#arma3_config
1 messages ยท Page 22 of 1
the reason is hardcoded crashing behavior
Just checked, looks like the helicopter is alive by the time it fires HandleDamage
11:36:10 =========================================================
11:36:10 "Frame 569276: HandleDamageVehicle: B_Heli_Light_01_dynamicLoadout_F (ALIVE=true)"
11:36:10 ["B Alpha 1-2:1 (Sa-Matra) (B_Heli_Light_01_dynamicLoadout_F)","",6.45091,"B Alpha 1-2:1 (Sa-Matra) (B_Soldier_F)","",-1,"<NULL-object> ()","",false]
6.45091 to overall damage
Maybe you can try some kind of hack like flipping allowDamage to false if its such kind of damage and then unflipping it back on next HandleDamage or and the end of the frame (EachFrame EH)
It's worth a try, I'm not too familar with Eachframe however, I'll have to read the wiki
This was my attempt from a while back:
explosionarray = [];
player addEventHandler ["GetInMan",{
params ["_unit", "_role", "_vehicle", "_turret"];
if (_vehicle getVariable ["alreadyprotectedunderscripts",0] isEqualTo 0) then {//variable check to stop spam maybe
_vehicle setVariable ["alreadyprotectedunderscripts",1,true];
_vehicle addEventHandler ["HandleDamage", {
params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"];
explosionarray pushbackunique _projectile;
if (_unit iskindof "air" && _projectile in ["", "HelicopterExploSmall", "FuelExplosion","HelicopterExploBig"]) then {
_unit allowdamage false;
};
if (!(_unit iskindof "air") && _projectile in ["", "HelicopterExploSmall", "FuelExplosion","HelicopterExploBig"]) then {
if (_selection isEqualTo "") then {damage _unit} else {_unit getHit _selection};
};
}];
};
}];
player addEventHandler ["GetOutMan",{
params ["_unit", "_role", "_vehicle", "_turret"];
if (count crew _vehicle isequalto 0) then {
_vehicle removeAllEventHandlers "HandleDamage";
_vehicle setVariable ["alreadyprotectedunderscripts",0,true];
};
}];
I just tried it, it doesn't work, don't bother
Once crash death event handler is called, the engine is already decided that vehicle is destroyed, even if its still alive and you do allowDamage false
11:41:32 =========================================================
11:41:32 "Frame 615504: HandleDamageVehicle: B_Heli_Light_01_dynamicLoadout_F (ALIVE=true)"
11:41:32 ["B Alpha 1-2:1 (Sa-Matra) (B_Heli_Light_01_dynamicLoadout_F)","",6.45091,"B Alpha 1-2:1 (Sa-Matra) (B_Soldier_F)","",-1,"<NULL-object> ()","",false]
11:41:32 "NOW INVINCIBLE"
11:41:32 =========================================================
11:41:32 "Frame 615506: HandleDamageVehicle: B_Heli_Light_01_dynamicLoadout_F (ALIVE=false)"
11:41:32 ["B Alpha 1-2:1 (Sa-Matra) (B_Heli_Light_01_dynamicLoadout_F)","",6.45091,"B Alpha 1-2:1 (Sa-Matra) (B_Soldier_F)","FuelExplosion",-1,"<NULL-object> ()","",true]
11:41:32 "NOT ANYMORE"
```Frame `615504` is crash moment, still alive, doing `allowDamage false`, frame `615506` is the vehicle already being dead, `allowDamage` didn't save it, damages dead self with `FuelExplosion`
HandleAirCrash event handler when? 
Feed it stuff that engine uses to decide if its time to blow up or not and let scripts fix it
That would open up a lot of options.
I remember seeing a mod that changed helicopter crash behavior
https://forums.bohemia.net/forums/topic/190516-survivable-crashes-shoot-downs-mod/
Nvm just ejects on explosion
Survivable Crashes (& Shoot-downs) When activated, this mod allows the crew of a vehicle to survive its destruction and escape with some damage taken. While designed for helicopters, vehicle classes may be whitelisted. When the vehicle reaches fatal damage, players will be knocked unconscious...
I think we'll need a new eventhandler as Sa-Matra mentioned sadly ๐ฆ
I tried it without extra mods but nothing changed ๐
That was expected but it's always important to test your stuff without any possible interference
I have this macro
#define PATCH(NAME, UNITS, WEAPONS, REQ_VERSION, REQ_ADDONS, MAGAZINES, AMMO) \
class CfgPatches \
{ \
class NAME##_Patch \
{ \
units[] = UNITS; \
weapons[] = WEAPONS; \
requiredVersion = REQ_VERSION; \
requiredAddons[] = REQ_ADDONS; \
magazines[] = MAGAZINES; \
ammo[] = AMMO; \
}; \
};```
How would I add commas to each array so that multiple values can be entered?
Is that possible?
Hi is there any good info on the basic.cfg I can read? Ive googled but found mostly discussions or very old threads. Thanks in advance :)
Use default, increase MinBandwidth, remove MaxMandwidth and done
Example i ran for years on a highly modded Exile server with up to 70 players without any problems.
MinBandwidth = 300000000; // 300 Mbit/s Server total guaranteed bandwidth in bits per second!
//MaxBandwidth = 500000000; // Slightly above total bandwidth in bits per second. (broken, don't use it !)
MaxMsgSend = 128; // Default: 128 Maximum number of messages that can be sent in one simulation cycle
MaxSizeGuaranteed = 958;
MaxSizeNonguaranteed = 958;
MinErrorToSend = 0.003;
MinErrorToSendNear = 0.01;
that being said, things get weird when you have to use {} like what you'll have above
I would guess this is a Config issue, but there's this one mod that has an issue where almost everytime a player joins mid-game they will see someone with the pre-determined uniform glitched with a texture in the wrong place, in this case the boot texture is overwriting the pants texture
Victim - Person who see's the bugged texture
Target - Person with the bugged texture
This only happens when the Victim joins the server late and the Target has already equipped the Uniform
It's not the same for everyone, the Texture and the hiddenSelection are random, sometimes a person see's texture 1 on Pants sometimes others see texture2 on the torso uniform
I'm asking this in case someone knows the answer to this problem
Where is it randomized?
it takes the textures that specific uniform uses i think
so sometimes the pants get boots textures
sometimes the shirt gets pants textures
sometimes the textures don't show at all
It's from a mod that i'm not a Dev, but i wanted to know if anyone knows what could be causing this, perhaps i could create a config calling the uniform and fixing it perhaps, but if nobody knows what could cause it idk
From your description it does setObjectTextureGlobal in some init field
Trying to change the static background image in the main menu, I thought I found the correct property, which did work at first, but after clicking "Close" on an error message that popped up, it reverted to the normal vanilla background.
class RscDisplayMain
{
class ControlsBackground
{
class Picture: RscPicture // Referenced in included file
{
text = "...";
};
};
};
I've looked around in the RscDisplayMain class, but I haven't found any other control that references the vanilla background image
What's the error message. That likely tells where the problem is.
It's an error from another mod, not related to the actual ui
Then it might hide your error
Never develop anything with errors you can't fix popping up
And preferably don't use mods that cause error popups
Yeah I checked without the mod and it just displays the vanilla background.
My assumption is that there's two classes for the main menu, and I'm only modifying the menu that displays before all of the options and menu buttons appear
I know why it pops up, it's because the team behind it is updating a lot of their old code base. The addons are around 250 megabytes (total) from checking with windows
Found it, apparently the correct class to modify is RscTitles >> RscDisplayMainMenuBackground >> Controls >> Picture
I'm having an issue with the Artillery computer, and kinda stuck on a spot. It "works" as I can do everything but it won't allow me to fire (Yes I'm clicking in the riight spot), but not allowing me to FIRE the round once I click on the map that comes up fine. That's why I'm not sure if I'm doing something wrong with the config, or it's something else.
is it possible set explosionEffect trigger when jet are destroyed in the air ? Now it trigger only when already destroyed jet firstly touching ground by its model
I'm trying to add some ace actions to an object but it's not showing up on the object.
class ACE_Actions
{
class ACE_MainActions
{
displayName="$STR_ace_interaction_MainAction";
selection="";
distance=5;
condition="true";
exceptions[] = {};
position="[0,0,1.5]";
class wag_entrenchment_continueBuild
{
displayName="Continue";
//condition="[_player, _target] call FUNC(canContinueBuildingEntrenchment)";
statement="[_player, _target] call FUNC(continueBuild)";
};
class wag_entrenchment_removeBuild
{
displayName="Remove";
//condition="[_player, _target] call FUNC(canContinueBuildingEntrenchment)";
//statement="[_target, _player] call FUNC(removeBuild)";
};
};
};
Probably you need the condition ^^
Just try with true
condition="true";
oh you're right. I was thinking it was inheriting the condition from ACE_MainActions but duh it's not. wag_entrenchment_continueBuild : ACE_MainActions would be inheriting
Did not seem to work
Because you don't inherit from the parent class
You don't need to edit anything within ACE_MainActions itself, you're missing the condition in wag_entrenchment_continueBuild and removeBuild.
Your function calls are also wrong, because a macro won't get preprocessed if it's wrapped in quotes
Normally, you could do QUOTE(... call FUNC(funcName)), but since you have commas within the statement, you'll get an error for passing an incorrect number of arguments. You'll have to spell out the full function name.
Hey I am very new to creating/editing config files, I'm trying to make a rule 0 file for a number of apparels from both vanilla and some mods I don't have permission to re-upload. Anyone got any hints on how to start, or where I could find this info?
A rule 0 file?
Like just a mod/PBO file to rule 0 or adjust a number of values like mass on some assets
mainly apparels
What do you mean by "rule 0" though
basically just setting scope to 0
or 1, depending on the item I guess. Mainly to disallow people form using that stuff.
I should probably call it day. Spent too long looking at it
A scope of 0 is a private class, meaning anything trying to create the class would give an error. A scope of a 1 is a hidden class, meaning it can still be created but won't appear in the arsenal/editor (depending on the class)
I'd reccomend looking at https://ace3.acemod.org/wiki/framework/interactionmenu-framework
I have been tho ๐
my own
class sign_sphere10cm_f;
class wag_entrenchment_sandbagWall : sign_sphere10cm_f
but inherits from existing
Maybe there is xeh missing from the base class.
But always you can ask directly from the ace community
Is there any way in which I can make a line in a config override a line from another config file? I'm trying to change the mass for an item, but I can't get it to work for the item that has their mass expressly stated in their original config.
class CfgGlasses
{
class G_RegulatorMask_F;
class kat_mask_M50: G_RegulatorMask_F
{
mass=77.1618;
};
class kat_mask_M04: G_RegulatorMask_F
{
mass=77.1618;
};
};
- Make sure your requiredAddons is correct
- Make sure your parent class is correct
- Make sure your
massis what you wanted to edit
how do you make some wall objects to take same amount of damange before being destroyed? I set armor to 3000 for two objects but the other takes much more damage before being destroyed
tested with these two: Land_HBarrier_01_big_tower_green_F, Land_HBarrierTower_F
There are other parameters related to damage resistance etc that likely play part in what you see.
yeah the wiki says that the volume size plays part in the calculation but those objects I tested are same size
ok
well i tested these too (Set for both): ```armorStructural= 1; // ranges between 1 and 4.0, default 1
armorFuel = 1.4; // default
armorGlass = 0.5; // default
armorLights = 0.4; // default 0.4 in all models.
armorWheels = 0.05; // default
but that didnt fix it
Hey there, we are trying to show a shell at the end of mortar barell. Pretty much replicate how RPG-7s work, they show the correct rocket at the end.
We are pretty lost and didn't find a lot of documentation of how this should be achieved.
Our only guess is that it has something to do magazine_hide in the model.cfg, but we are lost in making it work.
Any pointers would be apperciated!
Did the same with my auto grenade launcher but i dont have in mind what i did
Not sure if ive used source: revolving; in model.cfg
Hmm, looking at it, there's a hasMagazine which I guess is what we are looking for.
Don't think that revolving will help in here
from what I understand, it's used for belt like weapons or?
your mortar is a static weapon and not a hand held one yes?
That's right
and you want the shell to change according to what type is loaded into it?
yes
for vehicle weapons to do that I believe you will need to make it as a pylon
no, not like this.
Ok, we have only one type of shell (and there only exists one).
I guess I'll have to cheese it by manually showing/hiding it with events
hand held weapons can use the magazine proxy system
Thanks for saving us a lot of time mate. I'll go the cheat way
If he does not need the shell to change the look on depending on loaded ammo then there's no need for pylons
yep
Yeah, I'll have to go this way.
Pic shows loaded state. If there's no ammo in it (the mag is one shot only), I want to hide it.
Guess I'll go with custom event handlers and do it using animateSource
or revolving
How would I use the ammo animation source?
Anyway, @lean bloom you are the model master
revolving might not work great with the last shot of magazine ๐ค or do I remember wrong
Source is 1.0 at full magazine and 0 at empty magazine. After each shot, the source will reduce by a fraction (1/magazincapacity) within the reloadTime from the weapon, i.e. a smooth transition.
in the model.cfg animation class source="ammo";
ah, I see, okay, I will check
Guess the gasMagazine does not work for vehicle weapons then
(Lou... Where wiki update?
)
it says it right there
although yes it is bit confusing since some of those do work on vehicles too

usually with weapon =
class AnimationSources {
class RoundHide {
weapon = "weapon_name";
selection = "round_selection";
source = "ammo";
type = "hide";
hideValue = 0;
unhideValue = 1;
};
};
I guess something like this
I never scrolled down there. I lived with this
Thanks for the help. I am sure Tklama will be back once he realises he can't get it working

Ah, cheers for this, though I reckon that weapon refers to the weapon present in the main turret, right?
yes, I think so
The presence of AnimationSources implies this is supposed to be in CfgVehicles.
Should we add something into model.cfg? 
I don't do models.
Yeah, you "do stuff" 
I don't do configs

You might need to do a bit in the model.cfg and bit in animationsources in vehicle config
// vehicle class
class AnimationSources {
class mg1_reloadmagazine {
source = "reloadmagazine";
weapon = "vn_m1919_v_01";
};
};
// model.cfg
class Animations {
class mg1_magazine_hide_rm {
type = "hide";
source = "mg1_reloadMagazine";
selection = "mg1_200_mag_base";
minValue = 0.0;
maxValue = 1;
hideValue = 1-(211/360);
unhidevalue = 1-(162/360);
};
};
"production" example
I guess CfgVehicles just "feeds" the data to the model
Yeah, it looks like this is the case. We managed to get it working in the end with something similar
I kept trying until it eventually worked ๐
I can't seem to get my vehicles to appear in zeus
I followed most of the tips like putting stuff in cfgpatches and scopecurator, but they don't seem to appear. I'm basing my mod off 2035: Russian armed forces
Does any modded unit show up in your Zeus?
Yes
I already put in show all unofficial addons
Does your units show up in editor list?
Yes, they do show up in the editor
Probably didn't list the class names in your addon's CfgPatches >> units
In the pastebin, I've already done that
DId you make sure that the addon that the faction, subcategory, and units come from load before your vehicles?
Also if 2035_raf_edits is your addon, addon names; class names; etc. shouldn't start with numbers.
Yeah, I think changing it to just raf_edits worked
power of cooperation! 
Hey I'm having a very hard time finding the location of the files relating to the APR and Regulator Masks, does anyone happen to know where I can find these?
what are you trying to locate out of the files?
textures or just the config
The config
this one is right
i believe its a3\characters_f_orange\facewear
youll find the config located in that directory in your P: drive
Gasmasks are from enoch
No, enoch
Contact (Platform) to be exact
yeah apologies lol
heya polpox
question
inherit class 'RCWSOptics' does not exist
In File \JLTV\isky_jltv\config.cpp: circa Line 785 rap: missing inheritence class(es)
i keep receiving errors like this on pack of my PBO. all of which i have defined in the config
could you take a look? (or anyone for that matter) im just confused.
I found it, thanks so much
Put your config on pastebin, someone might be able to see the error.
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.
{
class Turrets: Turrets
{
class MainTurret: MainTurret{};
};
class RCWSOptics;```
class RCWSOptics does not exist in the root of MRAP_01_gmg_base_F
ah, so move it?
You have to inherit it from the right place, yes.
It would be like saying you want to inherit the Mona Lisa, but then saying that it's in the Tate Modern rather than the Louvre. Anyone looking for it in the wrong gallery won't find it.
i see
the RCWS stuff comes from the APC's/Tanks. So i take i inherit from one of those then?
Do you have an "all-in-one config dump" of the A3 code?
Or subscribe to Leopards Advanced Tools on Steam and look in the game config viewer
yeah ive been looking into an AIO config dump
Some bloke called Apollo helped with instructions on how to get it in a forum post in 2017
https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/?do=findComment&comment=3226989
But the answer to this specific question is to place
class RCWSOptics; outside of your CfgVehicles { };
ie
class CfgVehicles
{
};```
i tried several different ways, and i had popups when i got into the menu
so i did something wrong
i tried a way similar to what youre referring to though
and it packed
I haven't followed previous parts of the thread, so forgive me, but are you using pboProject or HEMTT for building? If not, suggest you do, rather than using Addon Builder or some other method.
i use PBO project
forces you to be a better modder lol
i ended up recieving a popup when i opened zeus to spawn my vehicle
unsure why
It should be giving you quite detailed error messages if it's failing to build.
Ok, if it's building, what is the in-game error message? You can find it recorded in your RPT file
That's indicating broken turret inheritance
yeah
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.
the new bit i did
{
class LandVehicle;
class Car: LandVehicle
{
class NewTurret;
};
class MainTurret; <<<<<<<<< WRONG
class Car_F: Car
{
class Turrets
{
class MainTurret: NewTurret
{
class ViewGunner;
class ViewOptics;
};
};```
i need a new profession lmfao
so take MainTurret and give it inheritence under a vehicle class ?
Just remove the line indicated as wrong. There is no class MainTurret in the root of CfgVehicles.
You will be inheriting MainTurret from Car_F {Turrets {} }; which you have defined ok.
PBO project still says "inherit class 'MainTurret' does not exist
In File \JLTV\isky_jltv\config.cpp: circa Line 744 rap: missing inheritence class(es)"
Because you have emptied the Turrets class from isky_jltv_base with class Turrets {};
so remove line 414 and try again
does anybody know what are the factors that determine how many hits building can take before being destroyed?
"armor" is one
Uhh, what did I screw up?
The selection for the round seems to be displayed in a very weird position (one that is not defined anywhere) in the unloaded state. It ought to be hidden completely ๐ค
I am using the ammo source with a "hide" animation, and the reloadMagazine source with a "translation" animation.
OB also does not display the round in that floating position, no matter how hard I try to make it do so.
I also did not have this problem yesterday at all 
perhaps a better question would be, why does the "hide" animation type attached to the ammo source not actually hide the selection, but rather creates a smaller version of the selection at some arbitrary spot
It's being moved to model centre when hidden, but not hidden
that's what hide animations do
oh
check that you don't have some other named selection on the round, like "camo"
well, it is linked to otochlaven as well
can this be "gamed" somehow, by making the object center be, for example, below ground?
your hide animations aren't configured correctly
including autocenter 0 seems to have helped
you cant have 2 animations affect same part like that
if you want the hide animation to move with otochlaven, you have to parent the hide bone to it
and then have the shell be part of only the hide selection
it will still move with the turret due to the parenting
Ah, I see
and the hide animation will work as intended
like car wheels for example are in the sample model
theres multiple bones in the chain, damper, steering damage, hide
and the wheels are only part of the last selection
yep, I understand, thanks!
๐
Is this channel where i ask regarding the porting of my own vehicle models into A3?
If you mean P3D, #arma3_model , if config.cpp, here
Porting it ig? I already made the model but yes thanks
"Porting" doesn't pinpoint what is your need
So i have the raw model right, making it usable in game
Making turrets work and stuff etc
Do you mean P3D wise or config wise?
anyone?
Hello, im trying to add rhs grips to my custom weapon but when i equip the grip attachment the weapon model changes to a rhs m4. Does anyone know how to fix?
RHS uses a system that gives you a different version of a weapon when you attach a grip so that you can customize the recoil control of the grip more.
You're probably missing something like rhs_gripWeapon = "someOtherWeapon", or something similar in the config
Thanks for the quick answer, in "someOtherWeapon" do i put the p3d path or the weapon classname?
weapon classname
Hi, I'm making a custom faction through ALIVE ORBAT and I wanna ask, how do you give units specific heads, voices and names?
I tried IdentityTypes but that doesn't seem to be how it works
that is it but you would need to set up singular identitype types to be able to use them
like how Millers identity has been set up to be only miller face
etc
For example I have a character who's face I want to be 'WhiteHead_20'
And so on
Hmm
Would this work?
https://community.bistudio.com/wiki/Arma_3:_CfgIdentities
on mission level yes
but not for unit config
similar stuff on mod config level though
Could you point me towards a guide or something because I dunno where to begin xd
Or some kind of sample
that cfgIdentities entry is probably closest to documentation on this subject
beyond that you should get yourself the full "all in one config dump" file so you can easily browse through it and study how things connect with each other
there are very little in way of guides for this kind of more complex or less commonly edited things
I just checked this and nooooow I understand, thanks!
Hello so I have this APC where the gunner is sitting sideways, the gunner proxy is facing the right direction, and the turret moves fine. The problem is the interior camera is facing foward and not to the right. How can I change it so that the interior camera is facing right?
Tried looking at ghost hawk config since thats the only vehicle I can think of where hte gunners face sideways
but alas no success
all turrets need to be initially modeled pointing forward
and then in the turret config they variable initTurn is used to set them point to right direction
turret is modeled forward, when I change initturn it changes the turret that is outside, but not the inside first person view of the gunner
does the proxy face forward or sideways?
is the turret aimpoint defined and part of the turret or gun selection?
Proxy is facing sideways.
what do I check for that?
gunnerview isnt part of the otochlaven selection, but it is attached to it via SkeletonBones in modelcfg
one does not typically do that
unless there is a reason to separately animate gunner view
I am unware of any special reason needing to animate the gunner view
id perhaps refactor the skeleton a bit there
ill try to not break anything ๐
@hearty sandal So I got this slowly expanding CfgIdentities section in my faction config
Now I just gotta know how to assign it to a unit
I tried putting it in eventhandlers as I saw in the vanilla configs, also in identitytypes, no dice
I'm probably doing this wrong
if it dont work then yes. ๐
off the top of my head dont know what though
its also possible alive or some other mods you got interfere with it
Works fine here. Maybe something to do with your eventhandler?
class CfgIdentities
{
class JohnCitizen
{
name = "$STR_Test_JohnCitizen";
face = "Miller";
glasses = "None";
speaker = "Male03ENGB";
pitch = 1;
};
};
class CfgVehicles
{
class B_Soldier_F;
class testSoldier: B_Soldier_F
{
author = "drebin052";
editorPreview = "";
scope = 2;
scopeCurator = 2;
displayName = "$STR_Test_JohnCitizen";
editorSubcategory = "EdSubcat_Personnel_Story";
identityTypes[] =
{
"LanguageENGB_F",
"JohnCitizen"
};
class EventHandlers
{
init = "(_this select 0) setIdentity 'JohnCitizen'";
};
};
};
I suppose so
Am I to input the cfgIdentities class in both identityTypes and the eventhandler?
Like are these three the same thing
yes
Alright, let me try...
@hearty sandal @wheat sluice Alright, all works as intended, thanks!
They gots all the faces as set
๐ฅณ
help
the only situations i found that error online was when something wasn't inherited correctly, but idk what could be wrong here
in theory inheriting the last one shouldn't be a problem right?
i mean it doesn't show an error with the other ones
just when i equip that one specific
This kind of error doesn't show everytime, but in your log
Ok i just testes some stuff and i found out many issues with it
- i've been opening it using ACE arsenal
- it happens to every single uniform i made in that pbo IF it was equipped when i opened the arsenal
- for some reason it doesn't show up in the Virtual Arsenal
the code is breaking and i'm scared help /j
I'm honestly lost for words on why this is happening
could the issue be i'm using #includes ?
There's not much point in speculating.
1 sec
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 added the #includes below
not necessarily in order, the only includes i added in order (first), was because they have the inheritances such as class Uniform_base;
my cfgPatches is lacking the uniforms and units i probably should fix this
UniformItem inheritance is probably wrong.
hmm no, that does actually exist.
You should definitely be declaring an A3 loadorder mod in requiredAddons though.
what does requiredAddons actually do? from my amateur experience it creates an alert saying i need such a mod
It will declare when your config will be loaded
i see, if i don't do it perhaps my config is being loaded first overwriting vanilla stuff
So basically to make sure you have proper one to overwrite, otherwise your config will be overwritten
hey just as a quick question, does anyone know the asdg jointrails config for the VFGs? I can't seem to find documentation
... maybe the alzheimers is kicking in i could have sworn there were foregrips in the game
there isn't
at least not opnes that aren't already fitted and fixed to the gun
RHS and probably some other mods add them but they're not a natively supported thing
yeah i coulda swore there was but i think my brain is playing tricks on me
i changed the name of the recoil and now this happened? I'm a little confused to how this happened
oh it only happens semi auto
i changed it back to the test weapon one but it remains the same issue
okay nvm im dum
Part of the learning process ๐
Yeah, just gotta work on the amination next, handanim and sounds
Then im gonna pull a gamer move and make the carbine from the same mesh hehe
class CfgPatches
{
class 41stCisOffical
{
author = "41stEliteCorps";
name = "41stCIS[Offical]";
requiredAddons[] = {"lsd_units_redfor"};
requiredVersion = 0.1;
units[] = {};
weapons[] = {};
};
};
class CfgVehicles {
class WBK_BX_Assasin_Commander;
class WBK_BX_Assasin_1;
class WBK_B2_Mod_Standart;
class O_Soldier_F;
};
class 41st_CIS_B1 : O_Soldier_F {
class HitPoints
};
#include "Units\B1\B1 Units.hpp"{
};
so i am getting a error saying that the O_Soldier_F is undifined what would I do to fix it I am already inheriting it so idk why im getting the error
is 41st_CIS_B1 supposed to be in CfgVehicles? because its not... check your {}
so what would I do with class hitpoints then? sorry I am new to arma modding trying to learn.
what is in BI Units.hpp
class 41st_CIS_B1: O_Soldier_F //no touchy
{
scope = 2;
scopeCurator = 2;
displayName = "[E41] B1-Series Battle Droid";
side = 0;
genericNames = "B1 Battle Droid";
model = "\E41\JLTS\characters\DroidArmor\DroidUniformB1.p3d";
hiddenSelections[] = {"camo1"};
hiddenSelectionsTextures[] = {"\E41\JLTS\characters\DroidArmor\data\b1_co.paa"};
identityTypes[] = {"NoGlasses","Head_NATO"};
facewear = "";
uniformClass = "41st_CIS_B1";
linkedItems[] = {"ItemMap","ItemGPS","ItemCompass"};
respawnLinkedItems[] = {"ItemMap","ItemGPS","ItemCompass"};
weapons[] = {"E41_E5"};
respawnWeapons[] = {};
magazines[] = {"E41_E5_Mag", "E41_E5_Mag", "E41_E5_Mag"};
respawnMagazines[] = {};
items[] = {};
respawnItems[] = {};
armor = 5;
armorStructural = 1;
explosionShielding = 0.1;
minTotalDamageThreshold = 0.001;
impactDamageMultiplier = 0.5;
impactEffectsBlood = "ImpactMetal";
class HitPoints
there is alot more I could show you but that is the basics
it is a AI we are trying to build
im assuming because it has the class hitpoints in this file and all the stuff for it then I could just remove the class hitpoints in config.ppa
with the minimal data you gave:
class CfgPatches {
class 41stCisOffical
{
author = "41stEliteCorps";
name = "41stCIS[Offical]";
requiredAddons[] = {"lsd_units_redfor"};
requiredVersion = 0.1;
units[] = {};
weapons[] = {};
};
};
class CfgVehicles {
class WBK_BX_Assasin_Commander;
class WBK_BX_Assasin_1;
class WBK_B2_Mod_Standart;
class O_Soldier_base_F;
class O_Soldier_F: O_Soldier_base_F {
class Hitpoints;
};
#include "Units\B1\B1 Units.hpp"
};
then in your hitpoints class in the unit part
class Hitpoints: Hitpoints {
//my modifications
};
would you be free to jump in a call at somepoint to talk I would love to be able to sit down with you so I can learn somthing
this code I was givin is all fuckywucky and need someone with knoledge to teach me a few things
Firstly you need to know what are those brackets
yeah it looks like hitpoints doesn't have properties, but subclasses, so that adds more fun. you'll have to show what you want to modify
That's not how to comment out
duh im dumb lol
thank you im blind sometimes been coding since 6am today
dont start classnames with numbers and you cant have spaces in them
and no starwars stuff here
why no star wars stuff this is arma 3 stuff
just wondering where I can go with this then if not here
so far we have had noone who has gained permission to use starwars IP
starwars IP?
so why is this stuff on the BI mod pages?
Disney licensing does not allow external use and so far nobody has obtained permission
so all the star sims are a no no on arma?
correct
thats wild
you can talk to disney about it
alright well I will look else where for help then I would reccomend arma3 to start removing those mods from BI then
if you find any you can report them with the steam workshop flag report
i mean I will still be playing them myself but thats on arma to deal with not me I dont get paid for it
Hello, I have a small issue:
I am trying to make the legs of a mortar animate properly together with otocHlaven, that is, when the elevation of the mortar is changed, the legs of the mortar should rotate along their own axis to look at least semi-realistic, instead of just being hardjoined with otocHlaven and simply floating in the air or being stuck in the ground due to the elevation change.
I assume I need to have the selection of the legs be their own bone, to which otocHlaven would be the parent (and otocHlaven is child to otocVez), and for the source for the legsยด rotation I need to be using the same source that I am using for the animation of otocHlaven (in this case source = mainGun).
But it does not work. In OB I can get the legs to animate properly along their own axis, but in-game it does not work, and simply behaves as per usual.
I would assume something is wrong with the source not being transferred into the legsยด animation?
"otochlaven", "otocvez",
"legsDown", "otocvez",
"legsUp", "otochlaven"```
Both legsDown and legsUp rotate with the gun animationSource to keep them joined.
Do you have any angle restrictions on legsUp and legsDown?
I have taken the same values that mainGun has, but I am unsure if this is correct. For now I only have 1 selection for the legs though.
"otocvez", "",
"otochlaven", "otocvez",
"gunnerview", "otochlaven",
"round_selection", "otochlaven",
"legs", "otochlaven"
class MainGun : MainTurret {
type = "rotationX";
source = "mainGun";
selection = "OtocHlaven";
axis = "OsaHlaven";
minValue = "rad -360";
maxValue = "rad +360";
angle0 = "rad -360";
angle1 = "rad +360";
};
class Legs {
type = "rotationX";
source = "mainGun";
selection = "legs";
axis = "legs_axis";
minValue = "rad -360";
maxValue = "rad +360";
angle0 = "rad -360";
angle1 = "rad +360";
};```
Yes, angle restrictions are very important
well, I have them in the config for MainGun
You need to restrict them in the model.cfg too
But your main problem is that your legs appears to be all one part, not split into two
Do you mean as in, one selection?
In Blender I have them split off from otocVez and otocHlaven
Did you look at my screenshot?
Hydraulics always need to be done with two parts like Apollo described
Is weaponPoolAvailable in magazines for magazine wells?
It's not listed on the CfgMagazines config reference
Might also be for addMagazinePool
Id strongly recommend getting yourself a all in one config dump for easy config referencing
I know the property's there, I'm asking what it does
it is also variable in weapons
Okay so yeah it's probably for weapon pools in campaigns
Anyone know where we can change the amount of dust kicked up when prone and firing certain weapons?
Or does the effect come from the actual cfgSurfaces
Is there anything else I need to do with Proxies except for going to Blender, pressing Add Proxy in the toolbox menu, positioning it and introducing the link to the proxy? For example, \a3\data_f\proxies\mortar\gunner
Does aything need to be defined in the model.cfg as well?
Because for now, in OB it shows me this (which I assume is the correct position of the proxy):
When placing the unit in the editor, and for the player that is occupying the corresponding slot in the vehicle it displays some random sitting position:
And for a player standing next to the vehicle, it displays the player on the slot in a completely different manner altogether:
So somehow, even though I have defined only a single path to the proxy that is the same for all the necessary LODs, I somehow end up with 3 different player positions depending on circumstance
or does the path I link to the proxy get overwritten by gunnerAction?
solved
Correct yes, the proxy is just a placeholder that marks the position.
Visual side of proxy can be used to position it, but that works only if the proxy shape matches the animation defined in the gunner/pilot/cargoAction in config
Placeholder, like, literally. It holds the place
Yeah I see, All this time I thought the proxy also determined the playerยดs animation 
It is common mistake, just something one learns by experience.
Is there any way to change the temperature of the bushes, trees in the thermal camera?
It's animation is there to help with placement essentially, but it's not always the same nor does it have to be
No they don't have any individual configuring for that
is there any way to change like RHS helicopter door gunners or tank commanders to certain faction specific ones i want to use?
not crew = crewman_example nor does typicalcargo work
otherwise the only maybe working solution would be to copy the entire tank/heli config which is certainly not the most simple thing
Ayes turrets have specific parameter for what type of unit the gunner is
Per turret
yeah,just wondering if there is a simpler way rather than having to copy paste the whole code and changing one line
and possiblt having to change many other things as well
Should not need to copy whole config.
for what ive tried so far, i dont see any other choice
most likely you structure it wrong then.
A] First thing you need is correctly set up cfgPatches class to connect your config to existing ones.
This is done by the required addons list where you list other cfgPatches classes you want to load before your config
B] Second you need correct class inheritance between classes to not break exisitng structures and to inherit basic config parameters you dont need to change from exisitng classes
Basically its something like
class ExistingRHSclassname;
class yourNewClassname : ExistingRHSclassname
{
your changes only here
};
to change stuff in turrets the class inheritance needs to be a little more elaborate but you should be able to find info on that in the chat history here
you can check you the arma 3 samples for config reference
as well as the wiki for the explanation of how inheritance etc works
I'm familiar with how/where to change the recoil for small arms, but figuring out how to increase the physical recoil/shake of a vehicle mounted gun (pintel and such) I've not been able to parse out. Is that possible to do in the config files, and if so where would it be?
This may have been the related to impulsecoef
I'll check into that, thanks Goat!
So it's not the recoil modifier in the vehicle's weapon. Tried that from 'empty' to MMG's for the vanilla technicals. No dice. Which is curious as 'empty' is an option in cfg_recoil. That said, it might be a mispeak on my part as a camera shake would be fine/ideal. I know there is a mod (on the forums) for that, and the SPG-9 vanilla technical RR has it. And I found out it's within the cfg ammo.
That said, it doesn't seem to work. It loads up the game fine, I see it in the cfg in the game itself. But no change to the camera shake. ๐ค
But I see someone had the reverse issue and changing camshakefire was necessary too, not just CamShakePlayerFire. And oh god does it work now lmao. Awesome. If anyone tries to do vehicle recoil and finds this, just try camshake. I was mistaken in thinking recoil would be that, but recoil is moot if the pintle weapon is fixed
recoil doesnt effect vehicle weapons at all yeah
theres also a multiplier for the camshake on the vehicle itself which unfortunately effects all kinds of camshake
ie. camshake from impacts to the vehicle and the weapon firing
turns out it wasnt this easy,
turret inheritance is really convoluted and still cant get it to work
Hello,
Correct way to set in cfgEden attributes condition if x mod (lambs) is loaded , so it will be shown if the current mod is loaded?
skipWhenMissingDependencies = 1; in CfgPatches
Question, does anyone know where I could possibly find auto-hover code in arma? I would like to adapt it into vtol, kind of curious how bi did it
BI doesn't do such
it is engine feature not exposed through scripts
you might be able to mimic it with some math and vector force commands
If anyone knows/has experience with RHS turret inheritance and changing tank commander/heli door gunners, let me know
That sounds highly unlikely. I ma check their pbos
Given how little physics control you have from SQF, I'd be very surprised if the auto-hover isn't engine.
it is
Waste of time.
It's part of vehicle simulation type features
Not something you can plug into anything you want.
https://steamcommunity.com/sharedfiles/filedetails/?id=1786056727
I've made one tho
This is what I was talking about that you can use scripts to make similar behaviour with scripts.
Thanks @wintry tartan
oh they said auto hover not auto vectoring ignore me
yes polpox's mod does what yo uwant
essential for vtol tbh
yeah i just didnt understand your message properly
question regarding AI fire modes
modes[] = {"Single","Close","Medium","Far","Farther","Extreme"};
single is the only one that is showToPlayer = 1;, my question is will AI ever use single? does AI ever use a firemode that has ShowToPlayer = 1
They'll use it if they're in a situation that "allows" them to use it. See pistols for instance, which usually don't have AI firemodes.
In the majority of cases they won't though, since the player firemodes have minRange/midRange/maxRange mostly set to 1 (or less than 100).
Does anyone know where the config for the shotgun slugs / pellets are? I found the actually shotgun but the ammo config isn't there ๐ข
What are you looking for
Look in weapons_f_enoch.pbo for the pellets/slug classnames used by shotguns introduced in Contact.
The older shotshell classnames are in weapons_f.pbo.
I found it, I was looking how to actually config the ammo / submutions
My only question now would be. When making an ammo class how to I config it so when the weapon fires it ejects a model of the casing or in this case shell fired?
Is it the cartridge config?
Can I delete someone else's configuration this way?
class CfgPatches
{
class MOD_TEST // The configuration that I need
{
author="Test";
units[]=
{
"Test_1",
"Test_2"
};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Characters_F"
};
};
};
Class CfgVehicles
{};
Class CfgWeapons
{};
Ejected casings are handled by the cartridge token in CfgAmmo.
The value has to be a classname of the casing in CfgVehicles. Your cartridge vehicle classname can inherit from the existing FxCartridge class or you can create your own based on ThingEffect.
No. If you need to make changes to a config from another addon, you need to create a replacement mod that overrides their changes or deletes classnames individually by using the delete keyword.
That is, should I write "delete", then insert the original config character/vehicle?
Best to take a read on how to do it here. It's a bit convluted to explain without an example:
https://community.bistudio.com/wiki/Class_Inheritance#Delete
So I pretty much got everything working I need, the last problem I have is for some reason the rounds are coming out of the gun way higher then where I am actually aiming / eye and usti hlavne memory point are
Is it possible to implement a para glider with a vertical landing?
With a gunner's seat for the pilot (using personal weapons)
This working?
Since 1.82 there is alternative syntax available for hasDriver property
hasDriver = -1; // t80auto
This will disable driver seat and add control ability to commander (turret with highest commanding value aka seat with highest effectiveCommander value)
Are your nabo memory points set correct
Okay cool, I did see that and thats wat I thought
and I guess the next AI firemode question is, I have seen
burst = "3 + round random 5";
used to randomize a bit (ik burstMax exists). My question is will something like
burst = "3 + selectRandom[0,3,6]";
work? I am assuming its possible to use sqf commands
I don't think so
Which ones do you mean by nabo the start and the finish?
if this 'works' it'd only randomise it either when binarised or once upon launch\
there's some config stuff that gets checked each time its used but im pretty sure that will not be one of them, there's existing config properties that allow for randomisation of burst length/time
Ive only seen it in ace and it looks like it does ranomize, as I have seen the ai shoot 3 to 8 rounds in the same fire mode
sadly the selectRandom didnt work. I was tryna have it where the AI shoots a gun that has 3 round burst only shoot 3,6, or 9 rounds
AFAIK from my own tests (so take it with a grain of salt), integer-based tokens like burst only supports a few math-based commands.
These are my current memory points https://gyazo.com/ea6063ac9d7547bfa074c5ff4d82b41c
but I'm still having the problem of the bullets coming out higher for some reason https://gyazo.com/1eed0eef42d57687843feb9de831f0c1
Howdy ya'll. Came a little request for guidance. Im trying to make an invisible backpack with TFAR capabilities. The TFAR part and everything else should work, since I copied it from an already existing cfg I made. However, I dont know how to get the backpack to be invisible. Do I need to inherit from a different one? This is my code.
class 57th_Marine_Backpack_Flecktarn_Radio_Zeus: B_Carryall_Base
{
author="Jackson";
scope=2;
scopeArsenal=2;
scopeCurator=2;
isbackpack=1;
maximumLoad=160;
mass=47;
displayName="[57th] Invisible Radio";
picture="DMNS\DMNS_Units\Armour\Backpack_01\Data\Backpack_Icon.paa";
hiddenSelections[]=
{
""
};
hiddenSelectionsTextures[]=
{
""
};
// TFAR Config
tf_encryptionCode= "tf_west_radio_code";
tf_dialog= "rt1523g_radio_dialog";
tf_subtype= "digital_lr";
tf_range= 2500000;
tf_dialogUpdate="call TFAR_fnc_updateLRDialogToChannel;";
tf_hasLRradio=1;
};```
you would need a model with no visual mesh
makes sense, yeah
is there one thats commonly used for these situations?
something that already exists in base arma I suppose
honestly I have never heard of need for invisible backpack
๐
so my guess is no
If anyone else is able to assist me in this matter, give me a ping
You can just use \a3\weapons_f\empty.p3d. Backpack models don't require any fancy memory points and will work normally even if it's literally just a blank p3d (which is what the empty.p3d is; it's a model that has an empty LOD0 and nothing else).
class CfgVehicles
{
class Bag_Base;
class B_InvisibleBackpack: Bag_Base
{
author = "$STR_Test_author";
scope = 2;
displayName = "$STR_Test_CfgVehicles_B_InvisibleBackpack";
model = "\a3\weapons_f\empty.p3d";
maximumLoad = 1000;
mass = 0;
};
};
ah, very nice! Appreciate the help
I'll give it a shot and see if I can get it to work haha
good idea
What controls a wheeled vehicles speed in water?
Hey if anyone could take a look at this and see if you have any idea why the rounds aren't going out where they should be. I've been messing around with this for a couple days now and I can't seem to figure out what's wrong.
Would want to ask that, maybe too obvious but
- names of the memories
- your config, your ammo ones too if you have one
Those are all my current memory points
class CfgPatches
{
class EC_LL870
{
addonRootClass="A3_Weapons_F";
requiredAddons[]={"A3_Weapons_F","A3_Weapons_F_Enoch","A3FL_Benelli"};
requiredVersion=0.1;
units[]={"EC_12GA_LL"};
magazines[]={"EC_LL870_Beanbag_Mag"};
ammo[]={"EC_LL870_Beanbag"};
weapons[]={"EC_LL870"};
};
};
class CfgVehicles
{
class FxCartridge;
class FxCartridge_EC12: FxCartridge
{
mapSize=0.050000001;
model="\EC_Weapons\LL_870\data\Shell\cartridge_12GA.p3d";
};
};
class Mode_SemiAuto;
class SlotInfo;
class MuzzleSlot;
class CowsSlot;
class PointerSlot;
class CfgWeapons
{
class Rifle_Long_Base_F;
class sgun_HunterShotgun_01_base_F: Rifle_Long_Base_F
{
class WeaponSlotsInfo;
class Single;
class Single_Close;
};
class EC_LL870: sgun_HunterShotgun_01_base_F
{
author="";
scope=2;
displayname="FUCKKKKK";
descriptionShort="Remington M870";
hiddenSelections[] = {"PumpC","StockC"};
hiddenSelectionsTextures[] = {"\EC_Weapons\LL_870\data\LL_CO.paa","\EC_Weapons\LL_870\data\LL_CO.paa"};
picture="\A3FL_Weapons\M870\M870.paa";
model="\EC_Weapons\LL_870\EC_LL870.p3d";
magazines[]={"EC_LL870_Beanbag_Mag"};
magazineWell[]={};
reloadAction="GestureReloadM4SSAS";
reloadMagazineSound[]= {"\A3FL_Weapons\Benelli\sounds\reload.wss",2,1,20};
handAnim[]={"OFP2_ManSkeleton","\A3FL_Weapons\M870\data\M870.rtm"};
dexterity=1.5;
inertia=0.5;
initSpeed=-0.80000001;
fireSpreadAngle=1.2;
class Single: Single {
class StandardSound
{
begin1[]={"\A3FL_Weapons\Benelli\sounds\fire.ogg",1.5,1,900};
soundBegin[]={"begin1",1};
};
reloadTime=1.05;
dispersion=0.00185;
minRange=1;
minRangeProbab=0.1;
midRange=10;
midRangeProbab=0.80000001;
maxRange=50;
maxRangeProbab=0.15000001;
};
class Single_Close: Single_Close {
class StandardSound
{
begin1[]={"\A3FL_Weapons\Benelli\sounds\fire.ogg",1.5,1,900};
soundBegin[]={"begin1",1};
};
reloadTime=1.05;
showToPlayer=0;
minRange=50;
minRangeProbab=0.1;
midRange=140;
midRangeProbab=0.80000001;
maxRange=200;
maxRangeProbab=0.15000001;
};
class WeaponSlotsInfo: WeaponSlotsInfo
{
class PointerSlot;
class CowsSlot: CowsSlot
{
linkProxy="\A3\data_f\proxies\weapon_slots\TOP";
compatibleItems[]=
{
"optic_RMR_Tall",
"optic_Holosight_blk_F",
};
iconPosition[]={0.44999999,0.28};
iconScale=0.2;
};
class MuzzleSlot {};
mass=60;
};
};
};
class CfgAmmo
{
class B_12Gauge_Pellets_Submunition;
class B_12Gauge_Slug;
class BulletBase;
class EC_12GA_LL: BulletBase
{
cartridge="FxCartridge_EC12";
};
class EC_LL870_Beanbag: EC_12GA_LL
{
caliber = 1.5;
hit=5;
airFriction=-0.0066999998;
};
};
class CfgMagazines
{
class CA_Magazine;
class 2Rnd_12Gauge_Pellets: CA_Magazine {};
class 2Rnd_12Gauge_Slug: 2Rnd_12Gauge_Pellets {};
class EC_LL870_Beanbag_Mag: 2Rnd_12Gauge_Slug
{
author="Davis Abrams";
displayName="M870 Beanbag Magazine";
displayNameShort="Beanbag";
descriptionShort="Caliber: 12 Gauge<br/>Rounds: 8<br/>Used in: Remington M870";
ammo="EC_LL870_Beanbag";
scope= 2;
count=8;
initSpeed=210;
};
};
That's the current config
What if like, you use a magazine from vanilla game?
Instead of the shotgun mag?
Yes so we know if it is a weapon (or its P3D) issue or mag/ammo issue
Let me give it a try
I swapped it to the following and the problem still persisted.
Not sure what is swapped from this picture
Was I supposed to swap something else besides the parent class?
I meant use the entirely vanilla mag/ammo
Ah, standby
https://gyazo.com/49cab9cdfd6bcab25af76bd9c78b7a68 swapping to that standard mag fixed it.
So this 9mm mag shoots from the barrel correctly? Then it is a Magazine or Ammo's issue
Correct the 9mm mag shoots correctly from the barrel
I'm not sure what ammo or mag value would mess with it?https://gyazo.com/2b906fcf299907953e8911e930bb565f
I mean that's the extent of it.
Maybe how it creates its submunition is causing that. Next up try a vanilla ammo with custom mag
https://gyazo.com/cb51f0824e50bf00892539ae536b43f8 using that vanilla 5.56 the problem is back
Hmm not sure how a mag can do a faulty like that
That's why I've been confused, it pretty much identical to other guns I've done except the name changes and such
Just in case, what if vanilla shotshell mags?
https://gyazo.com/0c993dcbf9fc6f724438dd8a4b0f1515 Vanilla slugs work fine...
Fair enough, I guess I can always do trial and error to find out lol
Which means some in this config has the faulty. description configs are very innocent to do such, so I'd suspect initSpeed
It seems increasing it is lowering where the round is coming out of the weapon
So I guess this is what the fix was.
Well then it is because initSpeed can influence the zeroing
Even if I don't have adjustable zeroing on the gun?
Yeah
AFAIK it should have a certain range that it wants to hit
I don't recall if there is a way to entirely disable it
It should be related with weapon itself, not mag or ammo
Well, I'm not gonna complain. It's working now, Thanks for the help!
how do i create multiple variants of the same unit in a faction
Make new class for each variant.
im using orbat, where might that option be?
No idea.
aight
very good to know thank you
What values control a vehicles water wading
can i use a cfgvehicles uniform class as a base for many different textures?
currently it has the same texture for all of them
{
scope = 1;
author = "Kartsa";
dlc = "ART";
model = "\rhsafrf\addons\rhs_infantry3\ratnik\rhs_emr_base_gloves.p3d";
hiddenSelections[] = {"camo","camo1","camo2"};
hiddenSelectionsTextures[] = {"NUniform_Kit\data\M05_vest.paa","NUniform_Kit\data\M05_pants.paa","rhsafrf\addons\rhs_infantry3\ratnik\data\gloves_co.paa"};
hiddenSelectionsMaterials[] = {"NUniform_Kit\data\NUniform_Vest.rvmat"};
};```
base
{
scope = 2;
author = "Kartsa";
dlc = "ART";
displayName = "[M05] Dress Uniform Gloves";
picture = "\NUniform_Kit\ui\uniform_test.paa";
model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F";
hiddenSelections[] = {"camo","camo1","camo2"};
hiddenSelectionsTextures[] = {"NUniform_Kit\data\M05_vest.paa","NUniform_Kit\data\M05_pants.paa","rhsafrf\addons\rhs_infantry3\ratnik\data\gloves_co.paa"};
hiddenSelectionsMaterials[] = {"NUniform_Kit\data\NUniform_Vest.rvmat"};
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "BASE_DU";
containerClass = "Supply45";
mass = 50;
allowedSlots[] = {"701","801","901"};
armor = 0;
};
};```
uniform itself
(ignore the same filenames for now, it doesnt work with different files/filenames)
can i use a cfgvehicles uniform class as a base for many different textures?
Not quite sure what it does mean
What is your goal?
to use the upper code (BASE_DU), as a oneforall base for all the uniforms (Below code)
currently it just uses the BASE_DU hiddenselectionstextures for all uniforms, even with them having different hiddenselections
I still cannot understand what you mean. Use CfgVehicles part of uniform, to, do what? What is onefoall base, what is all the uniforms?
here is just the whole code file;
explaining again;
I want to use BASE_DU and BASE_DU_2 for all uniforms, without having to create seperate ones for each uniform.
But it shows the original BASE_DU and 2 HiddenSelectionsTextures for all uniforms, no matter if i change them on the uniform configs or not
So you're trying to reuse BASE_DU for every uniforms you want to make, and change the hiddenSelectionsTextures or something in CfgWeapons, and call it a retex of an uniform?
Pretty much. Im asking if its possible, or if i need to make a BASE_DU seperately for every uniform i want to make?
It's not. You need to make multiple CfgVehicles class and corresponded CfgWeapons class too
Thanks, thats what i was looking for
It's not an easy answer tbh.
Buoyancy LOD shape/size, enginePower, maxOmega, engineShiftY, waterResistanceCoef - all can play a part.
is it possible to essentially create a man tracker, just an inventory item with sensor components similar to the mine detector?
With some scripting involved
I am trying to customize vehicle speeds for my community. I see that maxspeed governs what the vehicle tops out at, but what governs offroad vs onroad speeds, acceleration, etc.?
theres quite a lot of configs that define vehicle performance. you can check out the sample cars physX config as starting reference (arma 3 samples on steam)
Does anyone know wat 32Rnd_155mm_Mo_shells_O is supposed to be? its just
class 32Rnd_155mm_Mo_shells_O: 32Rnd_155mm_Mo_shells
{
author = "Bohemia Interactive";
displayNameMFDFormat = "ะะค";
};
You want to look at 32Rnd_155mm_Mo_shells. 32Rnd_155mm_Mo_shells_O is the OPFOR variant
Why? Idk
oh lol
I would have figured something like that would be in stringtables
for translations
nah its like that because the opfor vehicles use cyrillic for their mfds regardless of game language
or atleast the ones that are like that anyway
^ that.
The display for that parameter's handled in MFD_Gunner_AmmoType.
You can see how it looks in-game from the commander's terminal in both vehicles:
https://i.imgur.com/ek6FDZX.jpg
Hey there, so I got this mod of mine which isn't really working. The troopers show under a category with no name. To my understanding they should be under 3SC category?
class 3SC_Clone_V1: SWLB_clone_base_P2
{
displayName="Clone [V1]";
faction="BLU_F";
backpack="";
editorCategory="3SC";
uniformclass="3SC_Uniform_V1";
hiddenSelectionsTextures[]=
{
"327thArmour\data\Upr_Arm_V1.paa",
"327thArmour\data\Lwr_Arm_V1.paa"
};
linkedItems[]=
{
"3SC_Helmet_V1"
};
respawnLinkedItems[]=
{
"3SC_Helmet_V1"
};
};
``` Also they're in a subcategory called something strange too
You probably didn't define 3SC as a class in CfgEditorSubcategories. You're basically trying to reference a subcategory that doesn't exist.
class CfgEditorSubcategories
{
class 3SC
{
displayName = "3SC";
};
};
In which .pbo is A3_Data_F? I couldn't find what I was looking for in data_f.pbo.
data_f is where it should be
A3_Data_F stands for data_f, right?
Yea The wiper animations of the car named m151 are playing
you cant access those files
oh maaan oky thx for help
CDLCs are encrypted and you can't debinarise a P3D and keep the model.cfg anyway
you can ask the question of how though
its not really anything special
its just simple model.cfg animations
yes I made model.cfg animations
But I want it to work with the following type. When I turn the Scrool button, I will select "Run wipers" and the wipers will work that way
in M151 theres 2 sets of wipers
static and looping animated
and the action just toggles hide between them
if I remember right
oh neat, very cool
on to my next question for the day
I cant for the life of me find where on wiki this is, but for sound arrays like
soundServo[] = {"A3\Sounds_F\vehicles\armor\APC\noises\servo_APC_gunner",0.562341,1,30};
the 3 numbers are volume, pitch and distance correct?
Yep.
thank
I cannot seem to find the actual value that changes the speed of the SDV whilst submerged.
Regardless of other modifications to the power/top speed/etc etc it remains stuck whilst submerged at 24kmh
What is up config makers. Hope you all are having a good day. I got a config though that I am trying to make which is not really working. I am trying to make it so I can spaws some of the troopers in eden editor which I can just that the category and subcategory is blank. Also somehow I made the main uniforms/armour break so I can no longer use those. Tried all day yesterfay to get this to work but I need some help, it would be much apprechiated. Here is all my code lol
What would be the reason why my custom rifle grenade doesnโt show up on my custom rifle untill fired? Rifle grenade itโs setup like FWA does, using it as reference. It does work but iโm not able to see the grenade until itโs fired ๐คท๐ปโโ๏ธ
Try:
waterSpeedFactor
waterResistanceCoef
Hey guys need little help, do I need to add say3D Function in UserAction like this?: this say3D [""corplus_alarm""];
into which part of userAction?
Okay so hopefully this is the right place to ask, I've done a couple of searches of the Discord but haven't figured it out yet.
The problem: I'm trying to disable headgear randomisation on some units inheriting from the FIA for custom factions.
Attempted solution: I've tried following what's listed in the image attached, but I don't really understand coding/scripting/config stuff, so I'm a bit lost as to where that code needs to go. I've tried putting the bit in the box in CfgVehicles and elsewhere to define it as a base class, with the "In the config" bit in each unit class, but that causes the game to crash with an undefined base class EventHandler error
This is probably a very basic error on my part, but what am I doing wrong?
the specific error I'm getting and the code area it's referring to for additional information
evenhandler class does not belong there
now you are trying to create a vehicle called evenhandlers
That's what I kinda thought but I've tried it in other places and can't figure out where it is supposed to go
I'm an absolute caveman when it comes to coding
this is not an easy task then.
each class inside cfgVehicles (all things, cars, planes, men, buildings are essentially vehicles as they are defined in the cfgVehicles) have their own class eventhandlers inside them
right; and that's where the whole class EventHandlers : EventHandlers { init = " ";}; bit goes, right?
but it needs to inherit from a base class, which is what's currently (incorrectly) in the cfgVehicles part of the config?
I do have a workaround right now in just creating an empty array of allowed headgear for randomisation, but I'd still like to learn about this for the future
how do you make objects take same amount of damage than others? I'm setting the "armor" variable but there's still something I'm missing
Fire Geometry LOD defines specific areas of protection and whether bullets penetrate to do damage.
HitPoint LOD combines with Fire Geometry LOD to define what areas can take damage and which systems they correspond with.
class Hitpoints {} in config.cpp says what happens when a bullet penetrates and hits a specific area, how much damage is done locally, how much is passed through to global hitpoints and what effects might be shown.
The CfgVehicles reference seems to think that the object radius also matters.
does it matter?
I don't know. That'd be a tricky test.
ok thx for the info! so its a model thing, not something you can affect via config?
its a mix of both
so what can I do config wise for these two objects to have the same strength https://imgbb.com/TcmD9hB ?
It depends what you mean by "strength".
If one object has fire geometry with 120mm armor plate and the other is made of paper, then the first will be almost impenetrable and no amount of config changes to hitpoints will make any difference.
If they have the same fire geometry and hitpoint clouds, then, yes, changing the armor values in config will alter how many shots they survive before destruction.
i set the armor to same for both but the other one takes more hits before being destroyed
But you don't know if their fire geometries are the same?
thats right i dont
So without access to the model, all you can change is
armor =
armorStructural =
ok well I guess I'll just tweak the "Armor" until I can make them take equal amount of damage
thx for the help!
If you place objects in game (Eden Editor), you can view their properties using the Config Viewer, so can get an idea of the range of armor values used.
I guess if you set all the passthrough values to 1 then you could force equal global damage regardless of armor geometry.
why cant i make sandbags destructible? I got the barrier objects destructible by setting these two: ```
armor = 100;
destrType = "DestructBuilding";
destrType = "DestructNo"; maybe
Are you trying to affect preplaced terrain objects or editor placed objects?
editor
Oh I read that wrong. I thought you wanted them indestructible.
Perhaps it's the simulation type doesn't allow for destruction.
their simulation is "house" same as those barriers I got working
Do you have fire geometry and hitpoint LOD's?
dont know , i didnt create the sandbags they are vanilla arma
Aren't they destructible normally?
nope
hi, trying to figure out how to assign a specific identity to units in a faction, ex. miller in basegame
i have the classes i need defined correctly under cfgIdentities but i cant figure out how to actually assign them to the units i want. how can i make that happen?
here is an example:
class CfgVehicles {
class B_Soldier_base_F;
class B_Soldier_F: B_Soldier_base_F {
class EventHandlers;
};
class MyNewBluforSoldier: B_Soldier_F {
class EventHandlers: EventHandlers {
init = "(_this select 0) setIdentity ""EPA_B_Miller""";
};
};
};
it works, but partially. the units glasses slot is still randomised despite being defined in cfgIdentities. example:
class HESA_SDK_RaoulFace
{
face = "WhiteHead_04"; //works
glasses = "G_WirelessEarpiece_F"; //gets randomised
name = "Raoul Dumont"; //works
pitch = 1.0; //i assume works
speaker = "Male01FRE"; //i assume works
};
ingame, guy spawned with random shades instead of the earpiece, same can be said for the rest of them except a guy who uses a beard for facewear from cup. the issue with him however is that he uses a face from western sahara, but spawns with the default one
You will need to override the unit's identityTypes[] as well to prevent randomisation of their facewear.
the glasses changing is due to the config value for identityTypes[]
dang ninja'd
See here for instance:
#arma3_config message
Be sure to include LanguageFRE_F in the array as well so that radio protocols will work properly.
ah okay, i see
was gonna quickly ask for the french language tag too
man can read minds
alright tysm
okay after some testing and attempting to fix it doesnt seem to work, even though its setup the same as in the example.. code:
class HESA_SDK_Raoul: I_C_Soldier_Camo_F
{
(...) //unit info + headgear list
identityTypes[] =
{
"LanguageFRE_F",
"HESA_SDK_RaoulFace"
};
class EventHandlers
{
(...) //stuff used for headgear randomisation
init = "(_this select 0) setIdentity 'HESA_SDK_RaoulFace'";
};
};
is a bandaid solution of sorts possible with something similar to headgearList[] but with facewear?
Do you absolutely have to inherit from the Syndikat base class? Syndikat units already have headgearList[] defined so that might be the cause of your issues.
no, syndikat base inheritance is not necessary since the units identity is going to be reassigned anyways
although its weird because it uses solomon maru specifically as the base, but he never generates with facewear
Might be worthwhile to create your own class that inherits from SoldierGB instead then.
By the way, Syndikat classes inherit from I_G_Soldier_base_F which is used by FIA units. And their units have randomisation too.
and i assume SoldierGB doesnt have randomisation
Yep.
alright, ill try to figure that out then
okay, i ditched the base-SoldierGB class because they still showed up with facewear which idk why, but might be something from one of the mods i have, made a bandaid solution by running removeGoggles then addGoggles in local init script.
the guy who uses a Western Sahara face (IxWS_Gustavo_Head) still spawns in with Default face
again, im not sure what the issue is with this exactly considering i have WS loaded
but might be something from one of the mods i have
Well...
WS certainly doesn't affect base classes like this so it's definitely one of the mods you're running.
One thing is, is your requiredAddons correct
90% sure its correct but its missing WS weirdly enough, considering my units use saber flashlights as attachments
whats the name i use for WS in requiredAddons?
Check pinned messages:
#arma3_config message
data_f_lxWS_Loadorder
in the arma font it was impossible to discern the two when i was looking at the face name
well at least its fixed now
Well you can use copy and paste tho
What property would make it so an APC can "swim"?
https://community.bistudio.com/wiki/Arma_3:_Ships_Config_Guidelines
I think this guide should be sufficient. It means are both config and model to set it properly
Hey so this is probably just me being blind but what do the numbers in soundFly[]={}; correlate to? Tl;dr I want to make the sound effect a little louder
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#Sounds_Various
So the parameters are:
- File path: string for a path to the file
- Change in volume: Volume to play the sound of the strongest audible sound from the camera's POV
- Speed: speed multiplier of playback
- ???
So you'd want to set the second argument to something larger to increase the volume. I believe you can represent your increase in dB scale, but I'd stick with scalars until someone esle ways in on that
two questiosn:
-
Can I set up my mod so that it is not added to mission dependencies when editing a mission?
-
How can I make sure my mod is loaded after all of arma 3 BIS content?
there is no arma 3 BIS content as far as I know (it's BI now, BIS is (was?) the VBS company)
for 2), see here: #arma3_config message
"A3_Data_F_Decade_Loadorder" ?
Does that include all arma 3 and dlc content, minus the alien stuff?
Also, can anybody tell me what this is used for. No information about it appears to exist on the internet:
class PreloadAddons {
};
};```
Yeah, should be ArmA 3 + DLC - Contact, it's used with requiredAddons[] in cfgPatches
https://community.bistudio.com/wiki/CfgPatches
Which to my knowledge controls load order
Do all the DLC's have to be present in order for A3_Data_F_Decade_Loadorder to work?
you have all the data even if you dont own it
it should work fine
even for non owners
Thanks. Any insight on the other two questions?
-
Can I set up my mod so that it is not added to mission dependencies when editing a mission?
-
What is this for exactly?
class PreloadAddons {
};
};```
Is there actually anything wrong with this that should prevent it from taking effect in game?
class more_visible_tracers{
units[] = {};
weapons[] = {};
requiredVersion = 1;
requiredAddons[] = { "A3_Data_F_Decade_Loadorder" };
author = "flyingsaucerinvasion";
};
};
class CfgAddons {
class PreloadAddons {
class more_visible_tracers{
list[] = {"more_visible_tracers"};
};
};
};
class cfgAmmo {
class BulletCore;
class SubmunitionBullet;
class ShellBase;
class Sh_75mm_Railgun_APFSDS;
class BulletBase : BulletCore {
tracerStartTime = 0.0;
};
class ammo_Gun20mmAABase : BulletBase {
tracerScale = 3;
tracerStartTime = 0.0;
tracerEndTime = 5;
};
//continues...
};```
- CfgAddons is not really going to help with anything
- Are you sure that you really have no effect? Have you checked in Config Viewer?
yes i'm checking in config viewer. No changes have taken effect.
Then you may packed wrong config or your PBO is not taking effect
why would the pbo not take effect?
Because it is not loaded
the game shows the expansion as loaded.
how did you pack the pbo?
i've tried several different ways, including the built in addon builder tool.
which i have used successfully before
for different mods of my own creation
I recall there is a way to verify pbo upon launch and leave notes in RPT, find one in Launcher and try
the addon builder shows build as successful. No errors or warnings appear in game
Verify Signatures or smth? I'm not 100% sure what was the name
i see nothing like that in the launcher.
Are you sure there is none in Parameters tab
I'm looking in the rpt file and it doesn't say anything about the mod being loaded incorrectly or skipped.\
check signatures option was turned off
it's definitely the right config. For what reason would a pbo not take effect?
wait
thought i had it, but nope.
Finally figured it out. Was spelling mistake. Sorry.
Well happens when it happens
Sweet, I'll give it a shot
thank you
Hello I am trying to add two different muzzles to a gun like so. It adds and works fine but then when you equip the optics the zeroing is messed up and the "Stun" muzle fires way up into the air, does anyone know what/where I need to configure to prevent that particular muzzle from being influenced by the scope?
muzzle beginpos and endpos or something like that iirc
anyone know why this happens? built with addonbuilder with and without pboprefix, with and without binarising etc but no dice
I dont suppose you know anything more specific about it? Ive tried to google based on that but im getting no useful results
very
oh over 2gb size
guh
uhhhhhhhhhhhhhhhhh strange
used to build fine on my previous machine and its not been updated since
trying to find it now
stalk some of the modding channels in the ls discord its in there somewhere
yush
But.. addonbuilder shouldn't let you pack that.
But I guess... noone added a check for that. Because why would anyone pack such a large pbo ๐
blame siege ๐
(hes not even uploaded vests to the github yet i dread to think how big that is in one pbo)
Same reason as, why would anyone NOT use a signed 32bit integer to represent a file size.
I mean, you always should be prepared for your files having a negative size!
Except that in this case, someone obviously wasn't prepared
Lemme just flip a thing and make the file size unsigned so you're fine till 4gb ๐
you are amazing
You still have to split your pbo because that was just a joke
noooooo
I want to fix that, but I don't have time to do it so probably never
make them hire me and ill fix it
Send an application and I will (try)
word
what the hell are you packing in there to go over 2gb xD
make sure you are not accidentally throwing any source files in there
usp helmets dev branch is huge
we are swimming in models
splitting that up is probably wise then
hello I'm trying to make reskins for a mod (I use original as a dependency) and the texture for the plane's nose randomizes each time I put it down. In my code I haven't put any randomization.
The class that you are inheriting from, does it have an init event handler?
yes
{
init="_this execVM '\pook_Mig23\scripts\init.sqf'; _this execVM '\pook_SovAF\scripts\BB.sqf'; _this execVM '\pook_SovAF\scripts\FX_SonicBoom.sqf'";
//hit="_this call bis_fnc_planeAiEject";
//incomingMissile="_this execVM '\pook_SovAF\scripts\incoming.sqf'";
landedTouchDown="_this execVM '\pook_su24\scr\chute.sqf'";
};```
Any of those scripts do randomization?
yes
just saw it
will post pastebin
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.
here are the plane's hidden selections
{
"camo1",
"camo2",
"logo",
"num1",
"num2",
"clan"
};```
yep that does the randomization
camo2 is the part that gets randomized
it's the noze of the plane
same plane different nose:
what does the BB sqf do?
I doubt the sonic boom would have anything related
but whats BB
it's a altitude checker
when under certain altitude it screams altitude too low pull up in russian
found something
So you know how to overwrite that init then so the randomizer isn't included?
it's the last line in init.sqf
it calls the numbers and a random nose
I'll remove the nose part
You probably could just leave the init.sqf out of the init evnthandler
will run my thing first if it doesn't work I'll do so
I can find lots of conversations around muzzles but nothing regarding optics messing up the zeroing
strange
each muzzle type needs gunBeg and gunEnd points defined in config and matching memorypoints in the model to define the direction of the shot
depengind on your config setup you might inherit some default ones or you can define your own names
either way the config and model must match
Alright ill see if I can make it work with that thank you
Wait wouldnt that mean it should be firing incorrectly with the optics not attached too?
Because right now it fires forwards fine until you attach the optics
So I can get it to fire forward by defining a second opticMode on the scope. I dont suppose I can specific which opticMode I want a muzzle to use?
no muzzles have nothing to do with the optics attchements
typically underbarrel launchers have their sights built into the additional weapon
Is it possible to change the crosshair of a grenade launcher round at a config level?
I got a shotshell grenade launcher round my friend made, but its using the normal round grenade crosshair and its hitting in a different spot, i'm hoping to use the original crosshair that all guns use with it.
yes I believe it should be possible
Change the value for cursorAim in CfgWeapons.
You can use the default ones (arifle, mg, srifle, smg, hgun, sgun, missile, put, throw, rocket, bomb, cannon, mortar, coil, laserdesignator) or create your own cursor in CfgWeaponCursors.
can anyone verify if the vanilla sandbags models have everything they need, to be destructible?
Sandbags are indestructible by default so they don't have separate ruined models and proxies (unlike most regular buildings).
You'll need to change their destrType to something else other than DestructNo and add DestructionEffects if needed to make them fully destructible. For instance, you can change them to use DestructTent so that they get flattened automatically if a vehicle drives into them but will still be (mostly) impervious to gunfire:
https://i.imgur.com/XSk3zHB.png
@wheat sluice thx I already knew that but I wasnt able to make them destructible like I made for example the barrier objects.
so you got it working?
Just change the destrType to one of these:
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#destrType
I did
Ok I see it now, using DestructTree or DestructTent on the sandbags works but not DestructBuilding (that's what I need to get working)
destrcuct building needs destrcutionEffects
the effect of it going down etc are defined there
ok thx Ill try that
youll have to check the base house classes for all the basic effects
copied from barriers, works now! ๐
wish arma would support multiple inheritance. trying to get the destrcutionEffects to sandbags clean as possible
iherit from whatever class you want it to match
im already inheriting from one class :/
but if you inherit from the class you want the sandbags to match with you should be getting all you need from it
I already have this: ```
class Land_BagFence_Long_F : BagFence_base_F
{
// Edits here
};
well you can also just copy paste it there without inheriting
yea, but im actually using macro which complicates things ;D
why though
use macro
just dont
and be happy
youre making this way too complicated
this makes me happy: ```
DEFINE_DESTRUCTIBLE(Land_BagFence_Short_F,BagFence_base_F,1)
DEFINE_DESTRUCTIBLE(Land_BagFence_Corner_F,BagFence_base_F,1)
DEFINE_DESTRUCTIBLE(Land_BagFence_End_F,BagFence_base_F,1)
DEFINE_DESTRUCTIBLE2(Land_BagFence_Long_F,BagFence_base_F,1)
DEFINE_DESTRUCTIBLE(Land_BagFence_Round_F,BagFence_base_F,1)
lol yea i know, cant have everything ๐
you would already be done if you werent messing with the macros
they do have their uses
keeps my configs more compact and easier to manage and add new classes there

macros are rigid
they are good for making multiple variants of same thing
but not so great when you need flexibility
yep
class Chernarus: CAWorld
{
class SimulWeather
{
directLightCoef = 1;
};
};
I'm trying to change directLightCoef value but there's a bunch of parameters inside SimulWeather. I don't want to type them all into the class, so everything inside the SimulWeather is gone except directLightCoef. Is it possible to keep all the parameters inside SimulWeather and just change directLightCoef value?
btw, this works on Stratis but not on Chernarus.
I don't recall if SimulWeather was inherited by somewhere, but you should to check if it was
is this your version of chernarus or patch over some existing one?
just patch
is your required addons set up correctly so that your config runs after the original
hmm actually no
ill try that
how I find the name I need?
I tried cup_terrains_maps_chernarusand chernarus.
Check pinned
cfgpatches classname of the config
ok
it's hard to find the correct one, trying out some ๐
CUP_Chernarus_Config and CUP_Worlds didn't work ๐ฆ
should I do this?
sqf class SimulWeather; class SimulWeather: SimulWeather{<stuff>};
ok
ok thank you. It gave me CUP_Weather. Trying now
nope. All params deleted except mine.
it was "CUP_Chernarus_Winter" but it didn't work :\
Post your entire code
class Chernarus: CAWorld
{
class SimulWeather
{
directLightCoef = DIRECTLIGHTCOEF;
};
};```So this part takes no effect for sure?
Did you checked in config viewer?
Chernarus' SimulWeather is directly inherited from CAWorld >> SimulWheather, there is no change there
You want to change CAWorld's one, or make inheritance
ok nice thank you.
yay! It worked with class SimulWeather: SimulWeather after defining in CAWorld. Thanks, guys.
Really random question but does anyone know if it's possible to change an integer variable on the fly through a scroll menu action? Basically I want a scroll menu option that switches the gun elevation mode between 0 (aim by mouse) and 3 (elevate by pg up or down)
Fair so gonna have to learn funtion scripting then ๐ that's going to be fun
Anyone here have a fix for why arma wont read a pbo or throw errors? Nothing is showing up from one of my pbo's even though the other two are working.
check RPT
maybe it has the same prefix (or no prefix at all) as another pbo
in which case they would overwrite eachother
for example having two "core.pbo" files from different mods
Can config be adjusted in mission file or do i have to make a mod? Im looking for to change sensor ranges.
Has to be done via mod
Can confirm, it needs to be done via mod, cant change sensor range via mission file
Question, I am a bit confused how inheritance work. I am trying to increase Armed Blackfish Zoom and zero range. I know how to do it, but how do I properly do the whole inheriting and stuff
https://pastebin.com/sw7fZ37u
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.
Hey so
We're getting a really weird issue whenever we try to pack our mod with PBOProject
checking mod.cpp...
???e???????s????0= has no .paa extension
Packing failed
All done!
Press any key to continue . . .
We've got no clue what's causing it
Anybody have any ideas...?
you use obfuscation?
Nope
We figured it out though- it was something in our output folder causing problems
We deleted the output folder and had PBOProject remake it, and it's working now
Are there any known bugs/issues relating to ammo with the simulation type shotMissile firing out backwards?
I'm attempting to modify an asset which is a "fake" rocket artillery using shotShell projectiles to make it fire cruise missiles. I have modified the existing magazine's ammo parameter and nothing else, testing with both my custom cruise missile, vanilla cruise missile, and vanilla AIM-120C AMRAAM, and all come out backwards.
I've also observed that when the ammo is changed to a missile, the gunner interface shows the gun as pointing backwards, and the muzzle impulse direction is reversed. Missiles will still fly in the direction you point until their motor and/or maneuvering reverses or otherwise changes its direction.
I would make a demonstration video, but it's late and I have to sleep on this.
What parameters controls the rate of fire and the sounds on static mgs?
the weapon config
Probably missing memorypoints for shooting direction.
Not sure if I should as it here or in script, but I have some lights thats spawn in the interior of my vehicle, they are created and attached light sources. Its all working via "init = " though a config. Anyway, my issue is that when my vehicle (aircraft) increases its speed, the lightsource moves forward from their original position, comes back to it when aircraft lowers its speed
Any way to prevent that from happening?
No, I guess I should have asked it in scripts than
I will post there
I mean the answer is still the same I think. AttachTo can be like that at high speeds I think
Is there any way around that?
Or is there any alternatives in making interior lights for vehicle that travels at high speeds
make them as part of the vehicle through the config
though that may require model edits since memorypoints may need to be added
Ye that was my fear
Anyway, I will figure it out, or not, I will see
Problem is solved - Pook had reversed the memory points for missile beginning and end in the vehicle class config. memoryPointMissile memoryPointMissileDir
that would do it
Is it possible to add a custom identity to CfgHQIdentities?
Should be
I mostly just want HQ to have a name that isn't Crossroads
Yeah that'd be fine
Is there a way to define in a weapon config whether AI will use it as an assault rifle, LMG, or marksman's rifle?
Im running into a situation where my faction's main AR is technically a battle rifle, and as such, they refuse to full auto it, only spamming the semi-auto trigger at most. I'd like to designate (in my own config that inherits from the base weapon) some variants as LMG's and some as assault rifles to get more automatic fire out of the bots. Combing through existing configs I can't seem to find the parameter that actually does this, but there's so many im probably just missing it (unless it's a deeper issue like e.g AI checking whether their gun is Weapon_LMG or Weapon_arifle and acting accordingly)
yes AI only firemodes are possible
AI has no understanding of weapon type
except pistol, rifle, launcher
Right, how would I go about changing/defining those? In CfgWeapons Config Reference there's only sparse mention of fire modes that comes up in descriptions of requiredOpticType and aiBurstTerminable
showToPlayer=false means it's an AI-only fire mode.
Otherwise you create modes, set min/mid/maxRange and their respective probabilities, and Arma will use that to pick fire modes to use.
modded weapons might lack this kind of firemodes which leads AI to use whatever.
I'm not sure if there's another parameter which would prevent AIs from using a particular fire mode.
you could set the probabilities to zero, I guess.
does anyone have any information on fine-tuning/synchronizing tank track speeds? I've noticed that there seems to be a bug where tank tracks spin at different speeds for those outside of a vehicle versus riding in one while in multiplayer
Particularly in my use case this is an issue as some animations are tied to the speed of the tracks, so to some players observing outside the animations play at nearly triple speed whereas those inside the vehicle see them normally
tracksSpeed changes the movement speed of the track UV so you can match it to the wheel rotation.
I've never noticed a difference in track rotation speed from 1st person to 3rd person camera, but then again, I can't think of any tanks where you can actually see the tracks in 1st person while riding in/on it?
You'd need to clarify how you are getting other animations to play based on track speed (possibly just vehicle speed?), but I suspect that they are likely to be unsynchronised in multiplayer, as they won't be getting high enough network priority - similar to car doors opening/closing which can be badly unsynch'd across clients by as much as a second or more.
How do i make an item as a placable object in the editor?
I made some special injector variants from ace and i want to be able to place them in the editor.
scope = 2
^ That only makes the item visible in the Arsenal.
If you want to make something you can place down in Zeus or 3DEN, then you need to create a WeaponHolder class in CfgVehicles. i.e.
class CfgVehicles
{
class Item_Base_F;
class Item_MyACEItemHolder: Item_Base_F
{
scope = 2;
scopeCurator = 2;
displayName = "My Custom ACE Item";
author = "BAXENATOR";
editorCategory = "EdCat_Equipment";
editorSubcategory = "EdSubcat_InventoryItems";
vehicleClass = "Items";
model = "\A3\Weapons_F\DummyItemHorizontal.p3d";
class TransportItems
{
class MyACEItem
{
name = "MyACEItem";
count = 1;
};
};
};
};
And don't forget to add this classname to your CfgPatches' units[] array.
class CfgPatches
{
...
units[] =
{
"Item_MyACEItemHolder"
};
...
};
This would be a relevant issue if someone had (for some reason) 3D tracks rather than the standard UV planes. I suspect such animations would be connected to the wheelL/wheelR animation sources. Would it be possible to improve the synchronization from a users end or is that just something that BI has to do?
all in all the wheel sync issues are rather odd since shouldnt they just play locally if a thing is moving and they seem to have worked before
Anyone have idea how to fix a thing like this?;
No idea where the issue is, and what is even broken if anything
You defined class Single in CfgWeapons that doesn't exist normally
uh, what does normally mean?
It doesn't exist in vanilla game
huh
You are trying to create a weapon called single. The class single is in wrong place
ah, that explains a bit thanks
Heya, can someone tell me what I messed up here, I'm having trouble downloading the Arma 3 Samples right now. I have a problem where FFV positions that inherit from "CargoTurret" can't reload, the sound for the reload plays, magazine disappears but the animation doesn't happen and it glitches the user.
Any other general tips on inheritance are welcome, it's a bit of a mess right now as I've been shuffling stuff around trying to make it work.
Here's the code:
class LandVehicle;
class Car: LandVehicle{
class Components;
class Sounds;
};
class Car_F: Car{
class HitPoints{
class HitRGlass;
class HitLGlass;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
class HitGlass5;
class HitGlass6;
class HitBody;
class HitFuel;
class HitLFWheel;
class HitLBWheel;
class HitLMWheel;
class HitLF2Wheel;
class HitRFWheel;
class HitRBWheel;
class HitRMWheel;
class HitRF2Wheel;
class HitEngine;
class HitHull;
};
class Turrets;
class NewTurret;
class CargoTurret: NewTurret{};
class CommanderOptics: NewTurret{};
class Components: Components{};
class AnimationSources;
class EventHandlers;
class Sounds: Sounds{};
};
class fl_veh_car_base: Car_F{
// Armor Simulation
class HitPoints: HitPoints{};
// Turret Config
class NewTurret: NewTurret{};
class Turrets: Turrets{};
class CargoTurret: CargoTurret{};
class CommanderOptics: CommanderOptics{};
// Targeting
class Components: Components{};
// Animation, Effects, Render
class AnimationSources: AnimationSources{};
// EventHandlers
class EventHandlers: EventHandlers{};
// Sounds
class Sounds: Sounds{};
};
turrets structure is not right
anywhere in this config
Okay I know if I don't want turrets (gunners, commanders, etc.) I just do 'Turrets{}' in the actual config of the vehicle I'm doing, but If I'm doing just a base vehicle, my own variation of the Car_F class, wouldn't I want to inherit everything I'll be using in further child-classes? I'm asking since I've had quite a bit of trouble playing around with inheritance and making my own base class work the way I want it to
you dont have to have anything in your class you dont modify
and you dont have to define anything in parent class like car_f you dont actually inherit later on
in expection turret class structures need to be right
but if you dont define any turrets in your new base class then any problem with turrets is in the actual vehicle class
Alright so keep it as simple and basic as possible like:
class LandVehicle;
class Car: LandVehicle{};
class Car_F: Car{
class HitPoints{
// Hitpoint classes
};
class Turrets;
class NewTurret;
class CargoTurret;
class CommanderOptics;
class Components;
class AnimationSources;
class EventHandlers;
class Sounds;
};
class fl_veh_car_base: Car_F{
// Configs I am actually modifying, completely remove inheritance that was added for the sake of inheritance
};
yeah
you dont have to have any of the classes insisde car_F either if you dont modify or inherit them
but if you do
class components : componencts
{your stuff};
in your new base class
then you need class components defined in car_f to complete the inheritance structure
Alright, yeah I was overcomplicating the hell out of it, thanks a lot for the help
it can get complicated later on if you need to change a lot ๐
Does anyone know what function or code is ran that creates the "modelOptics" object when the scope is open? Ie. opening a sniper scope and the fullscreen 2d scope appears.
Engine side operation
damn, thankyou!
Hey guys I found this github page with a Su30 mod https://github.com/Nobatgeldi/Sukhoi_Su-27_family_fighter_mod
I am trying to revive the su30 for an Indian mod that I am working on. The files have an Indian livery texture, but for some reason there is no place in the config.cpp to change from it's default texture to the included Indian livery. But theres no hidden textures or even .paa files inside the config file.. I'm kinda lost, any help would be appreciated..
they are inside the .p3d itself id think
If you click on the name of the file you'll find the p3d in the p3d you can see where the textures are routed to what file
oh boi