#arma3_config
1 messages · Page 21 of 1
All recoils are in CfgRecoils class
well no not that part
Guessing, maybe it got changed after bipod update and now applies when you deploy the weapon?
recoil = "recoil_single_sdar";
in hte firemode class, or in the base level of the weapon config
that would be news to me, cause afik, all bipods are the same and apply the same percent reduction in recoil, is atleast wat I understood
Looking at vanilla config, they're in firemode configs
Weapon being rested maybe? (When you see rectangle on stance icon on HUD)
I c it on both, so that had be confused
in configs its in both firemod and base level of weapon config
Isn't default fire mode defined right in the weapon or something?

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
what does that even mean if its in firemode and base config of weapon?
like if u put MX recoil on base and firemode?
modes lists which firemode weapon has
if its this, weapon itself is used for firemode values, otherwise its subclass of the weapon
Means firemode can be defined in both weapon and in its subclasses
or even subclass subclasses for alternative muzzles
so from where is the recoil then taken
firemode or base config
recursive firemodes 
nah, there's just 2 recoil systems in play here 
Base config is also a fire mode if you have this in modes
^
🤔
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
oh boy, recoil discussions (and testing) were fun
there's also a report of old (array) style recoil configs being improperly configured all over A3 at https://feedback.bistudio.com/T172180
oh?
Should be the recoil used when laying prone, but without a bipod
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.
Found it. muzzles[] += {""};
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
@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?
If it's the "é" I'm the dumbest ever x)
... I hate myself x)
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?
geometry lod could be broken
so no proper collision detection
aight, so i'm gonna remake the geo lods, thanks HG
Then i shall assign autocenter and mass, have i done that right?
try simple box geometry with say 50 mass
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
okk
wats mm ammunition?
mm as in a sound of thinking
hehehehehe
ngl I dont think I have set correct masses for my ammunition so time to check those
the 50 was just something that should work
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
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.
I couldn't figure out allowing ffv while viv either.
Having a spot of trouble with custom helicopter pylons - how does the hardpoints listing actually work?
hardpoints listing
What do you mean?
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
class PylonRack_1Rnd_Missile_AA_04_F: 2Rnd_Missile_AA_04_F
{
hardpoints[] = {"B_MISSILE_PYLON"};
};```In CfgMagazines
The definition is inside of a different class?
different class?
hardpoints[] = {"B_MISSILE_PYLON"};
This would make me think that there is a class B_MISSILE_PLYON somewhere
No
So it's just "this weapon is of category B_MISSILE_PLYON"
Yes
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?
it should
o7
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;
};
};
missing _ca in texture names, trailing comma in array, use of same displayName
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
What are you packing with? I recommend pboProject. It doesn't look like class camo2 is defined anywhere in your mod.
class camo2 is the camo class of the heli's base paint
Also where do I get the installer for this ?
pboproject
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
@lime needle You have the wrong inheritance for vn_o_air_mi2_03_02. It inherits from vn_o_air_mi2_03_01.
vn_o_air_mi2_03_02 exists and the only difference with vn_o_air_mi2_03_01 is the paintjob
well I was inheriting from the heli that had the correct paintjob to start with
Dunno why or how, but that fixed it anyway
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
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
you got a path in your #include?
also show the whole class
This class is in Cfgvests.cpp, which has its #include in the config
And there is a #include "basicdefines_A3.hpp" in the config file
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;
};
};
};
};```
what's the path for cfgvests.cpp?
its in the same folder as config.cpp and basicDefines_A3.hpp
no I mean is it an ARMA config? baked into ARMA?
I'm not sure what you mean
is it an ARMA file, or is it your file?
this is my own vest file
show the header file
#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```
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
if not maximumload, then what is it?
AFAIK, mass... for uniforms and vests
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.
works for me just fine now, i used containerClass = "Supply80";
depending what you are aiming for, I think that one is defined by 80 mass. there are a handful of similarly named container classes.
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
gotten somewhat buried in the noise since I posted... any clarification on such backpack type? or is it isbackpack we look to?
Maybe an issue with glove23's config? Is it actually a backpack? Does it have a large enough maximumLoad to carry all that?
901 should be backpacks (or at least the backpack slot)
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#allowedslots
Further backpack reference:
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Backpack_Configuration
Yes, the backpack does have a large enough maximum load. The issue is that all of what is supposed to be in the backpack is duplicated over into the vest, so it appears in the backpack and rhe vest. This occurs for every single member of the faction, regardless of which backpack they use, and my other factions as well.
Did you mean to put your backpack contents into items[] and respawnItems[] again / are those separate copies? You don't need to add backpack contents to either of those, defining backpack should be sufficient
I didn't mean to put my bakpack contents into items[]
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
- 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[]orrespawnItems[]. 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";
};
};```
I only have them in the backpack, if I'm not mistaken
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
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
Sorry I did post the wrong code
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
Guys, any ideas on that error?
#arma3_config message
You're using a model that is not designed to work as unit (I_TargetSoldier has simulation="soldier")
What model/simulation you can suggest in this case?
No idea how to do this better
I can help when im home cause i did already something similar for my command & conquer structures getting attacked by AI. But atm im at work and on phone so no access to my sources
Ill be later will continue work on timing belt and clutch ive started at last saturday cause last parts have arrived today wich got missed saturday, you can also PM me if you want 
Thanks. Currently I'm trying "thing" simulation, need to see if it works well for targeting.
<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?
Found that its used in BIS_fnc_exportCfgVehicles
Nice find, thank-you!
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
Unlimited minefield 
Yeah I wouldnt have it be unlimited, it would end after stepping on it
Oh okay so using shotgun shell for example, the pellet cant spawn the shell cfgAmmo it came from?
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
Yea makes sense, okay I will try to get that working where on the mine activiting it spawns more submunitions that dont repeat
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?
Perhaps bad mass distribution in you models geometry
forgot that was a thing lol, ill check it out
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?
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?
I don't know how you've done but it won't work after all
cant do what you want exactly but maybe this can help
https://forums.bohemia.net/forums/topic/206291-remove-from-car-action-engine-onengine-off/
Hi, my question is how to remove user action from car because i want to remove Engine On/Engine Off and add my custom engine on. Here is screenshot.
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?
IIRC same with CfgSounds
magazine_variants[]what is this array doing for?
Context?
...where's that token from? Are you sure you're not mixing it up with magazineWell[]?
it looks like it's a custom array from mods?
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"];
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.
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
Maybe use the EventHandler GetIn
Kinda like this:
class CfgVehicles {
class VehicleA;
class VehicleB: VehicleA {
class SubClassA;
class SubClassB;
};
class VehicleC: VehicleB {
class SubClassA: SubClassA {
newThing = 1;
};
class SubClassB: SubClassB {
newThing = 1;
};
};
};
"_uv80 == driver _target"
_uv80is not defined there
same goes for the action code
Isnt it defined in the very first line?
Nope
it's only visible in the main scope, not the action code or condition
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"];
Thanks, I will check it out when I can
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;
};
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.
That's not what your config says?
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;
};
Yeah that's fine.
sorry i am not much of a coder I usually only make models
so it should be working?
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
so, in-game if you put on, I think its the same vest but without my config they survive direct greande throws
do you know why?
Running ACE by any chance?
its called carrier GL rig tropic
is that a bug in vanilla?
No, that's normal. GL vests are meant to allow you to survive direct blasts like that.
how do i set that for my armor?
Bit silly for not realising it earlier, but I think I know what the issue is now. Your vest doesn't cover the wearer's pelvis so you're still taking 100% damage to that hitpoint (which more or less ends up killing you due to the way hitpoints work).
https://pastebin.com/mchKUawx
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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
what does the Class "Body" cover?
The character's body, from the chest, torso, abdomen, and pelvis.
From the sample man:
https://i.imgur.com/sAx6kHc.png
Red is the fire geo + mem points combined.
does that multiply ontop of the Chest, abdomen pelvis stats and armor?
Other way around, I believe. HitBody is the aggregate of all the other four body-related hitpoints.
You still need it. Just have it share the same passThrough and explosionShielding values as the other body hitpoints (no need to define armor).
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
ok thank you for all the help
You figure it out?
It is not working still ; the class is getting whiped anyway
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.
The answer seems fairly well known (to me at least), so just looked through your posts and can't see where you asked any questions about it?
Just dropping it here if anyone was like me and was informed by incorrect google, forum, modder, users and many other results.
I also have a different profile on my main pc for my mod projects which is why your results on me are limited.
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
Lol I didn't even see that
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 💀
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.
just paste it.
I can't it's a game error
Your config
How do you make it show up as a code snippet here?
```cpp
Code
```
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";
};
};
author isn't an array. authors is.
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?
this is magazine
not ammo
I want to edit it's damage, so guess i should make config replacement addon
yes
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
"rhsafrf\addons\rhs_bmd\data\"sa_bmd1_02_co.paa" Invalid
oh
i need to put rhs_bmd_camo?
How would one go about making this reticle illuminate red at night for example
In CfgVehicles, is there a value for destrType that will make an object simply disappear when destroyed?
Yes
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.
is there a way we can know, from a vehicle config, the crew it supports?
without having to create the object, and inspect fullCrew...
Yeah. Take a look at BIS_fnc_crewCount.
It's fairly complex because turrets can be nested.
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?
Hi all,
I get this error when i try to pack with micero
any one know why?
- Your folder hierarchy is out of wack
- Be sure you’re referencing files that exist on your machine/P drive
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??
Source folder > p3ds, configs, model.cfgs > data > paa’s
@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
oddly this i news to me, is there a toturial thats good for setting up Mikeros?
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-...
hmm, seems my mikero is out of date
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
Mikeros PBOProject AIO should install all the files needed for PBOProject to work. You need to run arma3p yourself
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?
Send and I'll pack
Once I'm done with gym
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
Outside the copilot turret or any turrets, do the regular weapons/hard points code
makes sense, any way to set it by script later?
Can you make a ground holder for a lit chemlight?
Like in Contact?
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
CfgWeapons cannot use that
That's a shame 😦
It was supposed to look a little something like this
https://cdn.discordapp.com/attachments/192227481292374016/1178987060321849354/blender_1zij3DaG70.gif?ex=65782443&is=6565af43&hm=b1f0c0d4715d402359b3d54d80b3f5c5c0ac56a3f766d4598f69af2531901191&
You can use uiToTex instead
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?
https://community.bistudio.com/wiki/Procedural_Textures#UI_On_Texture
You can, or rather, you can only use one instance of it if it is a weapon. So even if 30 or 40 are using the same thing, you're only generating one image
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
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.
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
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?
Everything. You cannot swap texture on a weapon on the fly
lmao. Wow this isn't as straightforward as I thought it would be 🙂
You can blame the entire engine for this
Nobody was really expected to run this same engine for two decades
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.
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
It's a bad idea. But it's a bad idea I may have to try.
There's a comment here saying that the backpack could use the setObjectTexture function to change the texture. Do you know that it just won't work for objects like NVG and Glasses?
https://community.bistudio.com/wiki/setObjectTexture
No
if its headgear you wont be able to animate it
as you have to use the character skeleton iirc
No
It is because are not vehicles
(meanwhile uniform/the unit itself and backpack are)
no I mean using clock sources
Ah
you cant add bones so you cant hide/unhide as it needs to use the character skeleton
Ah of course.
Inheriting is also not a thing too, right?
i honestly havent tried it
Performance would be same as rendering a UI element. And people expect that to be fast.
You can also re-use the same UI for all instances of that texture so probably not a big problem then
Can modify/replace shaders, but not add new ones.
Though finding a unused one is probably not hard, there's tons
Good to know, I guess. I'm not able to do that anyways
As it is, If I'm rendering the UI to a Texture I would need to be able to assign it to the object. I'd be using setObjectTexture for that, correct?
You can also set it in the model
And basically it should behave just like the same way with ANY other textures - it just can be changed on the fly
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.
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
#dev_rc_branch message
Like this... it is pretty much possible
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
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
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" 😉
Probably that is from Arma2, and wasn't properly considered with A3s new inventory
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?
I'm not aware of one
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
First Contact has very scripted way to do that to prevent one to unequip the device, but...
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
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
Yes
Just hit enter after the
,
An array does ignore the spaces and line breaks in between
Okay great, thanks !
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 ?
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?
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
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
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?
opticsZoomMax?
I thought it might have been fov, thanks
- 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.
- 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.
@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.
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.
irTarget = 1;
bumping this, help pls
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 ))
Can you post your weapon's config?
@wheat sluice https://pastebin.com/vAvzx49g
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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.
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...
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?
class CfgMods
{
class DSQN_RallyPoints
{
logo = "";
logoOver = "";
logoSmall = "";
dlcColor[] = {0,0,0,1};
hideName = 0;
hidePicture = 0;
tooltipOwned = "DSQN_RallyPoints";
name = "D-Squadron Rally Point";
overview = "Creates a rally point at which group members can respawn at.";
action = "";
};
};
Got it set up like this, no issues for me
@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 🙂
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
Yeah that's what I have as well
And nothin?
Yeah, still gives mod params errors in the arsenal
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)"};
};```
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''
if those don't work you can try camo1 aswell
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)
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
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
Now it works
Nice 😄
Black magic, that's what it is x)
Sometimes taking it apart and putting it back together just works
Only needs a mod.cpp in your Mod Directory, so where your Addons folder is, not more
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
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
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.
You don't need to re-define the hidden selections if they're the same. You also have a comma after the last element in an array.
Can you show your current config?
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?
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?
editorCategory or editorSubCategory - or some similar parameter, I don't recall correct name rn, should do
editorSubcategory for Eden, vehicleClass for Zeus.
Consistency
You only need editorSubcategory though
I've never once set vehicleClass in any unit, vehicle, etc. and they all display in the correct areas in Eden and Zeus
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.
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;
};
};
When you go into the arsenal for the mortar, are the mags there?
How can I open arsenal for a mortar? 
Place it down, double click on it
That opens the attributes window
There should be somewhere to add/remove mags from it
Nothing like that.
I know RHS has something similar to that, but it's fully custom for RHS stuff
The mag is loaded inside the mortar when I spawn in. It does show 1 round
Indeed vanilla Eden Editor has no such feature
It does. Did you mean this?
that's not vanilla eden editor.
Quick question, do the other vanilla mortars work?
I can shoot the Mk.6 next to my custom mortar no problem.
I suspect the weapon might be the issue, as when I tried to add my custom ammo into the mortar_82mm weapon (different mod) I encounter the same issue.
While editing RHS mortars with ammo works no problem
I am really confused. I have no idea what else might be wrong.
I am 90% sure it's something related to the weapon
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.
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?
When I use the config of for example 2b14 podnos from RHS i am able to shoot.
I have similar issue with the vanilla mortar in my other add-on that adds tons of mortar ammunition. Works no problem on RHS, sog mortars, but Mk6 refuses to shoot.
Pic coming soon
So looks like your model is ok when it works
Maybe dont use that QUOTE stuff, add your magazine / ammo and Weapon / Magazine normally
The CBA macros work, definitelly not the issue
As seen here, it get's preprocessed correctly
Hi, how can I add a weapon the the player inventory from config?
I tried putting it in Items but it doesn't appear
weapons array
I need to put two secondaries
If I put both in the weapon array just the first appears as equipped
I need the other to spawn into the inventory
then you probably could use preconfigured backpack
or you need to use init scripting
ok I'll put it into the backpack then, thanks
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)
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
i tried but i get an invisible item in the inventory.. something is wrong
is the syntax correct?
class TransportWeapons{ class _xx_Worm_IZLIDB {count=1;name="Worm_IZLIDB";}; };
small question, what goes in the picture section for CfgWeapons?
is that where the rvmat goes?
If you mean which kind of files can fit there, PAA
Texture
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
No
NOHQ and SMDI textures are used in RVMATs
And RVMATs goes hiddenSelectionsMaterials
oh alrighty
so if the picture part is the texture, then what do I put in hiddenSelectionsTexture?
Texture
so they both hold the same texture?
picture defines the UI texture. hiddenSelectionsTextures defines the texture for the model
ohhhhhh
What parameters govern if an object / vehicle is sling-loadable and how much it weighs to the slingloading system?
Weight is defined in P3D. IIRC defining the slingload hook positions defines if it is a slingloadable as well
Okay, so if the slingload memory positions are empty, it's just not slingloadable?
I do think so
Okay, thanks.
Note that, the weight is defined in P3D, but you can also overwrite it with setMass command
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
righto, how on earth do I unbinarize this rvmat?
mikero's tools are giving me unknown dll errors so I have no idea
https://community.bistudio.com/wiki/CfgConvert
CfgConvert from Arma 3 Tools can handle that. Forgot which one from Mikero's tools has the responsibility
any way to overwrite at the config level?
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
You may want to use the command via EventHandler
visual is for damage textures, basically the name of the selection that changes it texture based on the hitpoint
convexcomponent is apparently broken and is basically old armorComponent
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
I tried both cfgconvert and mikeros tools but it didnt work
ah so visual works in conjunction with the class damage where it changes the materials for damaged and destroyed right?
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
rapify*
- What is your need
- What is your syntax now
- You can edit your post in Discord
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
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
Well
In the first if you do DePbo correctly it should provide you unbinned RVMATs already
i didnt make the rvmat
Read what I said again
aight solved the problem by just making a new rvmat
i think the old one was kinda buggered anyway
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.
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​Uniform​1</Original>
<English>Test​Uniform​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​Uniform 3</Original>
<English>Test​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.
how to change blow sound of vehicle ? I mean sound of total destroy of it
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))
@urban basin What exactly is complaining?
one sec as I get the exact error
File wag_entrenchment\config.cpp, line 99: .wag_entrenchment_sandbagmurderwall: Undefined base class 'wag_entrenchment_sandbagwall'
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.
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?
No. I don't recognise structures_f_heli though. I just chuck in "A3_Data_F_AoW_Loadorder" to cover all the vanilla stuff.
ok good to know
I was referencing the folders from the a3 folder I get from mounting the project drive with arma 3 tools
You know those are CfgPatches names, not filenames, right
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
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
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).
What defines where the targeting optic is on a vehicle?
A memory point
memoryPointGun or memorypointgunneroptics right?
There would need to be a matching entry per turret, I'd guess.
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?
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
lol forgor and I put the named property in geo bouyancy lod, it should be in bouyancy lod. so was model issue after all
its weapon side iirc, something along the lines of holsterscale
Gotcha, I could've sworn there was something like it. I double checked on the CfgWeapons reference though, I might have been thinking of https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#showHandgunMagProxy
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;
I have noticed single seater planes/helis cant tab lock unless theres a copilot or if u toggle manual fire on and off
yea i get that with some vics
but that is just my observation, might be wrong
you right though, at first i cant lock onto shit, after i do manual fire, i can but i cant target cycle
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";
};
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.
ah darn, I guess the wiki could use an update for that
can I forcefully trigger a submunition to trigger with scripts?
triggerAmmo _ammo
Cool thanks
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.
most likely the ammo dont fit your uniform or vest and youll need a pre configured backpack with the rocket in it
thanks, I was hoping I wouldn't have to add a backpack, but that worked 🙂
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. 
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
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
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)
well sure, not through config though but through whatever system/interface you have to edit them in the mission
Okay, so in a config it's not possible at all ?
no its not related to config
Okay, thanks !
how do i add intercom to my vehicle config? its a tfar thing right?
Yes
Been a bit since I looked at the values, but it should be like, tfar_hasIntercom = 1; or something similar
i tried that, but nothing happenned in game
Open up some vehicles in the config viewer and you should be able to find it
bet thx!
You'll also probably need to add the actions to switch the intercom channels if you're using ace
If you're still looking, here's the TFAR wiki page for it (under vehicles)
https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-For-developers
thx!
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 ?
?
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.
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.
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
https://gyazo.com/7070407b40a618eeed20d5d3cd638838, they same to be perfect and the only other thing it's under is this https://gyazo.com/3b6e67fc37ccf272c00b7f8559776a4f
Kerc said about suspect that your model's axis is misaligned
That first gyazo is a pic of the points and when I check the angles, them seem perfect 😢
ye, just trying to figure out why my firing modes arent working,
only error im getting when i change things is
err i got a screenshot somewhere
Post your config then
eyo hahaha
not a good idea
let me see if i cant snip just this weapon without breaking character limit
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
select the axis and press shift + e
make sure the y axis is the same
Don't you have a CfgRecoils?
im not making my own recoils so no
Then the error indicates you're referring a recoil class that doesn't exist. Make sure you have recoil_trg20 in your game. Most likely do but make sure
dont worry about it, ill just figure it out
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.
Can you chuck your full config on pastebin or something? The entire thing, including CfgPatches.
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.
They are both on the same Y and the problem still persists 😢
https://gyazo.com/d5b95f6486e9d44423222a0e5007c0bd
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
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?
what tripwire you mean?
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
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.
you define the axis in the p3d
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)
};
};
};
};
};
};
Thanks.
I will do a couple with different values so I get how those start and end works.
Thanks for these.
Post your config then
trying too but its too many characters xD im trying to cut out all the comments
edited the message with the config above
What about CfgPatches
do I need to wrap it all in a CfgPatches?
sorry completly new to moding still trying to figure this bit out, I know arma 3 scripting language but new to config files
I'm not asking you to say sorry either
im not sure what this is.
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
I don't really know if you understood. Addon and Mod are basically point same thing
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
Do you mean before packing them into PBO?
yes
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....
https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
7. Mod folder structure
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
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
CfgPatches is ALWAYS required for every config.cpp whatsoever in order to load into the game properly
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)
};
};
};
};
};
};
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
Is it a linux or windows server?
windows
Check whether those mods are loading correctly in the server RPT.
What part of the weapon config controls the shells ejecting?
class GunParticles {};
Nope
class CfgAmmo
{
class BulletCore;
class BulletBase: BulletCore
{
cartridge = "FxCartridge_556";
};
};```
either/or
gunparticles for vehicle weapons at least - can also use it for infantry ones but better off using what polpox posted for those
🤔 I ddin't know that
wondered if anyone could explain this expression property to me 🙂
{
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
i was just messing with the HitPoints properties, had nothing to do with eventhandlers
Line 235, wrong bracket
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)
I said 235
Shit, sorry, I misread, it works now, thanks
Is there any way to prevent brass appearing on ground after firing a caseless rifle? Can't figure it out.
cartridge = ""; ?
that is what mx caseless ammo has.
CfgWeapons also has
class GunParticles: GunParticles
{
class SecondEffect
{
positionName = "Nabojnicestart";
directionName = "Nabojniceend";
effectName = "CaselessAmmoCloud";
};
};
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
also looking for rate of fire but all i can find is ai fire rate
this is probably cfgAmmo timeToLive too small
this is cfgWeapons reloadTime
ty will try now
if reloadtime is fire rate whats the actual reload time? cause i want it to shoot fast but take ages to reload
that's the magazineReloadTime
oki ty
would u happen to know anything about "indirectHit"
i turned it up and it was killing people behind me lol
ty
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?
Ammo
Check the wiki page about modelcfg and animation sources to see all of them and how they work
ah, ammo, cheers, I will check
Does anyone here have any experience with Drongo's config maker for making custom factions?
I'm sure someone does, but we also have experience in doing it by hand
how would i go about editing the NATO faction?
is this your first faction mod/config mod?
it will be yeah
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?
are you familiar with how the config system works + inheritance
uh
i dont think so
ive done a bit of scripting but nothing major
ok, let me get some reading material first for you
right
is there an easy way of editing a faction?
any way you do it, you're gonna have to be familiar with how this works
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
well, im still in school so ive got that but i have around 4-5 hours afterwards each day and then most of the day on a weekend
HS or college?
high school
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
you can do it, just don't give up when it gets confusing, i can give you some examples.
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?
i would read class inheritance first
mkay
it will probably be the most confusing
great
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
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)
right
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
{
};
};
};
};
};
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.
B_T_VTOL_01_armed_F is a base game vehicle (blackfish)
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;
};
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.
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";
};
};
};```
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.
Is there a way to limit the radar search angle?
If you got configurated them in your vehicle you can limit or increase, change angles and sensor types etc
angleRangeHorizontal and angleRangeVertical is what you're looking for. You can also adjust where the sensor is placed on your vehicle to help with fine tuning where it's actually looking at.
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
A gun you found?
That sounds sus
On the workshop
You can’t touch a model from a mod that isn’t yours. That’s called ripping and is a bannable offense
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).
It’s not Config related
That is my question, if you can edit it in the config or not
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
No, you can’t change it in Config
That is all I needed to know
It’s model related
I Understand.
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. 🤦♂️
When I can, I’ll send you over a sample physX from the OPTRE warthog to adjust
@lethal shuttle
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")```
Check pinned
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.
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.
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.
The idea is put that "small section" into one config.cpp
I see. I guess I can make it work, then.
What are you building with
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)
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.
PBO Manager 
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.
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)
can edit existing classes ✅
great, can you give example? i tried overwriting something but get already defined error
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 😄
No but it'll fail differently.
hmm
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";
};
};
but I want to edit the BaseClassOfLandBarrier
You need to maintain the inheritance of the class you're modifying.
I'm not going to look up this inheritance tree for you.
no problem just confused
sighs
Look at that class in config viewer. The inheritance chain is:
["All","Static","Building","NonStrategic","HBarrier_base_F","Land_HBarrier_3_F"]
So i need to write something like this? ```
class All
{
};
class Static: All
{
};
class Building: Static
{
};
class LandBarrier : Building
{
};
so when you modify it, you need to maintain that link to Land_HBarrier_3_F
Stock config viewer does show parents, right :P
yea no problem, so I redefine everything like in my example?
No, you only need one level here.
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?
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.
oops true
class CfgVehicles
{
class Land_HBarrier_3_F;
class Land_HBarrier_01_line_3_green_F : Land_HBarrier_3_F
{
displayName = "Modified name";
};
};
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
It'll have the previous attributes.
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 !
};
};
hmm, works fine for me.
You mean it shows up as something else in the config browser?
yeah it shows the default name displayName = "H-barrier (3 Blocks, Green)";
maybe its due to this error msg I get
that comes up if I place the barrier and start mission
Maybe paste your CfgPatches.
What you have in 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"};
};
};```
IIRC author isn't an array
Had someone else do that recently, maybe copying from same busted example?
Authors [] = {}
Author = ""
I have no idea how that's possible, unless you're not running what you pasted.
or something else is overriding it later, maybe.
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?
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.
@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.
seeing them where? 😅
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
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.
Instance above, then this
Then this
And this
And more
odd yeah
Any reason this would be displaying the default model uniform and not the custom texture? https://i.imgur.com/OEmhZr9.png
Your CfgVehicles entry does not have any model
Can you expand on that? Im not sure I see what you mean as I have O_R_Gorka_camo_F listed
This is how it shows ingame for some reason, without the new texture: https://i.imgur.com/J4nxLyL.png
Ah sorry, I got it fixed now
Interesting fluke
that fixed it, thx!
dont know but I have one mod (not by me) that uses author to define multiple authors
One can just write author = "dude1, dude2, dude3, dude4";
It's just a string
I'm pretty sure I've seen authors[] before tho
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
I got this error on a scope I'm working on, what did I miss? Warning: Thermal vision mode defined, but modes not.
Compare your config to one of the vanilla Scopes. That could show some clues
ah, I was missing thermalMode[]
It's a CBA thing iirc.
Yes. There is, like ace use.
author = ECSTRING(common,ACETeam);
authors[] = {"KoffeinFlummi","eRazeri","esteldunedain"};
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
You need to list your material in entity's Damage class in mat array
I think scripted materials override this engine texture/material changing behaviour
Wound materials don't work if hiddenselection retexturing is done
It's a known issue
@tidal rose
Damage mat swapping when using hiddenSelectionsMaterials specifically being bugged.
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.
Then what samara said could be your issue
Make sure to disable all extra mods
In case something interferes with your thing
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?
Firstly, a faction and a weapon accs are unrelated. Do you mean "config predefined weapon with certain accessories"?
Yes.
Like taking the stock MX and adding attachments to it within the config
You can check vanilla config
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.
What do you mean by impact damage exactly?
When helicopter crashes, it dies and creates explosionEffect explosion
Like landing too hard or smashing into a tree or sliding along the ground too much for example.
Oh, you mean stopping the helicopter from exploding from collision
Can't help you much here, probably model stuff?
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.
Hello, Im trying to make it so all vehicles survive impact damage (from wrecks), but can get killed from everything else. The script works fine on land vehicles, it even de-activates on its own, but helicopters dont seem to abide by the same rules, even after blocking the damage types that they g...
Yeah, crash death is hardcoded and doesn't care even about HandleDamage
It checks for allowDamage though
This applies to both helis and planes
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.
Turning off damage through HandleDamage?
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
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