#arma3_config

1 messages ยท Page 22 of 1

dusk jungle
#

No, explosionEffect is just a consequence of vehicle death

#

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)

stuck nest
#

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];
};
}];
dusk jungle
#

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? hmmyes

#

Feed it stuff that engine uses to decide if its time to blow up or not and let scripts fix it

stuck nest
#

That would open up a lot of options.

untold wyvern
#

I remember seeing a mod that changed helicopter crash behavior

stuck nest
#

I think we'll need a new eventhandler as Sa-Matra mentioned sadly ๐Ÿ˜ฆ

tidal rose
#

I tried it without extra mods but nothing changed ๐Ÿ˜•

hearty sandal
shy knot
#

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?

halcyon sable
#

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 :)

untold wyvern
# halcyon sable Hi is there any good info on the basic.cfg I can read? Ive googled but found mos...

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;
tender fiber
#

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

tender fiber
#

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

dusk jungle
#

From your description it does setObjectTextureGlobal in some init field

tender fiber
#

i see, i think i might know what the issue might be then

#

ty

wintry fox
#

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

hearty sandal
wintry fox
#

It's an error from another mod, not related to the actual ui

hearty sandal
#

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

wintry fox
#

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

wintry fox
wintry fox
#

Found it, apparently the correct class to modify is RscTitles >> RscDisplayMainMenuBackground >> Controls >> Picture

frozen bluff
#

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.

graceful plume
#

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

urban basin
#

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)";
                };
            };
        };
untold wyvern
urban basin
urban basin
#

Did not seem to work

wintry fox
#

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.

summer drum
#

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?

wintry fox
#

A rule 0 file?

summer drum
#

Like just a mod/PBO file to rule 0 or adjust a number of values like mass on some assets

#

mainly apparels

wintry fox
#

What do you mean by "rule 0" though

summer drum
#

basically just setting scope to 0

#

or 1, depending on the item I guess. Mainly to disallow people form using that stuff.

urban basin
wintry fox
# summer drum basically just setting scope to 0

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)

urban basin
#

I have been tho ๐Ÿ˜ž

molten musk
#

Your own? Or exiting class?

urban basin
#

my own

#
class sign_sphere10cm_f;
class wag_entrenchment_sandbagWall : sign_sphere10cm_f
#

but inherits from existing

molten musk
#

Maybe there is xeh missing from the base class.
But always you can ask directly from the ace community

summer drum
#

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;
    };
};
wintry tartan
#
  1. Make sure your requiredAddons is correct
  2. Make sure your parent class is correct
  3. Make sure your mass is what you wanted to edit
royal briar
#

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

hearty sandal
#

There are other parameters related to damage resistance etc that likely play part in what you see.

royal briar
hearty sandal
#

That is also a factor.

#

But not what I was talking about

royal briar
#

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

livid trail
#

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!

winter rain
#

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

livid trail
#

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 monkaHmm from what I understand, it's used for belt like weapons or?

hearty sandal
hearty sandal
#

and you want the shell to change according to what type is loaded into it?

hearty sandal
#

for vehicle weapons to do that I believe you will need to make it as a pylon

livid trail
#

copium 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

hearty sandal
#

hand held weapons can use the magazine proxy system

livid trail
#

Thanks for saving us a lot of time mate. I'll go the cheat way

hearty sandal
#

no no theres no need to cheat

#

I just need to understand what you want to achieve

opal crater
#

hide unhide part of model depending on ammo state

#

basically

hearty sandal
#

yes

#

if the shell is just part of the model that is easy

opal crater
#

If he does not need the shell to change the look on depending on loaded ammo then there's no need for pylons

hearty sandal
#

yep

livid trail
#

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

hearty sandal
#

no no

#

you can use "ammo" animation source

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like said above

opal crater
#

or revolving

livid trail
#

How would I use the ammo animation source?
Anyway, @lean bloom you are the model master

hearty sandal
#

revolving might not work great with the last shot of magazine ๐Ÿค” or do I remember wrong

opal crater
#
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.
hearty sandal
#

in the model.cfg animation class source="ammo";

opal crater
#

revolving is not instant

#

use ammo

lean bloom
#

ah, I see, okay, I will check

livid trail
#

Guess the gasMagazine does not work for vehicle weapons then
(Lou... Where wiki update? kappa)

hearty sandal
#

it says it right there

#

although yes it is bit confusing since some of those do work on vehicles too

opal crater
#

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

hearty sandal
#

mm true it needs the custom source like that

#

๐Ÿ‘

livid trail
#

Thanks for the help. I am sure Tklama will be back once he realises he can't get it working

lean bloom
opal crater
#

yes, I think so

livid trail
opal crater
#

blobdoggoshruggoogly I don't do models.

livid trail
#

Yeah, you "do stuff" kappa

lean bloom
opal crater
#

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

livid trail
#

Yeah, it looks like this is the case. We managed to get it working in the end with something similar

lean bloom
#

I kept trying until it eventually worked ๐Ÿ˜„

lament sluice
#

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

hearty sandal
lament sluice
#

I already put in show all unofficial addons

hearty sandal
lament sluice
wintry fox
lament sluice
wintry fox
#

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.

lament sluice
hearty sandal
#

power of cooperation! praise_the_sun

summer drum
#

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?

last bluff
#

textures or just the config

summer drum
#

The config

wintry tartan
#

CfgGoggles

#

Or CfgGlasses, I don't recall which is the right name

last bluff
#

i believe its a3\characters_f_orange\facewear

#

youll find the config located in that directory in your P: drive

wintry tartan
#

Gasmasks are from enoch

last bluff
#

contact

#

the respirator is contact i thought

wintry tartan
#

No, enoch

last bluff
#

then swap that directory to 3\characters_f_enoch\facewear

#

apologies on my end.

wintry tartan
#

Contact (Platform) to be exact

last bluff
#

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.

summer drum
nimble sequoia
last bluff
nimble sequoia
last bluff
#

ah, so move it?

nimble sequoia
#

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.

last bluff
#

i see

#

the RCWS stuff comes from the APC's/Tanks. So i take i inherit from one of those then?

nimble sequoia
last bluff
#

yeah ive been looking into an AIO config dump

nimble sequoia
nimble sequoia
last bluff
#

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

nimble sequoia
#

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.

last bluff
#

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

nimble sequoia
#

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

last bluff
#

yeah im opening it now

#

recieved this bit on start up

#

and RPT has a bunch in it

nimble sequoia
#

That's indicating broken turret inheritance

last bluff
#

yeah

#

the new bit i did

nimble sequoia
#
{
    class LandVehicle;
    class Car: LandVehicle
    {
        class NewTurret;
    };
    class MainTurret;   <<<<<<<<< WRONG
    class Car_F: Car
    {
        class Turrets
        {
            class MainTurret: NewTurret
            {
                class ViewGunner;
                class ViewOptics;
            };
        };```
last bluff
#

i need a new profession lmfao

#

so take MainTurret and give it inheritence under a vehicle class ?

nimble sequoia
#

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.

last bluff
nimble sequoia
#

Because you have emptied the Turrets class from isky_jltv_base with class Turrets {};

#

so remove line 414 and try again

last bluff
#

yeah im slow lmfao, it packed

#

thank you a bunch

royal briar
#

does anybody know what are the factors that determine how many hits building can take before being destroyed?

#

"armor" is one

lean bloom
#

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 ๐Ÿค”

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 harold

lean bloom
#

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

nimble sequoia
#

It's being moved to model centre when hidden, but not hidden

#

that's what hide animations do

lean bloom
#

oh

nimble sequoia
#

check that you don't have some other named selection on the round, like "camo"

lean bloom
lean bloom
nimble sequoia
#

your hide animations aren't configured correctly

lean bloom
#

including autocenter 0 seems to have helped

hearty sandal
#

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

lean bloom
#

Ah, I see

hearty sandal
#

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

lean bloom
#

yep, I understand, thanks!

hearty sandal
#

๐Ÿ‘

raven bobcat
#

Is this channel where i ask regarding the porting of my own vehicle models into A3?

wintry tartan
raven bobcat
#

Porting it ig? I already made the model but yes thanks

wintry tartan
#

"Porting" doesn't pinpoint what is your need

raven bobcat
#

So i have the raw model right, making it usable in game

#

Making turrets work and stuff etc

wintry tartan
#

Do you mean P3D wise or config wise?

raven bobcat
#

p3d wise

#

so its under model makers right

sleek kelp
#

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?

wintry fox
sleek kelp
hearty sandal
#

weapon classname

raven snow
#

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

hearty sandal
#

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

raven snow
#

Ah

#

Would ya know how to?

hearty sandal
#

well its just config work

#

look at how vanilla is set up, imitate that

raven snow
#

For example I have a character who's face I want to be 'WhiteHead_20'

#

And so on

#

Hmm

hearty sandal
#

on mission level yes

#

but not for unit config

#

similar stuff on mod config level though

raven snow
#

Or some kind of sample

hearty sandal
#

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

raven snow
toxic solar
#

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

hearty sandal
#

and then in the turret config they variable initTurn is used to set them point to right direction

toxic solar
hearty sandal
#

does the proxy face forward or sideways?

#

is the turret aimpoint defined and part of the turret or gun selection?

toxic solar
toxic solar
hearty sandal
toxic solar
#

gunnerview isnt part of the otochlaven selection, but it is attached to it via SkeletonBones in modelcfg

hearty sandal
#

eh?

#

is there a reason for it being separate?

toxic solar
#

no clue, I didnt make it :), 7 year old p3d

hearty sandal
#

one does not typically do that

toxic solar
#

oh there is no otochlaven in memory points lod at all

#

sunglasscry oh boi

hearty sandal
#

unless there is a reason to separately animate gunner view

toxic solar
#

I am unware of any special reason needing to animate the gunner view

hearty sandal
#

id perhaps refactor the skeleton a bit there

toxic solar
#

ill try to not break anything ๐Ÿ™‚

raven snow
#

@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

hearty sandal
#

if it dont work then yes. ๐Ÿ˜…

#

off the top of my head dont know what though

#

its also possible alive or some other mods you got interfere with it

wheat sluice
#

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'";
        };
    };
};

https://i.imgur.com/37mVQWR.png

raven snow
#

Am I to input the cfgIdentities class in both identityTypes and the eventhandler?

#

Like are these three the same thing

hearty sandal
#

yes

raven snow
#

Alright, let me try...

raven snow
#

@hearty sandal @wheat sluice Alright, all works as intended, thanks!

#

They gots all the faces as set

hearty sandal
#

๐Ÿฅณ

tender fiber
#

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?

chilly tulip
#

Does it work without the last one?

#

Or does that just move the error?

tender fiber
#

i mean it doesn't show an error with the other ones

#

just when i equip that one specific

wintry tartan
#

This kind of error doesn't show everytime, but in your log

tender fiber
# wintry tartan 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

  1. i've been opening it using ACE arsenal
  2. it happens to every single uniform i made in that pbo IF it was equipped when i opened the arsenal
  3. 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

chilly tulip
#

Put your entire config in pastebin or something.

#

What you linked isn't complete.

tender fiber
#

could the issue be i'm using #includes ?

chilly tulip
#

There's not much point in speculating.

tender fiber
#

1 sec

#

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

chilly tulip
#

UniformItem inheritance is probably wrong.

#

hmm no, that does actually exist.

#

You should definitely be declaring an A3 loadorder mod in requiredAddons though.

tender fiber
#

what does requiredAddons actually do? from my amateur experience it creates an alert saying i need such a mod

wintry tartan
#

It will declare when your config will be loaded

tender fiber
#

i see, if i don't do it perhaps my config is being loaded first overwriting vanilla stuff

wintry tartan
#

So basically to make sure you have proper one to overwrite, otherwise your config will be overwritten

tender fiber
#

or no inheriting stuff correctly

#

ok got it

obtuse atlas
#

hey just as a quick question, does anyone know the asdg jointrails config for the VFGs? I can't seem to find documentation

obtuse atlas
#

... maybe the alzheimers is kicking in i could have sworn there were foregrips in the game

novel lava
#

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

obtuse atlas
#

yeah i coulda swore there was but i think my brain is playing tricks on me

obtuse atlas
#

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

obtuse atlas
#

okay nvm im dum

hearty sandal
obtuse atlas
#

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

winter oak
#

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

pallid sierra
winter oak
winter oak
# pallid sierra 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

pallid sierra
#

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
};
winter oak
#

this code I was givin is all fuckywucky and need someone with knoledge to teach me a few things

wintry tartan
#

Firstly you need to know what are those brackets

pallid sierra
#

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

winter oak
#

question what does this mean as I dont see a \ on line 262

wintry tartan
#

That's not how to comment out

winter oak
#

duh im dumb lol

winter oak
winter oak
#

back agian to ask another question sorry

hearty sandal
# winter oak

dont start classnames with numbers and you cant have spaces in them

#

and no starwars stuff here

winter oak
#

just wondering where I can go with this then if not here

hearty sandal
#

so far we have had noone who has gained permission to use starwars IP

winter oak
#

starwars IP?

hearty sandal
#

intellectual property

#

as in anything that is star wars

winter oak
#

so why is this stuff on the BI mod pages?

hearty sandal
#

Disney licensing does not allow external use and so far nobody has obtained permission

winter oak
#

so all the star sims are a no no on arma?

hearty sandal
winter oak
#

thats wild

hearty sandal
#

you can talk to disney about it

winter oak
#

alright well I will look else where for help then I would reccomend arma3 to start removing those mods from BI then

hearty sandal
#

if you find any you can report them with the steam workshop flag report

winter oak
#

i mean I will still be playing them myself but thats on arma to deal with not me I dont get paid for it

lean bloom
#

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?

nimble sequoia
#
"otochlaven",    "otocvez",
"legsDown",      "otocvez",
"legsUp",        "otochlaven"```

Both legsDown and legsUp rotate with the gun animationSource to keep them joined.
lean bloom
#

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";
            };```
nimble sequoia
#

Yes, angle restrictions are very important

lean bloom
#

well, I have them in the config for MainGun

nimble sequoia
#

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

lean bloom
#

Do you mean as in, one selection?

In Blender I have them split off from otocVez and otocHlaven

nimble sequoia
#

Did you look at my screenshot?

hearty sandal
#

Hydraulics always need to be done with two parts like Apollo described

lean bloom
#

yeah sorry, I was not at my PC

#

Iยดll look into it

wintry fox
#

Is weaponPoolAvailable in magazines for magazine wells?
It's not listed on the CfgMagazines config reference

#

Might also be for addMagazinePool

hearty sandal
#

Id strongly recommend getting yourself a all in one config dump for easy config referencing

wintry fox
#

I know the property's there, I'm asking what it does

hearty sandal
#

it is also variable in weapons

wintry fox
#

Okay so yeah it's probably for weapon pools in campaigns

grave steppe
#

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

lean bloom
#

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

lean bloom
#

or does the path I link to the proxy get overwritten by gunnerAction?

lean bloom
#

solved

hearty sandal
wintry tartan
#

Placeholder, like, literally. It holds the place

lean bloom
#

Yeah I see, All this time I thought the proxy also determined the playerยดs animation harold

hearty sandal
#

It is common mistake, just something one learns by experience.

graceful plume
#

Is there any way to change the temperature of the bushes, trees in the thermal camera?

novel lava
hearty sandal
drifting skiff
#

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

hearty sandal
#

Per turret

drifting skiff
#

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

hearty sandal
drifting skiff
hearty sandal
# drifting skiff 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

drifting skiff
#

ah yeah i think i might see my issue now

#

thanks for the help

hearty sandal
#

you can check you the arma 3 samples for config reference

#

as well as the wiki for the explanation of how inheritance etc works

tight horizon
#

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?

hearty sandal
#

This may have been the related to impulsecoef

tight horizon
#

I'll check into that, thanks Goat!

tight horizon
#

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. ๐Ÿค”

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

novel lava
#

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

drifting skiff
molten musk
#

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?

wintry tartan
#

skipWhenMissingDependencies = 1; in CfgPatches

nimble lodge
#

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

wintry tartan
#

BI doesn't do such

hearty sandal
#

you might be able to mimic it with some math and vector force commands

drifting skiff
#

If anyone knows/has experience with RHS turret inheritance and changing tank commander/heli door gunners, let me know

nimble lodge
chilly tulip
#

Given how little physics control you have from SQF, I'd be very surprised if the auto-hover isn't engine.

ebon pivot
#

it is

hearty sandal
#

It's part of vehicle simulation type features

#

Not something you can plug into anything you want.

hearty sandal
ebon pivot
#

oh they said auto hover not auto vectoring ignore me

#

yes polpox's mod does what yo uwant

#

essential for vtol tbh

nimble lodge
#

No I did actually mean autovectoring

#

I already found ways to do it

#

ish

#

maybe

ebon pivot
#

yeah i just didnt understand your message properly

toxic solar
#

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

wheat sluice
#

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).

remote salmon
#

Does anyone know where the config for the shotgun slugs / pellets are? I found the actually shotgun but the ammo config isn't there ๐Ÿ˜ข

wintry tartan
#

What are you looking for

wheat sluice
#

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.

remote salmon
#

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?

tight ginkgo
#

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
{};
wheat sluice
# remote salmon Is it the cartridge config?

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.

wheat sluice
tight ginkgo
wheat sluice
remote salmon
#

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

tight ginkgo
#

Is it possible to implement a para glider with a vertical landing?

#

With a gunner's seat for the pilot (using personal weapons)

tight ginkgo
shy knot
toxic solar
#

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

wintry tartan
#

I don't think so

chilly tulip
#

I dunno, it looks like SQF but not conclusive.

#

You'd have to try it and see.

remote salmon
remote salmon
novel lava
#

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

toxic solar
wheat sluice
#

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.

remote salmon
foggy cave
#

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;
};```
hearty sandal
foggy cave
#

makes sense, yeah

#

is there one thats commonly used for these situations?

#

something that already exists in base arma I suppose

hearty sandal
#

honestly I have never heard of need for invisible backpack

#

๐Ÿ˜…

#

so my guess is no

foggy cave
#

Hm, ok

#

I've seen some before but I have absolutely no clue what they inherited from

foggy cave
wheat sluice
# foggy cave 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;
    };
};

https://i.imgur.com/Rw4KUnQ.jpg

foggy cave
#

I'll give it a shot and see if I can get it to work haha

hearty sandal
#

good idea

foggy cave
#

Has indeed worked

#

thank you!

shy knot
#

What controls a wheeled vehicles speed in water?

remote salmon
wintry tartan
remote salmon
#

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

wintry tartan
#

What if like, you use a magazine from vanilla game?

remote salmon
#

Instead of the shotgun mag?

wintry tartan
#

Yes so we know if it is a weapon (or its P3D) issue or mag/ammo issue

remote salmon
#

Let me give it a try

#

I swapped it to the following and the problem still persisted.

wintry tartan
#

Not sure what is swapped from this picture

remote salmon
#

Was I supposed to swap something else besides the parent class?

wintry tartan
#

I meant use the entirely vanilla mag/ammo

remote salmon
#

Ah, standby

wintry tartan
#

So this 9mm mag shoots from the barrel correctly? Then it is a Magazine or Ammo's issue

remote salmon
#

Correct the 9mm mag shoots correctly from the barrel

#

I mean that's the extent of it.

wintry tartan
#

Maybe how it creates its submunition is causing that. Next up try a vanilla ammo with custom mag

remote salmon
wintry tartan
#

Hmm not sure how a mag can do a faulty like that

remote salmon
#

That's why I've been confused, it pretty much identical to other guns I've done except the name changes and such

wintry tartan
#

Just in case, what if vanilla shotshell mags?

remote salmon
toxic solar
wintry tartan
remote salmon
#

It seems increasing it is lowering where the round is coming out of the weapon

#

So I guess this is what the fix was.

wintry tartan
#

Well then it is because initSpeed can influence the zeroing

remote salmon
#

Even if I don't have adjustable zeroing on the gun?

wintry tartan
#

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

remote salmon
#

Well, I'm not gonna complain. It's working now, Thanks for the help!

frosty inlet
#

how do i create multiple variants of the same unit in a faction

hearty sandal
frosty inlet
#

im using orbat, where might that option be?

hearty sandal
frosty inlet
#

aight

hearty sandal
#

It might not be able to do that

frosty inlet
#

very good to know thank you

shy knot
#

What values control a vehicles water wading

drifting skiff
#

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)

wintry tartan
#

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?

drifting skiff
#

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

wintry tartan
#

I still cannot understand what you mean. Use CfgVehicles part of uniform, to, do what? What is onefoall base, what is all the uniforms?

drifting skiff
#

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

wintry tartan
#

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?

drifting skiff
#

Pretty much. Im asking if its possible, or if i need to make a BASE_DU seperately for every uniform i want to make?

wintry tartan
#

It's not. You need to make multiple CfgVehicles class and corresponded CfgWeapons class too

drifting skiff
#

Thanks, thats what i was looking for

nimble sequoia
vivid olive
#

is it possible to essentially create a man tracker, just an inventory item with sensor components similar to the mine detector?

wintry tartan
#

With some scripting involved

restive summit
#

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.?

hearty sandal
#

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)

toxic solar
#

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 = "ะžะค";
};
shy knot
#

Why? Idk

toxic solar
#

I would have figured something like that would be in stringtables

#

for translations

novel lava
#

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

wheat sluice
#

^ 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

sweet forum
#

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
wheat sluice
#

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";
    };
};
nocturne python
#

In which .pbo is A3_Data_F? I couldn't find what I was looking for in data_f.pbo.

nocturne python
hearty sandal
#

sounds like it should at least.

#

what did you not find in it?

nocturne python
#

The wiper code in the S.O.G.

#

For m151

hearty sandal
#

wiper code?

#

SOG stuff is not in data_F

nocturne python
hearty sandal
#

you cant access those files

nocturne python
ebon pivot
#

CDLCs are encrypted and you can't debinarise a P3D and keep the model.cfg anyway

hearty sandal
#

its not really anything special

#

its just simple model.cfg animations

nocturne python
nocturne python
hearty sandal
#

in M151 theres 2 sets of wipers

#

static and looping animated

#

and the action just toggles hide between them

#

if I remember right

toxic solar
#

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?

wheat sluice
#

Yep.

toxic solar
#

thank

mortal dove
#

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

sweet forum
#

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

calm pilot
#

What would be the reason why my custom rifle grenade doesnโ€™t show up on my custom rifle untill fired? Rifle grenade itโ€™s setup like FWA does, using it as reference. It does work but iโ€™m not able to see the grenade until itโ€™s fired ๐Ÿคท๐Ÿปโ€โ™‚๏ธ

nimble sequoia
onyx bison
#

Hey guys need little help, do I need to add say3D Function in UserAction like this?: this say3D [""corplus_alarm""];

hearty sandal
sharp mulch
#

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

hearty sandal
#

now you are trying to create a vehicle called evenhandlers

sharp mulch
#

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

hearty sandal
#

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

sharp mulch
#

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

royal briar
#

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

nimble sequoia
# royal briar how do you make objects take same amount of damage than others? I'm setting the ...

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.

chilly tulip
#

The CfgVehicles reference seems to think that the object radius also matters.

chilly tulip
#

I don't know. That'd be a tricky test.

royal briar
novel lava
#

its a mix of both

royal briar
nimble sequoia
# royal briar so what can I do config wise for these two objects to have the same strength htt...

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.

royal briar
#

i set the armor to same for both but the other one takes more hits before being destroyed

nimble sequoia
#

But you don't know if their fire geometries are the same?

royal briar
#

thats right i dont

nimble sequoia
#

So without access to the model, all you can change is
armor =
armorStructural =

royal briar
#

ok well I guess I'll just tweak the "Armor" until I can make them take equal amount of damage

#

thx for the help!

nimble sequoia
#

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.

royal briar
#

yep IIRC its same for both right now

#

yes its 150 for both

chilly tulip
#

I guess if you set all the passthrough values to 1 then you could force equal global damage regardless of armor geometry.

royal briar
#

why cant i make sandbags destructible? I got the barrier objects destructible by setting these two: ```
armor = 100;
destrType = "DestructBuilding";

nimble sequoia
hearty sandal
royal briar
#

no luck

nimble sequoia
#

Oh I read that wrong. I thought you wanted them indestructible.
Perhaps it's the simulation type doesn't allow for destruction.

royal briar
nimble sequoia
#

Do you have fire geometry and hitpoint LOD's?

royal briar
#

dont know , i didnt create the sandbags they are vanilla arma

hearty sandal
#

Aren't they destructible normally?

royal briar
#

nope

brave canyon
#

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?

pallid sierra
brave canyon
# pallid sierra here is an example: ```hpp class CfgVehicles { class B_Soldier_base_F; c...

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

wheat sluice
#

You will need to override the unit's identityTypes[] as well to prevent randomisation of their facewear.

pallid sierra
#

dang ninja'd

wheat sluice
#

Be sure to include LanguageFRE_F in the array as well so that radio protocols will work properly.

brave canyon
#

ah okay, i see

brave canyon
#

man can read minds

#

alright tysm

brave canyon
# wheat sluice See here for instance: https://discord.com/channels/105462288051380224/122121444...

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?

wheat sluice
#

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.

brave canyon
#

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

wheat sluice
#

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.

brave canyon
#

and i assume SoldierGB doesnt have randomisation

wheat sluice
#

Yep.

brave canyon
#

alright, ill try to figure that out then

brave canyon
#

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

wheat sluice
#

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.

wintry tartan
#

One thing is, is your requiredAddons correct

brave canyon
#

whats the name i use for WS in requiredAddons?

wheat sluice
brave canyon
#

i figured out the damn issue

#

the face is defined as "IxWS" instead of "lxWS"

wintry tartan
#

Oh my

#

I hate this alphabet

#

It is after author's name Lexx, but uhh

brave canyon
#

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

wintry tartan
#

Well you can use copy and paste tho

undone patio
#

What property would make it so an APC can "swim"?

wintry tartan
civic sierra
#

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

true fossil
# civic sierra Hey so this is probably just me being blind but what do the numbers in `soundFly...

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
zenith drift
#

two questiosn:

  1. Can I set up my mod so that it is not added to mission dependencies when editing a mission?

  2. How can I make sure my mod is loaded after all of arma 3 BIS content?

true fossil
zenith drift
#

Also, can anybody tell me what this is used for. No information about it appears to exist on the internet:

    class PreloadAddons {

    };
};```
true fossil
#

Which to my knowledge controls load order

zenith drift
#

Do all the DLC's have to be present in order for A3_Data_F_Decade_Loadorder to work?

hearty sandal
#

it should work fine

#

even for non owners

zenith drift
#

Thanks. Any insight on the other two questions?

  1. Can I set up my mod so that it is not added to mission dependencies when editing a mission?

  2. What is this for exactly?

    class PreloadAddons {

    };
};```
zenith drift
#

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...
};```
wintry tartan
#
  1. CfgAddons is not really going to help with anything
  2. Are you sure that you really have no effect? Have you checked in Config Viewer?
zenith drift
#

yes i'm checking in config viewer. No changes have taken effect.

wintry tartan
#

Then you may packed wrong config or your PBO is not taking effect

zenith drift
#

why would the pbo not take effect?

wintry tartan
#

Because it is not loaded

zenith drift
#

the game shows the expansion as loaded.

hearty sandal
#

how did you pack the pbo?

zenith drift
#

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

wintry tartan
#

I recall there is a way to verify pbo upon launch and leave notes in RPT, find one in Launcher and try

zenith drift
#

the addon builder shows build as successful. No errors or warnings appear in game

wintry tartan
#

Verify Signatures or smth? I'm not 100% sure what was the name

zenith drift
#

i see nothing like that in the launcher.

wintry tartan
#

Are you sure there is none in Parameters tab

zenith drift
#

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.

wintry tartan
#

Well happens when it happens

civic sierra
digital herald
#

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?

ebon pivot
#

muzzle beginpos and endpos or something like that iirc

ebon pivot
#

anyone know why this happens? built with addonbuilder with and without pboprefix, with and without binarising etc but no dice

grand zinc
#

corrupt file

#

huh

#

how large is that pbo

digital herald
ebon pivot
#

oh over 2gb size

#

guh

#

uhhhhhhhhhhhhhhhhh strange

#

used to build fine on my previous machine and its not been updated since

ebon pivot
#

stalk some of the modding channels in the ls discord its in there somewhere

grand zinc
#

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 ๐Ÿ˜„

ebon pivot
#

(hes not even uploaded vests to the github yet i dread to think how big that is in one pbo)

grand zinc
#

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 ๐Ÿ˜„

ebon pivot
#

you are amazing

grand zinc
#

You still have to split your pbo because that was just a joke

ebon pivot
#

noooooo

grand zinc
#

I want to fix that, but I don't have time to do it so probably never

ebon pivot
#

make them hire me and ill fix it

grand zinc
#

Send an application and I will (try)

ebon pivot
#

word

hearty sandal
#

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

ebon pivot
#

we are swimming in models

hearty sandal
#

splitting that up is probably wise then

hallow quarry
#

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.

pallid sierra
hallow quarry
#

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'";
        };```
pallid sierra
#

Any of those scripts do randomization?

hallow quarry
#

yes

#

just saw it

#

will post pastebin

#

here are the plane's hidden selections

        {
            "camo1",
            "camo2",
            "logo",
            "num1",
            "num2",
            "clan"
        };```
hearty sandal
#

yep that does the randomization

hallow quarry
#

camo2 is the part that gets randomized

#

it's the noze of the plane

#

same plane different nose:

hearty sandal
#

what does the BB sqf do?

#

I doubt the sonic boom would have anything related

#

but whats BB

hallow quarry
#

it's a altitude checker

#

when under certain altitude it screams altitude too low pull up in russian

#

found something

pallid sierra
#

So you know how to overwrite that init then so the randomizer isn't included?

hallow quarry
#

it's the last line in init.sqf

#

it calls the numbers and a random nose

#

I'll remove the nose part

hearty sandal
#

You probably could just leave the init.sqf out of the init evnthandler

hallow quarry
#

will run my thing first if it doesn't work I'll do so

digital herald
ebon pivot
#

strange

hallow quarry
#

it worked

#

now the nose is the black I chose

hearty sandal
#

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

digital herald
#

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

digital herald
#

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?

hearty sandal
#

no muzzles have nothing to do with the optics attchements

#

typically underbarrel launchers have their sights built into the additional weapon

stuck nest
#

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.

hearty sandal
#

yes I believe it should be possible

wheat sluice
#

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.

royal briar
#

can anyone verify if the vanilla sandbags models have everything they need, to be destructible?

wheat sluice
#

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

royal briar
#

@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?

wheat sluice
royal briar
#

I did

royal briar
#

Ok I see it now, using DestructTree or DestructTent on the sandbags works but not DestructBuilding (that's what I need to get working)

hearty sandal
#

destrcuct building needs destrcutionEffects

#

the effect of it going down etc are defined there

royal briar
#

ok thx Ill try that

hearty sandal
#

youll have to check the base house classes for all the basic effects

royal briar
#

copied from barriers, works now! ๐Ÿ™‚

#

wish arma would support multiple inheritance. trying to get the destrcutionEffects to sandbags clean as possible

hearty sandal
#

iherit from whatever class you want it to match

royal briar
#

im already inheriting from one class :/

hearty sandal
#

but if you inherit from the class you want the sandbags to match with you should be getting all you need from it

royal briar
#

I already have this: ```
class Land_BagFence_Long_F : BagFence_base_F
{
// Edits here
};

hearty sandal
#

well you can also just copy paste it there without inheriting

royal briar
#

yea, but im actually using macro which complicates things ;D

hearty sandal
#

why though

#

use macro

#

just dont

#

and be happy

#

youre making this way too complicated

royal briar
#

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)

hearty sandal
#

its not since you now have problem

royal briar
#

lol yea i know, cant have everything ๐Ÿ˜„

hearty sandal
#

you would already be done if you werent messing with the macros

#

they do have their uses

royal briar
#

keeps my configs more compact and easier to manage and add new classes there

hearty sandal
#

macros are rigid

#

they are good for making multiple variants of same thing

#

but not so great when you need flexibility

royal briar
#

yep

still dirge
#
    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.

wintry tartan
#

I don't recall if SimulWeather was inherited by somewhere, but you should to check if it was

still dirge
#

it doesn't apparently

#

it's just class SimulWeather

hearty sandal
still dirge
#

just patch

hearty sandal
#

is your required addons set up correctly so that your config runs after the original

still dirge
#

hmm actually no

#

ill try that

#

how I find the name I need? thonk I tried cup_terrains_maps_chernarusand chernarus.

wintry tartan
#

Check pinned

hearty sandal
#

cfgpatches classname of the config

still dirge
#

ok

#

it's hard to find the correct one, trying out some ๐Ÿ˜›

#

CUP_Chernarus_Config and CUP_Worlds didn't work ๐Ÿ˜ฆ

#

should I do this?
sqf class SimulWeather; class SimulWeather: SimulWeather{<stuff>};

wintry tartan
#

It is a double-define and can cause error

#

Again check pinned for requiredAddons

still dirge
#

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 :\

wintry tartan
#

Post your entire code

still dirge
wintry tartan
#
class Chernarus: CAWorld
{
    class SimulWeather
    {
        directLightCoef = DIRECTLIGHTCOEF;
    };
};```So this part takes no effect for sure?
#

Did you checked in config viewer?

still dirge
#

it does, but all others are gone

#

yes

wintry tartan
#

Chernarus' SimulWeather is directly inherited from CAWorld >> SimulWheather, there is no change there

#

You want to change CAWorld's one, or make inheritance

still dirge
#

ok nice thank you.

#

praise_the_sun yay! It worked with class SimulWeather: SimulWeather after defining in CAWorld. Thanks, guys.

civic sierra
#

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)

wintry tartan
#

Not a config but script's work

#

Changing config on the fly is basically impossible

civic sierra
#

Fair so gonna have to learn funtion scripting then ๐Ÿ˜… that's going to be fun

shy nymph
#

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.

grand zinc
#

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

wintry wolf
#

Can config be adjusted in mission file or do i have to make a mod? Im looking for to change sensor ranges.

nimble lodge
#

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

rancid lotus
#

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...?

rancid lotus
#

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

tacit zealot
#

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.

calm pilot
#

What parameters controls the rate of fire and the sounds on static mgs?

novel lava
#

the weapon config

hearty sandal
nimble lodge
#

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?

hearty sandal
#

make lights as part of the actual model?

#

through vehicles config

nimble lodge
#

I will post there

hearty sandal
hearty sandal
#

dont think so at least

#

unless your init script does something weird to it

nimble lodge
#

Or is there any alternatives in making interior lights for vehicle that travels at high speeds

hearty sandal
#

make them as part of the vehicle through the config

#

though that may require model edits since memorypoints may need to be added

nimble lodge
#

Anyway, I will figure it out, or not, I will see

tacit zealot
hearty sandal
#

that would do it

undone patio
#

Is it possible to add a custom identity to CfgHQIdentities?

undone patio
#

I mostly just want HQ to have a name that isn't Crossroads

hearty sandal
#

it might need a mod though

#

dont know if it could be done on mission level

undone patio
#

Yeah that'd be fine

brisk sparrow
#

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)

hearty sandal
#

AI has no understanding of weapon type

#

except pistol, rifle, launcher

brisk sparrow
chilly tulip
#

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.

hearty sandal
#

modded weapons might lack this kind of firemodes which leads AI to use whatever.

chilly tulip
#

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.

winter bluff
#

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

nimble sequoia
# winter bluff Particularly in my use case this is an issue as some animations are tied to the ...

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.

robust dune
#

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.

wheat sluice
#

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"
        };
      ...
};
north sluice
hearty sandal
#

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

drifting skiff
#

Anyone have idea how to fix a thing like this?;

No idea where the issue is, and what is even broken if anything

wintry tartan
#

You defined class Single in CfgWeapons that doesn't exist normally

drifting skiff
#

uh, what does normally mean?

wintry tartan
#

It doesn't exist in vanilla game

drifting skiff
#

huh

hearty sandal
# drifting skiff huh

You are trying to create a weapon called single. The class single is in wrong place

drifting skiff
#

ah, that explains a bit thanks

umbral dome
#

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{};
};
hearty sandal
#

anywhere in this config

umbral dome
#

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

hearty sandal
#

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

umbral dome
#

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
};
hearty sandal
#

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

umbral dome
#

Alright, yeah I was overcomplicating the hell out of it, thanks a lot for the help

hearty sandal
#

it can get complicated later on if you need to change a lot ๐Ÿ˜…

gleaming sentinel
#

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.

wintry tartan
#

Engine side operation

gleaming sentinel
#

damn, thankyou!

sullen fulcrum
#

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..

GitHub

Sukhoi Su-27 family fighter aircraft mod for ArmA3 - GitHub - Nobatgeldi/Sukhoi_Su-27_family_fighter_mod: Sukhoi Su-27 family fighter aircraft mod for ArmA3

drifting skiff
#

they are inside the .p3d itself id think

hearty rivet