#arma3_config
1 messages ยท Page 24 of 1
The AC-119K Stinger in the SOG: Nickel Steel mod has a gunner station who controls an optical aiming device and also two slaved mini-gun turrets.
Can someone advise how to make a Keybind with Shift combo using the modded keybinds framework?
class CfgDefaultKeysPresets {
class Arma2 {
class Mappings {
MyAction[] = {
"1024 + 2048 + 0x31" // Shift + Alt + N?? Nope
};
};
};
};
The documentation doesn't cover such cases, I tried 1024 and 2048 since they are apparently DIK flags for Shift and Alt
BIKI article is kinda confusing but better to use 0xaaBBccDD format
for all three numbers?
No, it combines all inputs into one
No
// aa = combo KB key (second key of combo always keyboard)
// BB = device type of first key (joy, mouse, KB,...) (or in case of combo, first half secondary combo type, second half main combo type)
// cc = offset for joys or double tap info for KB
// DD = key/button/axis identification
// BBccDD = whole info about first key
// ccDD = button info (doubleTap or joyID + btnID)
// DD = button local ID```
I know quite confusing but this is how it works, I actually need to struggle a bit to figure out everytime I do
Speaking of, I don't know if Arma can handle Shift+Alt+something combo
Or three-key keybind
it can handle three key keybind
and shift alt
I had some stuff set to shift alt L before
BettIR I think
ironic
Yeah that's the default keybind but it was done with CBA custom keybinds in the first edition
fair
I have mine set to 5 and 6 now, easier to press
5 is temporary lase, 6 is toggle illuminator
there's gonna be some changes now
oh ๐
Is there a limit to the number of hiddenselections we can add to an object ?
No data
quick look in vanilla stuff shows truck with 5 selections, camo1-5
another with 6
one with 18
how many you need?
๐
hard limit would be 2048 since thats how many selections a lod can have
In our experience, the more hiddenSelections on a model, the quicker it goes to a lower LOD
for sure
each is a section and adds performance cost
especially if each seaction uses complex material and large resolution texture
i would need around 50, maybe a little more
GM CDLC usually have more than 30 per a vehicle IIRC
I don't really believe having massive amount of hiddenSelections can consume too much FPS in modern GPUs tho
hmmm, that's what i expected
Knowing Arma it increases the number of draw calls so it's CPU-limited.
Does anyone know if its possible to allow looting while diving / swimming through config editing?
has anyone done inherting of RHS BMP2 and managed to change its optics?
currently trying to figure it all out but nothing seems to work correctly
They have small markings though. I'd bet it would be different with 50x 4k textures. Don't know what the use case here is going to be though.
Looting?
Like taking gear from bodies, opening containers or vehicles while swimming while outside of them
deleted wrong thing so here again,
i have this error, with the line in place it says there is no entry on, how to fix?
Most likely broken inheritance (it can be hard to figure out!) and the turret doesn't fully exist.
ah damn, vic inheritance is just a pain in the ass it seems
just when think all is figured out its not lol
almost easier to just copy and paste whole config
okay so, now that im at home, relating to this my current inheritance code is as follows;
class KAR_FDF_BMP2_BASE: rhs_bmp2e_vdv
{
class NewTurret;
class Sounds;
class HitPoints;
class CommanderOptics;
class viewPilot;
};
class KAR_FDF_BMP2_BASE_F: KAR_FDF_BMP2_BASE
{
class DriverOpticsIn
{
class OpticView: ViewPilot
{
};
};
class Turrets
{
class MainTurret: NewTurret
{
class Turrets
{
class CommanderOptics;
};
class ViewGunner;
};
};
class AnimationSources;
class ViewOptics;
class ViewCargo;
class HeadLimits;
class HitPoints: HitPoints
{
class HitHull;
class HitEngine;
class HitLTrack;
class HitRTrack;
};
class Sounds: Sounds
{
class Engine;
class Movement;
};
class EventHandlers;
class Components;
};```
(This doesnt include the horizontal rotspeed thing in there cause it doesnt matter whether it is there or not, the error stil pops up. Also doesn't include my main code for the vehicle, which has the rotspeed on its commanderoptics class)
I think he meant opening inventory while in water.
What'd be the correct way to escape a less-than sign < in a stringtable.xml, specifically to be used in CfgHints entries?
Like what if I want to print it?
<
I know how to escape them in xml. And I got it to work to print them in the field manual, but I am not entirely certain I understand how the parsing works.
I tried to have < and > as arguments, so I could form tags ala %11 t %12 in the stringtable, which was supposed to be parsed as <t> in the fieldmanual, but that didn't seem to work quite right.
So like, to have them printable, I pass them in as "'<'", "'>'". But what If I wanted them functional? Just without the inner '?
Hmm. So even if I add ballisticsComputer = "8"; to a weapon, I'm guessing there's something that needs to be on the aircraft or the ammo to actually figure out the predicted impact point?
Can it be done without active radar?
Hey- does anybody know how the framework for ACE Repair Hitpoints works?
For example, ^this
I want to config ACE-repairable hitpoints on another custom vehicle, but idk where to start with it
These are done by the hitpoints LOD
And a bit of config
What config subclass should I look into?
@shy knot
Is it just CfgVehicles >> _vehicle >> HitPoints? Or something more complex?
Wait! I'm so silly, I think I figured it out
Goofy aaaah moment
Actually I lied
Kind of get it, but still not really
Is there any way to change the ACE repair location of a given hitpoint?
Through config, under hitpoints
Gotcha, okay
Im trying to overwrite a function in a addon with a function in a mission file.
Addon's config.cpp:
class CfgFunctions {
class A3TI {
file = "something...";
class core {
class specialCase {};
};
};
};
Mission's Description.ext:
class CfgFunctions {
class A3TI {
class overrides {
class specialCase { file = "something else..."; };
};
};
};
Is there something im doing wrong here?
Hey, so, these miniguns have "reload minigun" on the scrollwheel menu. How can I disable this?
That's not base arma
Yes
No, I'm wondering how to disable it. Is that in UserActions, is what I'm thinking.
Without context it's hard to answer anyways. Please share your context
I'm having some trouble getting a desired effect for vehicle armor, if someone can give me a TL:DR on how I should approach it, I've looked over the wiki and understand roughly what does what and how they should cooperate in theory, but in practice the results are very inconsistent
I'm creating an AFV that is resistant to small arms fire (7.62mm, let's say it's average hit is around 10-12) but is weak to HMG fire (let's say average hit is 20 or more). I know the 'caliber' config of CfgAmmo has more to do with the armor that is in the .p3d model itself? What I'm trying to figure out is how can I:
Make the vehicle mostly resistant to small arms fire (with the exception of wheels, you should be able to destroy them with a good amount of hits)
Make the vehicle be destroyed by HMG fire, let's say not blown up, but you know it's components would actually get damaged
I've managed to tweak it a bunch with close results, but never consistent ones. I've looked over:
https://community.bistudio.com/wiki/Arma_3:_Damage_Description
As well as the megalist for config explanations
Here's a code for reference, I've reverted it back to an original state I received it in, as honestly I'm lost ๐
// Armor Simulation
crewVulnerable = 1;
armor = 100;
armorLights = 0.1;
armorStructural = 2;
crewCrashProtection = 1.25;
crewExplosionProtection = 0.999;
damageResistance = 0.02;
secondaryExplosion = -10;
explosionShielding = 1;
fireResistance = 4;
fuelExplosionPower = 1;
minTotalDamageThreshold = 0.4;
class HitPoints: HitPoints{
class HitEngine: HitEngine{
armor = 100;
minimalHit = 0.1;
passThrough = 0.2;
radius = 0.2;
};
class HitFuel: HitFuel{
armor = 100;
minimalHit = 0.1;
passThrough = 0;
radius = 0.15;
};
class HitHull: HitHull{
armor = 100;
minimalHit = 0.1;
passThrough = 1;
radius = 0.25;
};
class HitLFWheel: HitLFWheel{
armor = 80;
minimalHit = 0.1;
explosionShielding = 0.9;
passThrough = 0.1;
radius = 0.26;
};
does your firegeometry components for armor parts have appropriate penetration materials?
to stop the small arms fire
Not sure, I'm working only the config side of it but I can check with who made the model itself, does the 'material' config property I've seen in HitPoints override this? I've seen it used in some configs from SOG Praire Fire when using the Config Viewer
Or is all the penetration handled on the FireGeometry end
no the model needs to be made correctly
with armor components with correct materials and hitpoint distribution
model and config play together
Well that makes my life partially easier as I can just throw this back onto my friend, to correct in the model ๐
Is there any formula or sort of guidelines to follow when doing the config-side of things? So far I understood that vehicles have a 'general' healthpool and a healthpool for each component
the page you refer to above
And that I can configure those values roughly based on how much damage I think they should be able to receive from X ammunition
alright, in that case I think I got most of it, just down to correcting the model and tweaking
is it possible to have randomized uniforms in the style of headgear, for units?
depends how silly you're willing to be with config and how much youre willing to slow load times
actually its probably just easier to script it
possible yes. though this can be done via mission scripting too. Some mods have randomized units like that and it somethimes causes quite a bit of confusion as those units cant then be given specific equipment
(though thats easy to fix by just checking if the loadout is equal to the one in config or not)
It's possible to get rid of a scroll menu interaction but can't really say what exactly you'd need to get rid of without seeing the whole thing. If it helps any this is how you'd remove the vanilla 'Disassemble weapon' interaction on static weapons
{
class Aux212_FSG_Republic_Mortar: B_Mortar_01_F
{
delete assembleInfo;
};
};```
Just realised for this example context would be helpful. Why we're doing this is because we pulled from B_Mortar_01_F which also pulled in this part which what tells the game how the thing can be assemble via the normal two bags. Here I got rid of that because I wanted to use the ACE CSW system instead. This is what delete assembleInfo; is referring to:
{
class Mortar_01_base_F: StaticMortar
{
class assembleInfo
{
primary=0;
base="";
assembleTo="";
dissasembleTo[]=
{
"B_Mortar_01_weapon_F",
"B_Mortar_01_support_F"
};
displayName="";
};
};
};```
Tl;dr we pulled in a class we didn't want with our inherited class so we use delete <class name> to remove it
the assembly action is engine driven though, unlikely to be related to the question which more likely is a custom "useraction"
Theory at least it should still work with something like this, never something I've tried personally though for user actions
{
class Mortar_01_base_F: StaticMortar
{
class UserActions: UserActions
{
delete UnwantedAction;
};
}
};```
sure yes, I just meant the assemble info is not the place to look into to find the action in question
Yee, it was more an example of a similar problem
๐
When it comes to finding solutions you won't always find things used in exactly the way you need but we can still apply the same concept to a different problem
I've almost always found that the delete command doesn't work on most classes in practise.
That's beacuse it can cascade back unfavorably.
As far as this goes, I'd like to get rid of both the "reload minigun" prompt and the "reload different mag" prompts, like the ones that show up on a grenade launcher when you have multiple ammo types.
Though, actually, it occurs to me that maybe it's because there's more than one mag in the minigun.
Ooooh yeah if it's just the vanilla reload ammo thing not sure if you can remove the reload by scroll wheel option. Only thing I know that does that is ACE on static weapons because it swaps the reload over to an ace interact instead so people other than the gunner can swap around mags. I don't believe that system works for anything other than static weapons
I'll probably still look at how ACE does it just in case
I'm working to patch the MELB mod for my unit's loadouts and for some reason this lunatic has the pylons set up across 3 different slots per side for one launcher???
Well, okay, I know why, it's so you can mix and match weird types of missiles in the launcher.
You wind up, however, with "reload 3x Bingus missiles" in your scroll wheel screen.
....No, not actually bingus missiles, it's just an example.
Lordie yeah that doesn't sound anywhere close to how it works in ACE CSW. The only way I can think to do that would be to separate each missile type into it's own weapon so they behave independently of one another. Pylons do roll multiple of the same weapon together so you should be fine on that, just means you'd need to cycle round types with F like normal for weapons in vehicles
Then again saying that someone has probably come up with an auto-loader carousel type system somewhere, not something I've gone looking for though
Yeah I'm just gonna leave it tbh
everyone in my unit has put up with the base MELB and the issue exists there too
anyway, something more addressable
Is there any way to have the cursor for the ballistics computer show up without being inside of the pilot cam?
The semi-transparent one that predicts actual impact points
#arma3_model message @nimble sequoia Sorry for the ping here buddy, i checked all of the three options, still nothing; I had this issue for the gunners positions the first days of porting the tank, and i got it solved by adding the getin/getin dir mem points inside the relevant turret class. But regarding the commander seat, that hasn't worked and to this day i still can't find the culprit. I even tried to isolate everything inside the commander turret class, with no success. I may try in remaking the mem points and re-isolate again the values inside the commander turret class and see what changes, but i feel like it is not going to do the trick
DM me the files if you like
I will see what i can do with these additional tries, if this is going to fail i will ๐
(God Bless him)
is the test_weapons bipod config applicable to weapon intergated bipod as well and not attachments?
cause with it still works weirdly and not the way i want to
the configs and axises for bipods dont make any sense to my head either
like how can some models have bipod anims without using axis, but i get errors if using same configs?
Why would a Group not be available in Zeus but still be available in Eden? Is Zeus Enhanced conflicting maybe?
Make sure CfgPatches covers ALL units in there
That seems to be the case- when I was splicing in my classes for cfgPatches, some names got truncated. Thanks!
Pulling my hair out over this MFD
At least you shouldn't pull your ejection lever
I have the bone,
class ImpactPoint
{
type = "vector";
source = "ImpactPointToView";
pos0[] = {0.5,0.5};
pos10[] = {0.774,0.77};
};```
And I have the draw,
```cpp
class RocketCrosshairGroup
{
type = "group";
condition = "rocket";
class MachineGunCrosshair
{
type = "line";
width = 3;
points[] = {{"ImpactPoint",{0,-0.0394161},1},{"ImpactPoint",{0,-0.019708},1},{},{"ImpactPoint",{0,0.0394161},1},{"ImpactPoint",{0,0.019708},1},{},{"ImpactPoint",{-0.04,0},1},{"ImpactPoint",{-0.02,0},1},{},{"ImpactPoint",{0.04,0},1},{"ImpactPoint",{0.02,0},1},{},{"ImpactPoint",{0.01,-0.0394161},1},{"ImpactPoint",{-0.01,-0.0394161},1},{},{"ImpactPoint",{0,-0.0019708},1},{"ImpactPoint",{0,0.0019708},1},{},{"ImpactPoint",{-0.002,0},1},{"ImpactPoint",{0.002,0},1},{}};
};
};
all of this trouble just to try and get the ballistics computer's projection crosshair to show without the main crosshair showing
not that it shows even when the main one is showing unless I'm in pilotcamera
Can anyone tell me the differences between CFGWeapons properties:
cursor = ""
cursorAim = ""
cursorAimOn = ""
They're empty in the config reference.
Fixed by using memoryPointsGetInGunner in commander turret (rather than memoryPointsGetInCommander).
class CfgPatches
{
class myTestMod
{
requiredversion=0.1;
units[]={};
weapons[]={"TESTGUN"};
requiredAddons[]=
{
"A3_Weapons_F"
};
};
};
class SlotInfo;
class MuzzleSlot;
class CowsSlot;
class PointerSlot;
class CfgWeapons
{
class arifle_SPAR_01_blk_F;
class TESTGUN: arifle_SPAR_01_blk_F
{
scope = 2;
scopeArsenal = 2
baseWeapon = "TESTGUN";
displayName = "My test gun";
selectionFireAnim = "muzzleFlash";
class WeaponSlotsInfo
{
class CowsSlot {
iconPosition[] = {0.5, 0.35};
iconScale = 0.2;
compatibleItems[] = {"Test_scope3D_01"};
};
};
};
};
I'm totally stumped here, really hoping someone can give me a hand. So I have a little config file which adds a simple modified SPAR. All I'm trying to do is make it so this SPAR only has one compatible optic, how do I go about this?
my code above works and I can select the scope in the arsenal, but the scope model for some reason doesn't actually show on the gun. This happens with any kind of scope, not just the custom one. I'm not sure what I messed up in my config here.
You only have your own scope in compatibleitems, and if you havent test_scope3d_01, none of the scope doesn't fit.
Use += to add in an array of compatibleitems.
Perhaps a picture will better get my point across. Whatever scope I set under CowsSlot shows up in the arsenal for the gun like it's supposed to - it just doesn't actually show up on the gun itself for some reason. This happens even with vanilla optics. It's intentional that only one optic is set.
How should i even setup bipod legs and axises?
Seems like i try a million ways and nothing makes sense or works correctly
Im trying to get two bipod legs two fold down and then to the sides when setup
Ahhh I finally figured it out. I set up the CowsSlot class wrong. It should have been CowsSlot: CowsSlot
If its mechanical movement the animation should have axis for each part at where ever the real thing has axis
And if there are multiple moving parts they all need their axis and bone selection(in correct parent-child pairing) and animation class
yeah i seem to have it a bit figured out finally
all the axises was throwing me off a lot
It takes some getting used to
ffv positions and driver position have option to reload the main turret mag. Pressing it does nothing in those positions though. Anyone know how to disable this option?
It's a bug iirc. Only happens after player moves position or something like that.
Random question, is there any way to change how long it takes to prepare a weapon for firing when it's switched to in a vehicle's turret?
Idea occurred to me yesterday of making multiple discrete weapons for different ammo types on a weapon to act sort of like an auto loader. I'd imagine there is some way you can add a delay before a weapon is ready to fire
Eventhandler scripting maybe. Not perhaps the easiest thing to set up though.
Guess you'd have to force a magazine reload every time a player switches weapons to get it working like that mechanically
That could work yeah
Anyone know exactly when init and postInit vehicle event handlers execute?
This might be useful:
https://community.bistudio.com/wiki/Initialisation_Order
Anyone have any idea how to get the RHS Deployed Weapon hand animation working on custom rifles? I checked their "For Developers" page and it still says WIP.
Anyone had any experience with it?
Nah, it doesn't cover vehicle event handlers.
Object Init Event Handlers are called
postInit is frame after creation, @tired aspen added that IIRC so he might be able to confirm.
Hi everyone, how to customize the main menu and add a "connect" button to my server as well as remove the other buttons present
you should be able to read the config of the main menu in the vanilla games files. easiest way might be getting yourself a "all in one config dump" file (scripting command for that) or use in game config viewer (get the advanced development tools mod from Leopard for better view and search functions)
once you have that you can create a patch mod to alter it
do i need to put something certain in config.cfg for integrated bipod anims to work?
the anims work in object builder buldozer thingy
model.cfg anim source needs to be bipod for integrated ones. Attachments use bipod_legs. cfgWeapons class in config.cpp needs hasBipod = 1;
Hi folks, first time encountering this weird issue: After creating two functioning turrets for this static vehicle (Mainturret and Commanderoptics) both the crew members spawn as player ๐ค Any clue on what i should search in the config specifically? This is the content of my config for reference: https://pastebin.com/NkWGHBsh
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
That explains then. I guess i have to make some kind of "driver" seat as a uav crew? Or as a cargo maybe?
nah its just a eden glitch you can fix it with a script
if (is3DEN) then
{
params ['_v'];
private _players = (crew _v) select {(_x get3DENAttribute 'ControlSP') select 0};
if (count _players > 1) then
{
(_players#0) set3DENAttribute ['ControlSP',false];
};
};
is what I used in spearhead
Thank God Kerc, you are a savior. Since this is my first time crossing this field, where should i put this script? Event handlers class? Or inside cfg vehicles?
eventhandler yeah, init eventhandler
Thanks ๐
Pasted inside the event handler of the cfgvehicles, just slapping it here to make sure i did right before booting up arma to test it
class EventHandlers: Eventhandlers
{
fired = "[_this select 0,_this select 6,'missile_move','MissileBase'] call BIS_fnc_missileLaunchPositionFix;";
//kerc script for eden bug
init = if (is3DEN) then
{
params ['_v'];
private _players = (crew _v) select {(_x get3DENAttribute 'ControlSP') select 0};
if (count _players > 1) then
{
(_players#0) set3DENAttribute ['ControlSP',false];
};
};
};
need to wrap it in ""
Got it ๐๐ป
see the fired handler above for example
Yep
Should put those event handlers in a class with your tag / addon name. Putting event handlers in the EventHandlers class itself directly and not a subclass was deprecated
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#EventHandlers..._Class
I am trying to find in witch PBO the First aid kit is defined but have failed. If any one knows it would help.
PS I have checked the weapons_F.pbo where the Compass and watch are defined but it is not there
It's defined in A3_Weapons_F_Items.
I'd recommend the Advanced Developer Tools mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168)
The picture for FAK is in here:
"a3\weapons_f\items\data\ui\gear_firstaidkit_ca.paa"
And this is the addon: A3_Weapons_F
configFile >> "CfgVehicles" >> "Item_FirstAidKit"
No it's not, that's the ground holder for the first aid kit, not the class itself
Cant find it in the A3 directory
It's a sub-addon, Arma 3\Addons\weapons_f.pbo\Items, but you can just use the in-game config viewer to look at the class
\a3\weapons_f\Items
turns out i'm a complete noob with this scripts, can't figure out even where to put the "" in the right places..and as a results syntax errors pops up when launching arma ๐ฌ
This do not produce syntax errors: init = "_this call { if (is3DEN) then { params ['_v']; private _players = (crew _v) select {(_x get3DENAttribute 'ControlSP') select 0}; if (count _players > 1) then { (_players#0) set3DENAttribute ['ControlSP', false]; }; }; };"; Looks like it might work. Testing now
This looks wrong:
(_x get3DENAttribute 'ControlSP') select 0
That's just a boolean, set on a single player object, right?
oh, it's a 3DEN bug. I guess all bets are off :P
Yes, and i have tested it now, sadly without success
Good morning ! I want to change the logo and the image when starting Arma 3. I reused the configuration that is present in other mods, but it doesn't work: I have no errors, and it continues to show me the basic images. Do you have any ideas ?
Here is what I put in the config.cpp of my mod
class RscPicture; // External class reference
class RscDisplayLoading {
class Variants {
class LoadingOne {
idd = -1;
movingEnable = 0;
class controls {
class LoadingPic : RscPicture {
text = "\OLF_Assets\assets\loading_screen\Display02.jpg"; //TODO: Make new screenshot
x = "0 * safezoneW + safezoneX";
y = "0 * safezoneH + safezoneY";
w = "1 * safezoneW";
h = "1 * safezoneH";
};
};
};
};
};
class RscStandardDisplay;
class RscControlsGroup;
class RscPictureKeepAspect;
class RscDisplayStart: RscStandardDisplay {
class controls {
class LoadingStart: RscControlsGroup {
class controls {
class Noise: RscPicture
{
text = "\OLF_Assets\assets\loading_screen\Display01.paa";
onLoad = "";
};
class Logo: RscPictureKeepAspect {
text = "\OLF_Assets\assets\loading_screen\logo.paa";
onLoad = "";
};
};
};
};
};```
do you also have cfgpatches?
Yes C class CfgPatches { class OLF_Assets { requiredaddons[]={}; requiredversion=1; fileName="OLF_Assets.pbo"; author[]= { "Team OLF" }; units[]= { "" }; weapons[]= { "" }; magazines[]= { "" }; }; };
your required addons are not set up so your config does not load after the original one
I put this but it still doesn't work
class CfgPatches {
class OLF_Assets
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Weapons_F","A3_Characters_F","A3_Ui_F"};
};
};```
You should use the "load order" addon name that's in the pinned messages: "A3_Data_F_Decade_Loadorder" will make sure that your addon only loads after every vanilla addon
After that, there is just the RscDisplayLoading which works and not the RscDisplayStart
Try modifying RscDisplayMain and "RscTitles" >> "RscDisplayMainMenuBackground" instead
RscDisplayMain is what appears on first view, and RscDisplayMainMenuBackground loads after everything is loaded.
I tried modifying the main menu two months ago and had to modify both for it to appear properly: #arma3_config message
Hello my question is on how to read the probabily for firemode stuff. Lets say I have
class FullAuto;
class firemode1: FullAuto
{
minRange = 15;
minRangeProbab = 0.01;
midRange = 30;
midRangeProbab = 0.99;
maxRange = 45;
maxRangeProbab = 0.01;
};
class firemode2: FullAuto
{
minRange = 15;
minRangeProbab = 0.99;
midRange = 30;
midRangeProbab = 0.01;
maxRange = 45;
maxRangeProbab = 0.01;
};
if a target is at 30 meters exactly, does that mean firemode1 has a 99% of being used, and firemode2 has a 1% of chance of being used? And what about at 22.5 meters half way between 15m and 30m, will both firemodes have a equal chance of being selected?
i need some help on the model.cfg regarding the zasleh muzzle flash not showing up when i equip my bayonet that is set to be a muzzle slot
cfg
then the model.cfg
this took me an entire afternoon to get it right but it wont work
still looking for help from someone who has successfully inherited and RHS modified static turrets and/or vehicles
just interested in the inheritance tree to make it work
Inheritance tree changes per vehicle/case you're doing.
is there a good cfg sample for bayonets? using muzzle slot that will not make the muzzle flashes disappear once they are attached?
oh well, sort of solved, seems like the only solution is to copypaste whole original config
I doubt that, it'd he easier to help if you showed your config and CfgPatches
not at pc so dont have latest try but this was one of my bmp2 tries; #arma3_config message
but ive tried several configurations on inheritance and it breaks one way or another without copying whole base
cfgpatches contain all needed addons as requirements
does the bayonet contain muzzleflash model?
is the weapon itself designed so that muzzle device hides the muzzle flash completely?
via animation in model.cfg
Will setting configFile >> "CfgVehicles" >> [SOMEUNIT] >> "Sounds" >> "Movement" >> "sound" to be "soundEmpty" instead silence the footsteps on a given unit?
I need these units to be truly inaudible
Can i use variables _this, _target, _originalTarget and _actionId in a useraction in the config ?
Depends on the context
what do you mean ? It's for a useraction for a building, i need the window to be lockable only from the inside. In order to do this, i placed two mempoints around the window (inside and outside) so i can use ((_target distance (this selectionPosition "window_inside)) < (_target distance (this selectionPosition "window_outside))) in the condition
so can i use player instead ?
sure
player is script command
the condition line is basically script
which allows the action to be used when it returns true
but what it does in between is up to you
typically one does not want it to run anything too complex as it runs quite often
Hmm i see, thank you very much for your help ๐
muzzle attachments got changed at some point and a lot of documentation/mods didnt get updated.
so the way you get muzzleflashes to work is a bit weird, you need to define a config pointing to the muzzleflash proxy/model in cfgweapons
and define it in the accessory, see: https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Muzzle_accessories
muzzleEnd = "zaslehPoint"; // memory point in muzzle supressor's model
alternativeFire = "Zasleh2"; // class in cfgWeapons with model of muzzle flash
Zasleh2 being the examples muzzleflash definition
the muzzleflash definition looks like this
class SPE_MuzzleFlash_Rifle: ItemCore
{
scope = 1;
model = "\WW2\SPE_Assets_m\Weapons\MuzzleFlashes_m\muzzle_flash_rifle.p3d";
};
example from spearhead
got it
hey dose anyone know if you can have ammo be independently zeroed in a weapon?
Like for example I want a tank to shoot HE and HEAT but each have their own zeroing instead of defaulting to the weapon's zeroing?
your config is busted vz52_bayo is missing like 2 };
you also arent inheriting it from anything
@novel lava i dunno if i did it right but it still gives an error
heres the current config where i do the inheritting
if you have your own version on this cfg let me know
Line 84, you have no closing bracket to close class vz52_bayo: ItemCore
It is very clear to see if you have better software/highlight to code. There is no reason to stick to Windows' notepad
what app is this i wanna use this
At least notepad ++, VSCode if you can
Also do not use a software that has no error detection to pack PBO
Not sure if it's your problem but generally you'll want any class name you make to start with something entirely unique so there is no danger of clashing with other mods or worse still something base game so rather than class vz5257_rifle; have something like class WBSC_vz5257_rifle;. Whatever you decide on to be your 'mark' keep it the same for the start of any new class name
Iโve created a couple factions in Arma 3 but none of them are showing up I game through Zeus. What am I doing wrong because I can see them in editor?
are the units listed in the cfgPatches units array?
scope = 2;
scopeCurator = 2;
In your cfgVehicles
Also like HG has mentioned, in cfgPatches needs to be listed in units array
Hey everyone. So I got my backpack in the game, it's usable and everything works. When I drop it on the ground the model of it disappears but I can still take it from where I dropped it. Is it config related or is there something like ground holder?
Trying to get setRain config to work but im not successful with that sadly.
Here's the execution that i am using (im fairly new to the whole config stuff, so i wouldnt be supprised im doing sth wrong here)
setRain (configFile >> "CVO_Weather_Effects" >> "CVO_RainParams_Default")
Here's the config that i am trying to set
https://github.com/PulsarNeutronStar/CVO-Sandstorm/blob/master/addons/storm/CVO_RainParams.hpp
I noticed the following issue:
Based on CfgWorlds entry of the RainParticles class,
dropColorStrong=false; and snow=false; here carry a boolean value, but afaik those are not supported data types for configs?
https://community.bistudio.com/wiki/Arma_3:_CfgWorlds_Config_Reference#class_RainParticles
I am using hemtt to built the mod and it will refuse to built if i try to use a boolean data type instead.
any advice?
why the dot?
people will answer when they can if they know answers
so this topic can be discussed in the thread and not get lost between 10 other questions
well you can make a thread out of it, if theres that much to discuss
๐คทโโ๏ธ its an incentive - usually people dont use threads in discord by themselves, eventhough they make things much more organised. also can turn on a notification on all messages inside the thread in case someone awnsers there
if they wanna use it, yay if not, ๐คทโโ๏ธ
you probably need to define true and false if you want to use them, try 0 and 0 instead
Is it possible to force vehicle doors open in the config?
Depends if the doors are animated to be openable
Thatโs the one. Thanks
Yes, I'm pretty sure they are. I'm trying to open the uh80 ghosthawk doors
I'm trying to edit animationsources, and tried editing initphase to 1, but that didn't work, is there any other way to do this?
I believe this would be it. Though the garage state might also se it as 0 by default
I'm putting it down in the editor, so I'm not sure what you mean by garage state
when virtual garage was introduced it also added a separate class in config to define animation states and textures for vehicle variants
or am I thinking of the simple object states
might be actually that
are you trying to overwrite the original class of the ghosthawk or make a new class?
I'm trying to overwrite the original class
Maybe an event handler in the config would work better?
are you sure your config is loading in right order?
as in is your cfgpathces set up with required addons so your config loads after the original
Yes, I put A3_Data_F_Decade_Loadorder in the addons
Oh, well, I'll try to figure this out later, thanks for the help anyway
try alter the simpleObject class for the helo too
since the doors are set as 0 there
The duplicate property on 3den modules, what does it actually do?
The wiki page https://community.bistudio.com/wiki/Modules does not really go into detail. I checke some other modules that use it, but it doesn't seem to do anything there either. Is it just for show?
And if so, is there a way to prevent syncing of more than one object (of a type) in the editor?
And like.. there are a couple aspects of that wiki page that are not explained well, or at all.
Some I figured out over time, but would have never guessed from the examples and explanations.
like, on the nuke example there is an attribute units defined, but never used, nor is it explained what it does, and it doesn't show up either, probably because it has no displayName not defaultValue?
is the some way to make tracers visible at longer distances with 100% sampling?
They are more visible at 200% and 300% sampling rates
Quick question if i want to change vehicle acceleration how would i do that ?
There isn't really one value you can change that will improve the acceleration. Obvious things to tweak though are the engine and gearbox characteristics. I'll be honest cars have never really been my thing so I can't really give you specific guidance on that side of things but most values can be tweaked until you get what you want. Here is the full page on those values: https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration
Engine power, gearbox ratios, etc
Thereโs some other stuff like min and max omega also
As well as the above mentioned parameters, the torque curve also plays an important role.
i made vest but the vest is don't apear how can i fix
oh the performance horror of all those hidden selections...
private task force # mods will do that to you
Figured I share this here real quick. Itll probably get lost to infinite chats, but someone might like this.
This is a script I wrote for exporting array data for a config. I currently use this for storing mission data from a editor session. Its uses are probably a bit particular.
// tag_fnc_arrayToConfig
params ["_array"];
// return (one liner*)
"{" + ((_array apply {
if (_x isEqualType []) then {
[_x] call tag_fnc_arrayToConfig;
} else {
str _x
};
}) joinString ",") + "}";
// If you were to copy the output, you would have to change every instance of a qoute from "" to ".
// In a non-editor scenario, you can print it out to editBox (i use zen dialog).
// in a editor scenario, I use `copyToClipboard`
copyToClipboard ([var_array] call tag_fnc_arrayToConfig);
TFL stuff you say?
going off selection names i would hazard a guess
we have 0 tolerance of IP theft and TFL content is banned for stealing
no matter how much you repackage that
"i made vest"
Are you sure you want to say that?
can anyone tell me where exactly those elements are defined?
CfgInGameUI, or Rsc, don't recall rn
They are essentially GUI elements so not so hard to make your own, just some idcs are controlled by the engine
but where is it defined per vehicle
I think it's some hard coded per simulation type
thing.
it's class is RscHitZones
unitInfoType in the vehicle is what tells it what UI to use
there is a difference between kajman and ghost hawk, tho. example:
both use the same unitInfoType = "RscUnitInfoAir"; so that can't be it. same about the simulation.
I have no idea then - hard coded engine magic
class CA_HitZones: RscHitZones
{
idc = 111;
xCount = 3;
yCount = 2;
xSpace = "0.1 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
ySpace = "0.1 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
x = "0.1 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (profilenamespace getvariable [""IGUI_GRID_VEHICLE_X"", (safezoneX + 0.5 * ( ((safezoneW / safezoneH) min 1.2) / 40))])";
y = "1.3 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (profilenamespace getvariable [""IGUI_GRID_VEHICLE_Y"", (safezoneY + 0.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25))])";
w = "5.3 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
h = "1.9 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
};
class RscHitZones
{
x = 0;
y = 0;
w = 0.1;
h = 0.1;
xCount = 1;
yCount = 1;
xSpace = 0;
ySpace = 0;
};
CA_VehicleToggles on the other hand is sorta configurable, but the hitpoints/hitzones arent
i see
vehicle toggles being like the engine, light on, etc icons below, you can remove/move the individual elements of that. can't add anything custom though
it has some special inengine handling to like hiding the gear icon on helicopters without gear etc
my guess with the kajman and ghost hawk the difference is simply the hitpoints defined
hm could be. maybe it reads available hitpoints and in this case the SLG has higher priority than GUN
looking at the ghosthawk config it doesnt have hitpoints for its guns (the door guns) so that'd do it too
Is it possible to add a module (e.g. the game master module) WITH configuration to a composition in the CfgGroups class?
From my testing and reading (https://community.bistudio.com/wiki/get3DENSelected & https://community.bistudio.com/wiki/BIS_fnc_exportCfgGroups) I found out how you can add objects as a "composition" to your Addon, but you lose all your configuration like init-scripts, module settings etc. using this way.
So I'm trying to figure out if there is another way apart from publishing those compositions to the workshop
I think I might have found, what I'm looking for:
https://community.bistudio.com/wiki/Eden_Editor:_Custom_Composition#Modding_Compositions
Has anyone ever used the 'parachuteClassOverride' line of code to change the parachute that is used on an object when air dropped?
is it possible to have to turrets pull from the same ammo?
I donโt believe so. Each turret needs its own magazine[]
moved to p7 rather than the bayonet and got an error while using free world armoury m1911 cfg to get the recoil working
wheres that parameter axis located again?
inside any animation class
I'm trying to set up a vehicle to use the dynamic loadout system, but I am hitting a snag.
What works:
-The game recognizes the pylon is being used.
-I can load my custom magazine declared in in 3DEN.
-It shoots from the correct memory points on the vehicle model.
What doesn't work:
-None of the proxy models as configured are visible at all in game.
I have attached a proxy to an empty P3D onto my vehicle as a dummy. The magazine model has all the geometry so different weapon geometries are swappable. I have tried both placing a magazine proxy in the dummy and leaving it out, and setting the magazine proxy in CfgNonAIVehicles as simulation="pylonpod" and "maverickweapon" with no success. I suspect it is something to do with how the dummy and magazine are handled in CfgNonAIVehicles or something in the P3Ds, but I can't crack it. Here are the relevant sections of my config:
https://pastebin.com/jpSUZaM8
I appreciate any insight.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Anyone know why interheritance like this works fine for AnimationSources but does not work with Turrets
As the Turrets inheritance ends up just purging all of the parents data, while the AnimationSources inheritance works the way I expect and no parent data is lost
class B_Heli_Transport_01_F;
class v105_URF_UH88_Crow: B_Heli_Transport_01_F
{
class AnimationSources
{
class Door_L;
class Door_R;
class Holder;
class Gun_HRot;
class Gun_VRot;
class Minigun;
class Muzzle_flash;
class Minigun2;
class Muzzle_flash2;
};
class Turrets
{
class CopilotTurret;
class MainTurret;
class RightDoorGun;
};
};
class v105_URFW_UH_88_Crow: v105_URF_UH88_Crow
{
author = "ENS P. Luke";
scope = 2;
scopeCurator = 2;
displayName = "UH-88 Crow";
side = 0;
faction = "v105_URFW";
crew = "v105_URFW_Rifleman";
editorCategory = "v105_URFW_EdCat";
editorSubcategory = "v105_URFW_Helicopters_EdSubCat";
hiddenSelectionsTextures[] =
{
"a3\air_f_exp\heli_transport_01\data\heli_transport_01_ext01_tropic_co.paa",
"a3\air_f_exp\heli_transport_01\data\heli_transport_01_ext02_tropic_co.paa"
};
class AnimationSources: AnimationSources
{
class Door_L: Door_L
{
initPhase = 0;
};
class Door_R: Door_R
{
initPhase = 0;
};
class Holder: Holder
{
initPhase = 1;
};
class Gun_HRot: Gun_HRot
{
initPhase = 0;
};
class Gun_VRot: Gun_VRot
{
initPhase = 0;
};
};
class Turrets: Turrets
{
class MainTurret: MainTurret
{
gunnerType = "v105_URFW_Rifleman";
};
class RightDoorGun: RightDoorGun
{
gunnerType = "v105_URFW_Rifleman";
};
};
};
turrets are special case. why, dont think there is answer
Got any suggestions on how to do inheritance for turrets then?
can you add a Horn to tank? as when I try it nothing happens just adds Horn as a actual weapon rather than something you can press, when add it via init on a car object and use removeWeapon and addWeapon to apply my horn it works but nothing on the tank with the weapon defined.
class vn_air_uh1d_01_base: vn_air_uh1d_base
{
class Turrets;
};
class vn_air_uh1d_01_01: vn_air_uh1d_01_base
{
class Turrets: Turrets
{
class CopilotTurret;
class MainTurret;
class LeftDoorGun;
};
};
class PJ_B_SACF_uh1d_01_01: vn_air_uh1d_01_01
{
faction="COTS_B_FAZ";
side = 1;
scope = 2;
scopeCurator = 2;
scopeArsenal = 2;
displayName = "UH-1D DustOff";
crew = "COTS_B_FAZ_Crewman";
typicalCargo[] = {"COTS_B_FAZ_Crewman"};
class Turrets: Turrets
{
class CopilotTurret: CopilotTurret
{
gunnerType = "COTS_B_FAZ_Crewman";
};
};
editorPreview = "\vn\editorpreviews_f_vietnam\air\preview_vn_b_air_uh1d_01_01.jpg";```
heres snippet example I picked from SOGPF discord
to change a gunner type
Is it possible to delete macros?
Like this: delete #include "example.hpp"
Is there a way to make a unit not able to go flying from physx collisions? This mod has a giant-ass turret that will enter orbit if you plant an explosive charge on it
Similarly the HMS Proteus will bob up and down dangerously and then try to go flying
But I don't want to disable simulation on the unit, because it should still be killable in a way that's visible
The game uses only classes that are defined in the Turrets class, it ignores inherited ones. So you need to explicitly (re)define classes that you need in your vehicle.
for damage materials, does it go according to the sections and hiddenselections set or by something else?
class Damage or something I don't recall the exact name
I understand that, just trying to understand the order they are listed within that.
original material, damaged material, destroyed material
groups of 3
Wording my question poorly, give me a minute
how the section order is defined for this part. Are they engine default czenglish or do they follow hitpoint order or?
I dont believe order matters. Only that it needs base, damage and destruct rvmat order
So the engine distinguishes which selection to use based on the base rvmat?
Yes, they are the matter of original RVMATs that are assigned into the P3D
Turrets don't look like a special case there. If you declare a class with { } then you need to specify its inheritance correctly too.
Don't model the gun barrel in the Geo Phys LOD, just the turret outline.
I don't have access to the original model, it's a four story tall anti-ship weapon from OPTRE.
How do i add inventory space to an object ?
I know i can add a maximumLoad value to the object but the object has several compartments, i would like to have a separated inventory for each compartment
A vehicle can only have one inventory. Besides putting backpacks into it to create sub containers
easiest method would be to have backpacks for each compartment then just automatically navigate through them as dedmen said
Hey- I have a quick question regarding the __has_include preprocessor command
So I'm trying to make a certain uniform item that only shows up when a certain mod is loaded, and I have it all working and figured out, except for one annoying error that keeps popping up:
#if __has_include("\OPTRE_FC_Units\Spartan\Mark_VI_Undersuit.p3d")
// file exists! Do something with it
class OPTRE_FC_Spartan_MkVI;
class 41st_Mjolnir_Festive_Vic: OPTRE_FC_Spartan_MkVI
{
//_generalMacro="OPTRE_UNSC_Soldier_Base";
scope = 2;
scopeCurator=2;
author="Sanchez";
displayName="41st ODST Bn (Sweater)";
uniformClass="41st_Mjolnir_Festive_Wep";
hiddenSelections[]=
{
"Camo",
"insignia"
};
hiddenSelectionsTextures[]=
{
"\41st_ODST_MFR_Declassified_Assets\snowflake\spartan_undersuit_xmas_co.paa"
};
};
#else
// file does not exist
#endif```
It works exactly as intended when the mod in question is loaded, and mostly works as intended when it isn't loaded; however, when the mod isn't loaded, it keeps throwing me this error from a part of the mod that it should be skipping
No entry 'bin\config.bin/CfgVehicles/OPTRE_FC_Spartan_MkVI.scope'.
That could mean the base class doesn't exist. Also, __has_include is obsolete to make a soft dependency
Yeah- it doesn't exist by design when the mod OPTRE: First Contact isn't loaded. However, the macro should be skipping over this since the file isn't found
Obsolete? How so?
Check pinned
Which pin?
requiredAddons[] one
Ah, I see- but I don't want it to skip the entire config if only one requiredAddon[] is missing
That does mean you need to have separate config, but that is officially implemented and better way
Hmmm, okay
Also... this is weird
I just don't know why the config isn't skipping even when I explicitly tell it to
Probably your config is binarized
Does it need to not be binarized for that to work?
True
This is why requiredAddons[] is better way
But why though? ๐ญ
Why what?
I mean, why does it only work if *not binarized?
Because binarizing mean it will compile and execute ALL preprocessors
Wait... so
If a mod isn't binarized by the author, do preprocessors execute at game launch?
That's what I meant
Not at launch
When binarize
Or is it the same
No no, let me rephrase
When you say 'binarizing means it will compile and execute ALL preprocessors'
I don't quite understand the difference in preprocessor behavior
I wanted to ask: When does preprocessing occur for binarized and non-binarized configs?
Or is it the same?
Binarized one should be execute the preprocessors upon the binarizing. Which means config.bin already have processed config. In unbin'd config (config.cpp) will be executed upon the game launch, this means it is slightly slower to load ingame
Okay, got it
That makes a bit more sense
@wintry tartan Thanks a ton for your help! ๐ I decided to just nuke the config and be done but I'm definitely glad I learned a bit more about the preprocessor
My guys and I love your Artwork Supporter mod, it's outstanding for screenshots :P
for this how do I make a config.cpp I have no idea help please 
therte is no vanilla mechanics for swords
and please dont ask on many places
sorry it won't happen again
hi, i have no idea how to code or anything, how do i get it to stop showing null etc?
what are you trying to do?
this isnt file you made
its the in game helmet cfg, im trying to learn how to make my own gear and get them in a cfg
get the arma 3 samples on steam
hmm i see, thank you very much ๐
Yes
you could use WebKnight's Melee to put it in the game
Forgive my ignorance but I should download the webknight mod and then extract some confi.cpp from some melee weapon and put it on my sword or how does this work, I'm too new to do this
?
you can go on their discord, they have example files there aswell as documentation
I would recommend learning to put something simple into the game first
instead of a weapon
or a more complex modded system
its relatively simple to do IMS additions
its like the only good part of the mod
iirc its like two proxies and a geo lod
any advise on this?
I have got this config, could it work for my model?
Best asking in webknights discord since its a mod and not offically supported
https://discord.gg/UJfDvdyr7w
my guess is tank simulation does not have horn use the same way car simulation does
guessing there's not really a way to add horn to tank unless its a action then?
this could be the case yes. ๐ค I dont remember a tank with a horn
Our tanks in SOG:PF have horns, as do the boats. It's a bit complex, as neither of those simulations allows for vehicle horns natively.
It uses fake weapons and magazines, fired eventHandlers and a function to 'reload' the horn (allows infinite horn sounds, but prevents annoying spamming).
class B_Heli_Transport_01_F;
class v105_URF_UH88_Crow: B_Heli_Transport_01_F
{
class Turrets;
};
class v105_URFW_UH_88_Crow_Base: v105_URF_UH88_Crow
{
scope = 0;
scopeCurator = 0;
class Turrets: Turrets
{
class CopilotTurret;
class RightDoorGun;
class MainTurret;
};
class AnimationSources
{
class Door_L;
class Door_R;
class Holder;
class Gun_HRot;
class Gun_VRot;
class Minigun;
class Muzzle_flash;
class Minigun2;
class Muzzle_flash2;
};
};
class v105_URFW_UH_88_Crow: v105_URFW_UH_88_Crow_Base
{
author = "ENS P. Luke";
scope = 2;
scopeCurator = 2;
displayName = "UH-88 Crow";
side = 0;
faction = "v105_URFW";
crew = "v105_URFW_Rifleman";
editorCategory = "v105_URFW_EdCat";
editorSubcategory = "v105_URFW_Helicopters_EdSubCat";
hiddenSelectionsTextures[] =
{
"a3\air_f_exp\heli_transport_01\data\heli_transport_01_ext01_tropic_co.paa",
"a3\air_f_exp\heli_transport_01\data\heli_transport_01_ext02_tropic_co.paa"
};
class AnimationSources: AnimationSources
{
class Door_L: Door_L
{
initPhase = 0;
};
class Door_R: Door_R
{
initPhase = 0;
};
class Holder: Holder
{
initPhase = 1;
};
class Gun_HRot: Gun_HRot
{
initPhase = 0;
};
class Gun_VRot: Gun_VRot
{
initPhase = 0;
};
};
class Turrets: Turrets
{
class RightDoorGun: RightDoorGun
{
gunnerType = "v105_URFW_Rifleman";
};
class MainTurret: MainTurret
{
gunnerType = "v105_URFW_Rifleman";
};
class CopilotTurret;
};
};
So I tried following that suggestion, however RightDoorGun provides no data when imported
is there a class RightDoorGun in the existing vehicle?
yeah this is imported from the base game B_Heli_Transport_01_F
Left of this image is my v105_URFW_UH_88_Crow
Right is the B_Heli_Transport_01_F
the sitting location is also wrong for the MainTurret unit which is strange
are requiredAddons in your cfgPatches done?
ye
"URF_Vehicles",
which is the right vehicle
would I need to include the base game one aswell?
@hearty sandal
alright I'll try that
also the turrets are defined in Heli_Transport_01_base_F in vanilla config
so you could try extending the inheritance chain up to that
So this is a config generator this is for
so I'm using configSourceAddonList
to get the addons it depends on
I gnu nothing of config generators xD
so the config generating side
I can do
the trying to get turrets to inherit correctly is a nightmare
thanks you were right with the requiredAddon thought
added A3_Air_F_Beta_Heli_Transport_01 to the dependencies and it works
๐
I'm having an issue, hoping someone can help
I've got a red dot sight that is supposed to work like the vanillas GL red dot sights, it is animated and all,
the problem is the red dot collimator only shows up when there is no rotation/elevation to the piece,
even the slightest rotation (such as the one in the picture) stops it from working
moving around the camera to try to catch the collimator works, it seems to be "stuck" (no idea how to describe it)
So you mean your GL red dot goes somewhere else if you tweak zeroing?
yes
I'd suggest make sure your weight on your P3D is correct
the cameraDir memory point is in the same selection for the elevating sight
as is the collimator plane
the collimator shader doesnt work with e ye memorypoints like that unfortunately
the 'eye' point is calculated once based on the weapon and doesnt update for the new eye position
that's why if you look at the vanilla 3GL it doesn't use the shader its just a dot
you might be able to do it the 'old' way written here: https://community.bistudio.com/wiki/Arma_3:_Weapon_Collimator_Sights
I personally tried it on something but it didn't behave as expected there either but might work for you
I created a sword and put the ims config on it, everything works correctly except that it doesn't hurt when hitting someone, do you know why that could be?
It's more a question you need to ask webknight since he's the creator of the system.
So, ive been getting this error, and i have no idea how to actually find the source?
I cant in no way seem to be able to find the culprit that is causing this
You have created weapon class called iteminfo
By placing it in wrong place
It happens, don't worry
Ah, dang could you provide like a template of what you did so I can get a horn working?
You can pull it all from the in-game config and function viewers in the game.
Good Point
Is there a way to have flares from a mortar fall at a slower rate?
Could maybe adjust the speed the projectile travels at?
flareAirFriction
Controls the descent rate of flares as though they are suspended by parachute. Default -0.5.
flareAirFriction = 0; // Flare in free fall.
howdy people what do i need to make it so props are destructible?
im looking at the example house and it has hitpoints but i have no idea how to make those
Nevermind i think i might have got it
actually im wrong
its not working
this is the code ive got so far
this is what im trying to achieve
How would you increase the radar range of a vehicle?
{
class Components
{
class ActiveRadarSensorComponent: SensorTemplateActiveRadar
{
class AirTarget
{
minRange = 0;
maxRange = 0;
objectDistanceLimitCoef = -1;
viewDistanceLimitCoef = 1;
};
class GroundTarget
{
minRange = 100;
maxRange = 6000;
objectDistanceLimitCoef = 1;
viewDistanceLimitCoef = 1;
};
typeRecognitionDistance = 6000;
angleRangeHorizontal = 60;
angleRangeVertical = 90;
groundNoiseDistanceCoef = -1;
allowsMarking = 1;
maxTrackableSpeed = 400;
animDirection = "avg2_nod_otochlaven";
};
};
};```
thanks
You need a wreck model
i was using the wreck cargo platform model or so i thought
Did you proxy it in your p3d
No?
You need a wreck lod
ah that would make sense
Can anyone tell me how to make a ballistic computer for artillery?
ballisticComputer = x;
my google-fu isnt helping me, so,
can i add insignias to my custom AIs?
or i mean i have made a faction and its troops and so on, but id still want to add shoulder insignias to troops
(different ones for different troops)
is there some kind of code i need to input?
BIS_fnc_setUnitInsignia
sure, but where in the config
EventHandler I guess
hmm
yes just do it in an init eventhandler
i have set a texturelist[] to make so a vehicle is taking a certain camo, but it doesnt work?
{
"KAR_FDF35_CVM05W", 1
};```
(the texturesource is being inherited from a different vehicle)
or the code works for only one vic in the whole config and idk why
like it works for some vehicles, and for some not, and i have no idea why cause i cannot see any differences in the code
(if needed, can send whole config)
do all vehicles also have the KAR_FDF35_CVM05W textureSources defined?
all the vehicles that use it have it yes, but theres many vehicles with different texturesources in the config
well make sure each vehicle have hiddenSelections defined and set up in p3d, model.cfg and config.cpp as well as testureSources and textureList
well they are vanilla vehicles modified (renamed) and with added texturesources, so i doubt i can edit p3d and model.cfg
i was just missing eventhandlers
๐
What's the difference between Attributes and Arguments when it comes to setting paramaters on units in the editor?
And is there a comprehensive documentation on it anywhere?
The wiki page for modules has a lot of gaps and stubs, sadly.
I've now encountered the bizarre effect that having both Attributes and Arguments on a class hides the Arguments. But only the Attributes seem to have the ability to show the Module Description.
Also Attributes seem to do a lot of magic shit in determining their type, while Attributes need more manual setup. But also Attributes largely do not care what type you set the attribute value to. (typeName specifically).
oh, i'll give it a try
well that fixed that error, though now arma's throwing another lol
can't find it on the wiki either
You probably does inherit wrong class
could be
it's supposed to inherit from the base arma gorka uniform
guess i could try to use one of the actual uniforms
What is your entire config
class cfgWeapons
{
class ItemCore;
class UniformItem;
class O_R_Gorka_base_F;
class H_HelmetB: ItemCore
{
class ItemInfo;
};
class CRM_Helmet1: H_HelmetB
{
displayName="CRM Combat Helmet";
author="Brain";
picture="";
model="\A3\Characters_F\BLUFOR\headgear_b_helmet_plain";
hiddenSelections[]=
{
"Camo"
};
hiddenSelectionsTextures[]=
{
"\CRM\data\Gear_textures\equip1_co.paa"
};
class ItemInfo: ItemInfo
{
mass=20;
allowedSlots[]={901,605};
uniformModel="\A3\Characters_F\BLUFOR\headgear_b_helmet_plain";
modelSides[]={3,1};
hiddenSelections[]=
{
"Camo"
};
armor="3*0.4";
passThrough=0.64999998;
};
};
class CRM_Gorka: O_R_Gorka_base_F
{
author = "Brain";
scope = 2;
displayName = "CRM Gorka";
picture = "";
model = "\a3\Characters_F_Enoch\Uniforms\Gorka_01_F.p3d";
hiddenSelections[] = { "camo" };
hiddenSelectionsTextures[] = { "\CRM\data\Gear_texturesGorka_01_Black_CO.paa" };
nameSound = "";
class ItemInfo : UniformItem
{
uniformModel = "-";
uniformClass = CRM_Gorka;
containerClass = Supply40;
mass = 40;
};
};
};
What about CfgPatches?
class CfgPatches
{
class CRM
{
units[]=
{
"CRM_UH60M",
"CRM_UH60M2",
"CRM_CH47",
"CRM_CH47_cargo",
"CRM_AH64D",
"CRM_M1151",
"CRM_M1151_m2",
"CRM_M1232",
"CRM_M1232_m2",
"CRM_M1220",
"CRM_M1220_m2",
"CRM_UH1Y"
};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Characters_F"
};
};
};
oh i see it now i think lol
Try A3_Data_F_Decade_Loadorder requiredAddons
do i not also need some A3_uniforms thing in required addons?
No
A3_Data_F_Decade_Loadorder does mean load your config after all vanilla configs
same error with the changes
How does CRM_Gorka look in Config Viewer?
don't mean to push this discussion aside but any helpers for getting rockets in a rocketpod to unhide when fired/fire in the right direction would be much appreciated
Hi, anyone know which value in the helis config is affecting the maximum sling load capacity? I have a issue that the heli could sling load a item but it seem too heavy that the cargo pull the heli straight to the ground.
that would be down to the actual power of the helicopter I imagine
engine power?
its probably easier to decrease the weight of the cargo
slingLoadMaxCargoMass = 12000;
as you'd be adjusting the actual flight performance of the heli. ( I could be very wrong here, And I am)
would that actually affect the amount of mass it can physically lift?
It does not change any performance for heli
I tried this one, but it seem only affect how heavy the heli could sling load but not changing the life power, the cargo still dragged the heli to ground
I was thinking about that, but if the cargo is a vehicle it would affect how the vehicle performance if i remember correctly?
you could do: _mass = getMass _cargo;
_cargo setMass 100;
(when _cargo detached from slingload): _cargo setMass _mass;
Not sure if you want to increase heli's performance or do anything with slung item
well i tried slingloadmazcargomass, this only make the heli could sling load heavier cargo, but the cargo still dragged the heli down to ground
it seems there's another value that affect the lifting peefromance
yeah, physics
pretty sure its either adjust the flight model of the aircraft which would also adjust its non-slingloading performance or decrease the weight of the cargo
its been a while since I've touched heli flightmodels though but since it seems to be mostly physics based I don't think they'd have a param to reduce the impact of cargo on the vehicle.
yeah, so it seems only way is changing the cargo's weight
I will go check it later, thx for helping guys
I can try write up a script to reduce the cargo weight while slingloading, then returning the weight after releasing it
O_R_Gorka_base_F is a CfgVehicles class. Your custom uniform item is inheriting from an external class that doesn't exist in CfgWeapons.
In CfgWeapons, try inheriting U_O_R_Gorka_01_F instead:
class CfgWeapons
{
class U_O_R_Gorka_01_F;
class CRM_Gorka: U_O_R_Gorka_01_F
{
...
};
};
In CfgVehicles, you will need a custom class called CRM_Gorka that inherits from O_R_Gorka_base_F:
class CfgVehicles
{
class O_R_Gorka_base_F;
class CRM_Gorka: O_R_Gorka_base_F
{
scope = 1;
uniformClass = "CRM_Gorka";
hiddenSelectionsTextures[]=
{
"\CRM\data\Gear_texturesGorka_01_Black_CO.paa"
};
};
};
I would also suggest not defining the model in your CfgWeapons class since you already inherit the generic dropped uniform model from U_O_R_Gorka_01_F. If you keep the current model, you'll see a headless A-pose model on the ground whenever someone takes off the uniform item and drops it on the ground.
oh snap, thanks man, i'll make the changes and see what turns up!
Bingo! Thanks man, i would have never figured that out myself!
helicopter init field:
params ["_object1", "_rope", "_object2"];
"hint EH fired";
[_object2,_object1] spawn CM_fnc_slingloadMass;
}];
Functions/Coffee/fn_slingloadMass.sqf:
hint "function called";
_mass = getMass _cargo;
_cargo setMass 100;
hint "mass set: 100";
waitUntil {sleep 2; !(getSlingLoad _helicopter == _cargo)};
hint str _mass;
_cargo setMass _mass;
Edit: I haven't tested this with cargo that a helicopter wouldn't be able to lift, it should work and seems to be affecting the mass so I'd say give it a shot if you're desperate
mission file is there too: Documents/"Arma3Profile"/Missions
Where do I place the model.cfg file in the addon I am creating? at the root of the folder?
thx i will check it later
I put mine in the same folder as the model
Thanks for the help fellas! here's a little sneak peak for the walking dead fans here
actually got one more thing to fix before it's done, but i still haven't figured it out, prehaps you guys have an idea
the humvees here^ show up with the inherited texture from RHS and not the custom onnes i made
You need to play with a certain coef
One sec
Iโve heard that
liftForceCoef = 2;```
has something to do with it
how do envelopes actually work? In Unsung I checked the envelope[] array size, and it's 13, 14, 15 or 16 elements. I wonder what that means for comparisons between the envelopes
is the first value always interpreted as 0% and last as 125% of maxSpeed?
and why does https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Plane_class_config_reference state that aileronCoef is between 0 and 150%, and not the same range?
Envelope == lift produced by the shape of the plane according to current speed relative to maxSpeed
the first element of the array is for zero speed, the last for 125 % of maxSpeed, the rest in between is evenly distributed
there may be as many elements as you wish
this setting is linked to geometry LOD in the model, and uses the weight data from GEO LOD
*/
envelope[] =
{
// % of max speed
0.00, // 0%
0.68, // 8%
0.95, // 17%
1.29, // 25%
2.10, // 33%
3.60, // 42%
5.18, // 50%
7.10, // 58%
9.00, // 67%
10.5, // 75%
9.20, // 83%
8.00, // 92%
7.30, // 100%
6.90, // 108%
6.55, // 117%
6.40 // 125%
};```
Thrust Effectiveness
effectiveness according to current speed and maxSpeed ratio
last value goes for 150% of max speed
*/
thrustCoef[] =
{
// % of max speed
1.20, // 0%
1.30, // 10%
1.40, // 20%
1.50, // 30%
1.65, // 40%
1.81, // 50%
2.00, // 60%
2.22, // 70%
2.45, // 80%
2.65, // 90%
2.76, // 100%
1.71, // 110%
0.15, // 120%
0.00, // 130%
0.00, // 140%
0.00 // 150%
};```
Elevator/Aileron/Rudder Effectiveness
effectiveness according to current speed and maxSpeed ratio
last value goes for 150% of max speed
*/
elevatorCoef[] =
{
// % of max speed
0.00, // 0%
0.45, // 10%
0.53, // 20%
0.54, // 30%
0.52, // 40%
0.40, // 50%
0.30, // 60%
0.24, // 70%
0.21, // 80%
0.19, // 90%
0.17, // 100%
0.16, // 110%
0.15, // 120%
0.14, // 130%
0.13, // 140%
0.13 // 150%
};
aileronCoef[] =
{
// % of max speed
0.00, // 0%
0.12, // 10%
0.35, // 20%
0.80, // 30%
1.01, // 40%
1.06, // 50%
1.08, // 60%
1.09, // 70%
1.02, // 80%
0.80, // 90%
0.71, // 100%
0.67, // 110%
0.63, // 120%
0.60, // 130%
0.57, // 140%
0.55 // 150%
};
rudderCoef[] =
{
// % of max speed
0.00, // 0%
0.50, // 10%
2.30, // 20%
3.10, // 30%
3.30, // 40%
3.40, // 50%
3.30, // 60%
3.00, // 70%
2.60, // 80%
2.00, // 90%
1.60, // 100%
1.30, // 110%
1.10, // 120%
1.00, // 130%
0.90, // 140%
0.80 // 150%
};```
Example curves
Hey guys, Im in a bit of a conundrum.
I lost the files for a mod of my authory, but last version we uploaded to workshop is binarized.
Is there a way to unbin my cpp? Or im I screwed?
This is the mod, just in case to clear out from me doing sketchy practices:
https://steamcommunity.com/sharedfiles/filedetails/?id=2822399127&searchtext=kmp
I can't get a vest to work, is there a config template I can use or somewhere I can extract one?
cpp can be unbinned
like any A3 data can when unpacked to P drive
not work how?
I have managed to implement it in the game but when I equip it nothing is seen
is it done using the tools?
I honestly dont remember
Possible faulty paths to model or to config or both
yes, cfgconvert
ty both
I don't understand why this appears to me so I put it as a vest but it stays on the ground, am I missing something in the configuration or is something not correctly located?
model.cfg is likely incorrect
ensure its properly weighted + autocenter = 0 on geo lod
Can someone explain to me why my
v105_URFW_Rooikat_120 does not show it's AnimationSources
but
v105_URFW_Honeybadger works fine although they are inheriting the same way
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
class CfgPatches
{
class v105_URFW
{
authors[] = {"ENS P. Luke"};
name = "United Rebel Front (Woodland)";
units[]=
{
"v105_URFW_Rooikat_120",
"v105_URFW_UH_88_Crow",
"v105_URFW_Honeybadger",
};
weapons[]= {};
requiredVersion = "2.14.151459";
requiredAddons[] =
{
"A3_Armor_F_Tank_AFV_Wheeled_01",
"A3_Sounds_F_Tank",
"A3_Air_F_Beta_Heli_Transport_01",
"A3_Armor_F_Beta_APC_Wheeled_01"
};
};
};
class CfgFactionClasses
{
class v105_URFW
{
displayName = "United Rebel Front (Woodland)";
side = 0;
flag = "ca\Ca_E\data\flag_opfor_co.paa";
icon = "ca\Ca_E\data\flag_opfor_co.paa";
priority = 0;
};
};
class CfgEditorCategories
{
class v105_URFW_EdCat
{
displayName = "United Rebel Front (Woodland)";
};
};
class CfgEditorSubCategories
{
class v105_URFW_APCs_EdSubCat
{
displayName = "APCs";
};
class v105_URFW_Helicopters_EdSubCat
{
displayName = "Helicopters";
};
class v105_URFW_Tanks_EdSubCat
{
displayName = "Tanks";
};
};
class CfgVehicles
{
#include "vehicles.hpp"
};
animationList[] was the issue well more precisely it was randomization was enabled on that vehicle
So I resolved this by explicitly adding the code below to each vehicles configuration to ensure randomisation isn't set
animationList[] = {};
textureList[] = {};
So I have a mod called Experimental Drugs. Works just fine. Im creating a config patch for a starwars unit. I pop my original release pbo into the new addon folder. I create a new pbo, and I only added stuff to rewrite display names and similar details, all string variables that are used for display and nothing else. Its purely a config patch. The pastebin below contains the config for the pbos and a sample of the first item.
bax_drugs.pbo (drug mod)
sfa_boosts.pbo (config patch)
https://pastebin.com/gyFYVr2J
When I pair the config patch pbo with the original mod, I start getting errors.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
IS there something im doing wrong with the config patch?
Hey peeps, i can't understand why my firegeometry is acting funny. 30mm frontal armor on an Apc getting bursted by 9mm bullets? I got the hull hitpoints in that place yes, it might be related but i can't understand where the problem might be with them. And the destruction effects on my fuel and engine hitpoints don't work as intended. This is the line of code for the hull and engine hitpoints:
Hitpoints hull and engine
Fire geo or armor is too thin
As in penetration rvmats or as in the actual components ? Because some of the components on the front are actually made of thin meshes.. but it happens even where the mesh is thick, as you can see in the bottom part of the hullโs front
Penetration is controlled by Fire Geometry LOD:
- must be closed and convex
- must be named ComponentsNN
- must have penetration rvmats assigned
All of these points should be satisfied. Well then, i guess i will remake it ๐คท๐ปโโ๏ธ
What material did you use
is it possible with pylons to give different magazine counts? like on a single pylon I could have the option to put 1 mag of say x4 rockets, or 4 mags of the same x4 rockets
Vanilla armour penetration material, iโm not at home right now and i canโt remember their exact names, but they are the standard penetration rvmats. Used 30/16/12mm (front/sides/back and bottom). Engine and fuel tank penetration rvmats for the engine and fuel tank fire geo, โwood.rvmatโ for the benches, and weapon plate.rvmat for the weapon/otochlaven.
You'll need to use the armor_plate rvmats, probably in the 20mm+ range depending on what calibre you want it to stop.
Using regular armour.rvmat and setting armor value in config to 200 will stop .50 cal bullets
I always check the actual armor values of the vehicle and try to recreate them by using the arma penetration materials. Yep, armor_plate_30mm.rvmat and so on, thatโs the ones I used. Also, the armor values i tested and assigned in the config werenโt lower than 300.
armor in config is healthpoints
the hit geometry and its penetration rvmat are only things related to calculating if a shot can pass through
however hitpoint in config can be given minimum damage treshold and stuff like that to also manipulate what can damage it
Yep, pass through, minimal hit and subtracted armor value per hit are assigned in here ๐
this is not good btw. it is possible to slip though shots from here ๐
Oh good spot
Hello guys can someone help me with my Arma project
You'll have to ask the actual question before anyone can know if they can help you
I would like to know how much would an unbinarized object + config for a grenade launcher in the launcher slot + model.cg
Dm please if it something you can do
please this is urgently
We have #creators_recruiting channel for such advertisements. Fill up the template with the relevant info
Is it possible to make an elevator in arma 3? like the sort used on aircraft carriers to raise planes from the inside of the ship to the top deck?
if so has anyone got any good examples of it working ideally it would be fluid with little to no "klang" action
i might be asking for a hail mary here though
You could probably accomplish that using an "animation"
As long as all the parts were animated right, it should work okay I'd imagine
Animate the platform to move up and down, you could use a script to slow it if you wanted
the cytech bunker map has a working elevator
If you need it to be sure you need to attach to the cargo on it while it moves.
And if you want it to be fast.
Slow elevator can work but is likely to desync in mp
Where in the config of a unit would I put it if I wanted to have the model always have an animation set to 1 by default?
Like always spawn with this antenna extended
animationSource initphase
though units cant do that, only vehicles
@undone patio
specifically I'm defining a copy of the vehicle that's "deployed" - ah, thanks
and vanilla configs of course
if its existing vehicle you might need to play with the virtual carage animation setup
I may just slip it into the on created event handler
one option too
Can anyone tell me about hud memory points?
for MFD, these are used
topLeft : "string" - memory point defining the top left position of the HUD and uses it as the absolute origin (0,0,0). Not used if helmetMountedDisplay = true. topRight : "string" - memory point defining the top right position of the HUD and uses it as the far right limit (1,0,0). Not used if helmetMountedDisplay = true. bottomLeft : "string" - memory point defining the bottom left position of the HUD and uses it as the bottom limit (0,1,0). Not used if helmetMountedDisplay = true.
but I don't know where I'd get a list of these possible strings
Similarly, for the helmet position float XYZ - what do these numbers correspond to? How can I pre-visualize MFD construction without launching the game 999 times?
they are part of the models memorylod
they are points in there
string refers to name of the point
ohh
I get it
I thought they were somehow hud memorylod entries
I'm trying to have an MFD that basically covers the whole screen
allowing, for instance, "where is the gunner looking?" to be answered much more easily
Trying to figure this out.... I've got the dev branch installed now
diag_mergeConfigFile ["D:\chopper.cpp"];
Do I exec this in eden or inside the mission
It doesn't matter
Everything is fine and set for my models fire geo. But, the armored doors I have wont stop bullets but will on another model where they're apart of the model and not a component
Can components be used for stuff like this? Or not
Got it
Was component issue



Result
weee
Working on a faction mod and how do I make it so random facewear doesnโt show up on soldiers? (ie goggles showing up on ww2 soldiers)
I think it's done through the inherited EH. So, as long as you remove that, should be fine
Just remove the CfgGlasses ID from the identityTypes[] array.
e.g.
class SPE_US_Soldier_base: SoldierGB
{
identityTypes[] =
{
"LanguageENG_F",
"Head_EURO",
"SPE_US_Glasses"
};
};
....becomes:
class SPE_US_Soldier_base: SoldierGB
{
identityTypes[] =
{
"LanguageENG_F",
"Head_EURO"
};
};
This prevents facewear from being randomly equipped by U.S. Army soldiers in Spearhead 1944.
For obvious reasons, this won't prevent facewear from being assigned by mission scripts or any other system that's not native to the config. Nor will it prevent facewear from being equipped if the identityTypes array gets overridden by a child class that inherits from it.
pboProject 3.91 updated for free AND subscriber:
changed 'warnings and errors' defaults to 'disabled' for bis binarise warnings, and += warnings
Enjoy
Fixed: somehow by removing the hull hitpoints damage, now the problem is solved.
Maybe your hitpoints were not inside the armor
Yeah, must have missed some verts somewhere when moving them
Also remember they are spheres with radius set in the hitpoint config
Not just points
There are different schools of damage handling in that regards
I like to keep my hitpoints so that they don't poke through the armor
This is new to me ๐คฆ๐ปโโ๏ธ
Good to know ๐๐ป
I recall the damage wiki page does touch the subject I think
if you use armorComponents you dont really have to worry about the hitpoints clipping through firegeo
as then the only thing that uses them is indirectHit damage which will probably reach the hitpoints inside the armour anyway
Roger that. Since we are in theme, there is something about damage that I canโt get: my tracks get correctly damaged when hit, and they also have got the hide animation, but for some reason the vehicle still keep its balance just like if the tracks are still there
physx
tanks physx wheels wont hide/shrink
its the reason vanilla etc generally dont hide the tracks
Damn, there is something i can look for tweaking that way the physx? Since i just fixed it yesterday, I donโt want to mess it up again ๐
no you can only probably fake it with some model cfg animations
ie rotating the whole tank visually to lean
Absolutely the best way for tanks these days. Hitpoints can practically be reduced to a single point for each hitpoint class and you don't have to worry about sphere sizes etc with the component system giving much more consistent and fine grained results.
@novel lava @nimble sequoia Do you guys have any documentation on armor component stuff? Interested in doing that for OPTRE. Will make hitpoints better and easier to manage
There's a biki page for it. Maybe search for Arma Tanks DLC damage improvement.
i need some help to see if its possible to fix a weapons cfg issuie or if its an underlying game issuie
i have a weapon with a burst of 24
i have 2 pylon weapon on the aircraft with 12 rounds each
so the player sees a weapon with 24 rounds
when fired its shoots 1 + the individual station ammo count
so im left with 11 rounds
this issuie can be expanded to multiple pylons e.g. 12+12+12+12
the behavour repeats shooting only 12 + 1 every time
Have you tried different combinations of burst size and ammo count?
yes,
i trying to make selectable salvos
2,4,8,12,24,all
but it will only go till it hits the end of the first mag
so each rocket pylon has 3 mags, it will only fire through the first mag
It seems that Car_F and Truck_F FFV turrets are enabled both turned in and turned out. Could this be caused by something engine defaults related or a missing attribute in an animation to disable firing/aiming?
I'm trying to add custom smokes and I've taken a look at other configs which I've used as a reference but the smoke still issn't showing in game and I don't know what config I messed up
class CfgPatches
{
class wag_deploymentPods
{
units[] = {};
weapons[] = {};
magazines[] = {"wag_deploymentSmoke_m_mobileHQ"};
ammo[] = {"wag_deploymentSmoke_a_mobileHQ"};
requiredAddons[] = {"A3_Modules_F","zen_context_menu","zen_attributes","zen_custom_modules","cba_main","PHAN_ScifiSupportPlus","OPTRE_Weapons_Ammo"};
author = "Wagons";
requiredVersion = 0.1;
};
};
... other configs
class CfgAmmo
{
class SmokeShell;
class wag_deploymentSmoke_a_mobileHQ: SmokeShell
{
model = "\OPTRE_Weapons\explosives\m2_smk_grenade.p3d";
smokeColor[] = {0.9883,0.8606,0.0719,1};
};
};
class CfgMagazines
{
class SmokeShell;
class wag_deploymentSmoke_m_mobileHQ: SmokeShell
{
author = "Wagons";
displayName = "[Strategem] Mobile HQ";
picture = "\A3\Weapons_f\data\ui\gear_smokegrenade_white_ca.paa";
pictureWire = "\OPTRE_Weapons\data\Pictures\WireWeaponIcons\Throw\M2_SMOKE.paa";
model = "\OPTRE_Weapons\explosives\m2_smk_grenade.p3d";
ammo = "wag_deploymentSmoke_a_mobileHQ";
descriptionShort = "Deploys a mobile HQ from a deployment pod from orbit";
displayNameShort = "Mobile HQ Strategem";
mass = 4;
};
};
class CfgVehicles
{
class Land;
class Man: Land
{
class EventHandlers
{
class wag_deploymentPods_EH_smokeDeployment
{
fired = "_this spawn wag_deploymentPods_fnc_smokeDeploymentEH";
};
};
};
};
Why is your fired eventhandler on the Man class, shouldn't that be on your ammo class?
wouldn't you not be able to do that do to the ammo class not being in the cfgvehicles?
no
how would one script in ai's config so that they take NVGs off during daytime/take NVGs on from backpack during night-time?
Any idea why the below is giving me .rpt errors?
class gm_ask_combat_helmet : gm_dk_headgear_m96_oli
{
scope=2;
scopeCurator = 2;
scopeArsenal = 2;
modelsides[]={3,2,1,0};
displayName = "[ASK] M/94 Combat Helmet";
hiddenSelectionsTextures[] = {"\ASK\ask_90_headgear\data\gm_dk_headgear_m96.paa"};
};````
Getting this sort of thing: ```13:16:18 Warning Message: No entry 'bin\config.bin/CfgVehicles/gm_dk_headgear_m96_oli.scope'.
13:16:18 Warning Message: '/' is not a value
13:16:18 Warning Message: No entry 'bin\config.bin/CfgVehicles/gm_dk_headgear_m96_oli.model'.
13:16:18 Warning Message: '/' is not a value
13:16:18 Warning Message: No entry 'bin\config.bin/CfgVehicles/gm_dk_headgear_m96_oli.simulation'.
13:16:18 Warning Message: '/' is not a value
13:16:18 Warning Message: No entry 'bin\config.bin/CfgVehicles/gm_dk_headgear_m96_oli.accuracy'.
13:16:18 Warning Message: '/' is not a value
13:16:18 Warning Message: No entry 'bin\config.bin/CfgVehicles/gm_dk_headgear_m96_oli.camouflage'.
13:16:18 Warning Message: '/' is not a value
13:16:18 Warning Message: No entry 'bin\config.bin/CfgVehicles/gm_dk_headgear_m96_oli.audible'.
13:16:18 Warning Message: '/' is not a value
13:16:18 Warning Message: No entry 'bin\config.bin/CfgVehicles/gm_dk_headgear_m96_oli.displayName'.
13:16:18 Warning Message: '/' is not a value
13:16:18 Warning Message: No entry 'bin\config.bin/CfgVehicles/gm_dk_headgear_m96_oli.textSingular'.
13:16:18 Warning Message: '/' is not a value
13:16:18 Warning Message: No entry 'bin\config.bin/CfgVehicles/gm_dk_headgear_m96_oli.speechSingular'.
13:16:18 unable to load bin\config.bin/CfgVehicles/gm_dk_headgear_m96_oli.speechSingular
13:16:18 Warning Message: No entry 'bin\config.bin/CfgVehicles/gm_dk_headgear_m96_oli.textPlural'.```
Issue fixed, turns out I had cfgvehicles instead of cfgweapons 

hello got a question is it posible to make with a mask also a nvg
you mean you want a mask (as a model) go into a NVG slot? Or mask that takes the facewear mask AND locks the NVG slot?
i want a mask that is in the facewear and got also nvg going on is that posible
Hello, perhaps someone might be able to help me, since I am all out of ideas. I have modelled a mortar and, as far as I know, the orientation of my model and the positions of my memory lod verts is correct in Blender, since I have based it off of another working mortar I already modelled in the past:
But for some reason, in-game upon firing the mortar the shells do not get generated at the barrel, but rather at some arbitrary point below the barrel. They also seem to be flipped 180 degrees upon being fired:
The rangetable is also borked
the gun points might not be tied to the animated selections so they dont move with the gun
do "gun points" refer to usti and konec hlavne?
range tables are not vanilla thing so youll have to consult the mod that adds them
or whatever your config has named them
since config is what defines what they are called
usti and konec are old "default" names though sure, but it is possible your config uses something else
or you have a typo
Yeah I stuck to the old naming convention. Let me check, I cant find them in the config 
I assume this would be in the turret in cfgvehicles, right?
yep
Hmm. I opened my old mortar, and it also doesnt have them. How the fuck does this thing ever work then lol.

I guess I am looking for gunBeg and gunEnd, right?
Okay apparently I was missing the underscore in usti_hlavne in the config 
thanks a lot!
Hey folks, a curiosity: whatโs the purpose of the โwheel circumferenceโ token in the Physx? Does it control the track traces on the ground perhaps?
defines how fast the wheel turned back in the day
dont recall if it still does stuff with the physX wheels
track marks have their own config parameter
What that would be?
I recommend getting a All In One conifg dump file for study and reference material
Measure your wheel diameter and set the circumference to pi x d.
Thanks ๐๐ป
track marks are based on the memorypoints for the thickness
My pc gets senile when i open the AiO cpp ๐ญ
Mem points for thickness, this is new to me. Gonna check this out
hello everyone i have a situation about a boat who are very unstable i patch him a little bit but i would like a boat who doesn't capsized or return by himself (like a rescue boat) on normal standing is this possible or not ? if it is can you told how i do it what config i have to touch for that ? thx for all responses ! notice it capsized when i turn too much in speed (especially with big waves) or i do left-right in speed
its likely more model issue
(also how can i config a functional radar on that shit ?)
dang it how do i repair it ?๐
probably need better geometry and geometry boyancy lods
hmm okay
Where can I get a copy of all vanilla config?
I had a copy but lost it with a pc reset
There's a command you can run to get an AIO config
if i do a boat for a radar sensor what is my class components bcz it s says "undefined base" and arma wiki to telle about that can someone guide me for that ?
is it the class name ? or the type ? idk
(this is the line who dont work) : class myboat_classname;
class Boats : myboat_classname
{
class Components : myboat_classname
inheriting goes the other way around
class myNewClass : ParentClass
wdym ?
you wrote tehm wrong above
so how do i have to wrote them correctly ?๐
Id recommend reading sample configs from the arma3 samples
to see how configs are structured
that what i do but nothing work and lead me to that
so for my example is class Boats : waterVehicle ? and components : components always stay like that ?
no your class for boats is not called boats
its something like maitays_new_boat_01
and you would inherit from a existing parent class
which might be boats
so that the classname ok
thats what you will call your new boat
ah shit i dont remeber the parents
youll need to look those up
and once you inherit from a parent
and want to inherit another class from it
you call that class as the parent for the class inside your new boat
so yes class components : components would get existing properties from class boats class components
there is a wiki page about configs that you should read
i read the boat config and sensor config
yes but you need to understand the concept of classes and inheritance
Ok i nailed it the class components but now i have trouble with the base class for sensor directly ! He say again undefined base but for
class ActiveRadarSensorComponent :
SensorTemplateActiveRadar
1 thing i know vanilla boat(milli or civ) dont have radar (so maybe that s it)
The parent of this ship
Is the B_T_Boat_Armed_01_minigun_F (and dont have radar)
So i try with a chopper ๐
Same error..
then youll have to find the component classes and copy them all directly to your components class
if you cant inherit them from anywhere
SensorTemplateActiveRadar
That the class
Wiki says yhat the class for an active radar (open by ctrl R)
But this undefined
Does this maybe have anything to do with the fact that boat dont have radar ?
Don't know but i see modded ship with radar i m concerned about that..
How do they do
the components define what things a vehicle has
so look at a config of a vehicle that has radar and copy paste those components
Hmm understandable thx for ur help i l see that
It does mean bad requiredAddons
Ok, that's a start at least
i always wondered if that was possibel
two of of your addons say reauiredAddons[]={the other one};
which, logically can't be allowed because one of the addons must be loaded first.
do you still need the answer?
Just got my vehicle to work by using a old config from 2013 on the community website
is there a way to make the minimap component to only show up if the player carries a gps
I want to do it for a plane overhaul config I'm making
will just
work
Hi all, I am working on RGW-90 rocket launcher and have a difficult time setting up rockets to follow scope's current zeroing.
.p3d file
- I made sure that "Eye", "Eye_1" and "100m" (reticle position) intersect in a straight line, and I've done the same thing for other reticle ranges too (200m, 300m, 400m, 500m)
reticle ----------- eye ---------- eye1/eye2/eye3/etc
Tank on 100m would not be hit as rocket travels about 80% of distance before hitting the ground
Tank on 200m would not be hit as rocket hits the ground when reaching 60-70% of distance (note I was aiming at tank's turret, used correct zeroing and made sure it's exactly 200m away)
Tank on 300m would not be hit as rocket travels about 80% of distance before hitting the ground
Tank on 400m....would not be hit as rocket travels about 80% of distance before hitting the ground
Tank on 500m... again 80% distance and it hits the ground before reaching the tank
I am probably missing something obvious, I just don't see what. Any help is appreciated. :)
not got any experience with this, but the acutal aim point , that is at center screen and not above it right?
usti hlavne and konec hlavne are centered to launch tube, whereas "eye" and "OP_Eye_xxx" are lined up with optics reticle
when ads, is it showing center screen or is it high?
ads?
aiming down sight
it shows the correct angle based on zeroing
could be a bad offset maybe, does the 200 setting hit the 100 and so forth
they're not actually connected. this is just to show how they intersect properly over "eye" vertex
reticle points have no actual use in config, they just show where reticle's markings are (100m, 200m, etc)
Couldn't you just adjust eye upwards until it works?
oh, downwards I guess
struggles :P
if anything does that not make 100meter mark the 0M mark
so 200 hits 100
300 hits 200
400 hits 300
Isn't the 0m mark the circle above the 1
rockets dont have uniform distance error, though my initial message would probably suggest otherwise. should have formulated it better.
just see if there accurate with an offset
thingy above circle is "look"
if 500 hits 400 accurately and 400 hits 300 accurately
then it shouldnt be to hard a fix
cameraDir = "op_look";
i was able to hit 200 with 300, 300 with 400, but not quite accurately.
100 was waaaay off even when i used 200
400 was a bit off when i used 500 zeroing
weaponInfoType = "rhs_rscOptics_disposable";
//weaponInfoType = "RscWeaponZeroing";
optics = 1;
opticsID = 2;
opticsPPEffects[] = {"OpticsCHAbera1","OpticsBlur1"};
useModelOptics = 0;
opticsFlare = 0;
opticsDisablePeripherialVision = 0;
opticsZoomMin = 0.275;
opticsZoomMax = 1.1;
opticsZoomInit = 0.75;
visionMode = "";
discreteDistanceInitIndex = 1;
discreteDistance[] = {100,200,300,400,500};
discreteDistanceCameraPoint[] = {"op_eye_100","op_eye_200","op_eye_300","op_eye_400","op_eye_500"};
memorypointcamera = "eye";
cameraDir = "op_look";
distanceZoomMin = 100;
distanceZoomMax = 500;
i'll try moving "op_look" in exact same spot as "100m" reticle marking
ah, still the same
I would guess that one of memorypointcamera and cameraDir isn't used when you define discreteDistance.
Anyone can help me make uniform config
have you checked out the sample character config in the Arma3 samples?
it can be decent base to study
Yeah idk I canโt get it to work
how far have you gotten with it?
I got it into the game
Then the character just acted up
The camo wonโt be in the right place
Itโs like itโs glitch
Hello, I'm creating a config with some custom loadouts, I'm having problems with weapon attachments not showing.
class BL_AK12_GP: CUP_arifle_AK12_GP34_tan { displayName="AK_12"; scope=1; class LinkedItems { class LinkedItemsOptic { slot="CowsSlot"; item="rhs_acc_rakursPM"; }; class LinkedItemsAcc { slot="PointerSlot"; item="CUP_acc_ANPEQ_15_Flashlight_OD_L"; }; }; };
the unit with this weapon spawns with the correct weapon but no attatchments
this happens for all weapons I created
Is it possible to make a uniform glow with an attached light? I've already configured the .rvmat so the unit's surface is visible at night, but I want to make the unit's surroundings illuminated by a faint glow.
sure youll just have to create a point light and attach that to the unit
either object light or scripted light
Hmm, if the unit is deleted, would I also have potential issues with the light not being deleted? The units have an EH that deletes them shortly after they are "killed".
killed event should be able to delete the light too yes
You need to use the correct accessory slot names. CUP does not use CowsSlot (for optical sights) and PointerSlot (for side rail accessories).
CUP's AK-12s specifically uses these names for its acc slots:
โ CUP_PicatinnyTopMountAK12 (for optics)
โ CUP_PicatinnySideMountAK12 (for side rail stuff)
โ **CUP_EastMuzzleSlotAK **(for sound/flash suppressors)
โ CUP_PicatinnyUnderMountAK12 (for bipods/grips)
Therefore, your custom class has to use the following names for its linked items:
class LinkedItemsOptic
{
slot = "CUP_PicatinnyTopMountAK12";
item = "rhs_acc_rakursPM";
};
class LinkedItemsAcc
{
slot = "CUP_PicatinnySideMountAK12";
item = "CUP_acc_ANPEQ_15_Flashlight_OD_L";
};
Also, you might want to check if that Rakurs-PM from RHSAFRF is compatible. The PEQ-15 should work fine since it's a CUP attachment, but that might not be the case for the Rakurs since it's from RHS (which defines its own rail classes).
Thanks!
Where can I find these informations? I'd need the names for other cup's weapons too
The CUP team define their slot names in the base class for each family of weapons. In this case, they defined it in CUP_arifle_AK12_Base. Look under the WeaponSlotsInfo property. You can also find this stuff either with BI's vanilla Config Viewer or a modded one (like Leopard20's Advanced Developer Tools).
I'm not very familiar with the config viewer but I'll try, thanks
Does making your own config u just put the code in Note or somewhere?
many use notepad++ as it has a lot more tools to use for editing and searching and tabs for keeping multiple files open
but yes config is essentially just a text file
sorry I cant really make other peoples work for them that would never end. everyone got to learn to make their own
I can send you a simple template later.
altho bohemia did provide sample models and configs
I agree with u bro sorry
Something I did wrong
well probably a lot you did. First of all unifrom needs 2 things, a unit in cfgVehicles that is what the unit looks like (thats where you apply your retexture) and then the inventory item uniform in cfgweapons you are trying to create
but you dont currently seem to have the cfgVehicles unit at all
and your parent class you try to use (which causes the error) is not the uniform you try to retexture but a nonexisting class
what you need to study, is how conifgs work
how class parenting works
#arma3_config message
this pages explains a lot of it
That can make it more difficult yeah. Take your time with it.
Yeah sorry and thank you for being patient with me
its alright. everyone learns at their own pace. And these things can be difficult for anyone at first.
like it says you are missing closing bracket } somewhere in your config
likely near line 95
it is good idea to use notepad++ so you can see better where different things are and when classes open and close
Easier if you paste config here or if it's too long use pastebin
https://pastebin.com/
Ok
And like horribleGoat said, you should use notepad++ or VsCode to get syntax highlight. It will show you missing brackets.
If there is too much / missing some
You have cfg weapons in cfgVehicles.
So remove last }; and move that above cfgWeapons
cfgVehicles is not closed. Sorry.
cfgWeapons was right . So only was missing }; from cfgVehicles
So now it's missing that last
How can i find the culprit of this? I can't seem to find anything relating to it, "PB_British_Groups" doesnt exist
18:48:57 Warning Message: '/' is not a value```
When you are using
/*
It will ignore all after that , and you aren't closing that with */
That might be an issue
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Aww
does it come from your mod?
Change your mod config.
It's My_Mod_Config
And your config path is
hiddenSelectionsTextures[] = {"Custom_Uniform\
So you need to define your prefix to Custom_Uniform with the Prefix file or depens what program you use for the patching mod.
https://community.bistudio.com/wiki/PBOPREFIX
It work now thanks a lot bro
anyone know whats this error is ?