#arma3_config

1 messages ยท Page 24 of 1

drifting skiff
#

ah, didnt even think of that

nimble sequoia
#

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.

pure bobcat
#

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

wintry tartan
#

BIKI article is kinda confusing but better to use 0xaaBBccDD format

pure bobcat
wintry tartan
#

No, it combines all inputs into one

pure bobcat
#

so just sum them all, convert to the long hex, call it a day?

#

I'll try, cheers

wintry tartan
#

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

pure bobcat
#

ooh

#

alright, thanks

#

I'll try in the morning

wintry tartan
#

Speaking of, I don't know if Arma can handle Shift+Alt+something combo

#

Or three-key keybind

hollow moon
#

it can handle three key keybind

#

and shift alt

#

I had some stuff set to shift alt L before

#

BettIR I think

pure bobcat
pure bobcat
hollow moon
#

fair

#

I have mine set to 5 and 6 now, easier to press

#

5 is temporary lase, 6 is toggle illuminator

pure bobcat
hollow moon
#

oh ๐Ÿ‘€

faint spruce
#

Is there a limit to the number of hiddenselections we can add to an object ?

hearty sandal
#

quick look in vanilla stuff shows truck with 5 selections, camo1-5

#

another with 6

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one with 18

hearty sandal
#

๐Ÿ˜…

#

hard limit would be 2048 since thats how many selections a lod can have

shy knot
hearty sandal
#

for sure

#

each is a section and adds performance cost

#

especially if each seaction uses complex material and large resolution texture

faint spruce
wintry tartan
#

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

chilly tulip
#

Knowing Arma it increases the number of draw calls so it's CPU-limited.

stuck nest
#

Does anyone know if its possible to allow looting while diving / swimming through config editing?

drifting skiff
#

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

hearty sandal
stuck nest
drifting skiff
#

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?

nimble sequoia
drifting skiff
#

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

drifting skiff
# drifting skiff deleted wrong thing so here again, i have this error, with the line in place it ...

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)
dusk wolf
last cedar
#

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?

slim halo
#

&lt;

last cedar
#

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 "'&lt;'", "'&gt;'". But what If I wanted them functional? Just without the inner '?

undone patio
#

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?

rancid lotus
#

Hey- does anybody know how the framework for ACE Repair Hitpoints works?

#

For example, ^this

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I want to config ACE-repairable hitpoints on another custom vehicle, but idk where to start with it

shy knot
#

And a bit of config

rancid lotus
#

@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

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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?

shy knot
rancid lotus
robust dune
#

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?

undone patio
#

Hey, so, these miniguns have "reload minigun" on the scrollwheel menu. How can I disable this?

undone patio
wintry tartan
#

Without context it's hard to answer anyways. Please share your context

umbral dome
#

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 ๐Ÿ˜„

// 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;
    };
hearty sandal
#

to stop the small arms fire

umbral dome
#

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

hearty sandal
#

no the model needs to be made correctly

#

with armor components with correct materials and hitpoint distribution

#

model and config play together

umbral dome
#

Well that makes my life partially easier as I can just throw this back onto my friend, to correct in the model ๐Ÿ˜„

#

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

hearty sandal
#

the page you refer to above

umbral dome
#

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

drifting skiff
#

is it possible to have randomized uniforms in the style of headgear, for units?

ebon pivot
#

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

hearty sandal
ebon pivot
#

(though thats easy to fix by just checking if the loadout is equal to the one in config or not)

civic sierra
#

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

hearty sandal
civic sierra
hearty sandal
civic sierra
#

Yee, it was more an example of a similar problem

hearty sandal
#

๐Ÿ‘

civic sierra
#

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

nimble sequoia
#

I've almost always found that the delete command doesn't work on most classes in practise.

undone patio
#

That's beacuse it can cascade back unfavorably.

undone patio
#

Though, actually, it occurs to me that maybe it's because there's more than one mag in the minigun.

civic sierra
#

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

undone patio
#

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.

civic sierra
#

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

undone patio
#

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

calm pilot
#

#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

nimble sequoia
calm pilot
calm pilot
drifting skiff
#

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?

gusty eagle
#

Why would a Group not be available in Zeus but still be available in Eden? Is Zeus Enhanced conflicting maybe?

wintry tartan
#

Make sure CfgPatches covers ALL units in there

gusty eagle
#

That seems to be the case- when I was splicing in my classes for cfgPatches, some names got truncated. Thanks!

undone patio
#

Pulling my hair out over this MFD

wintry tartan
#

At least you shouldn't pull your ejection lever

undone patio
#

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

undone patio
#

Can anyone tell me the differences between CFGWeapons properties:
cursor = ""
cursorAim = ""
cursorAimOn = ""
They're empty in the config reference.

nimble sequoia
hasty oasis
#
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.

molten musk
#

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.

hasty oasis
hasty oasis
drifting skiff
#

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

hasty oasis
hearty sandal
#

And if there are multiple moving parts they all need their axis and bone selection(in correct parent-child pairing) and animation class

drifting skiff
#

yeah i seem to have it a bit figured out finally

#

all the axises was throwing me off a lot

hearty sandal
#

It takes some getting used to

warped perch
#

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?

nimble sequoia
civic sierra
#

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

hearty sandal
civic sierra
#

Guess you'd have to force a magazine reload every time a player switches weapons to get it working like that mechanically

hearty sandal
#

That could work yeah

chilly tulip
#

Anyone know exactly when init and postInit vehicle event handlers execute?

grave steppe
#

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?

chilly tulip
opal crater
#

Object Init Event Handlers are called

#

postInit is frame after creation, @tired aspen added that IIRC so he might be able to confirm.

sullen fulcrum
#

Hi everyone, how to customize the main menu and add a "connect" button to my server as well as remove the other buttons present

hearty sandal
#

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

drifting skiff
#

do i need to put something certain in config.cfg for integrated bipod anims to work?

the anims work in object builder buldozer thingy

untold temple
#

model.cfg anim source needs to be bipod for integrated ones. Attachments use bipod_legs. cfgWeapons class in config.cpp needs hasBipod = 1;

calm pilot
#

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 ๐Ÿค” Any clue on what i should search in the config specifically? This is the content of my config for reference: https://pastebin.com/NkWGHBsh

hearty sandal
#

huh

#

how did you manage that ๐Ÿ˜ฎ

calm pilot
#

I am surprised of my self too ๐Ÿ˜‚

#

This is some kind of black magic

novel lava
#

its a bug with eden

#

any vehicle without a driver has this happen

calm pilot
#

That explains then. I guess i have to make some kind of "driver" seat as a uav crew? Or as a cargo maybe?

novel lava
#

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

calm pilot
#

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?

novel lava
#

eventhandler yeah, init eventhandler

calm pilot
#

Thanks ๐Ÿ™

#

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];
};
};
};

calm pilot
#

Got it ๐Ÿ‘๐Ÿป

hearty sandal
#

see the fired handler above for example

calm pilot
#

Yep

wintry fox
urban cargo
#

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

wintry fox
dusk wolf
wintry fox
urban cargo
wintry fox
calm pilot
calm pilot
# calm pilot Got it ๐Ÿ‘๐Ÿป

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 ๐Ÿ˜ฌ

calm pilot
#

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

chilly tulip
#

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

calm pilot
#

Yes, and i have tested it now, sadly without success

fickle marlin
#

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 = "";
                };
            };
        };
    };
};```
fickle marlin
#

Yes C class CfgPatches { class OLF_Assets { requiredaddons[]={}; requiredversion=1; fileName="OLF_Assets.pbo"; author[]= { "Team OLF" }; units[]= { "" }; weapons[]= { "" }; magazines[]= { "" }; }; };

hearty sandal
#

your required addons are not set up so your config does not load after the original one

fickle marlin
wintry fox
fickle marlin
wintry fox
#

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

toxic solar
#

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?

sullen fulcrum
#

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

#

this took me an entire afternoon to get it right but it wont work

drifting skiff
#

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

opal crater
drifting skiff
#

apparently i forgot to specify RHS stuff

#

cause doesnt work for it

sullen fulcrum
#

is there a good cfg sample for bayonets? using muzzle slot that will not make the muzzle flashes disappear once they are attached?

drifting skiff
wintry fox
drifting skiff
#

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

hearty sandal
#

is the weapon itself designed so that muzzle device hides the muzzle flash completely?

#

via animation in model.cfg

undone patio
#

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

faint spruce
#

Can i use variables _this, _target, _originalTarget and _actionId in a useraction in the config ?

wintry tartan
#

Depends on the context

faint spruce
# wintry tartan 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

hearty sandal
#

_this you can use

#

_target you would have to define first

faint spruce
hearty sandal
#

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

faint spruce
#

Hmm i see, thank you very much for your help ๐Ÿ™‚

novel lava
#
            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

sullen fulcrum
#

got it

vague yacht
#

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?

sullen fulcrum
#

@novel lava i did it but i gave me this error message

novel lava
#

your config is busted vz52_bayo is missing like 2 };

#

you also arent inheriting it from anything

sullen fulcrum
#

so what it should be like?

#

should itemcore be above vz52_bayo?

sullen fulcrum
#

@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

wintry tartan
#

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

sullen fulcrum
wintry tartan
#

At least notepad ++, VSCode if you can

#

Also do not use a software that has no error detection to pack PBO

civic sierra
# sullen fulcrum

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

fast ruin
#

Iโ€™ve 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?

hearty sandal
winter rain
pine falcon
#

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?

modest surge
#

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?

hearty sandal
#

people will answer when they can if they know answers

modest surge
#

so this topic can be discussed in the thread and not get lost between 10 other questions

hearty sandal
#

well you can make a thread out of it, if theres that much to discuss

modest surge
#

๐Ÿคทโ€โ™‚๏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, ๐Ÿคทโ€โ™‚๏ธ

hearty sandal
#

you probably need to define true and false if you want to use them, try 0 and 0 instead

lament sluice
#

Is it possible to force vehicle doors open in the config?

hearty sandal
fast ruin
lament sluice
#

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?

hearty sandal
lament sluice
#

I'm putting it down in the editor, so I'm not sure what you mean by garage state

hearty sandal
#

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?

lament sluice
#

I'm trying to overwrite the original class

#

Maybe an event handler in the config would work better?

hearty sandal
#

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

lament sluice
#

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

hearty sandal
#

try alter the simpleObject class for the helo too

#

since the doors are set as 0 there

last cedar
#

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?

lucid inlet
#

is the some way to make tracers visible at longer distances with 100% sampling?
They are more visible at 200% and 300% sampling rates

dusk wolf
#

Quick question if i want to change vehicle acceleration how would i do that ?

civic sierra
# dusk wolf 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

shy knot
#

Thereโ€™s some other stuff like min and max omega also

nimble sequoia
#

As well as the above mentioned parameters, the torque curve also plays an important role.

silent sphinx
hearty sandal
#

oh the performance horror of all those hidden selections...

ebon pivot
#

private task force # mods will do that to you

robust dune
#

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);
hearty sandal
ebon pivot
#

going off selection names i would hazard a guess

hearty sandal
#

no matter how much you repackage that

grand zinc
#

"i made vest"
Are you sure you want to say that?

brazen merlin
#

can anyone tell me where exactly those elements are defined?

wintry tartan
#

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

brazen merlin
#

but where is it defined per vehicle

novel lava
#

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

brazen merlin
#

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.

novel lava
#

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

brazen merlin
#

i see

novel lava
#

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

brazen merlin
#

hm could be. maybe it reads available hitpoints and in this case the SLG has higher priority than GUN

novel lava
#

looking at the ghosthawk config it doesnt have hitpoints for its guns (the door guns) so that'd do it too

serene canopy
#

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

rapid crystal
#

Has anyone ever used the 'parachuteClassOverride' line of code to change the parachute that is used on an object when air dropped?

warped perch
#

is it possible to have to turrets pull from the same ammo?

shy knot
hearty sandal
#

correct

#

it could be scripted Id suppose

sullen fulcrum
#

moved to p7 rather than the bayonet and got an error while using free world armoury m1911 cfg to get the recoil working

hearty sandal
#

recoil1 class is missing parameter axis

#

thats about it

sullen fulcrum
hearty sandal
#

inside any animation class

lime wigeon
#

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.

sick knoll
#

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";
        };
    };
};
hearty sandal
sick knoll
rare garnet
#

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.

hearty sandal
# sick knoll Got any suggestions on how to do inheritance for turrets then?
        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

sick knoll
#

ahh okay

#

thank you

lament sluice
#

Is it possible to delete macros?

Like this: delete #include "example.hpp"

wintry tartan
#

#undef

#

Otherwise no, you can't undone include

undone patio
#

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

opal crater
warped perch
#

for damage materials, does it go according to the sections and hiddenselections set or by something else?

wintry tartan
#

class Damage or something I don't recall the exact name

warped perch
#

I understand that, just trying to understand the order they are listed within that.

hearty sandal
#

groups of 3

warped perch
#

Wording my question poorly, give me a minute

warped perch
#

how the section order is defined for this part. Are they engine default czenglish or do they follow hitpoint order or?

shy knot
warped perch
#

So the engine distinguishes which selection to use based on the base rvmat?

wintry tartan
#

Yes, they are the matter of original RVMATs that are assigned into the P3D

chilly tulip
#

Turrets don't look like a special case there. If you declare a class with { } then you need to specify its inheritance correctly too.

nimble sequoia
undone patio
faint spruce
#

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

grand zinc
#

A vehicle can only have one inventory. Besides putting backpacks into it to create sub containers

ebon pivot
#

easiest method would be to have backpacks for each compartment then just automatically navigate through them as dedmen said

rancid lotus
#

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'.

wintry tartan
#

That could mean the base class doesn't exist. Also, __has_include is obsolete to make a soft dependency

rancid lotus
wintry tartan
#

Check pinned

rancid lotus
#

Which pin?

wintry tartan
#

requiredAddons[] one

rancid lotus
#

Ah, I see- but I don't want it to skip the entire config if only one requiredAddon[] is missing

wintry tartan
#

That does mean you need to have separate config, but that is officially implemented and better way

rancid lotus
#

Also... this is weird

#

I just don't know why the config isn't skipping even when I explicitly tell it to

wintry tartan
#

Probably your config is binarized

rancid lotus
#

Does it need to not be binarized for that to work?

wintry tartan
#

True

rancid lotus
#

*Beaver Dam...

#

That sucks

wintry tartan
#

This is why requiredAddons[] is better way

rancid lotus
#

But why though? ๐Ÿ˜ญ

wintry tartan
#

Why what?

rancid lotus
#

I mean, why does it only work if *not binarized?

wintry tartan
#

Because binarizing mean it will compile and execute ALL preprocessors

rancid lotus
#

Wait... so

#

If a mod isn't binarized by the author, do preprocessors execute at game launch?

wintry tartan
#

No

#

The binarized config already done the preprocessors

rancid lotus
#

That's what I meant

wintry tartan
#

Not at launch

rancid lotus
#

Oh

#

When does it get preprocessed then?

wintry tartan
#

When binarize

rancid lotus
#

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?

wintry tartan
#

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

rancid lotus
#

Okay, got it

#

That makes a bit more sense

#

@wintry tartan Thanks a ton for your help! ๐Ÿ˜„ 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

obsidian fjord
#

for this how do I make a config.cpp I have no idea help please meowsweats

hearty sandal
#

and please dont ask on many places

obsidian fjord
#

sorry it won't happen again

proven iron
#

hi, i have no idea how to code or anything, how do i get it to stop showing null etc?

hearty sandal
#

this isnt file you made

proven iron
#

its the in game helmet cfg, im trying to learn how to make my own gear and get them in a cfg

hearty sandal
faint spruce
wicked dagger
obsidian fjord
#

?

wicked dagger
#

you can go on their discord, they have example files there aswell as documentation

hearty sandal
#

instead of a weapon

#

or a more complex modded system

ebon pivot
#

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

obsidian fjord
rare garnet
hearty sandal
rare garnet
hearty sandal
#

this could be the case yes. ๐Ÿค” I dont remember a tank with a horn

nimble sequoia
#

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).

sick knoll
# hearty sandal ```cpp class vn_air_uh1d_01_base: vn_air_uh1d_base { class T...
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

hearty sandal
#

is there a class RightDoorGun in the existing vehicle?

sick knoll
#

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

hearty sandal
sick knoll
#

ye

#

"URF_Vehicles",

#

which is the right vehicle

#

would I need to include the base game one aswell?

#

@hearty sandal

hearty sandal
#

yes

#

the other one might not be set up right

sick knoll
#

alright I'll try that

hearty sandal
#

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

sick knoll
#

So this is a config generator this is for

#

so I'm using configSourceAddonList

#

to get the addons it depends on

hearty sandal
#

I gnu nothing of config generators xD

sick knoll
#

so the config generating side

#

I can do

#

the trying to get turrets to inherit correctly is a nightmare

sick knoll
#

added A3_Air_F_Beta_Heli_Transport_01 to the dependencies and it works

hearty sandal
#

๐Ÿ‘

brave oasis
#

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)

wintry tartan
#

So you mean your GL red dot goes somewhere else if you tweak zeroing?

brave oasis
#

yes

wintry tartan
#

I'd suggest make sure your weight on your P3D is correct

brave oasis
#

or it just stays at the zero angle, instead of following the OP_look and OP_eye_X

brave oasis
#

as is the collimator plane

novel lava
#

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

brave oasis
#

I see, vanilla is basically a plane that unhides when isselected

#

will try that out

obsidian fjord
#

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?

hearty sandal
drifting skiff
#

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

hearty sandal
#

By placing it in wrong place

drifting skiff
#

Huh

#

That actually explains it, thanks

#

still learning it seems

hearty sandal
#

It happens, don't worry

rare garnet
nimble sequoia
rare garnet
#

Good Point

rapid crystal
#

Is there a way to have flares from a mortar fall at a slower rate?

shy knot
novel lava
latent monolith
#

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

latent monolith
#

actually im wrong

#

its not working

#

this is the code ive got so far

#

this is what im trying to achieve

latent monolith
#

getting an error when packing like wtaf

coral knoll
#

How would you increase the radar range of a vehicle?

nimble sequoia
# coral knoll 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";
        };
    };
};```
coral knoll
#

thanks

shy knot
latent monolith
shy knot
latent monolith
shy knot
#

You need a wreck lod

latent monolith
gray girder
#

Can anyone tell me how to make a ballistic computer for artillery?

shy knot
drifting skiff
#

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?

wintry tartan
#

BIS_fnc_setUnitInsignia

drifting skiff
#

sure, but where in the config

wintry tartan
#

EventHandler I guess

drifting skiff
#

hmm

novel lava
#

yes just do it in an init eventhandler

drifting skiff
#

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
drifting skiff
#

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

drifting skiff
#

(if needed, can send whole config)

drifting skiff
hearty sandal
#

well make sure each vehicle have hiddenSelections defined and set up in p3d, model.cfg and config.cpp as well as testureSources and textureList

drifting skiff
#

well they are vanilla vehicles modified (renamed) and with added texturesources, so i doubt i can edit p3d and model.cfg

hearty sandal
#

yah no cant do that

#

but do they previously have hidden selections?

drifting skiff
#

yes

#

checked configs

drifting skiff
#

i was just missing eventhandlers

hearty sandal
#

๐Ÿ‘

last cedar
#

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).

teal mirage
#

Anyone got any idea what this even means?

granite dock
#

try adding nameSound = "";

teal mirage
#

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

wintry tartan
#

You probably does inherit wrong class

teal mirage
#

could be

#

it's supposed to inherit from the base arma gorka uniform

#

guess i could try to use one of the actual uniforms

wintry tartan
#

What is your entire config

teal mirage
#
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;
        };
    };
};
wintry tartan
#

What about CfgPatches?

teal mirage
#
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

wintry tartan
#

Try A3_Data_F_Decade_Loadorder requiredAddons

teal mirage
#

do i not also need some A3_uniforms thing in required addons?

wintry tartan
#

No

#

A3_Data_F_Decade_Loadorder does mean load your config after all vanilla configs

teal mirage
#

same error with the changes

wintry tartan
#

How does CRM_Gorka look in Config Viewer?

granite dock
#

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

dark hound
#

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.

granite dock
#

that would be down to the actual power of the helicopter I imagine

dark hound
#

engine power?

granite dock
#

its probably easier to decrease the weight of the cargo

wintry tartan
#

slingLoadMaxCargoMass = 12000;

granite dock
#

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?

wintry tartan
#

It does not change any performance for heli

dark hound
granite dock
#

you could try _cargo setMass 100; or something

#

as a script

dark hound
granite dock
#

you could do: _mass = getMass _cargo;
_cargo setMass 100;

(when _cargo detached from slingload): _cargo setMass _mass;

wintry tartan
#

Not sure if you want to increase heli's performance or do anything with slung item

dark hound
#

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

granite dock
#

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.

dark hound
#

yeah, so it seems only way is changing the cargo's weight

#

I will go check it later, thx for helping guys

granite dock
#

I can try write up a script to reduce the cargo weight while slingloading, then returning the weight after releasing it

wheat sluice
# teal mirage ``` class cfgWeapons { class ItemCore; class UniformItem; class O_R_...

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.

teal mirage
#

oh snap, thanks man, i'll make the changes and see what turns up!

teal mirage
granite dock
# dark hound yeah, so it seems only way is changing the cargo's weight

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

obsidian fjord
#

Where do I place the model.cfg file in the addon I am creating? at the root of the folder?

granite dock
teal mirage
#

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

shy knot
#

One sec

#

Iโ€™ve heard that

liftForceCoef = 2;```
has something to do with it
gritty rune
#

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?

nimble sequoia
# gritty rune and why does https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Plane_class...
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

fleet adder
obsidian fjord
#

I can't get a vest to work, is there a config template I can use or somewhere I can extract one?

hearty sandal
#

like any A3 data can when unpacked to P drive

obsidian fjord
fleet adder
hearty sandal
ebon pivot
fleet adder
#

ty both

obsidian fjord
#

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?

shy knot
#

model.cfg is likely incorrect

ebon pivot
#

ensure its properly weighted + autocenter = 0 on geo lod

sick knoll
#

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

https://pastebin.com/vKcrQaAP

#
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[] = {};
robust dune
#

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.

#

IS there something im doing wrong with the config patch?

calm pilot
#

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:

calm pilot
calm pilot
#

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 hullโ€™s front

calm pilot
nimble sequoia
#

Penetration is controlled by Fire Geometry LOD:

  • must be closed and convex
  • must be named ComponentsNN
  • must have penetration rvmats assigned
calm pilot
#

All of these points should be satisfied. Well then, i guess i will remake it ๐Ÿคท๐Ÿปโ€โ™‚๏ธ

shy knot
#

What material did you use

toxic solar
#

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

calm pilot
# shy knot What material did you use

Vanilla armour penetration material, iโ€™m not at home right now and i canโ€™t 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, โ€œwood.rvmatโ€ for the benches, and weapon plate.rvmat for the weapon/otochlaven.

nimble sequoia
shy knot
#

Using regular armour.rvmat and setting armor value in config to 200 will stop .50 cal bullets

calm pilot
#

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, thatโ€™s the ones I used. Also, the armor values i tested and assigned in the config werenโ€™t lower than 300.

hearty sandal
#

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

calm pilot
# calm pilot

Yep, pass through, minimal hit and subtracted armor value per hit are assigned in here ๐Ÿ‘†

hearty sandal
#

this is not good btw. it is possible to slip though shots from here ๐Ÿ˜…

normal quest
#

Hello guys can someone help me with my Arma project

wintry tartan
hearty sandal
normal quest
#

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

hearty sandal
latent monolith
#

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

vast tartan
#

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

granite dock
#

the cytech bunker map has a working elevator

hearty sandal
#

And if you want it to be fast.

#

Slow elevator can work but is likely to desync in mp

undone patio
#

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

hearty sandal
#

animationSource initphase

#

though units cant do that, only vehicles

#

@undone patio

undone patio
#

Thank you

#

It's a vehicle, yes

#

how would I implement that in a config

hearty sandal
#

you can find example of animationSource class in sample models

#

and wiki

undone patio
#

specifically I'm defining a copy of the vehicle that's "deployed" - ah, thanks

hearty sandal
#

and vanilla configs of course

#

if its existing vehicle you might need to play with the virtual carage animation setup

undone patio
#

I may just slip it into the on created event handler

hearty sandal
#

one option too

undone patio
#

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?

hearty sandal
#

they are points in there

#

string refers to name of the point

undone patio
#

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

undone patio
#

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

wintry tartan
#

It doesn't matter

shy knot
#

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

hearty sandal
shy knot
#

Result

hearty sandal
fast ruin
#

Working on a faction mod and how do I make it so random facewear doesnโ€™t show up on soldiers? (ie goggles showing up on ww2 soldiers)

shy knot
wheat sluice
#

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.

hard chasm
#

pboProject 3.91 updated for free AND subscriber:
changed 'warnings and errors' defaults to 'disabled' for bis binarise warnings, and += warnings
Enjoy

calm pilot
hearty sandal
calm pilot
#

Yeah, must have missed some verts somewhere when moving them

hearty sandal
#

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

calm pilot
#

Good to know ๐Ÿ‘Œ๐Ÿป

hearty sandal
#

I recall the damage wiki page does touch the subject I think

novel lava
#

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

calm pilot
#

Roger that. Since we are in theme, there is something about damage that I canโ€™t 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

novel lava
#

physx

#

tanks physx wheels wont hide/shrink

#

its the reason vanilla etc generally dont hide the tracks

calm pilot
#

Damn, there is something i can look for tweaking that way the physx? Since i just fixed it yesterday, I donโ€™t want to mess it up again ๐Ÿ˜‚

novel lava
#

no you can only probably fake it with some model cfg animations

#

ie rotating the whole tank visually to lean

calm pilot
#

Mmm

#

Roger that

#

Thanks ๐Ÿ‘Œ๐Ÿป

nimble sequoia
shy knot
#

@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

nimble sequoia
#

There's a biki page for it. Maybe search for Arma Tanks DLC damage improvement.

shy knot
#

๐Ÿ‘

#

Oh, Iโ€™ve worked with this system before

#

Completely forgot tbh

glacial spear
#

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

chilly tulip
#

Have you tried different combinations of burst size and ammo count?

glacial spear
#

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

warped perch
#

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?

urban basin
#

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";
            };
        };
    };
};
warped perch
urban basin
#

wouldn't you not be able to do that do to the ammo class not being in the cfgvehicles?

warped perch
#

no

drifting skiff
#

how would one script in ai's config so that they take NVGs off during daytime/take NVGs on from backpack during night-time?

snow raptor
#

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 notlikemeowcry

hard chasm
whole vale
#

hello got a question is it posible to make with a mask also a nvg

vagrant idol
whole vale
#

i want a mask that is in the facewear and got also nvg going on is that posible

lean bloom
#

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

hearty sandal
#

the gun points might not be tied to the animated selections so they dont move with the gun

lean bloom
#

do "gun points" refer to usti and konec hlavne?

hearty sandal
#

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

lean bloom
#

I assume this would be in the turret in cfgvehicles, right?

hearty sandal
#

yep

lean bloom
#

Hmm. I opened my old mortar, and it also doesnt have them. How the fuck does this thing ever work then lol.

hearty sandal
lean bloom
#

I guess I am looking for gunBeg and gunEnd, right?

hearty sandal
#

yes

#

you can also see how they are set up in the tank sample

lean bloom
#

Okay apparently I was missing the underscore in usti_hlavne in the config Clueless

#

thanks a lot!

hearty sandal
#

๐Ÿ‘

#

I do think the old way was without underscore

calm pilot
#

Hey folks, a curiosity: whatโ€™s the purpose of the โ€œwheel circumferenceโ€ token in the Physx? Does it control the track traces on the ground perhaps?

hearty sandal
#

dont recall if it still does stuff with the physX wheels

#

track marks have their own config parameter

calm pilot
hearty sandal
#

track something

#

I think

hearty sandal
#

I recommend getting a All In One conifg dump file for study and reference material

nimble sequoia
calm pilot
#

Thanks ๐Ÿ™๐Ÿป

novel lava
#

track marks are based on the memorypoints for the thickness

calm pilot
calm pilot
rough cobalt
#

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

hearty sandal
#

its likely more model issue

rough cobalt
#

(also how can i config a functional radar on that shit ?)

rough cobalt
hearty sandal
#

probably need better geometry and geometry boyancy lods

glacial spear
#

Where can I get a copy of all vanilla config?

#

I had a copy but lost it with a pc reset

shy knot
rough cobalt
#

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

hearty sandal
#

class myNewClass : ParentClass

rough cobalt
#

wdym ?

hearty sandal
#

you wrote tehm wrong above

rough cobalt
#

so how do i have to wrote them correctly ?๐Ÿ˜…

hearty sandal
#

Id recommend reading sample configs from the arma3 samples

#

to see how configs are structured

rough cobalt
hearty sandal
#

for example

rough cobalt
#

so for my example is class Boats : waterVehicle ? and components : components always stay like that ?

hearty sandal
#

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

rough cobalt
hearty sandal
#

thats what you will call your new boat

rough cobalt
hearty sandal
#

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

rough cobalt
hearty sandal
#

yes but you need to understand the concept of classes and inheritance

rough cobalt
# hearty sandal 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 ๐Ÿ˜‚
Same error..

hearty sandal
#

if you cant inherit them from anywhere

rough cobalt
#

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

hearty sandal
#

the components define what things a vehicle has

#

so look at a config of a vehicle that has radar and copy paste those components

rough cobalt
lament sluice
#

Can't figure out this error.

wintry tartan
#

It does mean bad requiredAddons

lament sluice
#

Ok, that's a start at least

ebon pivot
#

i always wondered if that was possibel

hard chasm
#

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.

shell fractal
#

Just got my vehicle to work by using a old config from 2013 on the community website

hallow quarry
#

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

balmy atlas
#

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. :)

glacial spear
balmy atlas
#

usti hlavne and konec hlavne are centered to launch tube, whereas "eye" and "OP_Eye_xxx" are lined up with optics reticle

glacial spear
#

when ads, is it showing center screen or is it high?

balmy atlas
#

ads?

glacial spear
#

aiming down sight

balmy atlas
#

it shows the correct angle based on zeroing

glacial spear
#

could be a bad offset maybe, does the 200 setting hit the 100 and so forth

balmy atlas
#

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)

chilly tulip
#

Couldn't you just adjust eye upwards until it works?

#

oh, downwards I guess

#

struggles :P

glacial spear
#

if anything does that not make 100meter mark the 0M mark

#

so 200 hits 100
300 hits 200
400 hits 300

chilly tulip
#

Isn't the 0m mark the circle above the 1

balmy atlas
#

rockets dont have uniform distance error, though my initial message would probably suggest otherwise. should have formulated it better.

glacial spear
#

just see if there accurate with an offset

balmy atlas
#

thingy above circle is "look"

glacial spear
#

if 500 hits 400 accurately and 400 hits 300 accurately

#

then it shouldnt be to hard a fix

balmy atlas
#

cameraDir = "op_look";

balmy atlas
#

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

chilly tulip
#

I would guess that one of memorypointcamera and cameraDir isn't used when you define discreteDistance.

dry kelp
#

Anyone can help me make uniform config

hearty sandal
#

it can be decent base to study

dry kelp
#

Yeah idk I canโ€™t get it to work

hearty sandal
dry kelp
#

I got it into the game

#

Then the character just acted up

#

The camo wonโ€™t be in the right place

#

Itโ€™s like itโ€™s glitch

agile nexus
#

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

tacit zealot
#

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.

hearty sandal
#

either object light or scripted light

tacit zealot
#

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".

hearty sandal
#

killed event should be able to delete the light too yes

wheat sluice
# agile nexus ` class BL_AK12_GP: CUP_arifle_AK12_GP34_tan { displayName="AK_12"; sc...

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).

agile nexus
#

Thanks!

agile nexus
wheat sluice
#

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).

agile nexus
#

I'm not very familiar with the config viewer but I'll try, thanks

dry kelp
#

Does making your own config u just put the code in Note or somewhere?

hearty sandal
#

but yes config is essentially just a text file

dry kelp
#

Can u make for me bro

#

Itโ€™s for uniform

hearty sandal
#

sorry I cant really make other peoples work for them that would never end. everyone got to learn to make their own

balmy atlas
#

I can send you a simple template later.

#

altho bohemia did provide sample models and configs

dry kelp
#

I got to this part

dry kelp
#

Something I did wrong

hearty sandal
# dry kelp 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

dry kelp
#

Ok

#

Iโ€™ll add that

#

I though I donโ€™t need it since they put Separ

hearty sandal
dry kelp
#

That the one I used bro

#

Itโ€™s just my English in reading is bad

#

I ESL class

hearty sandal
#

That can make it more difficult yeah. Take your time with it.

dry kelp
#

Yeah sorry and thank you for being patient with me

hearty sandal
#

its alright. everyone learns at their own pace. And these things can be difficult for anyone at first.

dry kelp
hearty sandal
#

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

dry kelp
#

Idk why it say itโ€™s missing I hear it

molten musk
dry kelp
#

Ok

molten musk
#

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

dry kelp
#

Itโ€™s notepad bro

#

My is just the updated version

molten musk
#

You have cfg weapons in cfgVehicles.
So remove last }; and move that above cfgWeapons

dry kelp
#

Like this bro

molten musk
#

cfgVehicles is not closed. Sorry.
cfgWeapons was right . So only was missing }; from cfgVehicles

#

So now it's missing that last

dry kelp
#

But I already have it

drifting skiff
#

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```
molten musk
dry kelp
#

Aww

dry kelp
#

Itโ€™s let me load but no clothes

#

Hmm

molten musk
dry kelp
#

It work now thanks a lot bro

copper hazel
#

anyone know whats this error is ?