#arma3_config
1 messages Β· Page 26 of 1
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.
And if you really don't want them, you can exclude them using hemtt as outlined on the page linked above
Binarization is used for models.
You want to disable rapify if you want the game to handle your config parsing.
Gotcha, always get those confused
Binarization is what bis binarise.exe does to models to turn them into ODOL
Rapification is the process of turning plain text configs into binary format (.bin)
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.
@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.
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
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
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.
i dont have a Cfg Vehicles
thats the only file i have that has complexGearbox in it
..which is part of CfgVehicles.
^ 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.
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
so, 1st iteration of protection documentation https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
@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
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 π )
The response was not "not planned - why would you want to do that anyways?"
You opened a bug ticket, what you posted in the ticket was not a bug, so I closed it and followed up with "why are you trying to do this", so I can understand your situation
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
Good idea if i understand correctly: place all debug-related Macros into a separate optional addon? I will see if this is possible. One of my optionals is used for in-game Unit Testing. Perhaps I can put everything in there. Although, I may have issues of config loading order as UT addon loads post-everything-else and that idea is probably not possible.
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
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
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
no worries, I was totally confused all the way around. my apologies. Since I have you, can I point ONE other thing I noticed in HEMTT (not a bug or big issue - just irritating)?
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.
It's been disabled in the upcoming version until type checking is ready to support it properly
ok, it wasnt producing any issue. I just keep telling it politely to the screen "I cant do that" lol
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
the parseNumber one is what was showing up when it shouldn't
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
which vehicle configs state how many seats are in a vehicle again?
look up transport in the alphabetic listings of cfgvehicles in the biki
Generally:
Driver (1) + Count of Turrets + transportSoldier
- assuming appropriate driver/commander/gunner/cargo proxies in place
- assuming cargoProxyIndexes[] set-up correctly
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)
anyone know why?
this is in cfgweapons btw
You need hiddenSelections in ItemInfo
wait, just move hiddenselection and hiddenselectiontextures into the class item info brackets?
No, you need hiddenSelections in both areas
so copy over hidden slelection int onto the brackets
do i also need hiddenselectiontextures in both areas?
because i still get this
It'd uniform and you are editing only the item part of it
You also need the character in cfgVehicles
I recommend looking at the sample man and character encoding guide in the wiki
whats the proper way to make the eye position still available for a gun when a scope has two modes? π
each mode has its own position if I recall right
will look into it ty
Eye on the gun itself is for ADS. Optics have their own view memory points
Is there a guide to getting the correct phyxs for your vic or is it a lot of trial and error
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
this is the caracter part of the config
this is the cfgVehicles part of the uniform
and this the cfgWeapons part
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?
Copy a close enough vic from base game and edit as needed
Okay, time to work out why it lags my game and blows up when i go to drive it in game then
there isnt any full guide
but a guide would not tell you why it behaves like that anyway
check that you have correct amount of wheels and the mass of the vehicle is not crazy
and wheels have all the required memorypoints
okay
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};.
If you want to get an idea of what each value in the array corresponds to the side alignment, you can refer to this article:
https://community.bistudio.com/wiki/Side
From what i cant tell i have everything set and wheel mass is 15
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.
thats a lot of springstrength
yeah i changed it and forgot the orginal one
it should be vehicle mass divided by wheel count
okay, is that its out of game mass?
has been updated to 5125 which is 41000kg divide by 8
that should have at least some effect. no idea if it fully fixes your issues
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
would -1 work for and IFV
for carx simulation I'd usually use the correct calculated value
okay, now to work out the geo LOD mass
The Geo LOD mass is just what you've set in the Geometry LOD
i didnt setup the Geometry LOD, so not sure how to check for it
You have permission to edit the model?
Yeah
or you're just changing config for an existing model that you can't open?
i have permission to open it, as its a friends project that he stoped working on, since having a kid
ah mixed the parameters. π
So you open the p3d, go to Geometry LOD, select all the mesh and look at the total mass window.
so its 24160.000
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
Assuming that you have numberPhysicalWheels = 8; in config, then sprungMass = 3020;
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
dont have it in the config but thats how many wheels i have
Ah wait, sorry, the wheel_1_9 thing is for tankx, but your config says carx
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;```
Trying now
Check in buldozer that as you increase damper from 0 to 1, all 8 wheels move upwards
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
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
that would probs explain why then, time to set them up
THANK YOU! it works after 2 days of scouwering 5 year old forum posts
modelsides is by far the most annoying addition to arma
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").
wasnt that back when arma was getting negative press for "uhhh terrorist game"
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).
Done, thank you sire it no longer goes boom when spawned in,
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
Is there a sample/reference document for how to make pylon weapon configs?
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts
this page should have some examples. Used the cfgvehicles part of this page myself a while ago and it worked
cheers, odd that there aren't any pointers to this on the config reference pages
i also had to ask people here to see if they knew where to find it, indeed wierd
You define the gunner type in the door gun turret class
So, gunnerType="class of unit"
where is the audible range for ai defined in a weapons config
or is it an automatically done calculation?
In the fire modes
am i just really blind
whats the property name supposed to be? am looking through srifle_DMR_04_F (the integrally suppressed gun) and cant see it
so im at an impass some how i manged to do the following https://gyazo.com/80285a8166a8d195bb5e5bc683ffb85c but not sure hot to fixs it
Check your bound points or itβs bad physX values
ill check the bound points its probs them
fixed the bouncing wheels not it just wont move with engine on
Check physx/geo
Problem is i dont see anything wrong in either
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
Do you have a geo phys
You need a geo phys
yeah in that its just Components09
Bad geo phys then
You reffering to the physx.hpp
Geo phys in your p3d
ah
ill need to the other stuff then
https://gyazo.com/3fc8ab9ffb324036d7f9eaae3a8455de this is the result of that
Bad geo phys
could it be cause i had stuff in the geo that had weight on them
Only regular geo should have weight. The other geos canβt have weight
okay ill test it now
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?
I'm looking at https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Optics but I don't yet see how to convert "16x" to these numerical values.
Any thoughts on how too make 3 different zoom magnifications instead of just going straight from 1 to max?
Oh wait no I see
sorry
that's discreteFOV[]
thats all that i have in there with a mas of 0
thats the geo physx for the vic
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.
Ok, should have 0 weight
it does
Got a link to it
thanks google didnt like Biki at all
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;
};
};
};
};
};
That is not where you declare itemInfo. You want the itemInfo from MBAV_Ranger_v1_1?
correct yes
Then declare itemInfo there, not as a child of CfgWeapons
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
...
};
};```
Can't write a snippet rn, but in MBAV_Ranger_v1_1, not in your fix
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;
};```
Figured it out thanks to your hint, ty
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?
Parent EHs can be removed upon one forgot to inherit
It is
I kinda think EH should be the exception of such overwrite but too risky as well, so not sure
If you see a vanilla unit's config is broken as that, yeah, report in #arma3_feedback_tracker
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
@opal crater (sorry for the ping
)
#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?
Β―_(γ)_/Β―
idk what are you doing
if you are using CBA use CBA XEH for event handlers
im not, thats why im asking :p
Im just adding some systems initializations to init eventhandler of the man class
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?
they have special system to swap weapons basically
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
Each weapon uses different hand anim
it cant be swapped live so they swap different weapon variant instead
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
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.
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?
should be
sourceIndex? gonna try with -1 maybe it works 
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
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
π
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
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?
Just programming things I suppose
oh okay, well I guess I will find out when I really need that, not using sourceIndex so far has wokred out well so far
I appericate jet mods now even more
for all this mfd stuff
looks like my last question wasn't my last question after all π . 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";
};
gunnerType = "CRM_Pilot";
This will be defined inside a class Turret, so you are going to need to set-up turret inheritance from the RHS UH60 into your helicopter, then add that gunnerType change inside the gunner turret.
how does one set that ingeritance up? from what i understand it would just be adding class turret {GunnerType = "CRM_Pilot"}; , no?
Set aside a few days for research to work on your understanding of turret inheritance, it's not necessarily straightforward.
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
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.
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
Thank you so much, its works perfectly!
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.
No
But it is same as with anything else.
Could I get a link to the guide for that? I found it once but can't find it now for whatever reason
There isn't really guide for that either. Closest you might get is the character encoding guide on the wiki or maybe the arma3 modding samples
It boils down to understanding how configs are built
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?
check out the wiki page I mentioned and try to get the hang of basic config structure
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
oh okay well in that case I have it correct
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
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
great
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
well I got it with CFG patches XD

Is there a guide on how to get people sitting int he right spot in a vic, instead of everyone in the middle
needs proxies for different positions
in the model
not config related
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
thats not a proxy
proxy is the triangle thing named proxy: bla bla bla
look at the sample models for reference
will do
What should I put for required addons if it needs RHSAFRF?
the cfgpatches classname of the config you use parent classes from
when creating a chemlight, there is the line; effectsSmoke = "ChemlightLight_yellow";
Where is "ChemlightLight_yellow" located in the config?
I recommend getting all in one config dump so you can cross reference such things easily by searching one file
cool, would you know how I go about getting one?
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
there is a script command for that
check the sample models and their configs for structure reference maybe
So I should be testing this with only the config in the file correct?
yes I suppose that would be best approach to narrow it down
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
is it something they can see? sensors can see? can they actually damage it?
Yeah they will look at it, even follow it, but wont shoot at it.
It's the heli version of it, my vtol version works fine as a plane, ai have no problem taking it down
sounds a bit odd but could be something goes different in the configs anyway
Is x25 zoom the max magnification? game limit wise. I never see anything with higher zoom levels
@dreamy graniteconsider using pboProject for crunching configs. It's free and it gives reasonable error messsages.
I doubt that. the zooming in/out basically is just modifying the view angle
the lower towards 0 you go the narrower the view and more you "zoom in"
what have you tried that did not work?
oh I was just curious b/c I never saw it being higher then 25. figured yall would be able to awnser π
Is the gunnger FOV setup the same as the drivers fov
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
tried that, first image is not ADS, and then 2nd image is ADS π¦
any thing else I should try?
hmmmm nope I have no idea, the only MFDs i had messed with were crosshairs in aircraft
tbh I wouldnt be suprised if the game disabled MFDS for I guess performance reasons 
it woudlnt surprise me also but they work fine in aircraft but it might depend on how the 'optic' mode works
Okay I will go take a peak at aircrafts see if they have anything maybe
Or HEMTT which is free and open source and gives very nice modern even colored error messages
Is turned out camera postion defined under turrets, as when i turn out the camera fov is int he model center
gunner turned out position?
is defined by the gunneraction
as in the animation that plays on the character tied on the proxy position
ah, Time read up on how to do that
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?
wheres the parent cargoturret coming from?
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
yes well that assumes cargoTurret is defines somewhere earlier. otherwise its just empty class you inherit
that does nothing
ah, so i need to define what cargo turret is
well if you intend to inherit from it
this is the stage where you got to understand what you do
π
blind copypaste wont work
yeah, im slowly learning
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.
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.
Upon looking it seems as if maybe the seats are coded as turrets, but I might be wrong.
Anyone know for sure?
anyone know if there is rappel animation available?
Not in vanilla. Mods might have such
thx
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;
};
};
You should also have a CfgPatches class with SHGT_IED_LandSmall in Units []
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"};
};
};
Looks good, although you could reduce requiredAddons to just A3_Data_F_Decade_Loadorder and CUP
Thanks! Unfortunately it still doesnt show
Not sure if the problem, but are you using a p:\ drive and what are you building with?
no, just the standard addon builder
Does the item show in the Eden lists?
Yes and i can spawn it just fine with scripts
Does the item you inherit from IEDLandSmall_F show in Zeus?
It's called "Small IED (Dug-in)"
I've checked - yes it does
It does yeah
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
even removing all paths and making it a direct copy except for the classname and displayname, it still doesnt show unfortunately. I must be missing something else
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)\
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
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.
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)
hmmmm.....
You may need add to requided addons addon where ig_supplyCrate_F is and make sure you have game master module and from list of add-ons selected all (All addons (including unoffial ones)
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
congrats btw.
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
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.
Shouldn't we use to the game default for class?
I mean like I_soldier_F
Instead of my_soldier
If you want yes
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.
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?!?
It is how the loading screen works
Ok so it's always going to be a random bit of the image 
That's rough, ok thanks
You could see it always does it for vanilla terrains too
Honestly I never really paid much attention till now.
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.
I had to rewrite entire thing from scratch in order to work, wierd stuff π
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.
That's how I do it - file is created in the game root folder named "AiO.versionNumber.cpp".
However, it looks like there may be a newer, easier method which you could try ("Diagnostic branch" only):
https://community.bistudio.com/wiki/diag_exportConfig
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
Does the diagnostic branch work with mods that have spaces? I can't seem to get it working with CUP for example
I doubt that spaces in mod names is a good idea but haven't tested as all of my 90+ are properly named using underscores if needed.
Just load arma with the mods you want included in the dump. You couldn't have an AiO with only the mod differences though, has to include the A3 inheritance I should think.
Yeah that's the point
Run two dumps - one with mod, one with vanilla. Then do a notepad++ diff
Hm, maybe that'll do
I'm not sure what you mean. Do you mean the pbo itself? Or the mod folder with the addons inside?
Both, but was talking about mod folders as that is what you referenced.
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
and idk why
@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.
Possibly unrelated to the issue, but you should name the texture either with a _co or _ca suffix before converting to .paa.
Likely it should be tube_ca.paa.
I did make sure to have the \ at the start, idk why but it has to be something with the name au_44_mortar cause if I put a image that I know does work, the same error happens
Okay will try when I can today, tho gvein the above ^ where I tried an image that works maybe arma just doesnt like the number 44 
or if I move it folder above to say \OPTRE_Temp_PBO\data\icons\tube.paa
my guess would be numbers overall
Guys I added 5th uniform and it says "no entry" in game
I coded correctly idk what's the problem
error in your code
Like?
5th uniform
i actually did something but still i see this
and the uniform works but with different texture
I think I realized the problem
what was it?
no have not looked but you said you realized it
No I didnt
I sent config
Btw man the texture I changed its Paramilitary uniform but model is independent uniform
Both are same but different textures
@hearty sandal
ill take a look when I can
class I_Soldier_05_F;
class BlackHand_UniformIndep_05: I_soldier_04_F
Should be _05_F ?
I fixed that still had problem
Or have you check there is avaible I_Soldier_05_F ,
Because in A3 confs is only 01-04
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
Hmm maybe cuz of that
Doest it matter which class I choose?
yes
So what should I do?
It's independent uniforms
So change it to what?
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
Must be independent?
I already said I have independent uniforms
must be the one you try to alter
I don't understand
I mean which soldier class
the one you try to retexture
I dont know how else to say this
I do not know exactly which one you retexture, that you will have to know yourself
Anyone know what could cause a "binarise crashed" error? PBOproject was working just fine, now it is breaking.
could be corrupt file
what did you do last time?
@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.
Added a couple P3Ds. I might have to reexport them π€₯
Also, nice to meet the king π€
iv spend a long time doing it and wanted to let you know i figured it out and got it working
@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)
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
No .pbo needed
still no good
changed it saved and restarted and its still not showing
you're still missing more, check the example again
i cant find a direct expample for the evannex
Would be nice if you shared your solution.
Guys I retextured and added some uniforms but the class limit is 4 I wanna make more uniforms what should I do now?
What even is "class limit"
I used i_soldier_f
For 4 times
I tried to use for 5th uniform it didn't worked and I asked here about it and they said limit is 4
There even is no such "limit"
So what should I do?
Fix your config issue?
Idk how?
Without tell us more info nothing can be said
I also sent config
U didn't look
Ah you meant that
Horrible goat and other guy looked and they said limit is 4
Nobody said so. They only said the existed vanilla config are 01 to 04
He said uniform 5 not exist
So why not 5?
A parent class have children classes as many as you want
Because the class doesn't exist?
I made I_soldier_05_F
If u mean that
Or its something else
^ that one in particular you should look at
I'm not sure that helped me
well you seem to completely misunderstand how uniforms work
I added 4 uniforms they worked fine but not for 5th
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?
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
Or I_Soldier_F I_Soldier_02_F or others
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
But it says i_soldier_f defined
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"};
};
Ah
So don't need class i_soldier_f for others
no - parent classes only need to be defined once per config - that's what the error was complaining about, it being defined twice
Actually it defined 4 times and worked fineπ
thats because 01, 02, 03 and 04 are different classes
You have never declared I_Soldier_F twice
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
class parent;
class child1: parent
{
};
class child2: parent
{
};
class child3: parent
{
};
class child4: parent
{
};
class child5: parent
{
};```This is a valid config
Yeah this
Thanks
When binarize crashes, it should leave behind a .mdmp file (Maybe in A3 Tools folder), send me that
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
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?
i need a way of checking when a logic entity is deleted is there an event handler for that
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>
With pboProject?
yeee
Is your log truncated as it doesn't end with success or failure message?
i dont think so i wouldnt know what setting would of set it to a shortened message
these are the settings ive got
pbo project 3.57
Ok, latest free is 3.91
ah good to know
But are you getting a fail message somewhere?
You could try switching "Binarise has errors" to a WARNING.
ok
so ive updated to 3.91
my pc is not happy about that π
There were probably some dll's updated along with it, make sure you get all the latest files.
its been ages since ive downloaded it what do i need again?
thanks amigo
getting an error now apologies if im being a pain
this is before i even get to pack anything
Have you run the Arma 3 Tools and set the Options > Paths?
this?
i never had to do this last time iirc
Yes, set those 2 paths
ok
Success!
well failure but at least mikeros working now
i should be able to handle it from here
||he says||
just 2 missing texture files perhaps
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?
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
copy ill add those
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.
What is the unit for thrustTime value of CfgAmmo ?
https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#thrustTime
Seconds
thanks
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.
- The particle clouds are "clipping" into the floor, leaving this straight line where the partile stops and the floor starts.
- 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
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?
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"
You have warnings are errors on in PBOProject
no, I think it's something else, b/c even with it checked off, it still does it.
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
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?
What determines, in basic flight model, how fast a helicopter responds to up/down collective stuff
like the engine power for lifting faster
@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.
oh ye ye. just for this mod. Immidiately changed it back before I closed it x3
Is it possible to modify an artillery turret so we can use "T" to set target ?
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.
Backpacks need predefined cargo - check out the ammo bearer config from base game and see how his backpack is a somewhat special classname.
how can i get this config?
Config viewer
Grab Advanced Developer Tools (a mod) to get a better and faster config viewer as well
okey thanks
When looking at that backpack, specifically look at the TransportXXXX classes (transport Magazines, etc) to see how to add stuff to em
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
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.
from a class that arma already has or an entirly new one?
A class Arma already has.
yes your object indeed has no simulation type etc so it is practically nothing
If this runs without errors in editor Im surprised
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";
};
};```
what would be a good static class to referance in arma?
could i go into eden and just find one and grab the class name off of that
By "static" class, do you mean a "Static Weapon", such as a mounted HMG, or something else?
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).
ThingX being something that can be referanced?
X makes be think physx stuff
Yes, ThingX objects have physx.
i see
Pure static objects are usually children of NonStrategic
ok. So use NonStrategic for no physics and ThingX for physics. but assume that these are just what arma uses
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.
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
Or you could follow my suggestion.
Will do many thanks π
update. It works Many MANY thanks
Is it possible to disable a vehicle sensor via script, or does it mostly require a config edit for each vehicle?
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
So disable a sensor not whole of them?
Correct specifically looking to suppress "Visual sensor" values
I just dont know the correct way to go about it
No by script. Config, maybe
Ah figured, I'll go make some coffee then
Or better to go bed
So nobody knows how to do that ?
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 ?
I don't think being cannon and arty in the same time is not possible
Hmm, i don't understand why. In real life, an artillery cannon can also be used as a simple cannon
its more of how it works ingame/behind the scenes rather than irl
You don't need to know why and apply IRL fact into Arma
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
I'll give it a deeper look, maybe i missed something
It wouldn't make sense for a military simulator not to be able to do that
It remains a game but well, I always heard about Arma 3 as being a military simulation
And I actually thought you meant lock target or something, but zeroing?
i mean zeroing
But it is
Nope
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
It's not, but anyways
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.
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.
This is a snippet. Not the whole file
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.
ArgumentsBaseUnits is not defined
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.
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?
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",
};
};
};
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
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
};
};
};```
It is something you NEED
okay don't delete it got it
Okay, so what should go there then?
No idea. I don't know which class is what you want or even your goal
I'm just trying to get the unifrom in game so I can grab it from the arsenal at this point
Also you need to figure out which is the base class
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?
I'm sure B_Soldier_F is not what you want. It is not an RHS class
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
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?
I really don't know. What is your uniform you want to tweak
6sh122
Then rhs_6sh122_base should be the parent
Probably
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
You still need to follow this
okay
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?
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.
AFAIK 1 only happen when the mission, more like the module has started. 2 is, run it too when JIP has happened
Perfect, thank you.
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
Most mods use CBA joint rails
does anyone know how to use CfgConvert to debinarise .hpp files?
probably should be same way as cpp
When I try it throws this
looks like you cant open that one
is there some reason you would need to?
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
you can see it in the in game config viewer if that one fails
maybe best to get the "advanced developer tools" addon by leopard from the workshop for better config search
So it just shows all of the textures as being blank
But the backpack is still very much visible in game
@void plover HPP files should already be viewable by default
Double click on them and open with a text viewer
And cfgconvert wonβt convert it to cpp?
@void plover >does anyone know how to use CfgConvert to debinarise .hpp files?
they aren't binarised.
yes? when no hiddenselection is defined the p3d defaults are used
what is it you try to do
it's called texHeaders.bin, since it's called texHeaders.bin I made the leap to assuming it is a binarised .hpp
hpp files generally serve no purpose being in a pbo
wasn't aware of this, I am just trying to retexture and use the original model/mod as a dependency
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.
hm okay I guess I am barking up the wrong tree then
then assuming it can be retextured, you would need to have just add your texture path to the hiddenselectionTextures
is this WALK your new class?
@void plover your assumption was a good one, but happens to be wrong.
Id recommend using more modding tag_ prefix (choose your own) so your classnames are unique
Walk is the original class from the dev

Mine is WALK_53CO, I'm getting you guys some screenshots now
then that backpack cant be retextured
at all?
it does not seem to be set up for it
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?
yes
if the model lacks hiddenselection definitions in it
and in its model.cfg
which I would guess it does
you can examine the p3d's model cfg in Eliteness
π
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)
so if I find out the name of the selection in the p3d, I will be able to
hiddenSelections[]=
{
"theNameOfTheP3DSelection",
};
hiddenSelectionsTextures[]=
{
"myTexture",
};
?
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 ,
Will this work if the p3d is not openable by object builder?
yes. try it for yourself.
now I just have to figure out how to use eliteness lol
you won't regret having such a useful tool in your corner. it does a great deal more than p3d
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.
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. π
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
What determines the value of ballisticComputer in CfgWeapons ?
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
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.
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
Hmmm, where the hell did you find this ?
They got updated at some point.
Ok, my bad, i didn't read the wiki correctly. Thank you very much π
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
Is there a way in the config to allow a tank cannon to target and fire on a ship ?
I don't think there is anything that should prevent it
They already do.
Using the SOG:PF dlc, place a MACV STAB boat in a river, with a PAVN T-54B tank on the river bank and watch it fire it's main cannon AND coaxial MG at the boat.
Perhaps means static "ships" that are actually buildings/objects
Yes, perhaps so. In which case, he's probably out of luck.
shooting at static things would require some invisible targets and triggers/scripting Id suppose
Is it something specific to SOG PF ? Because i don't have this DLC and when i place a boat next to a slammer, the slammer never fires its main cannon
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
I tried to use a moded ship which crew is protected and the tank just do nothing
it could be that it determines it cant hurt it and wont waste ammo
is this a modded ship you made?
it can destroy it, when i use doFire, the tank manages to sink the ship
Problem solved, the tank needs amor piercing ammunitions
π
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 ?
most likely there is no logic for AI to swap between artillery mode and direct fire mode
I dont think any vanilla artillery piece have both
so you might need some scripting maybe through some appropriate eventhandler to change AI firemodes
Well i'm not even sure it's gonna work because the AI doesn't fire even when i leave it on the good fire mode and use doFire
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.
how do you pack it?
PBO manager
oof
pls use some proper packer to get debug feedback on pack time π
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
how do you want to turn it off?
and do you want to turn it back on again?
yes
i would say, with animateSource if it works ?
you can tie sounds to animations yes
but to making animations play indefinitely is tricky
Missing [] after position in two places.
Do yourself a favour and get Mikero's pboProject to build with. It took me straight to the error.
what is the house, config class missing error telling me? I looked at the config of the house and vehicleClass is defined
@gritty rune anything that is class=house in geolod requires a class land_nameofp3d in the config
Thanks Uro, I give it a try
@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
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
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
does nearestBuilding find it then?
it should
is there anyway to get pboproject to ignore missing files?
i dont wanna have to copy the whole game into my pdrive
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.
hmm, is class=house essential in the geo lod as named property maybe?
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
they have class=house in the geo lod, I just learned
then they need a land_xx class in config :)
that's the start of the current config: http://pastebin.com/xVL7ZF8h
thanks for your help, it's a bit confusing why those buildings have that error and others don't
heheh ;)
there you go ;)
also when inheriting hous ebase classes always inherit from House_F
land_ classes have to be land_name_of_p3d
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.
ok, thanks, but now I get an error on SMoke1: Cannot find base class
you can pm me the config and ill take a look at it for you
Uro, thanks a lot, with the old inheritance scheme it worked!
no probs dude :)
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)
house occupy script works now: http://steamcommunity.com/sharedfiles/filedetails/?id=569397913
nice!
Dokanpbo (was it) can mount p and A3 data without unpacking. (if I recall correct. Never tried it myself but it's dedmens magic)
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
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. ?
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
No. Textures and animations within proxies are not accessible.
You can actually, at least for vehicle parts. it uses the same tech as retexturing your wreck proxy model https://community.bistudio.com/wiki/Arma_3:_Setting_Textures_for_Wrecks
Hey peeps, is there any guide for building halftrack physx?
but it's pretty resource-hungry
Will do! Many thanks! I will also take a look at the config from Spearhead 1944 that also added the same anim to their vault. I hope they use config and not scripts π
I was aware of the wreck texture setting, but you're saying this can be used on non-wreck LOD proxies too?
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
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?
model.cfg and / or class animations is broken (buldozer relies on neither, because your fingerz are the 'animation')
Alright, thanks buddy
my comment isn't meant to imply you haven't already done the hard work, or that buldozer is innefective in testing it.
F, Thanks 
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?
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.
charge is just a multiplier for initSpeed IIRC
And how does it work? Yes, my max elevation is 45, and thatβs one value. So, by multiplying initspeed and different artillerycharge values i get the ranges?
So, if I understood correctly, at this point what role in that calculation does elevation plays?
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.
Yep, Iβm sure is like that, but iβm afraid i have not understood π My issue is the following: my computer artillery cannot actually display the exact βdonutβ that let me and the ai fire at that specific coordinates, the area that gets encircled between the two circles of the βdonutβ 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 wonβt 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 βtranslateβ this into the artillery computer, so that this piece of artillery can be functional.
i'm having difficulties implementing uniforms i've added to cfgvehicle units
in the arsenal and in the inventory it shows that the unit has no uniform yet visually it looks like it does
it shows in arsenal
What exactly do you mean? Your unit has no uniform yet there is an Arsenal entry as expected?
Yes, i'm asking how can I apply the uniform that appears in the arsenal onto the unit
What values would cause a vehicle to endlessly accelerate?
only ever seen that with the wrong simulation=
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.
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.
There's quite a few things this could be, but start with increasing (both the same)
dampingRate
dampingRateInAir
in class Wheels {}.
Try 2000. If that stops it dead, keep halving the number until it moves (too fast) again.
how is 2d optics and the way bullets come out determined when scoped?
cause they come out differently when scoped
By just raising the maximum elevation, now the artillery computer doesn't act funny anymore, but ai still uses the first burst/firing mode, not switching to the other ones that can expand their range π€
min/mid/maxRange and Probab's might be the right values to tweak in this case
Yep it was
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
Addon Builder you use?
Do you have your functions defined in the config?
cfgfunctions iirc
the normal one?
didnt know there were other ones ngl
I don't know what it does mean
the one with arma3 tools
yeah, as far as I know. Maybe they're not being defined correctly? All the source code is in the pastebin.
Then make sure OPTIONS > List of files to copy directly and make sure *.sqf is there
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.
At least I couldn't figure out a syntax combo that worked.
i dont run the cli tool so i should be fine, i hope.
giving this a shot now, will lyk
tytytytyty it worked
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)
Be aware, that tool takes no prisoners. It will not make addons where it detects errors.
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
is the p3d called simhouse?
you may need a cfgskeleton for it too
and at least 1 fake animation in class animations
so the thing registers as animated
if I remember right anyway
ill add one and yes the p3d is called simhouse
added a skeletion & animations and still nothing
you need a bone to animate a model
more likely a large'ish skeltom
read the biki and it's model.cfg It's the best document bis ever wrote
(but sadly, like most things, they don't update it)
UV animation doesn't use model.cfg
Actually no, you're right. I forgot it needs a "fake" animation as a source to trigger the UV anim as well
binarise will only bake (those parts of) a model.cfg which actually exist.
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
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.
@somber turtle your animation Test_SourceY needs a valid class animationSources name, not "user"
ok so i changed it to a show animation instead and added a vertex as a bone in mem
cfgModels wiki says
sections[] =
{
"section1"
};
That seemed to be the issue! Thanks
Is he supposed to be standing in the doorway??
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.
its possible as with anything.
have you made sure you did this as well?
I have, yeah. I attempted it the way it's shown there, I've done it in "full quotes" (as someone else suggested on the forums years ago), I've tried it without any brackets or quotes or anything at all, nothing seems to work.
At this point I'm just throwing shit at the wall hoping something sticks
(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.)
oh my god you're kidding me it did magically just work
WHAT
WHY
well whatever, i'll take my W where I can get it, at least I got one victory tonight
yeah i see your error was line 9
surprised you didnt get any crashes or errors from it
Yeah you and me both
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
line 9 and 61
Yee, both fixed now, it's werkin'
Hopefully getting the garrisons working doesn't give me any troubles but I'll worry about that tomorrow after work
Can any equipable item like uniforms, goggles, backpacks have armor ?
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
Do MFD's get disabled when entering gunner view?
AFAIK yes
I cry
hmm i want armored glasses, i gonna have to handle the damage myself
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
does the animation work in buldozer?
does your weapon have autocenter 0 named property?
how to see animations in buldozer?
scrollwheel and middle mouse button

