pepe_cross

tacit zealot
#

yeah... I'm one of those people. I've tried pboProject but it honestly just fed me up with all the stuff that it says is wrong that I know wasn't. Yes, I have a properly configured P Drive and use it.

royal briar
#

can you edit existing vehicle classes in the cfgVehicles or do you need to make new classes if you want to "edit" them? (create modified versions)

narrow swallow
royal briar
#

this is what I tried ```sqf
class CfgVehicles
{

class Land_HBarrier_01_line_3_green_F
{
displayName = "Destructible barrier";
armor = 10;
destrType = "DestructBuilding";
};

};

#

i think that was it 😄

chilly tulip
#

umm

#

You just removed a bit that would generate the already-defined error.

royal briar
#

yea :/ I forgot what i tried, sorry

#

but that should work?

chilly tulip
#

No but it'll fail differently.

royal briar
#

hmm

chilly tulip
#

You need to maintain the inheritance of the class you're modifying.

#

so something like this:

class CfgVehicles
{
  class BaseClassOfLandBarrier;
  class LandBarrier : BaseClassOfLandBarrier
  {
    displayName = "Modified name";
  };
};
royal briar
#

but I want to edit the BaseClassOfLandBarrier

chilly tulip
#

You need to maintain the inheritance of the class you're modifying.

#

I'm not going to look up this inheritance tree for you.

royal briar
#

no problem just confused

chilly tulip
#

sighs

#

Look at that class in config viewer. The inheritance chain is:
["All","Static","Building","NonStrategic","HBarrier_base_F","Land_HBarrier_3_F"]

royal briar
#

So i need to write something like this? ```
class All
{
};
class Static: All
{
};
class Building: Static
{
};
class LandBarrier : Building
{
};

chilly tulip
#

so when you modify it, you need to maintain that link to Land_HBarrier_3_F

#

Stock config viewer does show parents, right :P

royal briar
#

yea no problem, so I redefine everything like in my example?

chilly tulip
#

No, you only need one level here.

royal briar
#

like this ?```
class Building
{
};

class HBarrier_base_F : Building
{
};

class Land_HBarrier_01_line_3_green_F : HBarrier_base_F
{
};

#

or is it one too many?

chilly tulip
#

One too many and you don't use the brackets on the top one, otherwise it'll blank it.

#

Also you have the wrong base class.

royal briar
#

oops true

chilly tulip
#
class CfgVehicles
{
  class Land_HBarrier_3_F;
  class Land_HBarrier_01_line_3_green_F : Land_HBarrier_3_F
  {
    displayName = "Modified name";
  };
};
royal briar
#

thx!

#

so will Land_HBarrier_01_line_3_green_F have the previous attributes though?

#

or do I need to redefine everything

#

i mean does it only have attributes from Land_HBarrier_3_F

chilly tulip
#

It'll have the previous attributes.

royal briar
#

cool 👍

#

I'm really bad with these arma classes and I'm probably doing something weird but this code doesn't work (displayName wont be overwritten) ```
class CfgVehicles
{

class Land_HBarrier_3_F;

class Land_HBarrier_01_line_3_green_F : Land_HBarrier_3_F
{
atest = "Teeeest"; // Works, shows up in config browser

displayName = "Barrier test"; // Does not change displayName !

};

};

chilly tulip
#

hmm, works fine for me.

#

You mean it shows up as something else in the config browser?

royal briar
#

maybe its due to this error msg I get

#

that comes up if I place the barrier and start mission

chilly tulip
#

Maybe paste your CfgPatches.

molten musk
#

What you have in your

CfgPatches {
royal briar
# chilly tulip Maybe paste your CfgPatches.
class CfgPatches {
    class FieldOfWar {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        author[] = {"GC8"};
        authorUrl = "armagc.blogspot.com";
        
        requiredAddons[] = {"A3_Ui_F"}; // "A3_Data_F","A3_Ui_F_AoW"};

    };
};```
chilly tulip
#

IIRC author isn't an array

#

Had someone else do that recently, maybe copying from same busted example?

molten musk
#
Authors [] = {}
Author = ""
royal briar
#

ah that fixed the error!

#

still displayname wont change...

chilly tulip
#

I have no idea how that's possible, unless you're not running what you pasted.

#

or something else is overriding it later, maybe.

royal briar
#

ok well thx guys I'll come back to this again tomorrow to see what I have messed up ;P thx for the help!

#

could it be the vanilla class is loaded after my addon.cpp is loaded?

chilly tulip
#

shrugs

#

You could try it with "A3_Data_F_AoW_Loadorder" instead. That's what I'm using.

#

Normally mod addons load after the vanilla stuff even if you leave requiredAddons blank though.

pallid sierra
#

@royal briar where are you guys finding this example? Just like John said, been seeing a lot more instances of people making author an array, and hitting the same error cause it's wrong. You would be like #4 in the past couple of months I've seen.

hearty sandal
#

I got over 10k samples on the all in one config dump that its not

#

people "can make" it whatever they want of course

#

does not mean its correct

pallid sierra
# hearty sandal seeing them where? 😅

I have a couple in my dms asking for help with the same error, they were using authors as an array. Then a couple in this discord that have asked the same thing.

#

I didn't know if someone put up an incorrect example somewhere or if a generator is putting that out.

#

And more

hearty sandal
#

odd yeah

crude coyote
wintry tartan
#

Your CfgVehicles entry does not have any model

crude coyote
#

Can you expand on that? Im not sure I see what you mean as I have O_R_Gorka_camo_F listed

#

Ah sorry, I got it fixed now

#

Interesting fluke

royal briar
hearty sandal
#

One can just write author = "dude1, dude2, dude3, dude4";

It's just a string

slim halo
hearty sandal
#

Well it's not a vanilla thing so someone has just done that on their own at some point and the others have copied that

#

Probably harmless to do but could also break something that tries to read the author string

plucky marsh
#

I got this error on a scope I'm working on, what did I miss? Warning: Thermal vision mode defined, but modes not.

hearty sandal
plucky marsh
#

ah, I was missing thermalMode[]

cloud saddle
molten musk
tidal rose
#

Hello, I created injury RVMATs for my uniform model. The issue is that the RVMATs don't appear when taking damage. However, if I load the RVMAT once using setObjectMaterialGlobal in the editor, it suddenly works when taking damage.
Does anyone know how I can fix this?
(The RVMAT files are in a different PBO)
I hope this chat is okay for the question

dusk jungle
#

I think scripted materials override this engine texture/material changing behaviour

hearty sandal
#

Wound materials don't work if hiddenselection retexturing is done

#

It's a known issue

#

@tidal rose

nimble sequoia
#

Damage mat swapping when using hiddenSelectionsMaterials specifically being bugged.

tidal rose
#

I don't use hiddenSelectionsMaterials in the config. I've also included the RVMATs in the Class Wounds. It's not a retexture, it's a custom uniform. I'm about to make a video and demonstrate the issue.

hearty sandal
#

Then what samara said could be your issue

tidal rose
hearty sandal
#

In case something interferes with your thing

fast ruin
#

Trying to make a faction and am struggling with adding optics, rail attachments, and underbarrel attachments to the weapons.

#

Does anyone have a good guide for that kind of stuff?

wintry tartan
#

Firstly, a faction and a weapon accs are unrelated. Do you mean "config predefined weapon with certain accessories"?

fast ruin
#

Like taking the stock MX and adding attachments to it within the config

wintry tartan
#

You can check vanilla config

stuck nest
#

Question, is it possible to disable impact damage for helicopters at a config level?

Perhaps by altering "HelicopterExploSmall" or "HelicopterExploBig" or possibly "FuelExplosion"?

I've been trying to think of a way for a while to disable impact damage but retain projectile and explosive damage.

dusk jungle
#

When helicopter crashes, it dies and creates explosionEffect explosion

stuck nest
dusk jungle
#

Oh, you mean stopping the helicopter from exploding from collision

#

Can't help you much here, probably model stuff?

stuck nest
#

I'm not sure, I tried ages ago with a damage eventhandler at a script level but was unsuccesful, had a forum post about it.

#

Link related: https://forums.bohemia.net/forums/topic/236333-handledamage-eventhandler-aircraft-not-working-as-expected/

I just now re-visited the "problem" as I was hoping to solve it before updating me mission stuff.

dusk jungle
#

Yeah, crash death is hardcoded and doesn't care even about HandleDamage

#

It checks for allowDamage though

#

This applies to both helis and planes

stuck nest
#

My current solution is turning off all damage when they're over 20mph, and go above a specific distance, but this stops way more than impact damage sadly.

dusk jungle
#

Turning off damage through HandleDamage?

stuck nest
#

I think its a getinman eventhandler with a spawn or something, i haven't opened it in a long time, simple allowdamage false when the criteria is met basically

dusk jungle
#

Not sure if its possible to save the heli/jet from crash dying through HandleDamage at all

#

My guess would be that they're already dead by the time HandleDamage even fires

#

There are plenty of cases in the engine where it just kills the unit without checking for HandleDamage

#

And even allowDamage for that matter

#

(Unit drowning doesn't care for example)

#

As for config, my guess would be increasing armor could help but this would make it inpenetrable to fire as well

stuck nest
#

I'm wondering if essentially making the heli fuel explosions firecrackers or outright making them inert would change anything.

#

My guess is its hardcoded still to happen

#

like setdamage 1 type deal