#arma3_config
1 messages · Page 27 of 1
how about the named property
everywhere name is the same
can you screenshot the geometry lods named properties list?
Thank you so much, it worked!
Fun side note, I wanted to see how the Spearhead 1944 guys handled their jump (using the same animation) so I checked their config, and it turns out they have the same issue I am having of a delayed jump when running a full speed 😅 , so I guess your suggestion would fit them as well 🥳
possibly lacks complete interpolation chain between the run and jump animations
yeah, the house occupy script by Zenophon looks for positions from which to shoot through windows or doors, so I take that the doorway is a feasible position there
I was thinking as opposed to him using the doorframe for concealment
Hello
I'm trying to add a tee combat fatigue but idk the config for it
It needs some extra stuff?
Nvm it fixed
like leaning out from behind the wall into the door?
You have not inherited a correct parent class
mymodel has no parent. study one of the bis configs.
does not necessarily require a parent to be honest, but requires bunch of engine required parameters that are easier to inherit from a parent
explanation on how to read that kind of error message
what could be the issue of everytime a player joins the server their uniform turns black like this? every single one
My wild guess is just badly made Mod or a scenario
Does that only happen with one specific set of uniform that the player is given at start, or across multiple missions with different loadouts and uniforms etc.?
Hello, I installed the "MarXet" mod and everything works correctly, with the database, ect...
but I have my server on the chernarus_A3 map
The problem is that the trader does not appear, and I use this way:
class CfgTraders
{
#include "TRADERS\CfgTraders.hpp"
};
Does anyone know how to adapt the MarXet trader file to this type of trader that I use?
this is how MarXet generates traders
{
//!////////////////////////////////////////////////////////
//! Airport MarXet Trader
//!////////////////////////////////////////////////////////
_trader =
[
"Exile_Cutscene_Prisoner01",
"",
"GreekHead_A3_01",
["AidlPercMstpSnonWnonDnon_G01", "AidlPercMstpSnonWnonDnon_G02", "AidlPercMstpSnonWnonDnon_G03", "AidlPercMstpSnonWnonDnon_G04", "AidlPercMstpSnonWnonDnon_G05", "AidlPercMstpSnonWnonDnon_G06"],
[1159.32, 2411.42, 6.132967],
38.0894
]
call ExileClient_object_trader_create;
_traders pushBack _trader;
The trader appears, with the panel and no bdd error, but I do not have the option on the trader
How can I make it so passenger cargo proxies can be shot at by AI? The AI currently ignore players in those proxies.
Proxies in fire geo
I had done that which allows the players in the proxies to be damaged. However, the AI still do not shoot at the the players - it is like the AI just don't see or recognize them.
Hi, does someone know how i make patches/badges in arma reforger for m88, ive got models already only need to know what to do with them
Hi, I'm trying to declare a new uniform based on an existent RHS uniform, with different carrying capacity. I'm having trouble creating the config in my mod
If there's a faster way to increase the carrying capacity of a uniform... I'm listening
What trouble are you having with the config? Post what you have so far to pastbin and link it.
crewVulnerable = 1; might help
or reduce the vehicle armor = value
I didn't even start. I found this https://forums.bohemia.net/forums/topic/178949-arma-3-how-to-change-capacity-of-vestbackpacks/ but I'm not sure where the ItemInfo class should be declared
Hi there, I was wondering if anyone knows how to change the capacity of a Vest (That is from a mod). So for e.g - It can carry 2 Repair Kits instead of 1...? Regards T
I want to create just the same uniform but with increased capacity
you will have to learn to understand how configs work in order to do so
the BI wiki has some resources on the basics
page about class inheritance, cfgPathces can be starting point
and the character encoding guide
I know how class inheritance work, just not sure what ItemInfo actually is
it is a class inside another class
is it global?
I dont think such term applies in this stuff
Understandable
you can browse the ingame config viewer to see how the classes are structured
or get a all in one config dump file with scripting
or check out the Arma3 samples on steam
for reference
Should I really learn all of uniform config to change 1 single parameter?
yes
Pretty sure it's just 3-4 lines of code but thanks for help
it is
but you have to understand how it works
so that those few lines are correct and in correct place
well its maybe 20
but anyway
this channel is not for someone else to write it for you
you also need to undertand how cfgPatches work so your new mod will run after the original (via required addons connection)
Where's that channel then? ^^ I don't think writing a small example would be such a problem for someone expert. I won't waste 2 hours to learn something I'll need 1 time in my life
so that your new values will apply
we dont have that kind of a channel
Yeah, I know
nobody else should have to waste the time for you either
if you dont want to do it, you dont need it
Guess i'll just open rhs and copypaste the config with that parameter changed
I don't have rhs installed, but I can give a vanilla example when I get home from work.
that wont work the way you think. but you are free to try
a vanilla example would be perfect, thanks
Is there anything I can do in config to tell a helicopter pilot to use a fixed forward-facing cannon? In this case, I've tried assigning multiple autocannons and even the 105 config, but the AI has almost never fired at anything, even with a Destroy waypoint.
My only luck was spawning it at very long range with a 40mm CTWS cannon config, and then it fired one shot, but as it got closer, it levelled off and just flew overhead
Config has nothing to force weapon use
wight fixed direction weapons it comes down to if the gun gets aligned to target
I thought I recalled seeing something that told it "head on" vs "broadside" intended for use with the Blackfish so that's where I got the idea
Otherwise I though maybe I could increase dispersion so the AI doesn't need as laser-like of an aim
hello I have a question which of the following values would I need to change to make the active radar cone bigger
class ActiveRadarSensorComponent: SensorTemplateActiveRadar
{
class AirTarget
{
minRange=13000;
maxRange=13000;
objectDistanceLimitCoef=-1;
viewDistanceLimitCoef=-1;
};
class GroundTarget
{
minRange=9000;
maxRange=9000;
objectDistanceLimitCoef=-1;
viewDistanceLimitCoef=-1;
};
typeRecognitionDistance=6000;
angleRangeHorizontal=60;
angleRangeVertical=60;
groundNoiseDistanceCoef=0.1;
};```
I'd guesstimate
angleRangeHorizontal=60;
angleRangeVertical=60;
but not sure
I too believe those are the ones
you can compare what other vehicles have for those
I mean that the cone to extend to less km
sorry I should have clarified
I meant longer not wider
Would suggest taking a look at the BIKI.
https://community.bistudio.com/wiki/Arma_3:_Sensors_config_reference
All you need to do to increase the radar's scanning range is to tweak both the minRange and maxRange values in the AirTarget property to your desired range.
GroundTarget is optional if you don't care/need to raise the radar's detection range against ground-based vehicles.
were the sensor range still dependant on view distance?
or did that get improved already
Only to IR/Human/Visual sensor types. The rest aren't capped by object/view distance.
For those three sensor types, it's specifically set up to be like this:
– Against aircraft, it's view distance only (object distance is uncapped).
– Against ground vehicles, its view + object distance.
That being said, you can easily remove the caps in a replacement config which pretty much restores the all-seeing magic radar from Arma 1/2, allowing you to lock onto enemy vehicles beyond your view/object distance settings.
Is it possible to make map placed object that ignites flame during night hours only and turns off during day?
I saw something weird
my pilot has his displays at these ranges
range[]={12000,8000,4000,2000};
but the gunner only has 4000,2000 (from testing)
how do I give the gunner up to 8000
is there a way for gunner to have different sensors
Yes, they go in the class components for the turret
What sound values could cause a sound effect to play through one ear only instead of both
is the sound file itself a normal mono/stereo file? how is it defined in config and how are you playing it?
begin1[] and soundBegin[]
Though, let me check the file in audacity
It's mono
44100hz
32-bit float
if it's an ogg file yes. and prior to arma 3 ogg was 'reserved' for music and the rest was wss. Some 'sediment` of wss remains and it is pure PCM data (often compressed in a proprietary format).
i'm not sure why it's stated that ogg is mono, that would make no sense with directional sounds. Also not sure what float refers to.
Hi! I'm trying to remove the magic "v" map marker on the map when player is inside the vehicle. I managed to find the part of the UI used in that mechanic
|
-- v --
|
but even if I make it opaque, the lines still exist. Also, you can notice, the Cars don't have that marker but Tanks, Air vehicles have it. So I suppose there is config setting for these classes which turn that magic marker on?
I am aware of this article https://community.bistudio.com/wiki/CfgVehicles_Config_Reference
https://feedback.bistudio.com/T151232
It actually is an issue
There is a difficulty setting I think.
Either I added one in the last year's, or it's impossible.
It was impossible for a while but I think I fixed?
Ah I see. I just told myself how to fix it without actually doing it
Difficulty settings have nothing to it.
It still is an issue in Dev, yeah, lazy Ded boo
The problem with the "mission" member is that it doesn't eliminate magic GPS completely if I make it opaque with the
mission = "#(argb,8,8,3)color(0,0,0,0)";
I get this 😄
|
-- --
|
So I have to find a way to turn the lines off too.
Well as I said, it is an issue
Thanks for the response!
So yeah basically wait until Ded does actually work
I turned a vehicle into a simple object and every section works fine except for when I want to turn the main rotor and tail rotor off. They dont disappear
Any ideas what could be causing it
Something I'm kinda curious about, how do some mods end up with file paths that go (using ACE as an example) "\z\ace\addons\advanced_ballistics\config"? I've done a couple of retexture mods before and I've gotten away with going "\advanced_ballistics\config", also seen plenty of other mods do it this way.
Best guess I've had is maybe a different compiler/packer? That or I've missed something fundamental when I started doing this...
Anyway figured here was the best place to ask.
pboprefix
Anyone know what maxElev and minElev on turrets actually means? The mk6 mortar has 13 and -30 respectively, which doesn't make much sense to me.
You can use anything you want, you can even not use it if you want. It's just common naming convention for CBA related things. I use z for Zeus and editor, x for extension, and c for campaign
is it possible to have a missile act like a TOW unless you push the lock button, upon which it becomes an IR missile?
Vanilla Skalpel ATGMs (M_Scalpel_AT) already act like that so you can refer to their config to get an idea of how dual IR/manual guidance missiles work.
In addition to having a Components property with an IR sensor set up, you basically need:
manualControlset to 1, this is what enables SACLOS behaviour- (Optional)
cameraViewAvailableset to 1, enables the gunner to toggle a camera feed from the missile's seeker on their panels maxControlRangeto x (x being in metres)missileManualControlConeto y, with y being the maximum angle in degrees
You may need to tweak the missile's aerodynamics and speeds so that it's more controllable though. Otherwise the missile won't have enough time to adjust its trajectory when transitioning from SACLOS to IR lock.
amazing, thank you for this, it answers all my questions.
Can anyone take a look and figure out why Fort-222 weapon doesnt have a sound in single/auto fire, but Fort-222 GL does? https://pastebin.com/7ba6F6T1
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
The GL version properly inherits its firemodes and sound sets from the TRG-21's base class because you didn't override its properties.
The non-GL version is silent because you override the BaseSoundModeType property, which in turn affects the sound sets in StandardSound and SilencedSound.
From a cursory glance at the vanilla TRG-21's parent class and comparing it to your Fort-222, you shouldn't need to include the firemode classes when you don't even make any changes to it. In fact, pretty much most of the tokens can be removed since you make no changes to them anyway.
class ibr_arifle_FORT222: Tavor_base_F
{
author = "IceBreakr/$STR_A3_Bohemia_Interactive";
_generalMacro = "ibr_arifle_FORT222";
baseWeapon = "ibr_arifle_FORT222";
scope = 2;
model = "\A3\weapons_f\Rifles\TRG20\TRG21_F.p3d";
displayName = "Fort-222";
picture = "\A3\weapons_F\Rifles\Trg20\Data\UI\gear_TRG21_X_CA.paa";
UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\ibr_army_yul_weapons\data\fort222_co.paa"};
class WeaponSlotsInfo: WeaponSlotsInfo
{
mass = 70;
};
class LinkedItems
{
class LinkedItemsOptic
{
slot = "CowsSlot";
item = "optic_MRCO";
};
class LinkedItemsAcc
{
slot = "PointerSlot";
item = "acc_pointer_IR";
};
};
};
It's also probably best if you don't define LinkedItems in the baseline Fort-222 rifle and have it as a separate (hidden) version instead. This way, you can equip soldier classes with the hidden version while the baseline Fort-222 rifle will always come without attachments by default in the Virtual Arsenal.
//Baseline Fort-222 rifle, always appears in Virtual Arsenal without attachments
class ibr_arifle_FORT222: Tavor_base_F
{
author = "IceBreakr/$STR_A3_Bohemia_Interactive";
baseWeapon = "ibr_arifle_FORT222";
scope = 2;
displayName = "Fort-222";
model = "\A3\weapons_f\Rifles\TRG20\TRG21_F.p3d";
picture = "\A3\weapons_F\Rifles\Trg20\Data\UI\gear_TRG21_X_CA.paa";
UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {"\ibr_army_yul_weapons\data\fort222_co.paa"};
class WeaponSlotsInfo: WeaponSlotsInfo
{
mass = 70;
};
};
// Hidden version with predefined attachments, does not appear in Arsenal and can only be equipped via config or scripting commands
class ibr_arifle_FORT222_MRCO_pointer: ibr_arifle_FORT222
{
author = "IceBreakr/$STR_A3_Bohemia_Interactive";
class LinkedItems
{
class LinkedItemsOptic
{
slot = "CowsSlot";
item = "optic_MRCO";
};
class LinkedItemsAcc
{
slot = "PointerSlot";
item = "acc_pointer_IR";
};
};
};
when changing the config from car to carX I get a weird effect on the Jeep, the wheels and axis goes up: http://steamcommunity.com/sharedfiles/filedetails/?id=570162700
you cant simply change from car to carX ... you need to setup alot first, including changes in the model itself
I can change the model, just would know what to change ... I found a memory point to use as boundary for the wheel and some changes to sprungMass, springStrength and springDamperRate make a difference on the location of the wheels
lol @gritty rune you just hit a big jump ? :D
he he, yeah, looks like it
also I changed the config to aplions tutorial config, https://forums.bistudio.com/topic/164859-tutoria-importing-arma2-vehicles-to-arma3/ and adjusted it for the Jeep.
seems I at least had to change type=“translationY” to type=“translation” in class Wheel_1_1_Damper in model.cfg
guys, I need help retexturing the Art of War formal suits, for some reason this config it not applying the textures (the unit shows on virtual arsenal just fine thou)
class WOW_CIV_Priest_1_Uniform: SoldierWB {
author = "VAL";
_generalMacro = "C_Man_formal_4_F_euro";
faceType="Man_A3";
scope = 2;
displayName = "Priest";
identityTypes[] = {"Head_Euro","G_CIVIL_male"};
genericNames = "NATOMen";
faction = "CIV_F";
model = "\a3\Characters_F_AoW\Uniforms\FormalSuit_01_tshirt_F.p3d";
uniformClass = "WOW_CIV_Priest_Camo";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"WOW_CIV_UNI\Data\CIV_UNI_priest_1.paa"};
hiddenSelectionsMaterials[] = {};
weapons[] = {"Throw","Put"};
respawnWeapons[] = {"Throw","Put"};
magazines[] = {};
respawnMagazines[] = {};
linkedItems[] = {"ItemWatch"};
respawnLinkedItems[] = {"ItemWatch"};
};
Maybe it is sqf hiddenSelections[] = {"Camo"}; ?
Quick question for the masses
Is there any way to edit particle effects so that they are seen at a further distance away on Multiplayer?
Most of the time you cannot see impacts of bullets at long ranges, especially when shot by other players
Did you check with config viewer if it’s even retexturable
setObjectTexture works on them so I guessed the same would be by using the config file... what line should I be looking for in the config?
hello,
I'm looking at getting into some modding but have issues getting everything set up properly.
im following this guide:
https://www.reddit.com/r/armadev/comments/hzcnb3/tutorial_creating_a_simple_mod_following_the_cba/
but when trying to build the addon i get the following error:
***warning***:Argument 'MESSAGE' is not used in macro LOG
any warning is an error
Rap: In File \x\cba\addons\main\script_macros_common.hpp: circa Line 220 Error(s) detected
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>
failed
I looked through the instructions a few times now but i fail to see what i did wrong, or are there some more up to date guide somewhere?
From line 220, what does your #define LOG look like?
hiddenSelectionsTextures[] = {"WOW_CIV_UNI\Data\CIV_UNI_priest_1.paa"};
Try adding the _co suffix to your original texture before converting it to .paa
CIV_UNI_priest_1_co.tga ---> CIV_UNI_priest_1_co.paa
hiddenSelectionsTextures[] = {"WOW_CIV_UNI\Data\CIV_UNI_priest_1_co.paa"};
#ifdef DEBUG_MODE_FULL
#define LOG(MESSAGE) LOG_SYS('LOG',MESSAGE)
#define LOG_1(MESSAGE,ARG1) LOG(FORMAT_1(MESSAGE,ARG1))
#define LOG_2(MESSAGE,ARG1,ARG2) LOG(FORMAT_2(MESSAGE,ARG1,ARG2))
#define LOG_3(MESSAGE,ARG1,ARG2,ARG3) LOG(FORMAT_3(MESSAGE,ARG1,ARG2,ARG3))
#define LOG_4(MESSAGE,ARG1,ARG2,ARG3,ARG4) LOG(FORMAT_4(MESSAGE,ARG1,ARG2,ARG3,ARG4))
#define LOG_5(MESSAGE,ARG1,ARG2,ARG3,ARG4,ARG5) LOG(FORMAT_5(MESSAGE,ARG1,ARG2,ARG3,ARG4,ARG5))
#define LOG_6(MESSAGE,ARG1,ARG2,ARG3,ARG4,ARG5,ARG6) LOG(FORMAT_6(MESSAGE,ARG1,ARG2,ARG3,ARG4,ARG5,ARG6))
#define LOG_7(MESSAGE,ARG1,ARG2,ARG3,ARG4,ARG5,ARG6,ARG7) LOG(FORMAT_7(MESSAGE,ARG1,ARG2,ARG3,ARG4,ARG5,ARG6,ARG7))
#define LOG_8(MESSAGE,ARG1,ARG2,ARG3,ARG4,ARG5,ARG6,ARG7,ARG8) LOG(FORMAT_8(MESSAGE,ARG1,ARG2,ARG3,ARG4,ARG5,ARG6,ARG7,ARG8))
#else
#define LOG(MESSAGE) /* disabled */
#define LOG_1(MESSAGE,ARG1) /* disabled */
#define LOG_2(MESSAGE,ARG1,ARG2) /* disabled */
#define LOG_3(MESSAGE,ARG1,ARG2,ARG3) /* disabled */
#define LOG_4(MESSAGE,ARG1,ARG2,ARG3,ARG4) /* disabled */
#define LOG_5(MESSAGE,ARG1,ARG2,ARG3,ARG4,ARG5) /* disabled */
#define LOG_6(MESSAGE,ARG1,ARG2,ARG3,ARG4,ARG5,ARG6) /* disabled */
#define LOG_7(MESSAGE,ARG1,ARG2,ARG3,ARG4,ARG5,ARG6,ARG7) /* disabled */
#define LOG_8(MESSAGE,ARG1,ARG2,ARG3,ARG4,ARG5,ARG6,ARG7,ARG8) /* disabled */
#endif
this is the cba file.
the first line with /* disabled */ is 220
So as MESSAGE is in capital letters, is it correct to assume that it also is a macro, and so somewhere in your preceding code you should also have a #define MESSAGE "something"?
no
no idea really, this is all part of cba and not my own
its a macro argument, thus not a macro itself
Although all this seems unnecessarily complicated if you just want to make a small mod.
Wouldn't it be more usual to put the arguments in lower case?
You did nothing wrong, its Mikero.
That warning is irrelevant, you can ignore it.
But you configured (or it configured itself) to "any warning is an error"
Thus this unimportant irrelevant warning that is not your fault and that you nor anyone else needs to care about, is a error that stops the packing
Maybe try these settings for pboProject 3.91 ("defaults", except Binarise has errors changed to Warning)
People are moving away from Mikeros tools and moving to HEMTT, due to bogus stuff like this.
Sadly the tutorial you're using is 4 years old when this was not a problem.
Though even 4 years ago there was already a comment posted suggesting to use HEMTT instead.
i see, i haven't really gotten started at all so i could look into getting the dev environment up and running with that instead if it is recommended
any good guides on how to get it running (preferably with CBA)
I am not aware of a guide like that with hemtt
HEMTT has documentation here, https://brettmayson.github.io/HEMTT/
Any data to back that up? I'd love to try HEMTT but have just found it too difficult to understand how to set-up - very user unfriendly unless you're very familiar with programming and the jargon around it.
Even with Mikeros tools though that P-drive explained there isn't needed. (Or atleast wasn't on the Mikero version I use)
CBA and ACE have already abandoned mikeros tools and switched to HEMTT.
That's my data to back that up
Plus many other active mods ❤️
HEMTT has the documentation linked above (yes its a config file, instead of a GUI)
And you could copy it from CBA, or ACE or Diwako's DUI, or other hemtt based mods
There is also this, https://github.com/TACHarsis/hemtt-mod-template, but I have not personally used it
https://github.com/CBATeam/CBA_A3/blob/master/.hemtt/project.toml
Copy this file into your modfolder (same filepath)
Adjust the entries in there
Grab hemtt (https://brettmayson.github.io/HEMTT/installation.html), put in modfolder, run https://brettmayson.github.io/HEMTT/commands/index.html
(Or just do the last step and run hemtt new to let it create the config for you)
Worked like a charm! Thank you!
"run https://brettmayson.github.io/HEMTT/commands/index.html"
This is the type of thing that will prevent many from even trying to use it.
"Run" what? how? is there an .exe on that web page to run?
The instructions just aren't simple enough with no clear tutorials, but my experience has been that all those involved with dev or support of HEMTT don't "get" this, as they're all genius level techies that don't have empathy with normal dum-dums trying to mod. 😉
yeah there is an exe, shown on the first page of the documentation, I skipped ahead
I haven't seen any documentation from mikero on how to use the tool or set up a mod.
They're all third party
I think if someone is able to create a Arma mod, they'll be able to follow documentation like that. If not then creating the mod will most likely be a failure
I can only give personal feedback. I've been able to set-up and run pboProject no problem. I would love to try it, but have been unable to understand how to get HEMTT working. There are probably many like me.
But atleast, unlike Mikero, this is open source on GitHub, so anyone who wants can improve it
thank you for the help, ill look into it further tomorrow but it looks promising. I assume i can delete the P drive if i go for HEMTT?
You install it, https://brettmayson.github.io/HEMTT/installation.html#installation-winget
then you have hemtt from your terminal, a lot of people will use the one built into vscode. You run the commands from the page that dedmen linked
My terminal? See, I'm already lost!
HEMTT will need to reference to CBA, don't know how it does that without pdrive but I assume thats listed in the docs.
It depends on your project, if it needs a p-drive, it needs a p-drive. If your project doesn't though, you can remove it.
HEMTT only supports \a3\ from the p-drive though, never other mods
ok, what would determine if i need it or not?
The include folder, which is actually missing from the docs I see...
If you don't know that you need the p-drive, you probably don't
If you use models that reference Arma 3 textures. If you have a script mod then you don't
That would probably be done with git submodule then, so people don't reupload CBA to github 😄
alright, dont think i will need that then. I will start by making something simple compile, then add CBA to it as step 2
No, they'd just put the file they need, you can check the include folder on ACE, it just has a few .hpp files
sciprt_macros_common.hpp is really it for the majority of mods
Telling beginners "file you need" would be hard
There is a tutorial half done for HEMTT, that walks you from start to end of creating a script mod
but, unfinished
https://github.com/TACHarsis/hemtt-mod-template
Then just downloading that should work
Descriptiuon at bottom says what to change.
And you need hemtt installed ref #arma3_config message
would be a great way to contribute from someone without needing to learn Rust
and yeah was going to say, Cat Harsis's template even just includes it because that's all people generally need and no harm it being there if you don't
awesome, thanks!
I'd hate including CBA files, and then manually having to update them in potentially lots of repos if CBA itself makes a change to them.
So I'd do that with a submodule
(But that's not something I'd want to explain to a beginner)
If CBA was more active, or maybe just the next time those files gets updates, I was going to add a check in HEMTT that would tell you if they were outdated, and offer to pull the latest
Or add package management to it 🤣
Config dependencies with github link, hemtt auto pulls into includes.
But then you'd need to make sure git is installed and all that cruft
@little quail You can turn ALL warnings off or just the unused define argument in the warnings errors panel
My civilian units faction appears on the BLUFOR tab rather than the civilian tab, what I am doing wrong?
class cfgFactionClasses {
class WOW_FACTIONS_CIV {
displayName = "Professional Civs";
priority = 3; // Position in list.
side = 3; // Opfor = 0, Blufor = 1, Indep = 2, CIV = 3;
icon = "logo.paa"; //Custom Icon
};
};
class UniformSlotInfo {
slotType = 0;
linkProxy = "-";
};```
class CfgVehicles {
//************************************************************************************************************************************************************************************************
//***** Units *********************************************************************************************************************************************************
//************************************************************************************************************************************************************************************************
class SoldierWB;
class WOW_CIV_Priest_1_Uniform: SoldierWB {
author = "VAL";
_generalMacro = "C_Man_formal_4_F_euro";
faceType="Man_A3";
scope = 2;
displayName = "Priest";
identityTypes[] = {"Head_Euro","G_CIVIL_male"};
genericNames = "NATOMen";
faction = "WOW_FACTIONS_CIV";
model = "\a3\Characters_F_AoW\Uniforms\FormalSuit_01_tshirt_F.p3d";
uniformClass = "WOW_CIV_Priest_Camo";
hiddenSelections[] = {"Camo1"};
hiddenSelectionsTextures[] = {"WOW_CIV_UNI\Data\CIV_UNI_priest_1.paa"};
hiddenSelectionsMaterials[] = {};
weapons[] = {"Throw","Put"};
respawnWeapons[] = {"Throw","Put"};
magazines[] = {};
respawnMagazines[] = {};
linkedItems[] = {"ItemWatch"};
respawnLinkedItems[] = {"ItemWatch"};
};
};
Your unit is west
Any idea of what is best for CIVs instead of SoldierWB that I am using now?
Just side = 3 or inherit from C_Man_1?
WOW_FACTIONS_CIV IS probably defined in another addon over-riding yours, make that a requiredaddons[]= of yours. You should avoid FULL_UPPER_CASE. it will be mistaken for a #define
Iv just crunched my model and all is fine. but when i load it in game it gives me the error Addon 'sg_test_object' requires addon 'objects_pack' But in my config.cpp i have requiredAddons[] = {}; I assume im missing something in the config?
this is my config.cpp http://pastebin.com/Xx7tD8aR
uncheck rebuild requiredaddons in pbopro
Is there an impact grenade in vanilla that I can inherit from?
Hi ! I want to make a retexture of a (modded) rifle. Is there a "blank" config I can use or something similar ?
Hello, i don't know if it's better to post here or on #arma3_terrain since i want to include a simple script which will on interaction with object X simulate destruction of part of some bridge with default explosions and removing of object of bridge itself (Default A3 bridge composed of multiple parts).
Making the script itself is easy, but i want to include that behavior on a Terrain i am building (in mod itself). Is that hard to do? can somebody give me any direction about what should i do in order to achieve that?
this is the correct channel.
Killed eventhandler could be one you can use to trigger a script
for example that is where lamp posts and such detect and destroy surrounding power lines
So in config i can define cfgFunctions with stuff from "myscript.hpp" , but maybe i am dumb and don't understand can i call Event Handler class from CfgWorlds or i have to go to specifics like Wiki explains ,CfgWeapons and CfgAmmo are given as example in there.
I am trying to understand this but keep in mind i never used Event Handlers
such things would need to be in the configs of the objects
now that I read your thing you are re using existing objects, so the killed event is probably not going to work for you
and there is no way to add scripts functions to the map itself
so a mission module would likely be the only viable option
I was thinking of SOG tunels which TP Player to a Tunel object when writing this.
But yea, if it is not possible, mission module will work
that is done via mission module
Just reading about it, yup i am dumb, thank you for helping 😄
👍 good luck
Thank you so much!
so I set scope=0 for the "hidden" one?
scope = 1, otherwise it'd be inaccessible by script.
But you don't need to do that for weapon classes that have attachments pre-defined since baseWeapon = "ibr_arifle_FORT222"; already ensures that it won't show up in the Arsenal.
Is there a mission-side fix for this?
Or do I need to submit a report to the modmaker?
To clarify, it's the truck that's the problem, not the ship.
This looks like a mod issue
what is the issue? which one is the thing you make config for?
I don't, but I figure it's a config issue, so I figured I'd check here first so I know what to report to the modmaker.
That's what I figured. Here's a screenshot with two of them inside a Zubr, alongside a Kamaz that is mounted correctly:
yes then likely a bug somewhere in the orginial mod if no other mods are loaded and this happens
but if there are additional mods then it can be combination of mods breaking things
It's possible; I'll add that this is a new vehicle series within the CUP modpack, and I just joined their Discord and saw that there's a bunch of other reports for other issues with the vehicle. Teething issues, I guess. 😅
very possible yes
if there are additional mods then it can be combination of mods breaking things
If, as most likely, that's true the .rpt is your best friend here. Any mod anywhere causing any problem is automatically mentioned in there the moment you load the game, (playing is not necessary)
Have a scan of that file for any warnings or errors. It will always mention the addon(s) that are causing it.
Fixing it is a separate issue to understanding where the fault is coming from.
is there any mod that managed to add new modules to zeus btw? somehow this doesn't seem as easy or straight forward as it might seem
Yes? But if you want a GUI you actually have to create it yourself. There is no easy "framework" like with the editor modules. Best is to look at existing modules from arma.
any link where i can check the config?
i mean of a mod that adds at least one module
weird
weird what ;d
my module has scopeCurator = 2 but it's not showing up in zeus, no matter what i do
make sure to add your modules to units array in cfgpatches, otherwise it won't be visible in Zeus
classic ;D
It's mentioned on the wiki:
https://community.bistudio.com/wiki/Modules#Creating_a_Module
PboProject automatically adds any public class to the units[]= array.
(It also removes those that aren't)
I'm trying to create a config macro to help me with some repetitive configs
#define sign(NAME) \
class Land_rnc_##NAME##_end : Land_rnc_sign_base { \
scope = 2; \
displayName = "##NAME## end"; \
model = "\signs\rnc_##NAME##_end.p3d"; \
}; \
class Land_rnc_##NAME##_start : Land_rnc_sign_base { \
scope = 2; \
displayName = "##NAME## start"; \
model = "\signs\rnc_##NAME##_start.p3d"; \
}
I'm running into missing ';' or ':' or '{' after classname error on the first line and can't wrap my head around it
any idea what I'm missing?
Missing a ; right at the end on the last close brace.
Suggest you use ALL CAPS for macro names and don't put a space before each \
Missing a ; right at the end on the last close brace
This is on purpose and not the cause, mikero recommends adding the semicolon to the call itself
Actually ignore that first suggestion
yes, my mistake
you'll call it with SIGN(name);
yikes
eh?
ah no
Usually means it couldn't send the message, but doesn't say so
yup, odd
also other suggestions are also a nada
DM me the config if you wish
dm sent
Sorted the problem with @Apollo
came down to how PreProcessor handles strings on the model line
https://community.bistudio.com/wiki/PreProcessor_Commands#Replacing_parts_of_words
Fixed Macro
#define SIGN(NAME) \
class Land_rnc_##NAME##_end: Land_rnc_sign_base { \
scope = 2; \
displayName = NAME end; \
model = \mehland_signs\rnc_##NAME##_end.p3d; \
}; \
class Land_rnc_##NAME##_start: Land_rnc_sign_base { \
scope = 2; \
displayName = NAME start; \
model = \mehland_signs\rnc_##NAME##_start.p3d; \
}
Called As
SIGN(name);
There was also the missing ## after name in the displayName.
Not strictly necessary apparently
If only a part of the word should be replaced, use the ## instruction. This is necessary when either the start or the end of the argument connects to another character that is not a ; (semi-colon) or (space).
Back again. What would cause a sound file to only play out of one ear?
If you mixed it wrong
so when I tried to open pboproject it throws me this error/warning so I deleted everything in mikero tools and reinstalled it all and now it's giving me another warning sign. The entry point was the first one missing language file. The current one is the unable to start correctly
Figured it out. Was config stuff
Really dumb config stuff
@hard chasm
Mikero also has a discord for pboproject
Hello, I am having an issue with my config(s) specifically the phyX.
I have used diag_mergeConfigFile to the vehicles handling to a semi acceptable spot. However after these changes are saved and the config is repacked the changes do not carry over when I relaunch the game. The problem is that when I use diag_mergeConfigFile again on the same file without changes, the vehicle handles as it should have from the beginning.
Is there something that I am not aware of that is causing this?
The link is an example of what is happening.
Then here is the phyX code
/// PhysX part
simulation = tankX;
enginePower = 40475;
maxOmega = 3076;
peakTorque = 32832;
torqueCurve[] = {
{0, 0},
{(1600/2640), (2650/2850)},
{(1800/2640), (2800/2850)},
{(1900/2640), (2850/2850)},
{(2000/2640), (2850/2850)},
{(2200/2640), (2850/2850)},
{(2400/2640), (2850/2850)},
{(2640/2640), (2850/2850)}
};
thrustDelay = 0.1; /// how much time does it take to get the full thrust (default 1), used to reduce initial wheel slipping
clutchStrength = 180.0;
fuelCapacity = 1885;
brakeIdleSpeed = 1.78; /// speed in m/s below which braking is applied
latency = 0.1;
tankTurnForce = 1375000; /// Random magic number, expected to be something like 11 x mass of vehicle
/// Gearbox and transmission
idleRpm = 700; // RPM at which the engine idles.
redRpm = 2640; // RPM at which the engine redlines.
engineLosses = 25; // power losses on the engine's crank-shaft (before the gearbox) in Nm. (Multiplied by the gear ratio)
transmissionLosses = 15; // power losses on wheel axis (in/after the gearbox) in Nm. (Constant)
class complexGearbox {
GearboxRatios[] = {"R2",-10.5,"N",0,"D1",6.7,"D2",3.5,"D3",2.6,"D4",2.0,"D5",1.5,"D6",1.125,"D7",0.85};
TransmissionRatios[] = {"High",15};
gearBoxMode = "auto"; //gearbox can be of type: full-auto (only requires 'W' or 'S'), auto (requires shift between drive and reverse), semi-auto, manual
moveOffGear = 1; // defines what gear an automatic or semi-automatic gearbox will move off from stationary in. 1 by default.
driveString = "D"; // string to display in the HUD for forward gears.
neutralString = "N"; // string to display in the HUD for neutral gear.
reverseString = "R"; // string to display in the HUD for reverse gears.
transmissionDelay = 0.1;
};
/// end of gearbox
class Wheels {
class L2 {
boneName = "";
center = "wheel_1_2_axis";
boundary = "wheel_1_2_bound";
damping = 75.0;
// tanks do not have steerable wheels
steering = 0;
/// We need to distinguish the side to apply the right thrust value
side = "left";
/// weight of the wheel is defined per wheel, it reduces overall mass of vehicle
weight = 150;
mass = 150;
MOI = 40;
latStiffX = 5;
latStiffY = 40;
longitudinalStiffnessPerUnitGravity = 5500;
maxBrakeTorque = 40000;
sprungMass = 4000.0;
springStrength = 324000;
springDamperRate = 36000;
dampingRate = 64.0;
dampingRateInAir = 8830.0;
dampingRateDamaged = 10.0;
dampingRateDestroyed = 10000.0;
maxDroop = 0.15;
maxCompression = 0.15;
};
Is this a custom vehicle?
yes
I understand that the values are ludicrous. I have not noticed any changes in tweaking the enginePower. The maxOmega on the other hand is intentional .
There are 16 wheels in total, It is also a tracked vehicle.
You need all 16 wheels
https://pastebin.com/dSsUghrY here is the other half of the config
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Do you not have bone names for them in model.cfg?
The bone names are present as the memory points and configs were worked off of the samples from the T-72 sample.
I will note that everything up to the guns, and sounds for the time being are good to go. Today I was mostly working on the proxies. Then handling has just been a campaign and half for the entire duration of its development.
@coral silo
Mikero also has a discord for pboproject
https:5//discord.gg/KUE4h4RfCa
Use the AIO installer. You have a mismatch with some undeleted old exes and new ones, or confusion between free and subscriber versions.
Thank you, yeah couldn't find their discord and I think I got it sorted out earlier. Definitely gonna join that lol
hello I have a question for plane pylons I want to make a copy of R77 (from Opfor) I see in the shikra it has a different name than the one when I'm flying
is displayname the one that's on pylon transformation
and the displaynameshort the one in the gui
hi guys i'm trying to add armor to a uniform but i'm kinda struggling should i add it on the cfgvehicles or weapons?
i tried to copy paste that part of an official config.cpp but it's much complicated with hitpoints and stuff
I have resolved my issue. It seems to have been because I had put the backup folders in the mod folder.
@pallid sierra
Hey bud
Does this setup look correct?
Thanks heaps for your work
wrong channel #arma3_scripting . it looks fine, did you just copy pasta?
what could be causing this
Causing what
legs texture getting some random texture from the pbo
this also happens with the rest of the uniform
HiddenSelectionsTexture path not correct. HiddenSelection is incorrect
Or you have a camo selection that base game has and whatever you’re inheriting from is doing it
We are using the Ace Arsenal Extended mod also, this problem only happens when a new player joins the server, they see this, by removing and using the uniform or changing the uniform Arsenal Extended options it fixes, but everyone has to change it mid session
Post your config then
this will be complicated, the person that made the mod is using #include with several hpp's
and separated by a few pbo's
i think i found the issue
Warning Message: Cannot load texture gbs_u\data\patch_brb.paa.
this error shows up in the RPT, that texture is NOT in the gbs_u pbo but in the gbs_h pbo now i just have to find who is calling the texture from gbs_u
btw patch_brb.paa is the texture showing in the pants
So you're not the creator of that uniform?
Okay... post your config then, once again. At least the related part
you want the hpp's? the config is just a bunch of #includes
And which has the issue
the wrong texture loading at the _pants hidden selection
but as the other guy mentioned it's probably this
Patch_BRB.paa is not at gbs_u\data\ but at gbs_h\data\ and i couldn't find it
i'll tell him today and he'll probably fix it
How can i remove the water effect in a submarine so player don't see water effect when the submarine dives ?
dont know if its possible but my guess would be the same way it works for the zodiac
Is there any documention in regards to "damaged/destroyed" textures?
Can't find anything about it
class Damage
{
tex[] = {};
mat[] = {
"A3\soft_f\MRAP_01\Data\MRAP_01_adds.rvmat", // the material that is assigned to the model, not hiddenSelections
"A3\soft_f\MRAP_01\Data\MRAP_01_adds_damage.rvmat", // the material that is used when it is damaged
"A3\soft_f\MRAP_01\Data\MRAP_01_adds_destruct.rvmat", // is destroyed
"A3\soft_f\MRAP_01\Data\MRAP_01_base.rvmat", // and so fourth
"A3\soft_f\MRAP_01\Data\MRAP_01_base_damage.rvmat",
"A3\soft_f\MRAP_01\Data\MRAP_01_base_destruct.rvmat",
"A3\Data_F\Vehicles\Turret.rvmat", // basically this defines "this RVMAT part will be turned"
"A3\Data_F\Vehicles\Turret_damage.rvmat", // "into this"
"A3\Data_F\Vehicles\Turret_destruct.rvmat", // "and eventually this"
"A3\soft_f\MRAP_01\Data\MRAP_01_int.rvmat", // same syntax for tex[] too
"A3\soft_f\MRAP_01\Data\MRAP_01_int_damage.rvmat",
"A3\soft_f\MRAP_01\Data\MRAP_01_int_destruct.rvmat",
"A3\Data_F\Glass_veh.rvmat",
"A3\Data_F\Glass_veh_armored_damage.rvmat",
"A3\Data_F\Glass_veh_armored_damage.rvmat",
"A3\Data_F\Glass_veh_int.rvmat",
"A3\Data_F\Glass_veh_armored_damage.rvmat",
"A3\Data_F\Glass_veh_armored_damage.rvmat"
};
};```
So it fully replaces the rvmats based on the damage state?
Basically
Thanks, will look into it
RVMAT + the selection in P3D that is configured in HitPoints is damaged = change into damaged RVMAT
(worth noting you can put _co layers on rvmats if you were unaware)
What if I cant read 
I assume I can have multiple firegeo components represent one selection, right?
Okay fair, so this needs to be a resolution lod selection, makes sense
So for a test we tried to assign the vanilla rvmats
class Damage {
mat[] = {"A3\Static_f\Mortar_01\data\Mortar_01.rvmat",
"A3\Static_f\Mortar_01\data\Mortar_01_damage.rvmat",
"A3\Static_f\Mortar_01\data\Mortar_01_destruct.rvmat"};
tex[] = {};
}; ```
We added one class into the HitPoints class
class HitPoints: HitPoints {
class HitBody {
armor = 1;
material = -1;
name = "zbytek";
passThrough = 1;
visual = "zbytek";
};
};```
And in the resolution LOD I created a selection named "zbytek" in which I included all the vertices of the LOD.
But there is still no visual difference, and no error messages either.
Important to ask, if this should be inside the vehicle itself, or in Turrets -> MainTurret, or NewTurret
Is there another way to increase a vehicle speed without increasing its enginePower ?
any idea what selectionShowDamage in config means? Can't find anything about this and we still weren't able to get the damage to show. Using the vanilla rvmats for now.
No. I don't know what you've done or trying to do
are you trying to apply something to vanilla vehicle? or create a new vehicle?
Creating a new one
setup should be made same way it is done in vanilla configs
I tested with inheriting the Mk6 mortar, so everything was the same. The smoke showed up, but the damaged texture did not.
I wonder if there's something in the model itself that needs to be defined
selections in p3d of course and damage selection sections in model.cfg are needed if I recall right
Can't find anything about damage selection sections in model.cfg, any links?
Or is it just the "selections" entry?
Do you have "zbytek" in the model.cfg sections[] ?
(veteran did say to contact you Apollo
)
Are you working on the same thing as tklama?
Any selection which will have some texture or rvmat change such as hidden selections or damage mats needs an entry in sections[]
Unfortunately no joy.
Away from pc on limited phone so can't see issue. How and what damage did you set?
50cal into the body
The issue would be that there's no damage visible on the texture itself
How do you know what damage level occured and to which hitpoints?
well, if it's fully destroyed like on the image, shouldn't it load the third rvmat?
will load with zeus enhanced and can set it one by one
I can't see the image as mentioned. But if you have destroyed the vehicle it might be switching to a wreck
no wreck defined, model stayed the same, will try to almost destroy it with ZEN
Best to try setDamage ('hitBody', 0.8); or whatever the correct statement is.
ah, it shows zero components that can be damaged wtf
Also run dev branch and diagnostic exe so you can see shot penetration and hp damage in detail
Will keep it in mind. Now I think we have a bigger issue as it seems like we have no components that can be damaged
Ye, we got ADT loaded too
Excellent
It's easy to build into the wrong folder for example and spend ages wondering why nothing changes
weird, HitPoints with HitBody is defined.
and in Turrets -> MainTurret -> HitPoints there's also stuff. Inherited from the Mk6 that is in this case
Using hemtt, notihng like that is happening here
Your class Damage changes are in game?
Yes
So what did you say was missing?
When I open the "damage" tab in ZEN, the list of HitPoints is empty
getAllHitPointsDamage entity returns []
where entity is the howitzer
although
class HitPoints: HitPoints {
class HitBody {
armor = 1;
material = -1;
name = "zbytek";
passThrough = 1;
visual = "zbytek";
};
};
is defined in the config.
Change name = "hitBody";
Put some hitpoints called hitBody in HP LOD and ensure you have some Fire Geo near them
@lean bloom ^^ your time
everything model-wise has to go through him, I have no idea how to delete the starter cube in blender
You can put the hitBody hitpoints just on the outside of the main chassis fire geo, rather than inside it
Did you have a HP LOD in the model?
Don't think we do, given he's looking at "what it actually is" right now
That's probably the issue then. Need config class hitpoints, hp Lod, fire geo lod, class Damage for rvmat swapping, selection names in sections[] and optionally class AnimationSources for hitpoints if animations required on damage
Gotta dash off now, will check back later. Good luck!
HitPoints class defined
fire geo lod present
class damage present
sections fixed
animation unnecesarry
Thanks for the help! Let me know when you get back please. Will experiment with it further
So uh.
- I defined the necessary sections in model.cfg. Lets say in this case I want to try just for one wheel of the howitzer.
class CfgModels {
class Default {
sectionsInherit = "";
sections[] = {};
skeletonName = "";
};
class tbd_M119 : Default {
sectionsInherit = "";
sections[] = {
"lwheel"
}; ```
2. In the HitPoints LOD I added the necessary unconnected vertices, assigned them to the Vertex group named the same as the section in model.cfg (Lwheel). Not sure if I need more / fewer verts, I only took a look at the sample tank beforehand.
3. In the FireGeometry LOD I just made sure there is a component around the vertices (visible on the screenshot). The component has a material assigned to it. ```a3\data_f\penetration\metal_plate_thin.rvmat```
4. In cfgVehicles I defined the HitPoints class for this particular section.
Each section of the sample tank seems to inherit from a different section though (HitHull from HitHull, HitEngine from HitEngine, etc), so I am not sure if I am not missing something here since I am not inheriting anything. I also have no idea what does the "visual" entry mean, it seems to be present on some sections of the sample tank while missing from other ones.
```class HitPoints: HitPoints {
class HitLwheel {
armor = 1;
material = -1;
name = "Lwheel";
passThrough = 1;
visual = "zbytek";
};
};```
- The class Damage is present, but honestly this is where I get completely lost:
mat[] = {"A3\Static_f\Mortar_01\data\Mortar_01.rvmat",
"A3\Static_f\Mortar_01\data\Mortar_01_damage.rvmat",
"A3\Static_f\Mortar_01\data\Mortar_01_destruct.rvmat"};
tex[] = {};
};```
When I took a look at the sample tank:
```// Damage textures - for sections: zbytek, vez, zbran, vezVelitele, zbranVelitele,
class Damage {
tex[] = {};
mat[] = {
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02.rvmat",
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02_damage.rvmat",
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02_destruct.rvmat",
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02_body.rvmat",
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02_body_damage.rvmat",
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02_body_destruct.rvmat",
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02_tracks.rvmat",
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02_tracks_damage.rvmat",
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02_tracks_destruct.rvmat",
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02_turret.rvmat",
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02_turret_damage.rvmat",
"A3\Armor_F_Gamma\MBT_02\Data\MBT_02_turret_destruct.rvmat",
"A3\Armor_F_Gamma\MBT_01\Data\MBT_01_scorcher.rvmat",
"A3\Armor_F_Gamma\MBT_01\Data\MBT_01_scorcher_damage.rvmat",
"A3\Armor_F_Gamma\MBT_01\Data\MBT_01_scorcher_destruct.rvmat"
};
};```
There seem to be 5 different rvmats defined, each for a different section. But how do these even get assigned to their respective section? How does the game know it assign the "tracks" rvmat to the destruction of the tank´s tracks section?
Even in the comment it says // Damage textures - for sections: zbytek, vez, zbran, vezVelitele, zbranVelitele, albeit the rvmats are named as "body, turret, tracks" etc...
the model is assigned with a texture and material
and this array taps into the model assigned material
and then lists its damage alternatives
then a selection on a model can split a texture/material in multiple parts
and even if selection has multiple materials they get swapped if all o them are listed here
Yeah basically you just need to list all your rvmats there with their damage/destruct variations - the actual switching is based on the selection the game merely checks this array for the material - and what to swap to
Ah I see
@undone patio #arma3_scripting message
No, replacing it isn't too hard. What files do you have so far that you want to replace
I'm just theorizing about swapping some of the scifi skyboxes in from Operation: Trebuchet into say, Chenarus Winter
Night time, in the snow, moons overhead...
That sorta thing
I haven't done it, but you could probably exchange these config values:
That's exactly what I was hoping you would say
Thanks.
I'll give it a shot.
I similarly wish there was a way to swap the floor texture in VR to plain dirt or something to have a perfect flat map
can someone help me with my grenade config it shows up in the arsenal but wont let me throw it
class CfgAmmo { class SmokeShell; class Chemlight_base; class Grenade; class GrenadeBase; class DemoCharge_Remote_Ammo; class MineBase; class PipeBombBase; class GrenadeHand: Grenade {}; class BlasterTurret_Ammo: Grenade { author = "Purdy"; model = "3as\3as_Static\BlasterTurret\model\BlasterTurret.p3d"; explosionEffects = ""; multiSoundHit[] = {}; scope = 2; SoundSetExplosion[] = {}; hit = 0; explosionTime = 10; indirectHit = 0; explosive = 0; ace_frag_enabled = 0; }; };
`class CfgMagazines
{
class Default;
class SmokeShell;
class HandGrenade;
class SatchelCharge_Remote_Mag;
class CA_Magazine;
class ATMine_Range_Mag;
class BlasterTurret_Mag: HandGrenade
{
author = "Purdy";
mass = 40;
scope = 2;
value = 1;
model = "3as\3as_Static\BlasterTurret\model\BlasterTurret.p3d";
displayName = "[3AS] Republic Blaster Turret";
type = 256;
ammo = "BlasterTurret_Ammo";
count = 10;
initSpeed = 18;
nameSound = "handgrenade";
maxLeadSpeed = 7;
sound[] = {"", 0.000316228, 1};
};
};`
`class CfgWeapons
{
class Default;
class GrenadeLauncher;
class Throw : GrenadeLauncher
{
muzzles[] += {"BlasterTurretMuzzle"};
class ThrowMuzzle;
class BlasterTurretMuzzle : ThrowMuzzle
{
magazines[] += {"BlasterTurret_Mag"};
};
};
};`
what does wont let you throw it mean?
when you cylce grenades it doesn't appear as an option
Classes are also missing prefixes
?
Some vehicles have a turbo when you hit SHIFT, how do i do that ?
What do you mean by physx ?
There’s no set turbo value. It’s all physX related
what do you mean ? The turbo will depend on the shape of my boat and how well it can move on water ?
You must be new to modding. PhysX is the stuff in config that controls a vehicles movement
Yes i'm new to modding, but i already played with these values and à can't go over 30km/h.
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration
And i don't see any command that talks about vehicle turbo
Is there any documentation on animated car doors? I can't seem to find any info online.
Got a car with both driverDoor and cargoDoors defined, wondering if its possible to let the player get out straight away without having to wait for the door to fully open
doors specifically no
but am not quite understanding which part you have problem with
animating them or getting out
set animPeriod = 0;
Hello! Is there way to reize a map object with a config? I need small rocks and I want to resize a vanilla one.
no
Ok, thanks
There is none. It results in playing with physX
Probably all vehicles have slow/medium/fast(turbo) by default.
normalSpeedForwardCoef = 0.70; // % thrust at normal speed```
Aaaah. Thank you 🙂
Animating them works fine, but it waits for the full animaiton to finish before it lets the player out of the car
It looks cool and all but it kinda has effects I don't want on using it for combat
Being limited in speed can be quite a number of things - maxSpeed, enginePower, peakTorque, maxOmega, torqueCurve[], gearboxRatios[], dampingRate
eject should still get instant out I think
You'd have to make new getIn rtm animations with faster speeds
but you'll still get that blank screen when switching LOD's
Arma does not have anything for combat exit
and most of the time doors are not animated at all
If it's door animation speed that's the issue, set animPeriod = 0 as noted before.
that works too
but cant have everything together
you got to decide which design choices you make
Yeah, I'm with HG, more or less an Arma limitation. Using doors takes time (as in real life), or use Eject for rapid exit.
Eject doesn't seem to do anything different though, it still waits for the doors full opening
Here is my config, is there a reason so i'm limited to 30km/h ?
class IARTS_Titanium : B_SDV_01_F {
scope = 2;
displayName = "Titanium";
model = "\IARTS_Military_Submarines\Titanium.p3d";
crew = "B_diver_F";
typicalCargo[] = {"B_diver_F", "B_diver_F"};
transportSoldier = 4;
extCameraPosition[] = {0, 10, -30};
radarTargetSize = 0.1;
radarTarget = 0;
radarType = 8;
verticalTurnCoef = 2;
turnCoef = 2;
steerAheadSimul = 0.5;
steerAheadPlan = 0.35;
predictTurnPlan = 0.8;
predictTurnSimul = 0.6;
brakeDistance = 500;
acceleration = 10;
waterSpeedFactor = 1;
periscopeDepth = 15;
idleRpm = 1000;
redRpm = 8000;
thrustDelay = 3;
formationX = 15;
formationZ = 15;
maxSpeed=56;
simulation = "submarinex";
overSpeedBrakeCoef = 0.1;
enginePower = 50000;
engineShiftY = 0;
waterPPInVehicle = 0;
waterLeakiness = 5000;
waterResistanceCoef = 0.015;
waterLinearDampingCoefX = 2;
waterLinearDampingCoefY = 0.8;
waterAngularDampingCoef = 1;
rudderForceCoef = 35;
rudderForceCoefAtMaxSpeed = 20;
slowSpeedForwardCoef = 1; // % thrust at slow speed
normalSpeedForwardCoef = 2; // % thrust at normal speed
airCapacity = 1209600;
class complexGearbox
{
GearboxRatios[] = { "R1", -10, "N", 0, "D1", 100, "D2", 70, "D3", 50, "D4", 30, "D5", 10 };
TransmissionRatios[] = { "High", 1 };
gearBoxMode = "auto";
moveOffGear = 1;
driveString = "D";
neutralString = "N";
reverseString = "R";
};
driverAction="driver_offroad01";
memoryPointDriverOptics="driver_cam_pos";
};```
I tried to increase enginePower to 150000 but it doesn't change anything. When you look at the submarine you can see the engine is able to go over 30km/h but it's like it's limited
I also checked the SDV configuration but i don't see anything that should limit the speed
waterResistanceCoef = 0.015;
slowSpeedForwardCoef = 1; // % thrust at slow speed
normalSpeedForwardCoef = 2; // % thrust at normal speed
Valid numbers are 0 to 1. Slow being smaller than normal
I made the appropriate changes but i have the speed issue even without these lines
Eject doesn't seem to do anything different though
the intent is that doors will open even if the vehicle is moving.
Hi, this is perhaps a noob question but I've been struggling with it for quite sometime. I have a vehicle that uses rtm based animations. The animations work fine in object builder and appear to be successfully binarized but I can't get them to play using switchMove, playMove or any others in a script. I've setup a CfgMoves class that defines the states for all these animations. Is there something I'm missing please? Also, the vehicle never shows up as one of the animated objects within Eden's animation viewer. I'm presently calling the animation commands from a script which I can verify successfully runs cause I added a "hint" command just before the animation command line.
Is there a specific reason you try use rtm in vehicle?
It is not very common thing to do
Only reference I can think of is the Arma2 scud launcher
Hi @hearty sandal your insights in the forum have been really helpful already. I'm using rtm based animations cause the vehicle is a walker and the reuired animations would be too complex for simple model.cfg based animations
You would probably get best results in making it a character type (though that is also a cfgVehicle thing, it operates different from other vehicles)
While everything essentially is a vehicle in Arma (houses, men, animals, cars, tanks all are inside cfgVehicles) we tend to differentiate between characters, vehicles (stuff you can drive/fly) and buildings/props (static things)
If it is a custom character, then you need to look at the very base character class to see what all parameters it has that connect to cfgMoves and bones.
The animal example can be useful too
Thanks. I have considered those options. Making it like some sort of mounted animal but even after checking the samples, I can't seem to figure out what makes the animals or the characters actually move. There's also a bunch of other needed features that would be more of a pain to setup starting with a character or animal base than a vehicle.
It seemed much easier and logical to just implement the rtm based animations instead
I really don't get why it just won't play. The whole thing seems straight forward
Characters are also only one that stays upright on hillside. Walking things can look silly on slopes when done as vehicles.
At least bipedal ones.
I have done quite a lot of testing on that
Would it not be possible to mix some of these features ?
No
It's how each vehicle type has its own simulation. Cars drive on wheels, tanks on tracks. Characters are essentially blobs that glide over the surface
What you see as walking is just animation synced to the speed of the glide
But also to some extent there is animation blending between surface slope and character pose
Mechs, robots etc done as cars or tanks have to abide to the same rules as their simulation dictates.
They have invisible wheels they drive on
That’s kinda what I’m trying to do. I have the vehicle sliding about right now. It’s based of a tank. The plan is to just add the animation in order to give the impression that it’s actually walking not gliding
All the other walkers made like that utilize clever model.cfg animations.
I don't know if any A3 vehicle utilizes rtm animations anymore so reference material is likely slim.
If you have access to a all in one Arma2 config you can check the SCUD launchers setup.
I don’t but I’ll try to get that. Thanks for your help. Using the model.cfg animations is my last option. As I have already made the rtm animations. Do you know where I could get some more materials on that (model.cfg animations)?
There are couple of wiki pages for the basics and the arma3 samples on steam have various vehicles with e ample animations
It takes some practice to master
One thing I have not tried is physically walking robot that essentially walks by moving collision geometry. But my gut feeling is that it would be such a physics engine nightmare that it's not worth the time to investigate
Alright. Thanks again.
Hello i saw in reaction forces they made the door open option as component, can someone tell me how this is done and how in general i can configure things as component ?
component where?
I think there may be a wiki page about that
I look into it
i cant find refernece for it :/
could be I remember wrong.
Try looking at any vanilla vehicles config that has those components defined
🤝
Guys, what is the correct way to disable weapon casing when making a caseless rifle? I delete the case eject axis and mermory point in p3d, and change the cartridge in cfgammo to null, and the weapon still eject 1 shell case when reload is finished.
It's a part of CfgAmmo
And what does this mean
still eject 1 shell case when reload is finished.
i successfully disabled the casing when firing, but i dont know why the rifle would have just 1 case ejected when the reload animation is finished, i already make the cartridge in cfgammo to cartridge = " "
and i dont have any memory point or axis in memory LOD is about casing
i also can't find any other feature that in the model.cfg would related to the casing in the last frame of the reload animation, just wonder where is the casing shell appeared
Getting rid of the memory points doesn't remove case ejection altogether. It just means that the casing gets ejected from the model's origin instead of from the nabojnice mempoint.
Now i was try to find why there was just 1 single casing shell appeared at the last frame of the reload animation
I'm very suspecting that the shell at the reload anim is not a part of config but a script you got
Maybe you have a GunParticles property that's ejecting a link?
i dont think i have it
well tested with the MX, MX still works all good with no shell ejecting at all
and i was running the game with only cba, ace3 and my testing mod loaded
ace3
Probably check if ACE has something to do with it.
you just remind me, i wrote some ace speicfic value in the cfgammo for compatibility of ace
i will go check it again
Definitely test without ACE to see if it's the issue. One module (fnc_createcasing.sqf in ace_casings) seems like the possible culprit.
hello maybe this is the right channel, but i want to disable 3rd person view inside any vehicle and keep 3rd person view enabled when on foot. I want to make an addon/pbo for this
any idea how
Wrong channel, but you can either run Ace view restriction or look at it on github to see how it does it
@hearty sandal Hi, I found a "Lost dragons" arma 3 mod that has a bunch of walkers just like I'm trying to recreate and you seem to have managed that mod project. Could you please share anymore info on the exact techniques used for animating the walkers? I'm presently trying the model.cfg based animations but it doesn't look good yet.
Just use a caseless cartridge like vanilla does
links are part of GunParticles
cartridge is cfgammo
gunparticles is defined in cfgweapon
The legs are characters with custom moveset, torso is a tank attached with scripts on it.
Visually this has been best approach I have been able to figure out but it has its own challenges with no ready made AI behaviour for the legs.
Wow. Very interesting approach but how was this controlled?
Yo, I want to do something very basic; I hate the HE on the vanilla pandur and would like to make a quick mod that changes the config of the ammotype. The problem is, I have literally 0 clue where to start. Could anyone give me any pointers, so I at least know where to start looking?
Download ARMA tools and run the game data extractor
Thank you very much, I'll look into it!
for player, by remote controlling the legs from driver position
the torso and weapons are controlled by the gunner
I think this method will take quite some time to implement due to my limited experience.
Perhaps after I’m done with this, I could explore it in the future
Thanks again
is this just difficult in RV4 engine or in every engine ?
any engine that dont have some sort of ready feature set/simulation type for robots its difficult
Walking robots are like, top tier difficulty to start with. Horrible decision
well he is HorribleGoat after all
I did not start with them though 😄 was like maybe the second thing
haha
Btw do you know a way how i can make my Osprey have heli flight model and tilt the rotors to full horizontal state ? i managed it to just moves to like 45 degree and of course 90 degree when gaining or losing altitude
I have code for this, one sec
the main problem i have is i know how to do it but the rotor orientation needs to be changed on init, is this possible ?
@copper hazel ```cpp
//Banks
class front_wing_1
{
type = "rotation";
selection = "velka vrtule dive";
axis = "fwing2_axis";
source= "horizonBank";
sourceAddress="clamp";
minValue=-0.45;
maxValue=0.8;
angle0=0.0;
angle1=-0.45;
initPhase = 0.0;
};
class front_wing_2
{
type = "rotation";
selection = "mala vrtule dive";
axis = "fwing_axis";
source= "horizonBank";
sourceAddress="clamp";
minValue=-0.45;
maxValue=0.25;
angle0=-0.45;
angle1=0.0;
initPhase = 0.0;
};
//Dives
class front_wing_1b
{
type = "rotation";
selection = "velka vrtule dive";
axis = "fwing2_axis";
source= "horizonDive";
sourceAddress="clamp";
minValue=-0.55;
maxValue=0.25;
angle0=-0.55;
angle1=0.3;
initPhase = 0.0;
};
class front_wing_2b
{
type = "rotation";
selection = "mala vrtule dive";
axis = "fwing_axis";
source= "horizonDive";
sourceAddress="clamp";
minValue=-0.55;
maxValue=0.25;
angle0=-0.55;
angle1=0.3;
initPhase = 0.0;
};
//end wing rot```
If you do it through model.cfg, it'll work fine
This is for up/down, left/right movement
thats an interesting approach, but is it possible to change the engine orientation on init via config ?
like my model.cfg init orientation is full horizontal and i want it to be changed to 90 degree vertical when its placed in editor
Through config? I dont think so
hm okay i try your approach with bank movement
do you have an example how this looks ingame ?
Oh, vid isnt available
Best I can say is look at the OPTRE Falcon
havent checked out optre in ages will do
@shy knot also can i ask you something in dm ?
Sure
Optres pelican moves like in halo thats cool
Essentially uses the same model.cfg code. Just edited
So, just use that model.cfg code and edit as needed
What is the logic for manual fire?
Being driver and having empty turret with enableManualFire?
I see enableManualFire in both vehicle and turrets
Both vehicle and some turret must have it for Manual Fire to work?
@copper hazellike my model.cfg init orientation is full horizontal and i want it to be changed to 90 degree vertical when its placed in editor
i think that's unrealistic and i doubt you actually meant that extreme. The max angle (via the model.cfg) is around 45 degrees . Setting them to initphase=1.0;
should achieve that for you.
you can, of course, rotate the model any way that gives you a thrill in the editor. But I think you're after the 'no need to interfere' state.
bare in mind any angle other that 0 means entering / exiting problematic.
Actually my init phase through model cfg was 45 degree and when lift is gained or the osprey decends it switches to 90 degree vertical
Thats how it is in flight mode currently
@grand zinc May I ask for your engine insight if enableManualFire for turrets is even used in the engine?
I see vehicles that have enableManualFire=1 in vehicle but enableManualFire=0 in turret yet you can manual fire that turret as driver
Feels like that config property is unused
Also undocumented on wiki
It is only read from vehicle type class.
Not from turret classes
and the check for it is also on whole vehicle basis, not per turret
Thanks! So that value in vanilla turrets is meaningless.
Is there any connection to turret being a copilot?
Having some issues with the delete function.
class UU_Hunter_Chopper: HL_CMB_Hunter
{
displayName="[UU] Hunter Chopper";
editorSubcategory="UU_Aircraft";
faction="WBK_HL_Combines";
delete editorCategory;
class Turrets: Turrets
{
class MainTurret: MainTurret
{
weapons[]=
{
"HL_CMB_Hunter_PC",
"BombCluster_01_F",
"missiles_DAGR"
};
magazines[]=
{
"HL_CMB_1620Rnd_Hunter_PC",
"HL_CMB_1620Rnd_Hunter_PC",
"HL_CMB_1620Rnd_Hunter_PC",
"PylonMissile_1Rnd_BombCluster_01_F",
"PylonMissile_1Rnd_BombCluster_01_F",
"12Rnd_PG_missiles",
"12Rnd_PG_missiles"
};
};
};
};
``` the editorCategory remains as it was before
Where do you want it to be?
Make your own category or use some existing categories?
Just delete the editorcategory class and use faction
i assume it's (wrongly) still pointing to the class named in HL_CMB_Hunter, or deeper
The classname is fine, every other change is made
But editorCategory reverts to HL_COMBINE
which is what i said
i wonder if editorCategory=""; will get the result you need.
Tried that, just left me with a blank category
damn
Is there a vanilla APC/Tank that lets you manual fire from driver? Trying to figure exact logic who is able to manual fire
Apparently its primaryObserver for turrets, but what defines that driver can manual fire? Lack of primaryObserver on all turrets?
dedmen assured me that the delete operator operates on all types yours would be a "string".
pehaps and maybe, that isn't true. The ONLY time i've ever seen delete in arma 1,2,or 3 is with RSCabc classes.
I could try deleting another class thats a string? see if just doesnt work on strings
you need to delete a class in the same code as the string to ensure at least one is working as we think it does.
Ok, I'll keep the current one but delete the subcategory
subcat is also a string
Oh right
delete one of your cfgvehicles
wdym? just remove the entire vehicle?
That did not work..?
This is how I was supposed to do it right?
delete UU_Hunter_Chopper;
Ah no it didnt infact work, just not in the right way. It removed the vehicle in the other config
that's right the class itself is gone and can''t be selected by the editor
Quick question, what would be causing my vehicle to move off of its lower gears while climbing a hill? It will start off strong then move to higher gears with lower ratios and cycle back and forth between this which is really annoying. I toyed with the gearchangeeffeciencies tokens but didnt provide any noticeable changes. Thoughts?
It is difficult to get right.
It's mostly a combination of the torque curve, gear box ratios and changeGearOmegaRatios[] (or optionally changeGearMinEffectivity[]).
Use dev branch and the diagnostic exe to monitor EPEVehicle.
Probably will have to play with the torque curve then...
Which config parameters can I use to affect the thrust of a plane with airplane simulation (NOT airplanex simulation!)
What does it mean affect in this context?
I have a plane that seems to have a very low acceleration, and I checked its config.
I was wondering what affected the acceleration, since I copy-pasted a bunch of config stuff from the vanilla Shikra, then I discovered it uses airplane simulation instead of airplaneX like I had previously thought.
I went back and checked the plane in the mod which I derived my modified version from, and noticed that it did not contain the acceleration parameter, and its thrust array was empty.
With that, I am either under the assumption that airplane simulation does not use these, or perhaps that the thrust[] array is defined in the model, similar to how an empty hiddenSelectionsMaterials[] array uses what is defined in the model.
https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Plane_class_config_reference#thrustCoef
If this is not what you look for, I don't know. Any particular reason not to use airplaneX? Also you're doing a config work not model
It's config work, correct.
I've tried airplaneX actually, but I ran into some issues with wheels and ground collision since it's an old CUP model.
I've gotten solution that seems to work though by modifying the low-speed end of the envelope[] to allow the plane to generate more lift on takeoff so it doesn't run out of runway on Stratis
You sure about the simulation?
Yep, CUP Su-34 has airplane simulation
Oh I though you meant the shikra.
That sound like a possible bug thing. Non x so types don't quite mix well with the new x types.
Thought planes are more rare to collide so it may not be that much of an issue
Why this turret is not able to move when using optics ?
class SecondTurret: NewTurret
{
gunnerCompartments="Compartment1";
gunnerName="Second";
proxyType="CPGunner";
proxyIndex = 2;
LODTurnedIn = 1100;
LODTurnedOut = 1100;
body = "";
gun = "";
animationSourceBody = "periscope_turret";
animationSourceGun = "periscope_gun";
maxHorizontalRotSpeed = 1;
maxVerticalRotSpeed = 1;
minElev = -40;
maxElev = 60;
initElev = 30;
minTurn = -360;
maxTurn = 360;
initTurn = 0;
commanding=-1;
ejectDeadGunner=0;
memoryPointGunnerOptics="periscope_cam";
weapons[]=
{
"Laserdesignator_mounted"
};
magazines[]=
{
"Laserbatteries"
};
soundServo[]=
{
"A3\sounds_f\dummysound",
0.0099999998,
1,
10
};
gunnerAction="passenger_generic01_foldhands";
gunnergetInAction="GetInLow";
gunnergetOutAction="GetOutLow";
memoryPointsGetInGunner="pos commander";
memoryPointsGetInGunnerDir="pos commander dir";
```
usePip=1;
Laser=1;
stabilizedInAxes=4;
gunnerOpticsModel="\A3\weapons_f_beta\reticle\reticle_SDV";
turretInfoType="RscOptics_SDV_periscope";
gunnerForceOptics=0;
//outGunnerMayFire=1;
startEngine=0;
class ViewOptics: ViewOptics
{
initAngleX=0;
minAngleX=-360;
maxAngleX=360;
initAngleY=0;
minAngleY=-180;
maxAngleY=180;
initFov=0.14;
minFov=0.0175;
maxFov=0.14;
visionMode[]=
{
"Normal",
"NVG",
"Ti"
};
thermalMode[]={2,3,4};
};
class ViewGunner : ViewOptics {
initAngleX = -15;
minAngleX = -45;
maxAngleX = 45;
initFov = 0.9;
minFov = 0.42;
maxFov = 0.9;
visionMode[] = {};
};
};```
are you sure it dont move? maybe just the optics view does not move?
Only the optics doesn't move
is the optics mempoint part of the gun selection of this turret?
It is. And the camera moves correctly in resolution LOD in object builder
points weighting ? You means for the geometry ? There is no geometry for the camera
It's the camera of a periscope, so the camera is connected to the periscope bone
weighting for the camera memorypoint
the optics point
needs to be part of the animated "gun" selection
Here are the animations:
{
type = "rotation";
source = "periscope_turret";
selection = "periscope_cam";
axis = "periscope_body";
animPeriod=0;
memory = 1;
minValue = (rad -360);
maxValue = (rad +360);
angle0 = (rad -360);
angle1 = (rad +360);
};
class periscope_rot_x : periscope_rot_z
{
type = "rotation";
source = "periscope_gun";
selection = "periscope_cam";
axis = "periscope_gun";
};```
The camera name is periscope_cam in resolution LOD and the memory point name is the same
i don't really understand what you mean by weighting speaking of memorypoints
same thing as weighting mesh for animations
memorypoints need same weighting
memorypoints need weighting ???
Can i do that with object builder ?
sure
just assign them to correct selections
optic point selection and turret gun selection
I checked the tank sample an i saw there is a --Optics selection in the memory LOD. Is it what you mean ?
When you speak of weighting for memorypoints, to me you are speaking of the same weighting we use on vertex when making uniforms on Blender
This is why i don't unerstand how i could add weight to a memorypoint
yes same weight
weight is same thing as vertex group or OBs named selection
Oh ok. The weight i was talking about is absolutely not the same. It's a weight you need to paint on the model.^^
same thing
just different method of making it
the painted weight just typically is smooth/partial
but you can also set that manually on a selection
Well i've correctly made the selections, i can't see why it's not working. I keep checking the samples but i don't see what i'm doing wrong
How do i set it on a selection in OB ?
how does your cfgskeleton look like?
set what?
partial weight?
you dont need that
when you make a selection in OB (well blender too) its 100% weight
Here is the skeleton:
{
skeletonInherit = "Default";
skeletonBones[] =
{
"propeller","",
"drivewheel", "",
"periscope1","",
"periscope2","periscope1",
"periscope_glass","periscope2",
"periscope_base", "periscope2",
"periscope_cam", "periscope_glass";
"periscope_tube_cover", "",
"antennas_base", "",
"communication_antenna1","antennas_base",
"satellite_antenna1","antennas_base",
"tactical_antenna1","antennas_base",
"antenna_cover","",
"evac_cover1", "",
"evac_cover2", "",
"evac_cover3", "",
"diver_cover1", "",
"diver_cover2", "",
"missiles_cover", "",
"aa_missile_base", "",
"aa_missile.001", "aa_missile_base",
"aa_missile", "aa_missile.001",
"missile1", "aa_missile",
"missile2", "aa_missile",
"missile3", "aa_missile",
"missile4", "aa_missile",
"missile5", "aa_missile",
"missile6", "aa_missile",
"missile7", "aa_missile",
"missile8", "aa_missile",
"missile9", "aa_missile",
"missile10", "aa_missile",
"missile11", "aa_missile",
"missile12", "aa_missile",
"missile13", "aa_missile",
"missile14", "aa_missile",
"missile15", "aa_missile",
"missile16", "aa_missile"
};
};```
why is the psricope_cam in there as a bone?
its not a bone
its a memorypoint for the optics position
this is likely why it dont work
bones are only for animated parts
also dont have . in any of these names
thats bad
_ if you need
because periscope_cam is the name of the selection for the camera in resolution LOD and also the name for the memorypoint in memory LOD
Hmm
they cant be same
Ok i see, i'm going to test that right now
which part is the gun part of the camera turret?
anything after that should not have bone
everything that should move with it, should be part of that selection
unless they are meant to have some other animations on top of the turrets movements
the turret is "periscope_body"
🤔 that doesnt even have a bone
correction: the turret part is also periscope_cam
It's a 360° camera, that's why i'm not supposed to see a block rotating, so i place a small shere inside the camera to make the turret an the gun
yes well you still want all the parts be in correct order
Is there a way to prevent AI from entering FFV positions? On a mission and a helicopter I made, the AI happily goes to the FFV slot and I'm trying to get them in the doorgun positions as crew.
I tried OnlyForPlayer=1 and no luck
Thanks I'll give that a shot
I did it the way you said for the AA missile launcher and it's still not working
Turrets are definitely not moving for me. I found somone on the forum who had the same error but i don't know how he fixed it
I'm pretty desperate on this one because i can't see how to fix it
Haven't followed your context so sorry if I miss something but please state your exact symptom and related configs, summaries will tell us no answer
I made a submarine but non of the turret animations are working. I can't fin why. I followed everything but i can't find why
Here is one turret: C++ class AAMissilesTurret: NewTurret { gunnerCompartments="Compartment1"; gunnerName="AA missiles operator"; proxyType="CPGunner"; proxyIndex = 9; LODTurnedIn = 1100; LODTurnedOut = 1100; turretInfoType = "RscOptics_crows"; body = "missiles_rot_z"; gun = "missiles_rot_x"; animationSourceBody = "aa_missiles_z"; animationSourceGun = "aa_missiles_x"; turretAxis="missile_turret_z_axis"; //Axis selectionname in MemoryLOD (for the turret axis, ie mouse left and right input). gunAxis="missile_turret_x_axis"; gunBeg = "missile_beg"; gunEnd = "missile_end"; missileBeg = "missile_end"; missileEnd = "missile_beg"; memoryPointGun = "missile_end"; soundServo[] = {"A3\Sounds_F\vehicles\armor\noises\servo_best", db3, 1, 40}; maxHorizontalRotSpeed = 1; maxVerticalRotSpeed = 1; minElev = -40; maxElev = 60; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; outGunnerMayFire = 1; inGunnerMayFire = 1; commanding=-1; ejectDeadGunner=0; memoryPointGunnerOptics="missile_view"; //memoryPointGunnerOutOptics = "missile_view";
weapons[]=
{
"Laserdesignator_mounted"
};
magazines[]=
{
"Laserbatteries"
};
gunnerAction="passenger_generic01_foldhands";
gunnergetInAction="GetInLow";
gunnergetOutAction="GetOutLow";
memoryPointsGetInGunner="pos commander";
memoryPointsGetInGunnerDir="pos commander dir";
usePip=1;
Laser=1;
stabilizedInAxes=4;
gunnerForceOptics=0;
startEngine=0;
hasGunner=1;
hideWeaponsGunner=1;
class ViewOptics
{
initAngleX=0;
minAngleX=-360;
maxAngleX=360;
initAngleY=0;
minAngleY=-180;
maxAngleY=180;
initFov=0.14;
minFov=0.0175;
maxFov=0.14;
visionMode[]=
{
"Normal",
"NVG",
"Ti"
};
thermalMode[]={2,3,4};
};
```
class ViewGunner : ViewOptics {
initAngleX = -15;
minAngleX = -45;
maxAngleX = 45;
initFov = 0.9;
minFov = 0.42;
maxFov = 0.9;
visionMode[] = {};
};
class OpticsIn {
class Wide : ViewOptics {
initAngleX = 0;
minAngleX = -360;
maxAngleX = 360;
initAngleY = 0;
minAngleY = -360;
maxAngleY = 360;
initFov = 0.3;
minFov = 0.3;
maxFov = 0.3;
visionMode[] = {"NV", "Ti"};
thermalMode[] = {0, 1};
gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_w_F.p3d";
gunnerOpticsEffect[] = {};
};
class Medium : Wide {
gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_m_F.p3d";
initFov = 0.07;
minFov = 0.07;
maxFov = 0.07;
};
class Narrow : Wide {
gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_AAA_01_n_F.p3d";
initFov = 0.028;
minFov = 0.028;
maxFov = 0.028;
};
};
};
};```
Here is the the animation: ```C++
class missiles_rot_z
{
type = "rotationY";
source = "aa_missiles_Z";
selection = "aa_missile.001";
axis = "missile_turret_z_axis";
animPeriod=0;
memory = 1;
minValue = "rad -360";
maxValue = "rad +360";
angle0 = "rad -360";
angle1 = "rad +360";
};
class missiles_rot_x : missiles_rot_z
{
type = "rotationX";
source = "aa_missiles_x";
selection = "aa_missile";
axis = "missile_turret_x_axis";
};```
An Here is the skeleton C++ class IARTS_Titanium_boatSkeleton : Default { skeletonInherit = "Default"; skeletonBones[] = { "propeller","", "drivewheel", "", "periscope1","", "periscope2","periscope1", "periscope_glass","periscope2", "periscope_base", "periscope2", "periscope_cam", "periscope_glass"; "periscope_tube_cover", "", "antennas_base", "", "communication_antenna1","antennas_base", "satellite_antenna1","antennas_base", "tactical_antenna1","antennas_base", "antenna_cover","", "evac_cover1", "", "evac_cover2", "", "evac_cover3", "", "diver_cover1", "", "diver_cover2", "", "missiles_cover", "", "aa_missile_base", "", "aa_missile.001", "aa_missile_base", "aa_missile", "aa_missile.001", "missile_view", "aa_missile", "missile1", "aa_missile", "missile2", "aa_missile", "missile3", "aa_missile", "missile4", "aa_missile", "missile5", "aa_missile", "missile6", "aa_missile", "missile7", "aa_missile", "missile8", "aa_missile", "missile9", "aa_missile", "missile10", "aa_missile", "missile11", "aa_missile", "missile12", "aa_missile", "missile13", "aa_missile", "missile14", "aa_missile", "missile15", "aa_missile", "missile16", "aa_missile" }; };
Why this turret can't move ?
I have other turrets mae on the same pattern and they are not moving neither
They don't move only when using optics
When in normal view, i can watch around
I tried everything, i read every page on the wiki, but i can't find why
animperiod= 0; ?
that's what i saw in Bohemia's tank sample
for test purposes. well worth givig it a value of (say) 0.5 secs.
i'm gonna test that right now
Still not moving
oh well. worth a try, obviously. Can you severely cut down on the bone count to keep it simple, stupid?
pboProhect btw would have screamed it's head off it there was something wrong with the model.cfg or the class animations.
idiot question coz you don;t show it, but is your cfgModels:
class NameOfP3d correct?
yes the name of the class is accordingly to the p3d
check with eliteness.exe and look at the baked in model.cfg. some parts may be missing from what you expected.
(simply trying to help here, i an NOT a modelling expert)
i don't know how to use it, when i try, it says "the ignore list in setup can't be empty"
k.
PboProject says there is no error in my model but he says there is a missing texture that is not missing....
But well, nothing related to animations
pboPro has never been known to lie about missing files. Not, never.
if it says it's missing, it aint there on the P: drive
it won;t proceed with other checks until that's fixed
I laughed pretty hard when i heard the finish song xD
Well it's packed now, i'm gonna test it but i'm pretty sure it won't change a damn thing
Wow, the ship is loading waaaaaay faster but turrets are still not moving
Anyway, thank you for telling me about pboProject, i'm gonna use it from now on
for class hitpoint, how small can the radius value get? would 0.097248 be too small for arma?
how precise can I get, can I measure the distance between atoms 
use armorcomponents instead if you want it that precise lol
@toxic solar, floating point math is accurate to 6 digits. Generally expressed as xxxx.yy meters for co-ordinates and sizes. Eg 1cm precision. Your value is approx 10cm or half an inch in the old money. It's up to you to decide if that value is appropriate for the object involved.
The other thing that might help you to know is that floating point math is highly imprecise, 0.097248 has been taken from decoding a binary config eg and represents the closest storable value to the original text equivalent. Exagerating slightly to illustrate, the original value could have been 0.1 /3+0.95 (==0.98) but closest storable value was the longer number. (in this case .1/3 in IEEE = 0.033333333333333333333333333333
dunno if this should be here or #arma3_model but theres no way to delay shell ejection is there
its really bugging me that its early
😦
now the question is do i want to do that
i do not however i will make the safety work properly instead
if you think thats bad
you should see what happens if you fire the last round of a magazine and your gun doesn't lock open on empty
i choose to ignore it!!!!!!!!!
trying to do this decocking animation is a pain in the ass though
its decocked in the model so i use reload to 🐔 it at angle0
...but it needs to be decocked when in holster
this is probably relatively basic shit i just dont know it
right now i have this but dont understand why it doesnt work
because surely it should be counteracting the hammer_rot class when its holstered so it decocks
i mean thats whats happening
when its not selected both will be at 0
so rad 50 cancels out rad -50
yeah so it should be in the decocked position surely 
is that the position of hte hammer in the p3d
yeah
odd
oh
its an ace arsenal bug
it has a thing where selected weapon doesnt become "" when your gun is away somehow
if i get another gun out/leave the arsenal it becomes fine
yeah still fires all fine thanks for the sanity checking kerc 🫂
Does anyone have an iea about how i can fix this turret ?
It kinda sounds like you have not quite made it like a normal turret.
I guess we start from the beginning. Do the animations actually work in buldozer?
They work fine in OB
right and the optics mode thing was the problem.
and were you sure the mesh does not move when in optics mode?
add some debug pieces to the turret and gun selection so you can see if the mesh moves but the view does not
I just figure out the animations are not working when using scripts ingame. do i need to declare them in the config with class AnimationSources ?
I don't see a reason why don't they work ?
Actually non of the animations are working ingame when using scripts
They don't even work when i declare them with AnimationSources
turret/gun sources are not animateable with that except in special circumstances since engine is feeding them animation input
What does this mean? I'm doing stuff for a retexture right now and I haven't seen this before.
I'm playing around with it currently to see if I can fix it
I'm trying to avoid having to do it all by hand but it's looking like it'll pan out that waty
im afraid to ask what you are doing to automate it
copying the parts from the config from the files
my guess is your structure is not quite right then
do you have cfgPatches class?
my go to tip with these things is first simplify with bare basics like just cfgpatches and set that up so it packs
then add one new thing and test
and repeat
Okay I'll start with that
How can i debug an animation if i cannot run it ingame ?
if the turret moves when you move the mouse it works
if the animation works in buldozer then that part is fine
getting the same error code
That's the problem, the turret doesn't move when i move the mouse in optics mode. I can only watch around when in internal view. That's leads me to think there is a problem with ViewOptics but i can't see what problem
but it moves when youre not in optics mode right?
what do you pack with? what are you trying to pack now? just cfgPatches?
Yes, so i think ViewGunner is ok
then the animation works
yeah just cfgpatches
addon buildeR?
If i create a turret with no animations but only a ViewOptics, i'm i supposed to be able to watch around in optics mode ?
no
I still feel like the view memorylod point is not connected with the gun part of the turret
yup
in the file should I only have the textures that are changing maybe
figured it out
I had extra textures in there that were not in the code
I'm just testing it out with the helmet, but I put the chinstrap and everything into the file just because that's how I found it and it was making it blow the fuck up
so a retexture mod needs only a config file and the new texture files. and your config uses the new textures through the hiddenSelectionsTextures config parameter
in case you were repacking an existing mod with your changed files
yes
as that would be a very no no situation
not the same mod I'm just making a retex and I got creators permission already
but now it is not showing up in game
worked with full code and what not
Do I need something in the requiredAddons[] spot, like the @ file name or something for it to call on?
What do you mean ?
that the viewpoint vertex does not follow the animation
did you rename the point yet?
?
I'm confused as to why this isn't working now, this is where I run into problems the most is it doesn't appear in game
Required addons should have at least one cfgPatches class name
Likely an a3 class
Or mod then a3
the mod I'm doing the retexture with has the "A3_Characters_F"
so that's what I got here
what would make it not show up in game?
Are you talking about "periscope_cam" ? Yes i renamed it but it's not the only turret that's not working. I also have a properly made AA turret which is also not working
no that's the name for the item that'll be in the mod
I'm just testing with the 6b47 helmet currently
Answer the question. Is KAF_6B47 your custom mod? Or from the mod config you’re referencing
No. It’s just a class name so others can reference your mod if they make a variant of it
You need the mods cfgPatches class name in your required addons tho
The one you’re referencing
where do I put that one
Required addons
okay so it's an additional quote then?
how is the aa turret not working?
I pasted the config a few lines ahead. I have the exact same issue with the periscope tower, i can watch around in normal mode but i cannot watch around nor move the turret in optics mode.
Do you have a gunnerview memory point linked to main gun/turret
Look at the config i pasted. There is the line memoryPointGunnerOptics="missile_view";
is it weighted to the gun bone selection?
Yes it is
I don't have the choice since i need to deploy the aa launcher. If i don't do it, the camera doesn't move with the launcher. In the samples, the commander view memorypoint is linked to the commander gun.
but commander view memorypoint does not have a bone in the skeleton
its part of 2 selections
the commander gun bone
and the opticviewpointname that is used in the config
Here is the sample skeleton:
class Tank_F: Tank {
skeletonInherit = "Tank";
skeletonBones[] = {
"zasleh","otocHlaven",
"recoilHlaven", "otocHlaven",
"hatch_gunner","OtocVez",
"hatch_commander","OtocVez",
"commander_turret","OtocVez",
"commander_gun","commander_turret",
"gunnerview","otocHlaven"
};
};```
The gunnerview is linked to the cannon
And in the config there is memoryPointGunnerOptics= "gunnerview";
So it shouldn't be a problem
seems faulty setup to me
since its also part of both gunnerview and otochlaven selections
it should break as far as I know
The problem is i already tested multiple time to remove the link with memoryPointGunnerOptics and i still have the same problem. The only difference is the camera is not moving with the launcher anymore
I can only tell you what has worked for me 
all sogpf vehilces for example have this
and no bone called mg1_gunnerview
perhaps try messing with the PIP parameter
whatsitcalled
That's mean your gunnerview is linked to the cannon
wait wait wait wait
Do i also needd to put a memory point for the turret and gun ?? I thought i only needed the axis
no
yes
Well, when i look at your picture, i can see there is a memory point for otochlaven (which is your cannon) and i see the same in the samples. In my memory lod there is no point for "aa_missiles", my "missile_view" is linked to nothing
if missile_view is used as the optic point in config it should be linked to the gun
all these points are part of the gun selection
since they need to move with the gun
Still not working
oh is radius not needed if using armorcomponents? I ended up using that just cause I was following an ERA example
its still used but only for indirectHit
oh okay, very cool, 
so you can go with very simple large(r) radius hitpoints whcih are better for performance
Oh my fucking god ! I think i solved the problem. Don't ask me why, but i was extending my submarine class from B_SDV_01_F and when i decided to extend my submarine from the base class Ship_F, everything started working ! I think extending a new vehicle from a final class is not a good idea.
you may have inherited some stuff that broke it for sure
That's what i was suspecting from the beggining but i can't figure out what it is
For class OpticsIn what is 1x zoom again? 0.25 or 0.75?
or I guess what would be better is can I use cba_optics_fnc_setOpticMagnificationHelper
0.25 - although it seems to vary
at least that function is
0.25/_this
so
but there was a period of time where vehicle magnification was something like 0.4 for 1x
oh huh
I like 0.25
Is there a reason why fov is just never defined in terms of manginifcation instead of this way?
Because sometimes it’s necessary to fit optics in to the screen space on the basis of FOV if using magnification values means things you should see are being cut off outside the frame
I'm here to ask you guys about this and how to fix
It's my first time trying to create vanilla NATO Replacement faction mod using ALiVE ORBAT Creator, paste Full faction to autogen.hpp and CfgPatches to CfgPatches.hpp
Please teach me how to fix this, i wasted 3 hours
youll have to understand the basics of class inheritance
those config maker things like orbat creator are not really fool proof
it says the issue right in the message
you are inheriting a cargoTurret_01 class from somewhere and it does not exist
Yes sir
CargoTurret_01 is a damn thing that I don't know on NATO Hummingbird Helicopter
My guess is it could be something mounted on the Hummingbird
its the FFV turret
(fire from vehicle) seat where passenger can shoot with its own gun
Id suppose if you make a retexture you dont need to touch it
unless you change the default gunner on it
and for your config to work you will need proper inheritance tree to the previous classes
the Orbat thingy probably cant do that
So, how would one mod a helicopter in basic flight model, not advanced, to be able to lift/fall faster
basically more responsive collective
Unpack a3 and check helicopter config
Yes, obviously, I'm looking at the helicopter config, I'm asking which of these properties it is that governs actual lift thrust
I'm guessing liftforceCoef but I would rather just ask rather than flailing around like an incompetent.
Found a post on the forums. Interesting.
The Test_Heli_01 in the A3 Samples has a fairly well commented config.cpp which will answer your questions for SFM.
Thanks. This appears to be the same one I found on the forums. Strangely, liftforceCoef doesn't seem to be doing that much right now. I'll try again with a much bigger value...
I might need to mess with "envelope" instead, which looks like some weird math shit
...of course, envelope[] is only used on jets in a3, so I have no info on if it'd work with a helicopter at all
wasnt it possible to set post processing effects in vehicle optics or did i just dream that?
somehow can't figure it out anymore
ok, yeah, i was in the wrong config class
If i understand correctly, there is no animation source to display the vehicle speed in km/h, if i want the speed in km/h, i have to do it myself ?
You need the speedometer needles in the model itself to be selections. Then, you animate them through model.cfg and use the correct source
for R_MRAAWS_HEAT_F, does the damage come from the submunition(ammo_Penetrator_MRAAWS) or R_MRAAWS_HEAT_F it self? if it comes from ammo_Penetrator_MRAAWS whats the point of R_MRAAWS_HEAT_F?
cuz rockets can't 'penetrate' they're just explosive
so the penetrator simulates the heat shaped charge jet
so the answer to your question of what does the damage, the answer is both, but mostly the penetrator
oh so the rocket being shotRocket cant penetrate. but since the penetrator is shotShell it can?
Yeah
So then using this same idea, I could make a penetrator for the 40mm GL so that it could go through windows?
cause afik the 40mm GL will explode when hitting glass?
mm yeah I was considering something like that for regular grenades too but its a bit difficult
and yeah it does
wat part makes it difficult?
cuz in the case of the 40mm you'd be doing the opposite
you'd want the main projectile to penetrate things and then turn into an explosive
but determining that last part is hard, like the only way I can think of doing it is sorta how I set up the mortar shells in spearhead
so instead of submunitionInitialOffset[] = {0,0,-0.2}; which what spawns the penetrator ahead of the main round? I would do submunitionInitialOffset[] = {0,0,0.2};?
no -0.2 is behind
0.2 would put it inside
you'd set it to 0
to spawn it on the same spot
oh wait for the maaws the penetrator is spawned behind the main rocket?
yeah cuz if it was on 0 it'd probably go through the component without impacting
as 0 would be the surface
so its created back a little bit
oh and if it was 20cm forward it would just be bascially teleporting inside it
yeah
anyway the way i'd probably do it is you'd have it triggeronimpact and then the submunition - the thing that explodes, explodes shortly after
so the 40mm will still explode upon hitting glass but it'll go through it first
so basically shooting penetrators, that spawn 40mms?
yeah
anything more complex than that will probably need scripting, probably using the penetrated eventhandler
I played around with that to like simulate sensitivity of fuzes but triggerAmmo etc didn't work the way I wanted
okie dokie I will try one day and see how it turns out
ok, turns out i cant get pp effect to work on vehicle optics after all. am i right to assume this isn't a thing?
example, making the screen black and white when in optics
Using gunnerOpticsEffect[]? I've got a feeling I found the same issue recently, that it does nothing.
It looks like it's set on the vanilla Kajman helicopter gunner turret optics
gunnerOpticsEffect[] = {"TankCommanderOptics1", "BWTV"};
but I don't detect any graining or colour change in game, so maybe it used to work but not anymore?
yeah, i think it's deprecated
Looked back through notes and I was trying to get it working last October. Came to the conclusion it was broken then too, although Veteran and I did look at using a CfgWeapons opticsPPEffects[] (which does work) but it needed scripting and wouldn't work in thermal modes, so scrapped the idea.
at least in rifle optics the pp effect still seems to work
Yes, but not apparently transferable to vehicles
Bug ticket for dedmen?
where are you setting it? Im pretty sure it does work
I think you can set it either in the turret itself or in OpticsIn etc subclasses
at least last I looked into it the only 'bug' was it would incorrectly apply the effect even when not in the optic like the 'gunner' view
Doesn't work in either from my tests, but would be happy to be proved wrong if you have a working example.
double checking now in case it broke since last I looked
I think you're right, its bugged
it was definitely working a couple versions ago
as i was playing around with it for spearhead tanks and it was working then, but checking them now the effect is gone
but as mentioned - it works fine on optics for infantry weapons
theyre supposed to kiss now right
Trying to retexture the UH-80 and the issue that I am encountering is that I can't change who the gunners are. Currently only the pilot appears, and all the turret slots are empty. Does anyone know what I'm doing wrong.
class B_Heli_Transport_01_F;
class B_Heli_Transport_01_F_2: B_Heli_Transport_01_F
{
scope=0;
class Turrets;
};
class B_Heli_Transport_01_F_3: B_Heli_Transport_01_F_2
{
class Turrets: Turrets
{
class CopilotTurret;
class MainTurret;
class RightDoorGun;
};
};
class 2035_NTA_Heli_Transport_F: B_Heli_Transport_01_F_3
{
author="Frenchie";
displayName="[NTA] UH-80 Ghost Hawk";
crew="2035_B_NTA_Pilot";
moveInTurret="";
textureList[]={};
faction="2035_B_NTA";
scope=2;
scopeCurator=2;
hiddenSelections[] = {"camo1","camo2"};
hiddenSelectionsTextures[] = {"\Frenchie_CUP_Factions\Textures\NTA_heli_transport_1.paa","\Frenchie_CUP_Factions\Textures\NTA_heli_transport_2.paa"};
typicalCargo[] = {"2035_B_NTA_Pilot"};
class Turrets: Turrets
{
class CopilotTurret: CopilotTurret
{
gunnerType = "2035_B_NTA_Pilot";
};
class MainTurret: MainTurret
{
gunnerType = "2035_B_NTA_Pilot";
};
class RightDoorGun: RightDoorGun
{
gunnerType = "2035_B_NTA_Pilot";
};
};
};```
B_Heli_Transport_01_F_2 isn't in the vanilla game, so hard to know if inheritance is correct.
You might need dontCreateAI = 0; in the turret classes.
I wasn't looking for animating a needle, i wanted an animation source to have the speed in km/h in a MFD but i did it myselft
The speed animationSource is measured in m/s.
So just use a 3.6 multiplier on it to get km/h.
I can't multiply it if i set the source directly in the MFD, i created a user MFD instead to have it displayed by script
Almost no vehicles use m/s on their instruments, and none of them require scripted solutions to animate. But perhaps your's is a particularly special example.
How would you display it in a MFD in km/h without script ?
I was trying to set up the inheritance tree. Do I not need to have those classes predefined?
If that's what you want to inherit from, it might be correct, but as they're not vanilla vehicles but instead come from some mod, we can't check whether the inheritance is correct.
I've only encountered this issue with the Ghost Hawk and the Huron, most other vehicles just have "crew" be for the entire crew of a helicopter. To be fair those are mods not vanilla vehicles that I've used, where this is the first time I'm using these particular vanilla vehicles.


to see the old beards solving problems together