#arma3_config

1 messages Β· Page 26 of 1

opal crater
#

Personally I find this a bad practice.

#

0 and 1 should be used for "bools" in the config.

#

Config does not have a boolean type and we should not try to emulate it.

true fossil
#

And if you really don't want them, you can exclude them using hemtt as outlined on the page linked above

opal crater
#

Binarization is used for models.

true fossil
#

Don't you binarize configs as well?

#

Or is it the option "binarize"?

opal crater
#

You want to disable rapify if you want the game to handle your config parsing.

true fossil
#

Gotcha, always get those confused

opal crater
#

Binarization is what bis binarise.exe does to models to turn them into ODOL

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Rapification is the process of turning plain text configs into binary format (.bin)

tulip escarp
#

unfortunately I submitted an issue because that exact feature isn't working (rapify enabled = false) and the response was "not planned - why would you want to do that anyways?" so I am using something different. As an aside, I made a small addon to test all this and I am coming up with some WEIRD results. I have to go through and make sure all my tests on the test addon and my regular addon do not have any typos, weird loop gotchas, etc.. but there is definitely something weird as my test addon and my reg addon show issues but completely different results. I will post if it's something in Arma but, it very well could just be me in the end. cc:@hard chasm Thanks for all your help.

hard chasm
#

@opal crater>0 and 1 should be used for "bools" in the config.
I have t agree due to the confusion surrounding them, and, with sqX having it's own version to confuse things further.

grave steppe
#

Anyone else having issues making variable zoom optic using CBA Accessory Functions?
I am having some of my optics just disappearing rather than switching

class NAVSPECWARGRU2_NF_ATACR18_x1: ItemCore
    {
        weaponInfoType = "scope_1x_pip_handler";
        author = "Natan Brody";
        scope = 2;
        displayName = "[NSW] Nightforce ATACR 1-8x24mm";
        picture = "\NAVSPECWARGRU2\NAVSPECWARGRU2_TACDEV_Equipment_Uniform_Base\UI\NAVSPECWARGRU2_ca.paa";
        model = "\NAVSPECWARGRU2\NAVSPECWARGRU2_TACDEV_Armory_Weapons_Optics\Optics\ATACR\18\ATACR18_1x.p3d";
        ace_scopeZeroRange = 100; // Overwrites the ace_setting default zero range
        ace_scopeHeightAboveRail = 3.9625;  // Distance between center of scope and rail in centimeters
        ace_scopeAdjust_vertical[] = {-15, 15};  // Maxmimum vertical adjustment limits
        ace_scopeAdjust_horizontal[] = {-15, 15};  // Maximum horizontal adjustment limits
        ace_scopeAdjust_verticalIncrement = 0.1;  // Vertical increment
        ace_scopeAdjust_horizontalIncrement = 0.1;  // Horizontal increment
        MRT_SwitchItemNextClass = "NAVSPECWARGRU2_NF_ATACR18_x2";
        MRT_SwitchItemPrevClass = "NAVSPECWARGRU2_NF_ATACR18_x1";
        MRT_switchItemHintText = "Magnification 1x";
        class ItemInfo: InventoryOpticsItem_Base_F
        {
            mass = 6;
            RMBhint = "Adjustable Range Optics";
            opticType = 1;
            optics = 1;
            modelOptics = "\A3\Weapons_f_beta\acc\reticle_MRCO_F";
            memoryPointCamera = "eye";
            class OpticsModes
            {
                class IronSight
                {
                    opticsID = 1;
                    useModelOptics = 0;
                    opticsPPEffects[] = {};
                    opticsFlare = 0;
                    opticsDisablePeripherialVision = 0;
                    opticsZoomMin = 0.75;
                    opticsZoomMax = 0.75;
                    opticsZoomInit = 0.75;
                    memoryPointCamera = "eye";
                    visionMode[] = {};
                    discreteDistance[] = {100};
                    discreteDistanceInitIndex = 0;
                    distanceZoomMin = 100;
                    distanceZoomMax = 100;
                };
            };
        };
        inertia = 0.6;
    };
class NAVSPECWARGRU2_NF_ATACR18_x2: NAVSPECWARGRU2_NF_ATACR18_x1
    {
        weaponInfoType = "scope_2x_pip_handler";
        author = "Natan Brody";
        scope = 1;
        model = "\NAVSPECWARGRU2\NAVSPECWARGRU2_TACDEV_Armory_Weapons_Optics\Optics\ATACR\18\ATACR18_2x.p3d";
        MRT_SwitchItemNextClass = "NAVSPECWARGRU2_NF_ATACR18_x3";
        MRT_SwitchItemPrevClass = "NAVSPECWARGRU2_NF_ATACR18_x1";
        MRT_switchItemHintText = "Magnification 2x";
        class ItemInfo: InventoryOpticsItem_Base_F
        {
            mass = 6;
            RMBhint = "Adjustable Range Optics";
            opticType = 1;
            optics = 1;
            modelOptics = "\A3\Weapons_f_beta\acc\reticle_MRCO_F";
            memoryPointCamera = "eye";
            class OpticsModes
            {
                class IronSight
                {
                    opticsID = 1;
                    useModelOptics = 0;
                    opticsPPEffects[] = {};
                    opticsFlare = 0;
                    opticsDisablePeripherialVision = 0;
                    opticsZoomMin = 0.75;
                    opticsZoomMax = 0.75;
                    opticsZoomInit = 0.75;
                    memoryPointCamera = "eye";
                    visionMode[] = {};
                    discreteDistance[] = {100};
                    discreteDistanceInitIndex = 0;
                    distanceZoomMin = 100;
                    distanceZoomMax = 100;
                };
            };
        };
        inertia = 0.6;
    };
#

Theoretically based upon their wiki it should all work

orchid heath
#

anyone able to help me understand how to fixs the following errors No entry "bin\config.bin/CfgVehicles/complexGearbox.scope". and No entry "bin\config.bin/CfgVehicles/complexGearbox.side

wheat sluice
#

Perhaps you're trying to reference a class in CfgVehicles that doesn't exist? Without your full config there's no way for anyone to tell.

orchid heath
#

i dont have a Cfg Vehicles

#

thats the only file i have that has complexGearbox in it

cloud saddle
#

..which is part of CfgVehicles.

wheat sluice
#

^ as above. You're doing the PhysX configuration which is located in CfgVehicles.

#

That's not your full config either, just a snippet from a header file. Post the entire thing.

orchid heath
#

thats the eniter physx file that i have, by what you lot are saying im missing alot of stuff

#

looks like i need to create CfgVehicles

red wharf
tulip escarp
# tulip escarp unfortunately I submitted an issue because that exact feature isn't working (rap...

@hard chasm - found the bug causing my problems. it was the 'rapifying' or config.bin from HEMTT causing my issues. Not an Arma bug. It was only resolved once ALL my addons and optionals did not 'rapify' their configs. I was testing only repackaging main until today. ~~As I mentioned in linked post, HEMTT dev command doesn't seem to adhere to their documentation ~~([rapify] enabled = false causes no difference in result) so I am moving back to using your tools. I hate retooling but, it's very important for my development that I control whether 'rapifying' is enabled or not during debug testing. Again, thanks. Edit: Found out I am spreading falsehoods. I just read above it has to be in addon.toml and cant be enabled globally via project.toml - my apologies to HEMTT team - I will do this and continue using them for certain things

tulip escarp
#

Thought: Shouldn't FilePatching fix this anyways by looking at the dev folder? Or is FilePatching only relevant after loading the config files? (I am so confused πŸ˜„ )

austere prism
#

You could also solve this using __EVAL and an optional addon, preventing the macro issues altogether, and without disabling HEMTT's rapify and config checks

tulip escarp
austere prism
#

I will send you what I mean in a minute here

#

basically,

#define DEBUG_MODE __EVAL(parseNumber isClass (configFile >> "CfgPatches" >> "eval_with_optional_debug"))

When you load the optional, it's 1, without it, 0. It uses __EVAL, so there will be a very small performance penalty at game launch, but having all the config rapified should make up for it in exchange

tulip escarp
#

Ahhhhhh... yes, I have a parsing function with which this idea fits perfectly. Excellent. Thank you.

#

So basically move this debug logic into the function instead of trying to modify the confg itself... like a functional override. Yes, this works easily

austere prism
#

I wasn't asking why you were trying that because I thought you were crazy or something lol, I wanted to get around the The XY Problem. https://xyproblem.info/. Helping you with your root problem rather than what you have come up with for the solution

tulip escarp
#

The if - then - else vs. array select (true/fale) warning... it shows up even when the array select (true/false) is not possible. i.e. when the two results are code that needs to be evaluated after the condition for perf reasons.

austere prism
#

It's been disabled in the upcoming version until type checking is ready to support it properly

tulip escarp
#

ok, it wasnt producing any issue. I just keep telling it politely to the screen "I cant do that" lol

austere prism
#

Although it should work fine in that case if I undestand correctly, and it should only show the advice when it's a single value in the blocks

#

Can you send me an example of when it is showing it when you don't think is should?

#

Also nevermind, that one isn't disabled, a different one is

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the parseNumber one is what was showing up when it shouldn't

tulip escarp
#

I have it open so I will see if I can take a screen shot

#

ok, I am wrong and you are way ahead of me again. I just fixed it in this screenshot. It was complaining about this last line but was showing error multiple times so i assumed it was complaining about this whole section. And in this case, it was correct.

#

after doing above - no more errors

#

Cheers for your help and input

pallid sierra
#

which vehicle configs state how many seats are in a vehicle again?

hard chasm
#

look up transport in the alphabetic listings of cfgvehicles in the biki

nimble sequoia
teal mirage
#

for some reason this only retextures the item when it's on the ground, not when it's on the person (it doesn't appear when on the person)

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anyone know why?

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this is in cfgweapons btw

shy knot
teal mirage
shy knot
teal mirage
#

so copy over hidden slelection int onto the brackets

#

do i also need hiddenselectiontextures in both areas?

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because i still get this

hearty sandal
# teal mirage

It'd uniform and you are editing only the item part of it

#

You also need the character in cfgVehicles

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I recommend looking at the sample man and character encoding guide in the wiki

ebon pivot
#

whats the proper way to make the eye position still available for a gun when a scope has two modes? πŸ˜…

hearty sandal
ebon pivot
#

will look into it ty

shy knot
orchid heath
#

Is there a guide to getting the correct phyxs for your vic or is it a lot of trial and error

teal mirage
#

Currently in the stages of making a faction with my custom gear and i'm running into this issue

#

the units spawn without a uniform

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this is the caracter part of the config

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this is the cfgVehicles part of the uniform

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and this the cfgWeapons part

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could this be because the Uniform class and class name are the same where it tries to refrence the wrong one to put on the caracter?

shy knot
orchid heath
#

Okay, time to work out why it lags my game and blows up when i go to drive it in game then

hearty sandal
#

there isnt any full guide

#

but a guide would not tell you why it behaves like that anyway

hearty sandal
#

and wheels have all the required memorypoints

orchid heath
#

okay

wheat sluice
# teal mirage this is the cfgVehicles part of the uniform

Your issue is that you're trying to make a BLUFOR unit (CRM_RT_Rifleman) wear a REDFOR uniform. CRM_Gorka (your class) inherits modelSides[] = {0,3,2}; from O_R_Gorka_base_F.

You need to change that by redefining modelSides[] in your uniform class to include the BLUFOR side in the array. Alternately, you can make your uniform universal (as in it can be freely worn by all sides) by setting the array of modelSides[] to {0,1,2,3,4,5,6,7};.

orchid heath
wheat sluice
# teal mirage could this be because the Uniform class and class name are the same where it tri...

It's not ideal for readability, but CRM_Gorka in CfgVehicles and CRM_Gorka in CfgWeapons exist within different scopes. There won't be disambiguation issues on the engine side even though they share the same name.

However, I'd suggest giving them different names so that you won't get confused later down the line if you start adding more uniforms and variations. Especially if you decide to make Zeus item pickups for the uniforms. For instance, adding an extra prefix/suffix like CRM_Gorka_uniform for the CfgVehicles class and U_CRM_Gorka for the CfgWeapons class is one way to do it.

hearty sandal
#

thats a lot of springstrength

orchid heath
#

yeah i changed it and forgot the orginal one

hearty sandal
#

it should be vehicle mass divided by wheel count

orchid heath
#

okay, is that its out of game mass?

orchid heath
hearty sandal
#

that should have at least some effect. no idea if it fully fixes your issues

orchid heath
#

only one way to find out

#

Still doing the same thing

nimble sequoia
#

sprungMass is the one that should be Geo LOD mass / number of weight bearing wheels, although "-1" often works best for tankx.
springStrength is typically 25 to 100 x the SprungMass

orchid heath
#

would -1 work for and IFV

nimble sequoia
#

for carx simulation I'd usually use the correct calculated value

orchid heath
#

okay, now to work out the geo LOD mass

nimble sequoia
#

The Geo LOD mass is just what you've set in the Geometry LOD

orchid heath
#

i didnt setup the Geometry LOD, so not sure how to check for it

nimble sequoia
#

You have permission to edit the model?

orchid heath
#

Yeah

nimble sequoia
#

or you're just changing config for an existing model that you can't open?

orchid heath
#

i have permission to open it, as its a friends project that he stoped working on, since having a kid

hearty sandal
#

ah mixed the parameters. πŸ‘

nimble sequoia
#

So you open the p3d, go to Geometry LOD, select all the mesh and look at the total mass window.

orchid heath
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so its 24160.000

nimble sequoia
#

In your class Wheels, you should have be using wheel_1_1, wheel_1_2, wheel_1_3 and wheel_1_9 etc
The last wheel is always 9, regardless

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Assuming that you have numberPhysicalWheels = 8; in config, then sprungMass = 3020;

orchid heath
#

ah, so id have to change all the wheels from wheel_1_1, wheel_1_2,wheel_1_3,wheel_1_4 wheel_2_1, wheel_2_2,wheel_2_3,wheel_2_4, to whell_1_1 to wheel_1_9

orchid heath
nimble sequoia
#

Ah wait, sorry, the wheel_1_9 thing is for tankx, but your config says carx

orchid heath
#

yeah im using carx

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Using carx since thats what the base game wheeled apc uses

nimble sequoia
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In your memory LOD, make sure the two centre points for each wheel are close together (eg wheel_1_1_center) and are in the middle of the wheel, directly above the bounding point (wheel_1_1_bound)

#

Try

springStrength      = 160000;
springDamperRate    = 43963;```
orchid heath
#

Trying now

nimble sequoia
#

Check in buldozer that as you increase damper from 0 to 1, all 8 wheels move upwards

orchid heath
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Dont get the option for dampers in buldozer, probs cause i havent set them up in the model.cfg yet need to add wheel bound points to Memory LOD

nimble sequoia
#

Remember that the maxCompression and maxDroop in config.cpp need to be matched to the damper offset0 and offset1 animation values MULTIPLIED by the length of the damper axis (wheel_1_1_damper)

#

If you don't have wheel boundary points in the mem lod, then nothing will work

orchid heath
#

that would probs explain why then, time to set them up

teal mirage
ebon pivot
#

modelsides is by far the most annoying addition to arma

wheat sluice
#

It was made in good faith back in 2011 when disguises were supposed to be a thing. But it was one of those things that's just been kept around for honestly silly reasons now ("Geneva conventions").

ebon pivot
#

wasnt that back when arma was getting negative press for "uhhh terrorist game"

wheat sluice
#

Going offtopic, but that's way later in 2015 when Daily Mail were spreading that rubbish about Arma. The Gamescom/E3 gameplay demos with disguises were much earlier (in 2011).

orchid heath
teal mirage
#

last question about configs (i promise) as this is yet again something i can't find a fix for on the wiki, but my doorgunners used on one of my helicopters are the inherited ones from RHS and not the ones defined in my typicalcargo or crew part of the config

#

i tried to add 3 CRM_Pilot in the crew section and 3 in the cargo section of the config but no luck

marble badger
#

Is there a sample/reference document for how to make pylon weapon configs?

teal mirage
marble badger
#

cheers, odd that there aren't any pointers to this on the config reference pages

teal mirage
#

i also had to ask people here to see if they knew where to find it, indeed wierd

shy knot
# teal mirage

You define the gunner type in the door gun turret class

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So, gunnerType="class of unit"

teal mirage
#

that seems to get me on the right track

#

thanks!

ebon pivot
#

where is the audible range for ai defined in a weapons config

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or is it an automatically done calculation?

shy knot
ebon pivot
#

am i just really blind

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whats the property name supposed to be? am looking through srifle_DMR_04_F (the integrally suppressed gun) and cant see it

orchid heath
shy knot
orchid heath
#

ill check the bound points its probs them

orchid heath
orchid heath
#

Problem is i dont see anything wrong in either

orchid heath
# shy knot Check physx/geo

in geo got mass distribution and Components01 threw to Components0, then Wheel_1_1_damper threw to Wheel_1_4_damper then Wheel_2_1_damper threw to Wheel_2_4_damper

shy knot
#

You need a geo phys

orchid heath
#

yeah in that its just Components09

shy knot
#

Bad geo phys then

orchid heath
#

You reffering to the physx.hpp

shy knot
#

Geo phys in your p3d

orchid heath
#

ah

shy knot
#

Should just be like your geo but no wheels or tracks

#

Components, closed, etc

orchid heath
#

ill need to the other stuff then

shy knot
#

Bad geo phys

orchid heath
#

could it be cause i had stuff in the geo that had weight on them

shy knot
orchid heath
#

okay ill test it now

undone patio
#

I'd like to mod the DMS to add another zoom level. Currently it has 2x and 4x. How would I add, say, 8x or 16x?

undone patio
#

Oh wait no I see

#

sorry

#

that's discreteFOV[]

shy knot
#

I dont know what you're showing me

#

What is this

orchid heath
#

thats the geo physx for the vic

wheat sluice
# ebon pivot where is the audible range for ai defined in a weapons config

You define it in the root of the class: Disregard. Had a brain fart. You need to define the settings in CfgAmmo:

    class My_Ammo_Class: Some_Parent_Class
    {
        visibleFire = 0.3;
        audibleFire = 0.03;
        visibleFireTime = 0.5;
        audibleFireTime = 0.5;
    };

Only CfgAmmo + CfgMagazines settings matter if you want to make its bullets subsonic and get rid of the sonic crack. Also best to tweak the range of the weapon's shaders (firing + tails) in CfgSoundShaders for consistency's sake, otherwise you'll have a supposedly suppressed weapon that's still as loud as an unsuppressed gun.

#

* should note that this applies to anything that needs to be integral to the weapon (flashlights, lasers, etc.). It's pretty much the same setup used by weapons with "attachments" in Arma 2, A1 and OFP, since weapons with attachments back then were considered to be standalone variants.

shy knot
orchid heath
#

it does

shy knot
#

Geo phys has the same requirements as geo

#

Check the BIKI

orchid heath
#

Got a link to it

shy knot
#

Google it

#

I'm not your personal google search

wintry tartan
#

"BIKI" is not really a Google-proofed word

orchid heath
ivory barn
#

Alright gets i need a pointer that is hopefully not too difficult here....
Context: Trying to change the armor values in a vest. Specifically i'm just making a new item using inheritance since i felt it would be eaasier/better. What i have DOES work. The vest shows up in game with the correct model/armor values... However i get an error "No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'."

Looking to fix this, any input welcome. Thank you for your time

class CfgWeapons
{
access = 1;
class ItemInfo;
class MBAV_Ranger_v1_1;
class MBAV_Ranger_v1_1_fix: MBAV_Ranger_v1_1
{
    class ItemInfo: ItemInfo
    {
        /* other properties */
        class HitpointsProtectionInfo
            {
            class Chest
            {
                hitpointName    = "HitChest";
                armor            = 20;
                passThrough        = 0.3;
            };
            class Diaphragm
            {
                hitpointName    = "HitDiaphragm";
                armor            = 20;
                passThrough        = 0.3;
            };
            class Abdomen
            {
                hitpointName    = "HitAbdomen";
                armor            = 20;
                passThrough        = 0.3;
            };
            class Body
            {
                hitpointName    = "HitBody";
                passThrough        = 0.3;
            };
        };
    };
};
};
wintry tartan
#

That is not where you declare itemInfo. You want the itemInfo from MBAV_Ranger_v1_1?

ivory barn
#

correct yes

wintry tartan
#

Then declare itemInfo there, not as a child of CfgWeapons

ivory barn
#

I did try that, just above where 'class ItemInfo: ItemInfo' declare 'class ItemInfo' right?
but then arma crashes with the error that 'member is already defined'

#
{
access = 1;
class MBAV_Ranger_v1_1;
class MBAV_Ranger_v1_1_fix: MBAV_Ranger_v1_1
{
    class ItemInfo;
    class ItemInfo: ItemInfo
    ...
};
};```
wintry tartan
#

Can't write a snippet rn, but in MBAV_Ranger_v1_1, not in your fix

ivory barn
#

oh i see, let me try...

#

well the error is gone and the item...seems to work? But i broke the original vest

#
{
    class ItemInfo;
};```
wintry tartan
#

Yes it will

#

You also need the parent of it and inherit

ivory barn
fleet adder
#

Hello fellas, Im having a bit of a weird issue with some parent classes.

Im adding some eventhandlers upon creation of units from config but units created under greenfor MAN parent class seem to be ignoring the events, to be more specific, Syndikat, Looters and FIA factions do so, as it works correctly with redfor, blufor and AAF and LDF faction units.

Could it be that those classnames are not considered MAN?
Could there be a better parent class to globally add those events to all units from all factions?

wintry tartan
#

Parent EHs can be removed upon one forgot to inherit

fleet adder
#

OH wow

#

thats awful

wintry tartan
#

It is

#

I kinda think EH should be the exception of such overwrite but too risky as well, so not sure

fleet adder
#

more than broken it just seems like my EH are being replaced at the lower inheritance levels, sadge as I wanted to avoid relying in cba

fleet adder
#

@opal crater (sorry for the ping notlikemeowcry )
#arma3_feedback_tracker message

So what do in this case?
Rely on CBA exclusively for class eventhandlers or look for more base clases further down the line?

Some vanilla classes already take the man class eventhandler so I suppose inheritance from mods that use that parent class wont be an issue, maybe do man/camanbase and there re-declare on child classes?

opal crater
#

Β―_(ツ)_/Β―

#

idk what are you doing

#

if you are using CBA use CBA XEH for event handlers

fleet adder
#

im not, thats why im asking :p
Im just adding some systems initializations to init eventhandler of the man class

blazing quiver
#

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?

hearty sandal
blazing quiver
#

I was hoping for something a bit more specific
They have page on their website about the grip system and thats pretty easy to set up
But i have 0 clue for the hand anim swap

hearty sandal
#

Each weapon uses different hand anim

hearty sandal
untold temple
#

Nah, the deployed MG stock-grip thing doesn't switch weapon classes - that's for vfg attachments and the like. With the MGs it's scripted with rhs_fnc_handle_mg to play a gesture when the gun is deployed

#

The weapon class needs a weaponInfoType= with _this call rhs_fnc_handle_mg; in the onLoad= array, and have a rhs_deployedHandAnim = assigned to a suitable gesture

wintry fox
#

What effects the light color of a grenade (or something inheriting from G_40mm_HE to be specific).
I have an effect with a purple light set as the effectFly for my ammo, but when shooting it in-game, the light is a yellow-orangish color.
The other parts of the effect such as the smoke and sparks display correctly, it's only the light not showing properly.

#

I have a rocket that uses the same complex effect class, and does display correctly, so I know the effect is fine.

If you're responding to me, just ping me.

toxic solar
#

for class MFD I see that there is ammoFormat to give the currnet mags name, is there away to get the current mags ammo count?

hearty sandal
#

should be

toxic solar
#

sourceIndex? gonna try with -1 maybe it works shrug

hearty sandal
#

these work? nope this is for something else. However the wiki shows sources that probably work

#

this probably what you want to read through if you already have not @toxic solar

toxic solar
#

oh yeah I was reading through that, well more so skimming

#

oh

#

Okay I see

hearty sandal
toxic solar
#
class Draw
        {
            color[] = {1, 1, 1};
            alpha = 1;
            condition = "1";
            class Gunner_Text_1
            {
                type = "text";
                source = "ammo";
                sourceScale = 1;
                sourceLength = 3;
                scale = 15;
                //sourceIndex = -1;
                align = "left";
                refreshRate = 0.1;
                pos[] = {{0.4, 0.1}, 1};
                right[] = {{0.5, 0.1}, 1};
                down[] = {{0.4, 0.2}, 1};
            };
        };

oh rip formatting, but not having a sourceIndex gives the ammo count in mag | mag count

#

very cool

hearty sandal
#

πŸ‘

toxic solar
#

ah but I can see why they didnt do that for the tank and instead just hard coded out the types, cause it would be weird to show something like
24 | 5 when selecting APFSDS

#

ngl I forgot jets exists and didnt check them for references :p

toxic solar
#

Okay so next question, for the merkava it has the following to show the main cannons ammo count:

class Gunner_Text_1
{
    type = "text";
    source = "ammo";
    sourceScale = 1;
    sourceLength = 2;
    sourceIndex = 1000;
    scale = 1;
    align = "center";
    refreshRate = 0.1;
    pos[] = {{0.5, 0}, 1};
    right[] = {{1.3, 0}, 1};
    down[] = {{0.5, 0.3}, 1};
};
class Gunner_Text_2
{
    type = "text";
    source = "ammo";
    sourceScale = 1;
    sourceLength = 2;
    sourceIndex = 1002;
    scale = 1;
    align = "center";
    refreshRate = 0.1;
    pos[] = {{0.5, 0.3}, 1};
    right[] = {{1.3, 0.3}, 1};
    down[] = {{0.5, 0.6}, 1};
};
class Gunner_Text_3
{
    type = "text";
    source = "ammo";
    sourceScale = 1;
    sourceLength = 2;
    sourceIndex = 1001;
    scale = 1;
    align = "center";
    refreshRate = 0.1;
    pos[] = {{0.5, 0.6}, 1};
    right[] = {{1.3, 0.6}, 1};
    down[] = {{0.5, 0.9}, 1};
};

why are the sourceIndex's in the 1000s? why not
sourceIndex = 0, 1,2?

hearty sandal
toxic solar
#

I appericate jet mods now even more

#

for all this mfd stuff

teal mirage
#

looks like my last question wasn't my last question after all πŸ˜… . changing the gunnerType on the RHS blackhawk doesn't change the doorgunners. I've tried to do what this reddit post talked about, but i get a simmular error (class turrets undefined, and after defining it i get the error that it's already defined) (the forum post:https://www.reddit.com/r/armadev/comments/9hzzh8/alive_orbat_undefined_base_class_turrets_with/)

    class CRM_UH60M2: RHS_UH60M2
    {
    author="Red Hammer Studios (Retextured by Brain)";
        _generalMacro="CRM_UH60M2";
        scope=2;
        scopeCurator=2;
        side=1;
        faction="CRM";
        displayName="UH-60M (unarmed)";
        hiddenSelectionsTextures[]=
        {
      "\CRM\data\UH60\uh60m_fuselage_co.paa",
            "\CRM\data\UH60\uh60m_engine_co.paa",
      "\CRM\data\UH60\uh60m_navijak_co.paa"
        };
    crew="CRM_Pilot";
    typicalCargo[]={"CRM_Pilot"}; 
    gunnerType = "CRM_Pilot";

    };
nimble sequoia
teal mirage
#

how does one set that ingeritance up? from what i understand it would just be adding class turret {GunnerType = "CRM_Pilot"}; , no?

nimble sequoia
#

Set aside a few days for research to work on your understanding of turret inheritance, it's not necessarily straightforward.

teal mirage
#

figured, thanks for the help anyways!

#

wierd how arma has things that seem hard like making SMDI textures and stuff be easy to do and then have things that seem easy like change a doorgunner be a several day process lol

nimble sequoia
#

It's like driving a car. It might take you a month to learn to drive initially, but then after that, you can make a long journey very quickly. It's not the process, but the learning of the concept that people can struggle with.

#

So one of us could write the code you need in a few minutes, but ultimately it wouldn't help you in the long run when you wanted to do it again.

teal mirage
#

oh yea no i wasn't fishing for that, though the hardest part that i do fish for here is getting the proper name of the things i'm trying to change so that i can find it on the wiki and in forum posts

#

like gunnertype, had no idea that even existed as a class as it isn't in the example config for helicopters on the wiki

blazing quiver
dreamy granite
#

Is there a specific guide for doing the config for RHS retextures? I'm working on a retex of the RHSAFRF 6sh122 but I'm in a very grey area for my skills.

hearty sandal
#

But it is same as with anything else.

dreamy granite
#

Could I get a link to the guide for that? I found it once but can't find it now for whatever reason

hearty sandal
#

It boils down to understanding how configs are built

dreamy granite
#

okay, so how can I figure out how to do this? Just look at some retexture configs for RHS and copy how they do it then?

hearty sandal
#

there isnt really anything specifc for making RHS retexture

#

its just same kind of class inheritance and applying new texture through hiddenselections

#

when you look up for things, forget the RHS part

dreamy granite
#

oh okay well in that case I have it correct

dreamy granite
#

So I went through the addon builder and when it was packing it gave me this:
Process ended with non-zero code. Exit code: 1
!>
Done.
Build failed

What does this mean

hearty sandal
#

well basically you have some sort of major error in your work, addon builder does not stop on much

#

but the error itself does not really say anything useful

dreamy granite
#

great

hearty sandal
#

id say start from simple config with just a class cfgpatches in it

#

then add like the necessary parent class definitions

#

try run that

#

if that packs

#

then add more of the stuff you want to change

#

and see when it stops packing it

dreamy granite
#

well I got it with CFG patches XD

hearty sandal
orchid heath
#

Is there a guide on how to get people sitting int he right spot in a vic, instead of everyone in the middle

hearty sandal
#

in the model

#

not config related

orchid heath
#

then im even more confused as i have the set and directions too

#

i have pos driver and pos driver dir set, but the driver sits in the middel of the car

hearty sandal
#

proxy is the triangle thing named proxy: bla bla bla

#

look at the sample models for reference

orchid heath
#

will do

dreamy granite
#

What should I put for required addons if it needs RHSAFRF?

hearty sandal
#

the cfgpatches classname of the config you use parent classes from

dusty relic
#

when creating a chemlight, there is the line; effectsSmoke = "ChemlightLight_yellow";
Where is "ChemlightLight_yellow" located in the config?

hearty sandal
dusty relic
dreamy granite
#

okay so I have found that most of the stuff in the config is wrong

#

So first things first I gotta get the cfg patches fixed

#

then I got the rest from there

hearty sandal
hearty sandal
dreamy granite
#

So I should be testing this with only the config in the file correct?

hearty sandal
#

yes I suppose that would be best approach to narrow it down

dry mantle
#

Anyone know what in the configs causes AI not to target an air vehicle? All my ground units and air units won't target an air vehicle I'm working on

hearty sandal
#

is it something they can see? sensors can see? can they actually damage it?

dry mantle
#

It's the heli version of it, my vtol version works fine as a plane, ai have no problem taking it down

hearty sandal
#

blobdoggoshruggoogly sounds a bit odd but could be something goes different in the configs anyway

tawdry coral
#

Is x25 zoom the max magnification? game limit wise. I never see anything with higher zoom levels

hard chasm
#

@dreamy graniteconsider using pboProject for crunching configs. It's free and it gives reasonable error messsages.

hearty sandal
#

the lower towards 0 you go the narrower the view and more you "zoom in"

#

what have you tried that did not work?

tawdry coral
#

oh I was just curious b/c I never saw it being higher then 25. figured yall would be able to awnser πŸ˜…

orchid heath
#

Is the gunnger FOV setup the same as the drivers fov

toxic solar
#

so I have a turret that has MFDs, simple ammo counter stuff. in first person its fine but when right clicking to aim down sights the MFDs disappear. I know that the opticsIn lod is using view pilot lod so I am not sure why the MFDs disappear

novel lava
#

can try setting LODOpticsIn

#

LODOpticsIn = 1100; for view pilot

toxic solar
#

any thing else I should try?

novel lava
#

hmmmm nope I have no idea, the only MFDs i had messed with were crosshairs in aircraft

toxic solar
#

tbh I wouldnt be suprised if the game disabled MFDS for I guess performance reasons sunglasscry

novel lava
#

it woudlnt surprise me also but they work fine in aircraft but it might depend on how the 'optic' mode works

toxic solar
#

Okay I will go take a peak at aircrafts see if they have anything maybe

grand zinc
orchid heath
#

Is turned out camera postion defined under turrets, as when i turn out the camera fov is int he model center

hearty sandal
#

is defined by the gunneraction

#

as in the animation that plays on the character tied on the proxy position

orchid heath
#

ah, Time read up on how to do that

orchid heath
#
        class CargoTurret_01: CargoTurret
            {
                gunnerName = "gunner";
                gunnerCompartments = "Compartment1";
                gunnerAction="rw_boxer\data\Anim\APC_Wheeled_01_commander.rtm";
                gunnerInAction="rw_boxer\data\Anim\APC_Wheeled_01_commander_out.rtm";
                showAsCargo = 1;
                personturretAction = "";
                gunnerDoor = "";
                proxyIndex = 1;
                viewGunnerInExternal = 1;
                isPersonTurret = 2;
                commanding = 4;
                maxOutTurn = 110;
                minOutTurn = -110;
                maxOutElev = 75;
                minOutElev = -15;
                LODTurnedOut = 1;
                LODTurnedin = 1200;
                animationSourceHatch = "";
                hatch = "";
                hatch_control = 1;
                enabledByAnimationSource = "";
                gunnerForceOptics = 0;
                class ViewGunner
                {
                    initAngleX = 0;
                    initAngleY = 0;
                    initFov = 0.9;
                    minFov = 0.25;
                    maxFov = 1.25;
                    minAngleX = -65;
                    maxAngleX = 85;
                    minAngleY = -150;
                    maxAngleY = 150;
                    minMoveX = -0.075;
                    maxMoveX = 0.075;
                    minMoveY = -0.075;
                    maxMoveY = 0.075;
                    minMoveZ = -0.075;
                    maxMoveZ = 0.1;
                };
            };```
#

For some reason the above code dosen't seem to work, am i doing something wrong?

hearty sandal
#

wheres the parent cargoturret coming from?

orchid heath
#

its just above its with nothing fillied in

#

as mostly of the examples i saw had it done the same way

#

its alos in class Wheeled_APC_F: Car_F { class ViewPilot; class ViewOptics; class ViewCargo; class Cargoturret; class Sounds: Sounds { class Engine; class Movement; }; more condifg bellow

hearty sandal
#

yes well that assumes cargoTurret is defines somewhere earlier. otherwise its just empty class you inherit

#

that does nothing

orchid heath
#

ah, so i need to define what cargo turret is

hearty sandal
#

well if you intend to inherit from it

#

this is the stage where you got to understand what you do

#

πŸ˜…

#

blind copypaste wont work

orchid heath
#

yeah, im slowly learning

hard chasm
#

find out which addon (pbo) the cargoturret is defined and set that as a requiredAddons[]= in your addon's cfgpatches.

#

wingrep is your friend here. it will rapidly search all config.cpps in the game and find it for you. (this assumes youve used dayz2p or arm3p to extract the game data).
If you haven't yet extracted the game, or, got a copy of wingrep, you still have a few mountians to climb.

stuck nest
#

Does anyone know off hand how to allow passenger seats of a vehicle to shoot from a passenger seat like the Jeeps from apex?
I assume its in the config of vehicles.

stuck nest
#

Upon looking it seems as if maybe the seats are coded as turrets, but I might be wrong.

Anyone know for sure?

royal briar
#

anyone know if there is rappel animation available?

hearty sandal
royal briar
ivory barn
#

So my test patch object here works well for my purposes, but i would like to spawn it in zeus. Any idea why it wouldnt show up?

class cfgVehicles
{
    access = 1;
    class IEDLandSmall_F;
    class SHGT_IED_LandSmall : IEDLandSmall_F
    {
        displayName = "Trashcan IED";
        model = "\ca\misc\popelnice_2.p3d";
        ammo = "SHGT_IED_LandSmall_Remote_Ammo";
        editorPreview = "cup\terrains\cup_terrains_editor_c\data\land_popelnice.jpg";
        scope = 2;
        scopeCurator = 2;
    };
};
nimble sequoia
ivory barn
#

This is what i have for patches

class CfgPatches
{
    class SHGT
    {
        author = 'ztrack';
        units[] = {"SHGT_IED_LandSmall"};
        requiredVersion = 1.0;
        requiredAddons[] = {"A3_Modules_F","A3_Modules_F_Curator","A3_Modules_F_Curator_Mines","A3_Weapons_F_Explosives","CUP_CAMisc"};
    };
};
nimble sequoia
#

Looks good, although you could reduce requiredAddons to just A3_Data_F_Decade_Loadorder and CUP

ivory barn
#

Thanks! Unfortunately it still doesnt show

nimble sequoia
#

Not sure if the problem, but are you using a p:\ drive and what are you building with?

ivory barn
#

no, just the standard addon builder

nimble sequoia
#

Does the item show in the Eden lists?

ivory barn
#

Yes and i can spawn it just fine with scripts

nimble sequoia
#

Does the item you inherit from IEDLandSmall_F show in Zeus?

#

It's called "Small IED (Dug-in)"

#

I've checked - yes it does

ivory barn
#

It does yeah

nimble sequoia
#

It might be that it's the path names to your model and/or editorPreview.
Most modders will suggest you should use a p drive for your development environment and that paths are then relative to p

#

A p drive is easily set-up in the Arma 3 Tools, and you can extract Arma 3 files and CUP files to that p drive

ivory barn
hard chasm
#

access = anything is a reserved keyword, exclusive to bis, and exclusively used only in their bin\config.bin to prevent erasure, change or tampering. YOUR config is attempting to prevent ANY changes to cfgVehicles. Not from just you but depending on the load order, alterations by CUP and even bis themselves.

One thing for certain, you aren't using my tools, because pboProject would never allow you to do that.

(it would also prevent you using FULL_UPPER_CASE for your addon name)\

ivory barn
#

Well no i did say i'm using the standard arma 3 tools, not mikero.
Added the access line as a test but even without it still having issues seeing it in curator, also tried with it set to 0 like the wiki says

hard chasm
#

in that case it's a lottery whether the files are where you say they are. There could be typos or a mis-reading of their locations. I think you have something wrong much simplerthan that but without a fully extracted p: drive (assumption on my part) or decent tools, your not doing yourself any favours. Even hemmtt would help you eliminate standard mistakes.

ivory barn
#

ok packed it with mikero tools, it did give me an error for the access so i took that line out. It went through no issues
just shifted to do a really simple box object. Still not seeing it in curator though.

xxx (see below)
hard chasm
#

hmmmm.....

molten musk
ivory barn
#

Thanks for the assist!
For the sake of not just saying 'ok i figured it out' and giving nothing to the next guy, here is my final test config that worked (i'll shorten previous post)

{
    class shgt_configtest
    {
        author = 'ztrack';
        weapons[] = {};
        units[] = {"shgt_B_supplyCrate_F"};
        requiredVersion = 1.0;
        requiredAddons[] = {"A3_Modules_F","A3_Weapons_F_Ammoboxes","A3_Data_F_Curator_Virtual","A3_Modules_F_Curator_Curator","A3_Ui_F_Curator"};
    };
};

class cfgVehicles {
    class B_supplyCrate_F;
    class shgt_B_supplyCrate_F : B_supplyCrate_F
    {
        displayName = "Test Supply box";
        scope = 2;
        scopeCurator = 2;
    };
};```
#

still cant get it to work with the explosives...But thats for a different day at this point

hard chasm
#

congrats btw.

severe marlin
#

Guys im trying to add some uniforms with 1 model

#

I have 1 AAF uniform and I have 5 textures for it that means 5 uniforms

#

Idk how to do it for 1 uniform

hard chasm
#
class my_model_base : an_already_defined_us_marine
{
  scope=0;
  model=my\soldier;
};

class my_soldier1: my_model_base 
{
  scope=2;
  displayname=fred;
  uniform= whatever1;
};
.....
class my_soldier999 :my_model_base 
{
  scope=2;
  displayname=Alice;
  uniform= whatever999;
};```
#

or, perhaps you kniow this and are asking how to give soldiers uniforms.

severe marlin
#

Instead of my_soldier

wintry tartan
#

If you want yes

bronze vessel
#

It appears that the max touch off range for most explosives is 300m. Is there anyway to increase that range? I've tried to define a custom trigger in CfgMineTriggers, Both mineTriggerRange and mineTriggerActivationRange seem to have no effect.

sweet crescent
#

Hey so I thought I'd make a custom loading screen for a mission generator I'm working on for my unit, and so I made a cfgWorlds patch to change pictureMap
Now everything normally needs to be a 2:1 ratio so my image is 2048x1024 and I see pictureMap is supposed to be 2080x2048 so I made a transparent image that size and placed my 2048x1024 image in the middle.
That works but the picture will be too high, so I move it down save it and try again and it'll be to low, it honestly seems like random luck where this image sits on the screen. I'm obviously doing something wrong, or does the map screen when you loading a mission show a random part of that 2048x2048 image?!?

wintry tartan
#

It is how the loading screen works

sweet crescent
#

Ok so it's always going to be a random bit of the image JD_Facepalm
That's rough, ok thanks

wintry tartan
#

You could see it always does it for vanilla terrains too

sweet crescent
#

Honestly I never really paid much attention till now.

toxic stirrup
#

Q: I reskinned one vanilla gun to black color, I made my new class, assign them to the units..... I go to the editor and they work normally (show black rifles on soldiers)
i click edit to select the gun and it shows vanilla non-black and another type (vanilla class)..... WTH, and mine is nowhere listed to choose from? Any ideas? I use scope=2.

opal crater
#

baseWeapon= in config

#

or smth like this

toxic stirrup
#

I had to rewrite entire thing from scratch in order to work, wierd stuff πŸ™‚

lament sluice
#

How do people run the AIO script? I'm putting the dll, and sqf file in my root Arma 3 folder and running
[configFile] call compile preprocessFileLineNumbers "dumpConfig.sqf" ο»Ώο»Ώο»Ώ after enabling file-patching and disabling battle-eye.
It doesn't seem to work though. I get a hint saying that it was successful, but no file seems to show up.

nimble sequoia
wintry tartan
#

Speaking of, do we have a good way to make a config dump while filtering by, addons or Mods (so the changes made by the specified Mod will be written)? If no I guess I would just make one

lament sluice
nimble sequoia
nimble sequoia
wintry tartan
#

Yeah that's the point

nimble sequoia
#

Run two dumps - one with mod, one with vanilla. Then do a notepad++ diff

wintry tartan
#

Hm, maybe that'll do

lament sluice
nimble sequoia
toxic solar
#

so I have a very odd issue, for a icon of a launcher it shows up in arsenal but when opening inventory its not there. The odd part is the error in rpt log is

Warning Message: Picture \optre_temp_pbo\au_x_mortar\data\icons\tube.paa not found

which is not even the same as whats in config viewer, the actual path is "\OPTRE_Temp_PBO\AU_44_Mortar\data\icons\tube.paa", idk why the 44 got replaced with an x, and its not reflected in config viewer

moving the image to \OPTRE_Temp_PBO\data\icons\tube.paa works shrug and idk why

hard chasm
#

@toxic solar don't know if this helps or hinders but,

picture= is the only \file\reference in the engine that MUST have a leading \

I have seen similar strangeness some years ago due to above.

nimble sequoia
toxic solar
toxic solar
ebon pivot
#

my guess would be numbers overall

severe marlin
#

Guys I added 5th uniform and it says "no entry" in game

#

I coded correctly idk what's the problem

hearty sandal
#

error in your code

severe marlin
wintry tartan
#

Without having more info we can say nothing

#

Like exact error, exact config...

severe marlin
#

5th uniform

#

i actually did something but still i see this
and the uniform works but with different texture

severe marlin
#

I think I realized the problem

hearty sandal
severe marlin
#

U know?

hearty sandal
#

no have not looked but you said you realized it

severe marlin
severe marlin
severe marlin
#

@hearty sandal

hearty sandal
#

ill take a look when I can

molten musk
severe marlin
molten musk
#

Or have you check there is avaible I_Soldier_05_F ,
Because in A3 confs is only 01-04

hearty sandal
#

My guess is that either I_soldier_05_F does not exist at all and thus lacks all teh engine required paramerters or your required addons arreay is not set up right and your config loads in wrong order before I_soldier_05_F exists

severe marlin
hearty sandal
#

yes

severe marlin
hearty sandal
#

I_Soldier_05 does not exist it seems blobdoggoshruggoogly

#

ah prisoner just said the same there too

hearty sandal
#

so you'll need to of course use some existing unit to inherit from

#

whatever unit it is you try to inherit from

#

I dont know which one you want

severe marlin
severe marlin
hearty sandal
#

must be the one you try to alter

severe marlin
hearty sandal
#

you try to retexture some uniform

#

use the that class

severe marlin
hearty sandal
#

I dont know how else to say this

#

I do not know exactly which one you retexture, that you will have to know yourself

rapid crystal
#

Anyone know what could cause a "binarise crashed" error? PBOproject was working just fine, now it is breaking.

hearty sandal
#

what did you do last time?

hard chasm
#

@rapid crystal because binarise crashed, it is unable to tell you what it was doing at the time. Short answer is there are 1,001 reasons for it. Long answer is it can only start crashing because you changed something.

rapid crystal
#

Added a couple P3Ds. I might have to reexport them πŸ€₯

rapid crystal
glacial spear
#

iv spend a long time doing it and wanted to let you know i figured it out and got it working

hard chasm
#

@rapid crystalthank you for your kind words, p3ds are notorious for causing binarise crashes. The most famous one is have a pre-binarised p3d in the path that it is trying to crunch. (Needless to say, pboProject prevents that from happening)

midnight spire
#

i hope this is the place for this

im just trying to set up an evannex server on Nitrado for me and some friends everything is working kinda but its making us choose a mission before loading in so in trying to fix this i was trying to add evannex to the class missions in the configs but it just seems to kill the server.

// MISSIONS CYCLE
class Missions = {Evannex_AI_vs_AI_Altis.Altis.pbo};

that's what I have in there atm but it doesn't seem to want to work if I get rid of it server shows up loads and plays putting it back it wont show up if anyone knows what I'm doing wrong or how to fix it please inform me because I am quite uninformed when it comes to doing server configs

austere prism
#

No .pbo needed

midnight spire
#

changed it saved and restarted and its still not showing

austere prism
#

you're still missing more, check the example again

midnight spire
#

i cant find a direct expample for the evannex

nimble sequoia
severe marlin
#

Guys I retextured and added some uniforms but the class limit is 4 I wanna make more uniforms what should I do now?

wintry tartan
#

What even is "class limit"

severe marlin
severe marlin
wintry tartan
#

There even is no such "limit"

severe marlin
wintry tartan
#

Fix your config issue?

severe marlin
wintry tartan
#

Without tell us more info nothing can be said

severe marlin
#

U didn't look

wintry tartan
#

Ah you meant that

severe marlin
wintry tartan
#

Nobody said so. They only said the existed vanilla config are 01 to 04

severe marlin
#

He said uniform 5 not exist

wintry tartan
#

A parent class have children classes as many as you want

wintry tartan
severe marlin
#

Or its something else

severe marlin
novel lava
#

well you seem to completely misunderstand how uniforms work

severe marlin
wintry tartan
#

Or how does a config work even

#

In the first place, what is your intention to have I_Soldier_05_F there? What exactly you want to inherit?

novel lava
#

to put it plainly
uniforms are two parts
a unit
and a uniform

the unit is the actual uniform, what your uniform looks like when worn
the uniform item is what it looks like when its on the ground and how its selected

if you have 5 uniforms that all use the same model but just the texture differs you just have them all inherit from the same baseclass and name your new class what you want - like in the wiki example

wintry tartan
#

Or I_Soldier_F I_Soldier_02_F or others

novel lava
#

like in your config:

    class I_Soldier_F;

    class BlackHand_UniformIndep: I_soldier_F 
     {
        author = "β™ Punisherβ™ ";
        vehicleClass = "BlackHand";
        scope = 1;
        displayName = "Combat Fatigues(Russian)";
        identityTypes[] = {"Head_NATO", "G_NATO_default"};
        genericNames = "NATOMen";
        model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d";
        uniformClass = "BlackHand_CamoIndep";
        hiddenSelections[] = {"Camo","Insignia"};
        hiddenSelectionsTextures[] = {"BlackHand\Data\uniform_indep_co.paa"};
        hiddenSelectionsMaterials[] = {"BlackHand\Data\indepUniform.rvmat"};
    };


    class I_Soldier_02_F;

    class BlackHand_UniformIndep_02: I_Soldier_02_F 
     {
        author = "β™ Punisherβ™ ";
        vehicleClass = "BlackHand";
        scope = 1;
        displayName = "Combat Fatigues(Rolled,Russian)";
        identityTypes[] = {"Head_NATO", "G_NATO_default"};
        genericNames = "NATOMen";
        model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d";
        uniformClass = "BlackHand_CamoIndep_02";
        hiddenSelections[] = {"Camo","Insignia"};
        hiddenSelectionsTextures[] = {"BlackHand\Data\uniform_indep_co.paa"};
        hiddenSelectionsMaterials[] = {"BlackHand\Data\indepUniform.rvmat"};
    };

these two are right

#

you can just keep using I_Soldier_F and I_Soldier_02_f for 03, 04, 05 or however many you want

severe marlin
novel lava
#

you don't need to put class I_Soldier_F before every class, you only need to define it once

#

Like:

    class I_Soldier_F;

    class BlackHand_UniformIndep: I_soldier_F 
     {
        author = "β™ Punisherβ™ ";
        vehicleClass = "BlackHand";
        scope = 1;
        displayName = "Combat Fatigues(Russian)";
        identityTypes[] = {"Head_NATO", "G_NATO_default"};
        genericNames = "NATOMen";
        model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d";
        uniformClass = "BlackHand_CamoIndep";
        hiddenSelections[] = {"Camo","Insignia"};
        hiddenSelectionsTextures[] = {"BlackHand\Data\uniform_indep_co.paa"};
        hiddenSelectionsMaterials[] = {"BlackHand\Data\indepUniform.rvmat"};
    };


    class I_Soldier_02_F;

    class BlackHand_UniformIndep_02: I_Soldier_02_F 
     {
        author = "β™ Punisherβ™ ";
        vehicleClass = "BlackHand";
        scope = 1;
        displayName = "Combat Fatigues(Rolled,Russian)";
        identityTypes[] = {"Head_NATO", "G_NATO_default"};
        genericNames = "NATOMen";
        model = "\A3\characters_f_beta\INDEP\ia_soldier_02.p3d";
        uniformClass = "BlackHand_CamoIndep_02";
        hiddenSelections[] = {"Camo","Insignia"};
        hiddenSelectionsTextures[] = {"BlackHand\Data\uniform_indep_co.paa"};
        hiddenSelectionsMaterials[] = {"BlackHand\Data\indepUniform.rvmat"};
    };

    class BlackHand_UniformIndep_03: I_soldier_01_F 
     {
        author = "β™ Punisherβ™ ";
        vehicleClass = "BlackHand";
        scope = 1;
        displayName = "Combat Fatigues(Russian)";
        identityTypes[] = {"Head_NATO", "G_NATO_default"};
        genericNames = "NATOMen";
        model = "\A3\characters_f_beta\INDEP\ia_soldier_01.p3d";
        uniformClass = "BlackHand_CamoIndep_03";
        hiddenSelections[] = {"Camo","Insignia"};
        hiddenSelectionsTextures[] = {"BlackHand\Data\uniform_indep_russian_co.paa"};
        hiddenSelectionsMaterials[] = {"BlackHand\Data\indepUniformrussian.rvmat"};
    };
severe marlin
novel lava
#

no - parent classes only need to be defined once per config - that's what the error was complaining about, it being defined twice

severe marlin
novel lava
#

thats because 01, 02, 03 and 04 are different classes

wintry tartan
#

You have never declared I_Soldier_F twice

novel lava
#

and what horriblegoat was trying to say is I_Soldier_05_F doesn't actually exist

#

not that there's a limit on how many uniforms you can have

wintry tartan
#
class parent;
class child1: parent
{
};
class child2: parent
{
};
class child3: parent
{
};
class child4: parent
{
};
class child5: parent
{
};```This is a valid config
novel lava
#

Yeah this

severe marlin
#

Thanks

grand zinc
glacial spear
# nimble sequoia Would be nice if you shared your solution.

cfgmodel

            class plt_flood {
                source="Plt_flood";
                selection="plt_flood_sel";
                type="hide";
                minValue = 0;
                maxValue = 1;
                hideValue = 0;
                unhideValue = 0.5;
            }; 

"plt_flood_sel" also defined in skeleton bones
class reflectors

        position  = "plt_flood_begin";
        direction = "plt_flood_end";
        hitpoint  = "plt_flood_sel";
        selection = "plt_flood_sel";

selection being defined as beg & end

rapid crystal
#

I have an issue where I made a vehicle that has cargo gunners, but AI aren't detecting players that sit in these slots. The AI will completely ignore them. Anyone know what the issue could be here?

glacial spear
#

i need a way of checking when a logic entity is deleted is there an event handler for that

latent monolith
#

getting an error when i pack my pbo not sure what its telling me what is wrong

#

};
weapons[]=
{

};
};
};
class CfgVehicles
{
class Item_Base_F;
class OrkKommandoCig: Item_Base_F
{
scope=2;
scopeCurator=2;
displayName="Ork Cigar Stub";
author="Papafox";
editorCategory="EdCat_Equipment";
editorSubcategory="EdSubcat_InventoryItems";
vehicleClass="Items";
model="\A3\Weapons_F\DummyNVG.p3d";
class TransportItems
{
class OrkCig
{
name="OrkCig";
count=1;
};

};
};
};
class CfgWeapons
{
class Binocular;
class OrkKommandoCig: Binocular
{
author="Papafox";
_generalMacro="NVGoggles";
displayName="Ork Cig Stub";
nameSound="nvgoggles";
simulation="NVGoggles";
showEmpty=0;
muzzlePos="usti hlavne";
muzzleEnd="konec hlavne";
value=5;
opticsZoomMin=1;
opticsZoomMax=1;
modelOptics="\A3\weapons_f\reticle\optics_night";
model="\RageNWrath\addons\NVG\OrkCigar.p3d";
picture="";
descriptionUse="";
visionMode[]=
{
"Normal",
"NVG"
};
class Library
{
libTextDesc="$STR_LIB_NV_GOGGLES";
};
descriptionShort="";
class ItemInfo
{
type=616;
uniformModel="\RageNWrath\addons\NVG\OrkCigar.p3d";
modelOff="\RageNWrath\addons\NVG\OrkCigar.p3d";
mass=20;
};
};
};
<rebuilding units[]= and friends>...
OrkCig.rvmat:compiling...
OrkCig_as.paa:loading...
OrkCig_CO.paa:loading...
OrkCig_nohq.paa:loading...
OrkCig_smdi.paa:loading...
OrkCigar.p3d:validating...
ODOL 73 (Arma3) : nLods=3
P:\temp\RageNWrath\addons\NVG\OrkCigar.p3d.dep :excluded


Prefix = RageNWrath\addons\NVG

writing header entries..
creating a texHeaders.bin...
checking rapification...
config.bin is rapified (good)
OrkCig.rvmat is rapified (good)

writing pbo header...
Writing data blocks...
........
Writing sha '67DD02BC1351CCCA67CBAC3E9AB275B6A83BE54B'
File written to P:\RageNWrath\addons\NVG.pbo
</MakePbo>
latent monolith
nimble sequoia
#

Is your log truncated as it doesn't end with success or failure message?

latent monolith
#

these are the settings ive got

nimble sequoia
#

What version?

#

This is how my output looks for example...

latent monolith
#

pbo project 3.57

nimble sequoia
#

Ok, latest free is 3.91

latent monolith
#

ah good to know

nimble sequoia
#

But are you getting a fail message somewhere?

#

You could try switching "Binarise has errors" to a WARNING.

latent monolith
#

ok

latent monolith
#

my pc is not happy about that 😭

nimble sequoia
#

There were probably some dll's updated along with it, make sure you get all the latest files.

latent monolith
#

its been ages since ive downloaded it what do i need again?

nimble sequoia
latent monolith
#

thanks amigo

latent monolith
#

this is before i even get to pack anything

nimble sequoia
latent monolith
#

i never had to do this last time iirc

nimble sequoia
#

Yes, set those 2 paths

latent monolith
#

ok

#

Success!

well failure but at least mikeros working now

#

i should be able to handle it from here

#

||he says||

nimble sequoia
#

just 2 missing texture files perhaps

latent monolith
#

also random ass question right

#

this is pertaining to backpack configs now

#

the config im using is this

#
class CfgPatches
{
    class OrkBag
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "A3_Weapons_F"
        };
    };
};
class cfgVehicles
{
    class Bag_Base;
    class OrkBag: Bag_Base
    {
        author="Papafox";
        scope=2;
        displayName="Ork Kommando Bag";
        picture="";
        model="\RageNWrath\addons\Bag\OrkBag.p3d";
        vehicleClass="Backpacks";
        maximumLoad=320;
        mass=60;
    };
};
class cfgMods
{
    author="Papafox";
    timepacked="";
};
#

ive never done a backpack before

#

is it really only that much code?

#

also how does the model config tie in same as usual?

nimble sequoia
#

class name in model.cfg must be exactly the same as the p3d name

#

This is a typical vanilla Arma config for a bag based on the same inheritance as yours for comparison

{
    author = "Bohemia Interactive";
    mapSize = 0.45;
    _generalMacro = "B_AssaultPack_Base";
    model = "\A3\weapons_f\Ammoboxes\bags\Backpack_Compact";
    hiddenSelectionsTextures[] = {"\A3\weapons_f\ammoboxes\bags\data\backpack_compact_khk_co.paa"};
    maximumLoad = 160;
    mass = 20;
};
class B_AssaultPack_khk: B_AssaultPack_Base
{
    author = "Bohemia Interactive";
    _generalMacro = "B_AssaultPack_khk";
    scope = 2;
    picture = "\A3\Weapons_F\Ammoboxes\Bags\data\UI\icon_B_AssaultPack_khk_ca.paa";
    displayName = "Assault Pack (Khaki)";
    hiddenSelectionsTextures[] = {"\A3\weapons_f\ammoboxes\bags\data\backpack_compact_khk_co.paa"};
};```
#

So you are perhaps missing hiddenSelectionsTextures[] and might want a custom picture for Eden

latent monolith
#

copy ill add those

nimble sequoia
#

For your hiddenSelections, they're called "camo" in the p3d if you inherit from the Bag_Base config

#

You don't actually need this line vehicleClass="Backpacks"; as that's in your inherited parent already.

latent monolith
#

understood

#

its packed now

#

testing to see how it looks in game

faint spruce
wintry tartan
#

Seconds

faint spruce
modest surge
#

Hi!
https://streamable.com/3yd2qd

Im working on a project that simulates severe weather stuff etc. i got most stuff narrowed down, now i want to fine tune the particles.

I use particle classes to be handed to the the particle spawner.

in the example video you can see, there are 2 "main issues" that i am seeking to resolve somehow.

  1. The particle clouds are "clipping" into the floor, leaving this straight line where the partile stops and the floor starts.
  2. when the particles approach towards the player, they simply "plop" out of existance, and "plop" back in, after passing through the player.

im woundering how i can finetune the visual effects for these effect to be at least distracting as possible

here are the particle classes
https://github.com/PulsarNeutronStar/S.T.O.R.M.-Weather-Framework/blob/based/addons/fx_particle/Storm_ParticleEffects.inc.hpp

lean bloom
#

Can someone please help me?

I want the player on the gunner slot in 1st person to be looking from the vertex "A" (basically playerΒ΄s eye) towards vertex "B"

                    camPos = "A";
                    camDir = "B";
                    initAngleX = 0;
                    minAngleX = -180;
                    maxAngleX = 180;
                    initAngleY = 0;
                    minAngleY = -180;
                    maxAngleY = 180;
                    initFov = 0.4;
                    minFov = 0.4;
                    maxFov = 0.4;
                    visionMode[] = {"Normal"};
                };```

When switching into optics mode he should be looking from vertex "C" towards vertex "D"

```class ViewOptics : ViewOptics {
                    camPos = "C";
                    camDir = "D";
                    initAngleX = 0;
                    minAngleX = -30;
                    maxAngleX = 30;
                    initAngleY = 0;
                    minAngleY = 0;
                    maxAngleY = 68;
                    initFov = 0.15;
                    minFov = 0.15;
                    maxFov = 0.15;
                    visionMode[] = {"Normal"};
                };```

My camera instead keeps looking straight ahead. Why is that? Is camPos / camDir used for something else?

I looked at the turret config reference on the wiki, but it is extremely poorly documented, and entries like camPos, camDir, cameraDir, memoryPointCamera arenΒ΄t even explained. 

It only says that memoryPointGunnerOptics defines the gunnerΒ΄s view point. But this entry is within MainTurret, it is not specific for ViewGunner or ViewOptics.

I literally only want to define two different starting vertices (A,C) for the camera, and two different vertices (B,D) for the actual camera direction.
#

or can I only have one starting point defined, and I have to use the Angle X / Y offsets to control the direction?

tawdry coral
#

I am trying to make a simple scope to be able to be added on all guns like the optre optics.

***warning***:cannot find inherited array `compatibleItems`.
using binarised += instead which is unreliable
warnings are errors
.preprocessing files produced an error

keep getting this.


class SlotInfo;
class CowsSlot: SlotInfo {
    compatibleItems[] += {
        "optic_RCHT_OP_F"
    };
};
class CowsSlot_Rail: CowsSlot
{
    class compatibleItems
    {
        optic_RCHT_OP_F = 1;
    };
};

section of my config file

#

this is alot messier then I'd like, but it's just sorta supposed to be "I want a scope for long range, but also has night vision"

shy knot
tawdry coral
#

wait no- it is warnings are errors

#

why are warnings errors if it's ticked off

#

weird- well I disabled them and now it worked

tawdry coral
#

now it's upset about no model optic but- use model optic is 0? and it should be inheriting form snip, so idk why it'd be upset about it not being there?

#
class Snip
                {
                    opticsID = 1;
                    useModelOptics = 1;
                    opticsPPEffects[] = {"OpticsCHAbera2","OpticsBlur3"};
                    opticsZoomMin = 0.01;
                    opticsZoomMax = 0.042;
                    opticsZoomInit = 0.042;
                    discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200};
                    discreteDistanceInitIndex = 1;
                    distanceZoomMin = 300;
                    distanceZoomMax = 1200;
                    discretefov[] = {0.125,0.0625};
                    discreteInitIndex = 0;
                    memoryPointCamera = "opticView";
                    modelOptics[] = {"\A3\Weapons_F_EPA\acc\reticle_marksman_F","\A3\Weapons_F_EPA\acc\reticle_marksman_z_F"};
                    visionMode[] = {"Normal","NVG","Ti"};
                    thermalMode[] = {5,6};
                    opticsFlare = 1;
                    opticsDisablePeripherialVision = 1;
                    cameraDir = "";
                };
                class Iron: Snip
                {
                    opticsID = 2;
                    useModelOptics = 0;
                    opticsPPEffects[] = {"",""};
                    opticsFlare = 0;
                    opticsDisablePeripherialVision = 0;
                    opticsZoomMin = 0.25;
                    opticsZoomMax = 1.25;
                    opticsZoomInit = 0.75;
                    memoryPointCamera = "eye";
                    visionMode[] = {};
                    discretefov[] = {};
                    distanceZoomMin = 200;
                    distanceZoomMax = 200;
                    discreteDistance[] = {200};
                    discreteDistanceInitIndex = 0;
                };
#

wait

#

ah, not model, but above it

#

yay! Although, OF COURSE, I need something else for zoom- I'm guessing discreteFOV is what the actual zoom is?
Also, is the smaller the number, the more zoomed it is?

undone patio
#

What determines, in basic flight model, how fast a helicopter responds to up/down collective stuff

#

like the engine power for lifting faster

hard chasm
#

@tawdry coralAltho it can be necessary to do a blanket disable of ALL warnings, can't advise you too strongly to only disable specific ones as soon as reasonable. I understand the need to at least get something working first, but if history is a guide here, you'll regret full disable later.

tawdry coral
faint spruce
#

Is it possible to modify an artillery turret so we can use "T" to set target ?

solemn crypt
#

Hi, how can i fill the backpack of a Unit, i have give them Materials with the Item[] = but not all is in the inventory, and the inventory of the Vest and Uniform is full. the Bagpack is empty.

tame raven
#

Backpacks need predefined cargo - check out the ammo bearer config from base game and see how his backpack is a somewhat special classname.

solemn crypt
#

how can i get this config?

tame raven
#

Config viewer

#

Grab Advanced Developer Tools (a mod) to get a better and faster config viewer as well

solemn crypt
#

okey thanks

tame raven
# solemn crypt okey thanks

When looking at that backpack, specifically look at the TransportXXXX classes (transport Magazines, etc) to see how to add stuff to em

pale dew
#

i cry for some reason this config refuses to let the static object to exist in zeus

class CfgPatches
{
    class TestObject1
    {
        units[] = {"testobjects"};
        weapons[] = {};
        requiredVersion = 1;
    };
};
class CfgVehicles
{
    class testobjects
    {
        author="rpg";
        model="\TestObjects\TestCube.p3d";
        scope=2;
        scopecurator=2;
        editorcategory="TestMain";
        editorsubcategory="TestSub";
        vehicleClass="Structures";
        displayname="Test";
        
        
    };
};

another thing it does say that its missing an entry in the testobjects class

#

still pretty new to this, sorry in advance

chilly tulip
#

Not my field but it seems unlikely that this is valid minimal vehicle config.

#

You're probably supposed to be inheriting from another CfgVehicles class.

pale dew
#

from a class that arma already has or an entirly new one?

chilly tulip
#

A class Arma already has.

hearty sandal
#

yes your object indeed has no simulation type etc so it is practically nothing

#

If this runs without errors in editor Im surprised

nimble sequoia
# pale dew still pretty new to this, sorry in advance

No need to apologise, you almost got it perfect and it's a great way to start.
As the others have said, you just need to inherit from a "base" object that is already in the game and contains a number of other configuration parameters that you do not need to change.
It's also recommended that you prefix your new classes with a unique identifier specific to you.
And you need to include a requiredAddons[] in the CfgPatches.

{
    class rpg_testObject1
    {
        units[] = {"rpg_testObjects"};
        weapons[] = {};
        requiredVersion = 1;
        requiredAddons[] = {"A3_Data_F_Decade_Loadorder"};
    };
};
class CfgVehicles
{
    class ThingX;
    class rpg_testObjects: ThingX
    {
        author = "rpg";
        displayName = "RPG Test Object"; 
        scope = 2;
        scopeCurator = 2;
        model = "\TestObjects\TestCube.p3d";
        editorCategory = "EdCat_Furniture";
        editorSubCategory = "EdSubcat_Camping";
        vehicleClass = "Tents";
        destrType = "DestructNo";
    };
};```
pale dew
nimble sequoia
pale dew
#

such as a static barrel. Or a haybail

#

something with collision but not interactable

nimble sequoia
#

Firstly, notice in the modified code I gave you, that it is now inheriting from "ThingX". This is the base class for the type of object you are referring to.
The way I found that was to place a camping chair in the Editor, then looked at it's config, which showed it's class name and what it was inheriting from (ThingX).

pale dew
#

ThingX being something that can be referanced?
X makes be think physx stuff

nimble sequoia
#

Yes, ThingX objects have physx.

pale dew
#

i see

chilly tulip
#

Pure static objects are usually children of NonStrategic

pale dew
#

ok. So use NonStrategic for no physics and ThingX for physics. but assume that these are just what arma uses

nimble sequoia
#

Yes, often. But the point is that rpg now knows how to place an object with similar characteristics, and can find a suitable parent class to inherit from.

pale dew
#

so inherant from an Object class that referances one of the two depending on what is needed. Or should i just referance either NonStrategic or ThingX depending on what is needed

#

i assume the latter

#

but just wanted to make sure

nimble sequoia
#

Or you could follow my suggestion.

pale dew
#

update. It works Many MANY thanks

brave crag
#

Is it possible to disable a vehicle sensor via script, or does it mostly require a config edit for each vehicle?

wintry tartan
#

What kind of goal you have?

brave crag
# wintry tartan What kind of goal you have?

Some aircraft have "Visual sensor" that are picking up cold targets in garages, in barns etc. I was wondering if it would be manageable to do something on the server instead of making more configs

wintry tartan
#

So disable a sensor not whole of them?

brave crag
#

Correct specifically looking to suppress "Visual sensor" values

#

I just dont know the correct way to go about it

wintry tartan
#

No by script. Config, maybe

brave crag
#

Ah figured, I'll go make some coffee then

wintry tartan
#

Or better to go bed

brave crag
#

Amen 🀣

#

Thanks for the intel

faint spruce
wintry tartan
#

Or maybe we don't really understand your question

faint spruce
# wintry tartan Or maybe we don't really understand your question

When you use a Slammer, you can use "T" to set the cannon so the shell goes exactly where you're pointing at. But you can't do that with a M4 Scorcher, you can only use the cannon as artillery. Is there a way to modify the turret of the Scorcher so i can use "t" like with the Slammer ?

wintry tartan
#

I don't think being cannon and arty in the same time is not possible

faint spruce
limber citrus
wintry tartan
#

You don't need to know why and apply IRL fact into Arma

limber citrus
#

You're talking about laser range finding for tanks etc, I dont think that is a thing for SPG vehicles, although I could be wrong and there could be a config entry or something like that for it

#

might be worthwhile to have a look at the config viewer, I wouldnt get my hopes up though

faint spruce
limber citrus
#

As I said dont get your hopes up, I havent looked at it myself

faint spruce
#

It wouldn't make sense for a military simulator not to be able to do that

wintry tartan
#

Make sense is not a concern for a game that is not a simulator

#

...Or just a game

faint spruce
wintry tartan
#

And I actually thought you meant lock target or something, but zeroing?

wintry tartan
#

And yeah, you heard wrong something

#

Arma 3 never claims itself a simulator

faint spruce
wintry tartan
#

Nope

faint spruce
#

When i go on arma3.com, i can read "Experience true combat gameplay in a massive military sandbox.". Indeed i can't see the word simulation but it means the same

wintry tartan
#

It's not, but anyways

wheat sluice
#

You could try adding the parameters for FCS auto lead/zeroing (FCSMaxLeadSpeed + FCSZeroingDelay) and set ballisticsComputer = "2 + 16" but IIRC they don't work for artillery even if the weapon's being used for line-of-sight direct fire.

Then again, it's not really needed when you've got the artillery computer anyway. Arty shells aren't fired at a high enough velocity to be very useful in direct fire (usually 800-900 m/s) as opposed to APFSDS shells for tank cannons that are often in excess of 1,500 m/s.

tulip escarp
#

I don;t think I am doing this correctly. Actually, I know I am not doing this correctly. How do I get "name" class to be inherited and is there any other area I am not doing something correctly?

#
    scope = 1;
    displayName = "Object";
    vehicleClass = "modules";
    icon = "iconModule";
    category = "TAG";
    author = "Crashdome";

    functionPriority = 8;
    isGlobal = 0;        
    isTriggerActivated = 0;    

    class Arguments : ArgumentsBaseUnits {
        class name {
            displayName = "Name";
            description = "Name";
            typeName = "STRING";
            defaultValue = "";
        };
    };
};

class TAG_subObject : TAG_objectBase {
    scope = 2;
    displayName = "Smaller Object";
    class Arguments {

        ///HOW DO I GET NAME ?  
        class name;

        class size {
            displayName = "Size";
            description = "Size";
            typeName = "STRING";
            defaultValue = "";
        };
    };
};
#

Ah, I figured it out... I feel dumb now. For anyone wondering what I did wrong.. I needed class Arguments : Arguments { and not use class name; I also should rename the first one to TAG_ArgumentsBase or something different to prevent confusion.

shy knot
#

class Module_F;

#

Above your class

tulip escarp
#

Although you are correct

#

Also, to fully get it to work, I also do need class name : name {}; or it wont show up in editor. Even though it shows in config viewer.

hard chasm
#

ArgumentsBaseUnits is not defined

hard chasm
#

Altho it's counter intuitive, it's a noob mistake to alter an existing bis class. Other bis addons will NEVER see your changes because they've already loaded the original class. Even 'worser' <grin> other NON bis classes will/wont see your changes. depending on whether it's friday and what you had for breakfast.

the only thing you are 'allowed' to do is declare where subclasses live in the config tree, Eg

class bisParent
{
    class bisSubclass;
}```
is fine.
class BisParent
{
    varAnything=Potatoes; // should never happen 
};```
*always* use

class myclass: bisparent
{
   class BisSubParent:BisSubParent
    {
//       do whatever you want
    };
};
``` to repeat, you *never* alter *a* bis class, or subclass directly.

again, it may be counter intutive that
```class BisSubParent:BisSubParent```
is a COPY of the original.
#

if you stick to this rule, creating working configs is a piece of cake.

solemn crypt
#

I work on my one units, for equipment i will have a special scope on the weapon.
in the game it gives the weapon with an without a scope.
give it a simple way to create a new class for a weapon with a scope on top, import by the classname of the scope?

dreamy granite
#

Okay so I have finally gotten everything to compile, absolutely no idea what I did different, I can launch the game with the mod loaded, however, now I cannot find the texture

#
{
    class KAF
    {
        units[]={};
        weapons[]={};
        requiredVersion=1.62;
        requiredAddons[]=
        {
            "rhs_c_troops";
        };
    };
};
class CfgVehicles
{
    class B_Soldier_F;
    class rhs_infantry_msv_base;
    =
    {
        _generalMacro="rhs_6sh122_base";
        scope=1;
        displayName="KAF Test";
        uniformClass="rhs_uniform_6sh122_v2";
        hiddenSelections[]=
        {
            "Camo"
        };
        hiddenSelectionsTextures[]=
        {
            "Addons\Data\112_pant_KAF_co.paa",
            "Addons\Data\112_vest_KAF_co.paa",
        };
    };
};
wintry tartan
#

What do you mean by

I cannot find the texture

#

Your config is very broken anyways

dreamy granite
#

I was mostly working on getting it to compile at this point I'll take my victories where I can...

#

Asfor the texture, I am trying to retex the 6sh122 from RHS for a unit I'm wanting to start

wintry tartan
#
class CfgPatches
{
    class KAF
    {
        units[]={};
        weapons[]={};
        requiredVersion=1.62;
        requiredAddons[]=
        {
            "rhs_c_troops";    // <- invalid semicolon
        };
    };
};
class CfgVehicles
{
    class B_Soldier_F;
    class rhs_infantry_msv_base;    // <- no inherit
    =    // <- invalid equal
    {
        _generalMacro="rhs_6sh122_base";    // <- no reason to have this
        scope=1;
        displayName="KAF Test";
        uniformClass="rhs_uniform_6sh122_v2";
        hiddenSelections[]=
        {
            "Camo"
        };
        hiddenSelectionsTextures[]=
        {
            "Addons\Data\112_pant_KAF_co.paa",
            "Addons\Data\112_vest_KAF_co.paa",    // <- invalid comma
        };
    };
};```
dreamy granite
#

What does no inherit mean?

#

Is that something that I don't need?

wintry tartan
#

It is something you NEED

dreamy granite
#

okay don't delete it got it

dreamy granite
#

Okay, so what should go there then?

wintry tartan
#

No idea. I don't know which class is what you want or even your goal

dreamy granite
#

I'm just trying to get the unifrom in game so I can grab it from the arsenal at this point

dreamy granite
#

Well the B_Soldier_F is the one that I found digging through it with the adv dev tools mod

#

So should the first one be uniform base and the the second be the B_soldier_F?

wintry tartan
#

I'm sure B_Soldier_F is not what you want. It is not an RHS class

dreamy granite
#

I'll take a look real quick

#

"rhs_c_troops" found this in the addons tab

#

class CfgVehicles {
class All {};
class AllVehicles: All {};
class Land: AllVehicles {};
class Man: Land {};
class CAManBase: Man {};
class SoldierGB: CAManBase {};
class rhs_infantry_msv_base: SoldierGB {};
class rhs_vkpo_base: rhs_infantry_msv_base {};
class rhs_6sh122_base: rhs_vkpo_base {};
class rhs_6sh122_v2_base: rhs_6sh122_base {};
};
This is all the parents that I can find

#

I'm thinking it may either be the CAManBase or the SoldierGB

wintry tartan
#

Neither

#

They are also not a part of RHS

dreamy granite
#

This is what I pulled from the config viewer, do you think if I look in a retexture mod I'd be able to find it?

wintry tartan
#

I really don't know. What is your uniform you want to tweak

dreamy granite
#

6sh122

wintry tartan
#

Then rhs_6sh122_base should be the parent

dreamy granite
#
    class KAF_test_122: rhs_6sh122_base
#

so it should be like this?

wintry tartan
#

Probably

dreamy granite
#

I'll give it a shot

#

It's still not showing up

#
class CfgPatches
{
    class KAF
    {
        units[]={};
        weapons[]={};
        requiredVersion=1.62;
        requiredAddons[]=
        {
            "rhs_c_troops"
        };
    };
};
class CfgVehicles
{
    class rhs_6sh122_base;
    class KAF_test_122: rhs_6sh122_base
    {
        _generalMacro="rhs_6sh122_base"
        scope=1;
        displayName="KAF Test";
        uniformClass="rhs_uniform_6sh122_v2";
        hiddenSelections[]=
        {
            "Camo"
        };
        hiddenSelectionsTextures[]=
        {
            "Addons\Data\112_pant_KAF_co.paa",
            "Addons\Data\112_vest_KAF_co.paa"
        };
    };
};
#

Here's what it looks like now

dreamy granite
#

okay

hearty sandal
#

scope = 1 hides it

#

the encoding guide should point you to right direction

pastel pivot
#

I'm making MSBS Grot rifle and i wan't to make opitcs and everything works but there are only few vanilla optics. How can i define that all attachments can me mounted?

tulip escarp
#

For Module_F logics, anyone know what is the difference between isGlobal = 1; //global execution and isGlobal = 2; // persistent global execution ? My gut says it has to do with either JIP or Persistent Server setting... but I don't know which to choose or why.

wintry tartan
#

AFAIK 1 only happen when the mission, more like the module has started. 2 is, run it too when JIP has happened

tacit zealot
#

Does anyone know what the manualcontroloffset config in ammo does? This is the only google result and it's not helpful.
This particular parameter shows up in the SOG:PF Kh-66 ammo config.
I've also noticed that for the vanilla Vorona shot, it has a value of 80, and that modded manual control weapons (like CUP) tend to not have the parameter.
https://www.google.com/search?q="manualcontroloffset"&sca_esv=0d192b7b40015184&sxsrf=ACQVn0-RFyFzxPMrkqmUsvsM7TWR2kCBVw%3A1712345502839&ei=nlEQZo_oMuKrwbkPoYiHiA8&ved=0ahUKEwiPr7eL6KuFAxXiVTABHSHEAfEQ4dUDCBA&uact=5&oq="manualcontroloffset"&gs_lp=Egxnd3Mtd2l6LXNlcnAiFSJtYW51YWxjb250cm9sb2Zmc2V0IjIIEAAYgAQYogQyCBAAGIAEGKIEMggQABiABBiiBEi7C1AAWABwAHgAkAEAmAF2oAF2qgEDMC4xuAEDyAEA-AEBmAIBoAJ4mAMAkgcDMC4xoAepAw&sclient=gws-wiz-serp

void plover
#

does anyone know how to use CfgConvert to debinarise .hpp files?

hearty sandal
#

probably should be same way as cpp

void plover
#

When I try it throws this

hearty sandal
#

is there some reason you would need to?

void plover
#

It's really weird because I can debinarise the config.cpp to the mod and that gives me the classname and everything for the backpack I'm trying to retexture, but I can't set the texture on it. I strongly suspect the configs I need to actually change the texture is inside this inconspicuous header file

#

So the config isn't obfuscated or anything

hearty sandal
#

you can see it in the in game config viewer if that one fails

void plover
#

ooo

#

How would I go about that sorry?

#

Still new in the modding scene

hearty sandal
#

maybe best to get the "advanced developer tools" addon by leopard from the workshop for better config search

void plover
#

So it just shows all of the textures as being blank

void plover
shy knot
#

@void plover HPP files should already be viewable by default

#

Double click on them and open with a text viewer

void plover
#

well it's a .bin not a .hpp

#

but I assume it is a binarised .hpp

shy knot
#

And cfgconvert won’t convert it to cpp?

hard chasm
#

@void plover >does anyone know how to use CfgConvert to debinarise .hpp files?
they aren't binarised.

shy knot
#

That is likely an error in the file itself

#

The end of file thing

hearty sandal
#

what is it you try to do

void plover
#

it's called texHeaders.bin, since it's called texHeaders.bin I made the leap to assuming it is a binarised .hpp

hard chasm
#

hpp files generally serve no purpose being in a pbo

void plover
hard chasm
#

texheaders.bin is generated by bis binarise (if i let it) or by me

#

it's an index table into the lods for all p3ds in the pbo

#

it has no practical purpose when extracted.

void plover
#

hm okay I guess I am barking up the wrong tree then

hearty sandal
#

is this WALK your new class?

hard chasm
#

@void plover your assumption was a good one, but happens to be wrong.

hearty sandal
#

Id recommend using more modding tag_ prefix (choose your own) so your classnames are unique

void plover
hearty sandal
void plover
hearty sandal
#

then that backpack cant be retextured

void plover
#

at all?

hearty sandal
#

it does not seem to be set up for it

void plover
#

So this is the original texture

#

is there a reason why if I retexture the texture, I wouldn't be able to convince the model to use it?

hearty sandal
#

yes

#

if the model lacks hiddenselection definitions in it

#

and in its model.cfg

#

which I would guess it does

hard chasm
#

you can examine the p3d's model cfg in Eliteness

hearty sandal
#

πŸ‘†

hard chasm
#

Eliteness will also tell you the name of all the p3d's sections.

#

(don't know the correct name for that. 'sections' is a bis term)

void plover
#

so if I find out the name of the selection in the p3d, I will be able to

hiddenSelections[]=
{
    "theNameOfTheP3DSelection",
};
hiddenSelectionsTextures[]=
{
    "myTexture",
};

?

hard chasm
#

that's above my pay grade (sorry) 'sections' = named selections btw

#

the trailing , is always a mistake in any bis config. it generally causes bis binarise to crash..

#

(pboproject won't let binarise look at any config or rvmat, so while you're in the clear there. avoid doing that ,

void plover
hard chasm
#

yes. try it for yourself.

void plover
#

now I just have to figure out how to use eliteness lol

hard chasm
#

you won't regret having such a useful tool in your corner. it does a great deal more than p3d

tacit zealot
#

If you can figure out that the model actually does have selections, you can define them in your hiddenSelections[] array and suabsequently retexture them in your hiddenSelectionsTextures[] array. The vanilla static turrets are like that, and with a little bit of guesswork and help, I was able to retexture those.

hard chasm
#

anything NOT listed as a componentxxx is a candidate

hearty sandal
#

hiddenselections would be defined in the model.cfg sections[] array. typically named camo/camo1/camo2 etc although any name can be give.
Gut feeling is that it wont be defined though. πŸ˜…

hard chasm
#

the bottom line here i that the model.cfg is also baked into the p3d. this means the selection MUST be in there. no amount of twiddling will change the p3d

faint spruce
#

What determines the value of ballisticComputer in CfgWeapons ?

hard chasm
#

true/false ?

faint spruce
# hard chasm true/false ?

No, i checked the value for various weapons and it always is a string, someting like "2 + 16" for the cannon_120mm and "2 + 4" for the 35mm cannon. It never is a boolean. I tried to use true in a test weapon and it didn't work

hard chasm
#

apologies. just a best guess on my part. 2+16 etc sounds very much like the slot in gear selection display. '2' is the nCells used (width). 16 etc is the slot posn.

cloud saddle
#
ballisticsComputer = 0;        // Disabled
ballisticsComputer = 1;        // Automatic zeroing and lead on a sensor-tracked target (Weapon attempts to calculate and shift the aimpoint to hit a locked target based on range, target movement, own movement, and ballistics of selected ammo type.)
ballisticsComputer = 2;        // Manual zeroing
ballisticsComputer = 4;        // Target Lead indication; since Arma 3 1.60
ballisticsComputer = 8;        // Predicted Impact Point indication; since Arma 3 1.60
ballisticsComputer = 16;    // FCS, Prediction based on laser distance and speed measurement; since Arma 3 1.70
faint spruce
faint spruce
toxic solar
#

question on the laser guided round for the 82 mm mortar. Its trigger distance is 500 meters and if I aim at a target say 100 meters the shell will instantly fire off its submunition and spawn the rocket submuntion that the laser guided mortar has. Is there a way to make it only do so on the decent down? I thought maybe submunitionDirectionType = "SubmunitionModelDirection"; would work but doesnt seem to. Does trigger distance only check in a sphere rather then what I was assuming is the cone that the shell stays locked to

faint spruce
#

Is there a way in the config to allow a tank cannon to target and fire on a ship ?

hearty sandal
nimble sequoia
untold temple
#

Perhaps means static "ships" that are actually buildings/objects

nimble sequoia
#

Yes, perhaps so. In which case, he's probably out of luck.

hearty sandal
#

shooting at static things would require some invisible targets and triggers/scripting Id suppose

faint spruce
hearty sandal
#

AI determines what weapon to use on its own and if a boat can be damaged with MG then it likely wont use the cannon

faint spruce
hearty sandal
#

it could be that it determines it cant hurt it and wont waste ammo

#

is this a modded ship you made?

faint spruce
faint spruce
#

Problem solved, the tank needs amor piercing ammunitions

hearty sandal
#

πŸ‘

faint spruce
#

I'm making a test cannon, i gave this cannon 3 fire modes, one for normal shooting, 2 for artillery. When i use the cannon, if i select the proper fire mode with the ballistic computer, i can shoot with the cannon like a normal cannon an i can also use it as artillery. But why is the AI not able to use it ?

#
class TEST_Cannon_76mm : mortar_155mm_AMOS {
        scope = protected;
        cursor="EmptyCursor";
        cursorAim="cannon";
        showAimCursorInternal=0;
        displayName = "Cannon (76mm)";
        selectionFireAnim = "mk45_muzzle";
        magazines[] = {"TEST_85rnd_76mm_HE_Shells_Mag", "TEST_85rnd_76mm_AP_Shells_Mag", "TEST_15rnd_76mm_DART_Shells_Mag"};
        muzzleEnd = "konec hlavne";
        muzzlePos = "Usti hlavne";    // position and direction of muzzle
        reloadTime = 0.5;
        magazineReloadTime = 10;
        ballisticsComputer="2 + 16";
        FCSMaxLeadSpeed=25;
        FCSZeroingDelay=1;
        modes[] = {"Single1", "Single2", "Single3"};
        
        class GunParticles {
            class Effect {
                effectName = "CannonFired";
                positionName = "Usti hlavne";
                directionName = "Konec hlavne";
            };
            
            class Effect1 {
                effectName = "ArtilleryFired1";
                positionName = "Usti hlavne";
                directionName = "Konec hlavne";
            };
            
            class Effect2 {
                effectName = "ArtilleryFiredL";
                positionName = "Usti hlavne";
                directionName = "Usti hlavne";
            };
            
            class Effect3 {
                effectName = "ArtilleryFiredR";
                positionName = "Usti hlavne";
                directionName = "Usti hlavne";
            };
        };
        
        
#

        class Single1 : Mode_SemiAuto {
            displayName = "Cannon";
            sounds[] = {"StandardSound"};
            
            class StandardSound {
                begin1[] = {"A3\Sounds_F\arsenal\weapons_vehicles\cannon_155mm\sochor_155mm_distant", 2.51189, 1, 1500};
                soundBegin[] = {"begin1", 1};
            };
            reloadSound[] = {"A3\sounds_f\dummysound", 1, 1, 20};
            reloadTime = 0.5;
            minRange = 0;
            midRange = 4000;
            maxRange = 8000;
            aiRateOfFire=1;
            aiRateOfFireDistance=8000;
            minRangeProbab=0.0099999998;
            midRangeProbab=0.0099999998;
            maxRangeProbab=0.0099999998;
        };
        
        class Single2 : Single1 {
            displayName = "Single - Short";
            artilleryDispersion = 0.5;
            artilleryCharge = 0.22;
            minRange = 0;
            midRange = 4000;
            maxRange = 8000;
        };
        
        /*class Single3 : Single2 {
            displayName = "Single - Medium";
            artilleryCharge = 0.3;
        };
        */
        class Single3 : Single2 {
            displayName = "Single - Long";
            minRange = 8000;
            midRange = 11000;
            maxRange = 15000;
            artilleryCharge = 0.48;
        };
    };```
#

I mean there is a normal fire mode for the cannon, so why is the AI not using it to fire on vehicles ?

hearty sandal
#

I dont think any vanilla artillery piece have both

#

so you might need some scripting maybe through some appropriate eventhandler to change AI firemodes

faint spruce
lapis bay
#

can anyone identify what's wrong with this? i keep getting EOF errors when i try to use it ingame

#

been having issues with this for a while now, cant find anything here.

lapis bay
hearty sandal
#

pls use some proper packer to get debug feedback on pack time πŸ˜…

fervent glacier
#

Hello, is there a way (in config, not in script with a while {true} ) to loop a sound on a object and turn it on / off with a command ?
Exactly like Land_Campfire_F when you light the fire you hear a sound which is looped until you turn off the fire.
I would like to do the same thing but the actions in the campfire seem to be hardcoded in the engine, i can't find them in the config

hearty sandal
#

and do you want to turn it back on again?

fervent glacier
fervent glacier
hearty sandal
#

you can tie sounds to animations yes

#

but to making animations play indefinitely is tricky

nimble sequoia
gritty rune
#

what is the house, config class missing error telling me? I looked at the config of the house and vehicleClass is defined

somber cloak
#

@gritty rune anything that is class=house in geolod requires a class land_nameofp3d in the config

gritty rune
#

Thanks Uro, I give it a try

somber cloak
#

@gritty rune here's a bare minimum land class entry in config, you can add hitpoints, detruction effects, doors ladders etc the usual way in the entry, most things are defined in samples_f/test-house' config.cpp > http://pastebin.com/7JQSxe0P

#

basically anything placed on a terrain with any sort of "animation" required a land_xx class

gritty rune
#

ok, my first attempt at fixing failed, I renamed NAM_Hut_1 to Land_Nam_Hut_1 and it still gives the error, I check your config, thanks

somber cloak
#

if it's an un-animated building you can define it as class=building in geolod and iirc it doesnt need a config entry, unless you want it placeable in the editor

gritty rune
#

does nearestBuilding find it then?

somber cloak
#

it should

lapis bay
#

i dont wanna have to copy the whole game into my pdrive

hard chasm
#

use addon breaker because you have no use for my tools if you can't be bohered doing things properly. Next you'll ask me to ignore other errors too.

#

dayz2p takes a max of five minutes with no effort 'copying'. If you're P drive is too small, you aint serious.

gritty rune
#

hmm, is class=house essential in the geo lod as named property maybe?

somber cloak
#

does the building have doors ladders anything like that?

#

lights?

gritty rune
#

most don't, only some

#

no, these are basic huts

somber cloak
#

well then class=building in geolod should be fine

#

you will need a config entry defining thier scope to be placable in the editor >

#

class Building;
class Nam_Hut_1: Building

#

etc

gritty rune
#

they have class=house in the geo lod, I just learned

somber cloak
#

then they need a land_xx class in config :)

gritty rune
#

thanks for your help, it's a bit confusing why those buildings have that error and others don't

somber cloak
#

heheh ;)

#

there you go ;)

#

also when inheriting hous ebase classes always inherit from House_F

#

land_ classes have to be land_name_of_p3d

wheat sluice
# lapis bay is there anyway to get pboproject to ignore missing files?

Older versions of the tool used to allow you to ignore missing files with CLI parameters (-x) but that's not longer possible in the latest releases. But yeah, as mikero said it's not a good idea since it means your environment isn't set up properly (or you haven't done so at all). That's just asking for problems later down the track.

If you're really desparate to avoid unpacking everything into your P: drive, there's always the option of making 0 kb dummy files.

gritty rune
#

ok, thanks, but now I get an error on SMoke1: Cannot find base class

somber cloak
#

you can pm me the config and ill take a look at it for you

gritty rune
#

Uro, thanks a lot, with the old inheritance scheme it worked!

somber cloak
#

no probs dude :)

hard chasm
#

Bis binarise relies on it's configs being in p:\temp generally and p3ds definately when making a map. It has sufficient smarts to copy those items from P:\a3 or Z:\dayz folders when required. (user addons have already ended up in there)

gritty rune
somber cloak
#

nice!

hearty sandal
#

Dokanpbo (was it) can mount p and A3 data without unpacking. (if I recall correct. Never tried it myself but it's dedmens magic)

green verge
#

Guys, I am trying to replace the default vault animation with a jump animation when jogging/running. It works just fine when jogging (the jump is instant after pressing the V key) but when running (with Shift pressed) there is a 1/2 seconds delay to the jump animation when pressing the V (vault) key.
Any help on what I am doing wrong will be greatly appreciated

solemn crypt
#

Hey, give it a way to define a GroupId instad of Alpha 1-1 in the cfgGroup. i have make my one Groups, the name shut be Alpha Bravo Charlie. ?

slim halo
# green verge

instead of modifying interpolateTo and connectTo of other animations, just use interpolateFrom and connectFrom in your own anim

#

as for how to make it faster, use interpolateFrom to connect it to the run/sprint animation, and make sure interpolationSpeed is large enough (3 or above should be good)

#

also make sure the cost is not too low, otherwise you might break stuff

#

set the cost to 1.0 imo

arctic trench
#

Question, Can you hidden selection proxies?

#

That arent magazine ones

nimble sequoia
untold temple
calm pilot
#

Hey peeps, is there any guide for building halftrack physx?

untold temple
#

but it's pretty resource-hungry

green verge
nimble sequoia
untold temple
#

Yeah, it was used on some RHS stuff for a while before the poly limit was increased and allowed us to get rid of proxied parts of tanks like the Abrams

calm pilot
# calm pilot Hey peeps, is there any guide for building halftrack physx?

My issue is that the physx i built behave partially correct: vehicle moves, but tracks and tracked wheels do not get animated, despite working in buldozer and having configured uv animation class for the tracks. Frontal "rubber" wheels and its suspensions behave correctly. Any tips on why this is happening?

hard chasm
#

model.cfg and / or class animations is broken (buldozer relies on neither, because your fingerz are the 'animation')

hard chasm
#

my comment isn't meant to imply you haven't already done the hard work, or that buldozer is innefective in testing it.

calm pilot
#

Is there a way that let me calculate the range of my mrls system? As far as i understood, parameters that are important to the artillery ballistics are the magazine's initSpeed, the artilleryCharge and the turret elevation value. How can i calculate the precise ranges? I think thrust might be an interesting value too?

chilly tulip
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Shouldn't be for artillery. Normally it doesn't use thrust or air resistance. It's just pure ballistic flight based on the initSpeed & charge. So max range is at 45 degrees elevation.

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charge is just a multiplier for initSpeed IIRC

calm pilot
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So, if I understood correctly, at this point what role in that calculation does elevation plays?

chilly tulip
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The vertical component of initial velocity gives you the flight time (motion equation with gravity), and then the horizontal component gives you the distance travelled.

calm pilot
# chilly tulip The vertical component of initial velocity gives you the flight time (motion equ...

Yep, I’m sure is like that, but i’m afraid i have not understood πŸ˜‚ My issue is the following: my computer artillery cannot actually display the exact β€œdonut” that let me and the ai fire at that specific coordinates, the area that gets encircled between the two circles of the β€œdonut” is too thin, making it impossible for me or the ai to fire at that coordinates.

I noticed that init speed in this case, plays an important role. To my specific case, the lower i make it, the better it becomes, but then projectile becomes too slow and won’t reach the expected performances.

Max Elevation is also tied, for design reasons of the vehicle, to 45.
With my current values in the relevant parameters, max range that can be reached is 3-4km, which is perfect.

I just need to β€œtranslate” this into the artillery computer, so that this piece of artillery can be functional.

broken wave
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i'm having difficulties implementing uniforms i've added to cfgvehicle units

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in the arsenal and in the inventory it shows that the unit has no uniform yet visually it looks like it does

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it shows in arsenal

wintry tartan
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What exactly do you mean? Your unit has no uniform yet there is an Arsenal entry as expected?

broken wave
shy knot
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What values would cause a vehicle to endlessly accelerate?

hard chasm
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only ever seen that with the wrong simulation=

shy knot
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On a tank

lean bloom
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Guys, what do I need to do in order for my AnimationSourceSound to play both in case of the source going from 0 to 1, and back from 1 to 0? It currently only works one way, e.g. it only plays when going from 0 to 1, but when going from 1 to 0 it does not play.

hard chasm
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you need to look at ANY door that opens and closes. If you've been smart enuff to get one way working, you'll immediately see how doors are done in the same way you need to. I won't paste the code here to insult your intelligence.

nimble sequoia
drifting skiff
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how is 2d optics and the way bullets come out determined when scoped?
cause they come out differently when scoped

calm pilot
calm pilot
sour breach
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hey there, pretty new to arma addon making. I'm having an issue with creating a module addon where the functions .sqf are not being packed into the pbo and thus, the game cannot recognize they exist.

Why is that? Could it be that I'm setting up the config.cpp file wrong? perhaps the functions folder is all wrong? I'm not too sure what I'm doing wrong here, but it's clearly something hahaha.

source code: https://pastebin.com/2HRrcRmH

wintry tartan
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Addon Builder you use?

limber citrus
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cfgfunctions iirc

sour breach
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didnt know there were other ones ngl

wintry tartan
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I don't know what it does mean

sour breach
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the one with arma3 tools

sour breach
wintry tartan
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Then make sure OPTIONS > List of files to copy directly and make sure *.sqf is there

chilly tulip
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Only works for the UI though. The command line is bugged and there's no way to make it include SQF files when binarizing is enabled.

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At least I couldn't figure out a syntax combo that worked.

sour breach
sour breach
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tytytytyty it worked

hard chasm
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pboProject might be a good alternative for you @sour breach. It has no issues with sqf OR sqs, and init.sqs is pretty much mandatory. (or was, for arma2)

sour breach
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word

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ill look it up

hard chasm
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Be aware, that tool takes no prisoners. It will not make addons where it detects errors.

somber turtle
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so question about uv animations cause i cant seem to get them to work.

i have a model with a selection
the selection is in the model.cfg
the uv animation is on a car config

and in game the uvanimation shows under the config viewer as well as the AnimationSources

but every time use the the animateSource for it will always return 0

hearty sandal
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you may need a cfgskeleton for it too

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and at least 1 fake animation in class animations

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so the thing registers as animated

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if I remember right anyway

somber turtle
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ill add one and yes the p3d is called simhouse

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added a skeletion & animations and still nothing

hard chasm
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you need a bone to animate a model

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more likely a large'ish skeltom

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read the biki and it's model.cfg It's the best document bis ever wrote

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(but sadly, like most things, they don't update it)

untold temple
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UV animation doesn't use model.cfg

hard chasm
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urrrrrrrrrrrrrrrgh

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(i ignored the 'UV')

untold temple
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Actually no, you're right. I forgot it needs a "fake" animation as a source to trigger the UV anim as well

hard chasm
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binarise will only bake (those parts of) a model.cfg which actually exist.

untold temple
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Yeah but by "fake" I mean make an animation with the same source that doesn't animate anything visual. The bone can just be a set of mem points or verts, or a hidden polygon

hard chasm
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Ok. the other thing the model.cfg is not being baked at all (binaries doesn;'t report errors) he may not have a class car in a parent config.

untold temple
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@somber turtle your animation Test_SourceY needs a valid class animationSources name, not "user"

hard chasm
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nice spotting there.

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ummm it's supposed to be section[]= not sections[]=??

somber turtle
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ok so i changed it to a show animation instead and added a vertex as a bone in mem

somber turtle
shy knot
mossy scaffold
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Is he supposed to be standing in the doorway??

wise pulsar
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I have tried literally everything I can think of to make this work and I've had absolutely no luck at all. Am I a fucking moron? Has the code changed since the wiki tutorial was released? I can't even get anything to show up when using this config. I've been at this for like six hours and I haven't been able to find a fix or solution literally anywhere.

pallid sierra
wise pulsar
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At this point I'm just throwing shit at the wall hoping something sticks

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(I also noticed I'm missing the 'class' tag before the names this go around so I'll slap that back on there and see if that magically fixes it, but seeing as it was there prior and didn't work I'm not going to get my hopes up. Update in a few.)

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oh my god you're kidding me it did magically just work

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WHAT

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WHY

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well whatever, i'll take my W where I can get it, at least I got one victory tonight

pallid sierra
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yeah i see your error was line 9

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surprised you didnt get any crashes or errors from it

wise pulsar
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Yeah you and me both

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It's weird because I had the proper tag there earlier and it was still borked then, so I imagine I must have had another error aside from that earlier which I fixed and then screwed up what was already working. I don't know how I managed that but here we are lmao

pallid sierra
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line 9 and 61

wise pulsar
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Yee, both fixed now, it's werkin'

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Hopefully getting the garrisons working doesn't give me any troubles but I'll worry about that tomorrow after work

faint spruce
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Can any equipable item like uniforms, goggles, backpacks have armor ?

untold temple
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Uniforms can - CSAT's uniform has higher armour values than the NATO ones. goggles/glasses slot items are just cosmetic, so no. Unsure about backpacks but probably not

toxic solar
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Do MFD's get disabled when entering gunner view?

wintry tartan
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AFAIK yes

toxic solar
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Dustie I cry

faint spruce
pastel pivot
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Does anybody know why when I mount sight my foresight and backsight are folding but they teleport to my leg. I have changed memory lod and model.cfg a few times and still nothing

hearty sandal
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does your weapon have autocenter 0 named property?

pastel pivot
hearty sandal
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scrollwheel and middle mouse button