#arma3_config

1 messages · Page 27 of 1

pastel pivot
#

yes it works in buldozer

hearty sandal
#

how about the named property

pastel pivot
#

everywhere name is the same

hearty sandal
pastel pivot
nimble sequoia
pastel pivot
green verge
#

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 🥳

hearty sandal
#

possibly lacks complete interpolation chain between the run and jump animations

gritty rune
#

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

mossy scaffold
#

I was thinking as opposed to him using the doorframe for concealment

severe marlin
#

I'm trying to add a tee combat fatigue but idk the config for it

#

It needs some extra stuff?

severe marlin
#

Nvm it fixed

gritty rune
#

like leaning out from behind the wall into the door?

daring tree
#

why am I getting this error

#

I don't understand

hard chasm
#

You have not inherited a correct parent class

daring tree
hard chasm
#

mymodel has no parent. study one of the bis configs.

hearty sandal
#

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

tender fiber
#

what could be the issue of everytime a player joins the server their uniform turns black like this? every single one

wintry tartan
#

My wild guess is just badly made Mod or a scenario

limber citrus
heavy night
#

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

rapid crystal
#

How can I make it so passenger cargo proxies can be shot at by AI? The AI currently ignore players in those proxies.

rapid crystal
# shy knot 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.

celest zenith
#

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

agile nexus
#

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

pallid sierra
nimble sequoia
agile nexus
# pallid sierra What trouble are you having with the config? Post what you have so far to pastbi...

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

#

I want to create just the same uniform but with increased capacity

hearty sandal
#

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

agile nexus
#

I know how class inheritance work, just not sure what ItemInfo actually is

hearty sandal
#

it is a class inside another class

agile nexus
#

is it global?

hearty sandal
#

I dont think such term applies in this stuff

agile nexus
#

Understandable

hearty sandal
#

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

agile nexus
#

Should I really learn all of uniform config to change 1 single parameter?

hearty sandal
#

yes

agile nexus
#

Pretty sure it's just 3-4 lines of code but thanks for help

hearty sandal
#

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)

agile nexus
#

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

hearty sandal
#

so that your new values will apply

hearty sandal
agile nexus
#

Yeah, I know

hearty sandal
#

nobody else should have to waste the time for you either

#

if you dont want to do it, you dont need it

agile nexus
#

Guess i'll just open rhs and copypaste the config with that parameter changed

pallid sierra
hearty sandal
agile nexus
tacit zealot
#

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

hearty sandal
#

Config has nothing to force weapon use

#

wight fixed direction weapons it comes down to if the gun gets aligned to target

tacit zealot
#

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

hallow quarry
#

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;
                    };```
limber citrus
#

I'd guesstimate

angleRangeHorizontal=60;
angleRangeVertical=60;

but not sure

hearty sandal
#

I too believe those are the ones

#

you can compare what other vehicles have for those

hallow quarry
#

I mean that the cone to extend to less km

#

sorry I should have clarified

#

I meant longer not wider

wheat sluice
#

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.

hearty sandal
#

were the sensor range still dependant on view distance?

#

or did that get improved already

wheat sluice
#

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.

toxic stirrup
#

Is it possible to make map placed object that ignites flame during night hours only and turns off during day?

hallow quarry
#

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

hallow quarry
#

is there a way for gunner to have different sensors

untold temple
#

Yes, they go in the class components for the turret

shy knot
#

What sound values could cause a sound effect to play through one ear only instead of both

limber citrus
shy knot
#

Though, let me check the file in audacity

hard chasm
#

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.

gray orbit
#

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?

wintry tartan
grand zinc
#

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

gray orbit
#

Difficulty settings have nothing to it.

wintry tartan
#

It still is an issue in Dev, yeah, lazy Ded boo

gray orbit
#

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.

wintry tartan
#

Well as I said, it is an issue

gray orbit
#

Thanks for the response!

wintry tartan
#

So yeah basically wait until Ded does actually work

shy knot
#

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

shy knot
#

Wait, think I just found it

#

Yep

#

Missing a selection

#

All good

west schooner
#

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.

ebon pivot
#

pboprefix

west schooner
#

Huh

#

Thanks

#

Any idea why Z is used so commonly?

ebon pivot
#

🤷

#

i use y for my mods

#

gets used for filepatching

chilly tulip
#

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.

pallid sierra
undone patio
#

is it possible to have a missile act like a TOW unless you push the lock button, upon which it becomes an IR missile?

wheat sluice
#

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:

  • manualControl set to 1, this is what enables SACLOS behaviour
  • (Optional) cameraViewAvailable set to 1, enables the gunner to toggle a camera feed from the missile's seeker on their panels
  • maxControlRange to x (x being in metres)
  • missileManualControlCone to 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.

undone patio
toxic stirrup
wheat sluice
#

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";
            };
        };
    };
gritty rune
strange egret
#

you cant simply change from car to carX ... you need to setup alot first, including changes in the model itself

gritty rune
#

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

somber cloak
#

lol @gritty rune you just hit a big jump ? :D

gritty rune
#

he he, yeah, looks like it

gritty rune
#

seems I at least had to change type=“translationY” to type=“translation” in class Wheel_1_1_Damper in model.cfg

green verge
#

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"}; ?

grave steppe
#

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

shy knot
green verge
little quail
#

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?

green verge
nimble sequoia
hearty sandal
nimble sequoia
little quail
# nimble sequoia From line 220, what does your `#define LOG` look like?
#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

nimble sequoia
grand zinc
#

no

little quail
#

no idea really, this is all part of cba and not my own

grand zinc
#

its a macro argument, thus not a macro itself

nimble sequoia
#

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?

grand zinc
nimble sequoia
#

Maybe try these settings for pboProject 3.91 ("defaults", except Binarise has errors changed to Warning)

grand zinc
#

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.

little quail
#

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)

grand zinc
#

I am not aware of a guide like that with hemtt

austere prism
nimble sequoia
grand zinc
#

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

austere prism
#

Plus many other active mods ❤️

grand zinc
#

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

austere prism
grand zinc
green verge
nimble sequoia
#

"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. 😉

grand zinc
#

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

nimble sequoia
#

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.

grand zinc
#

But atleast, unlike Mikero, this is open source on GitHub, so anyone who wants can improve it

little quail
#

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?

austere prism
nimble sequoia
grand zinc
austere prism
little quail
#

ok, what would determine if i need it or not?

austere prism
austere prism
grand zinc
grand zinc
little quail
#

alright, dont think i will need that then. I will start by making something simple compile, then add CBA to it as step 2

austere prism
#

sciprt_macros_common.hpp is really it for the majority of mods

grand zinc
austere prism
#

There is a tutorial half done for HEMTT, that walks you from start to end of creating a script mod

#

but, unfinished

grand zinc
austere prism
#

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

grand zinc
#

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)

austere prism
#

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

grand zinc
#

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

austere prism
#

offline builds

#

no more wokring on airplanes

hard chasm
#

@little quail You can turn ALL warnings off or just the unused define argument in the warnings errors panel

green verge
#

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"};
    };
};
wintry tartan
#

Your unit is west

green verge
wintry tartan
#

Just side = 3 or inherit from C_Man_1?

hard chasm
#

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

pale kayak
#

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

somber cloak
#

uncheck rebuild requiredaddons in pbopro

marble badger
#

Is there an impact grenade in vanilla that I can inherit from?

orchid delta
#

Hi ! I want to make a retexture of a (modded) rifle. Is there a "blank" config I can use or something similar ?

plush leaf
#

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?

hearty sandal
#

for example that is where lamp posts and such detect and destroy surrounding power lines

plush leaf
hearty sandal
#

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

plush leaf
hearty sandal
plush leaf
hearty sandal
#

👍 good luck

toxic stirrup
#

so I set scope=0 for the "hidden" one?

wheat sluice
#

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.

runic basin
#

Is there a mission-side fix for this? mild_panic Or do I need to submit a report to the modmaker?

#

To clarify, it's the truck that's the problem, not the ship.

hearty sandal
runic basin
runic basin
hearty sandal
#

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

runic basin
hearty sandal
#

very possible yes

hard chasm
#

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.

brazen merlin
#

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

uncut pike
#

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.

brazen merlin
#

any link where i can check the config?

#

i mean of a mod that adds at least one module

brazen merlin
#

weird

opal crater
#

weird what ;d

brazen merlin
#

my module has scopeCurator = 2 but it's not showing up in zeus, no matter what i do

opal crater
#

make sure to add your modules to units array in cfgpatches, otherwise it won't be visible in Zeus

brazen merlin
#

hm. that could be it maybe. let's see

#

yeah, that's it. ducking hell

opal crater
#

classic ;D

hard chasm
#

PboProject automatically adds any public class to the units[]= array.

hard chasm
#

(It also removes those that aren't)

marble badger
#

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?

nimble sequoia
marble badger
#

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

nimble sequoia
#

Actually ignore that first suggestion

#

yes, my mistake

#

you'll call it with SIGN(name);

#

yikes

marble badger
nimble sequoia
#

You see my last post in red text?

marble badger
#

ah no

nimble sequoia
#

Usually means it couldn't send the message, but doesn't say so

marble badger
#

yup, odd
also other suggestions are also a nada

nimble sequoia
#

DM me the config if you wish

marble badger
#

dm sent

marble badger
# marble badger I'm trying to create a config macro to help me with some repetitive configs ```c...

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);

nimble sequoia
#

There was also the missing ## after name in the displayName.

marble badger
shy knot
#

Back again. What would cause a sound file to only play out of one ear?

pallid sierra
#

If you mixed it wrong

coral silo
#

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

shy knot
#

Really dumb config stuff

shy knot
dry wharf
#

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.

https://www.youtube.com/watch?v=YfCCsLmUdOE

#

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;
    };
shy knot
dry wharf
#

yes

shy knot
#

How many wheels does it have

#

Also, holy shit that enginePower and maxOmega

dry wharf
#

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.

shy knot
#

You need all 16 wheels

dry wharf
shy knot
dry wharf
#

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.

hard chasm
#

@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.

coral silo
hallow quarry
#

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

hallow quarry
#

is displayname the one that's on pylon transformation
and the displaynameshort the one in the gui

minor wigeon
#

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

dry wharf
fossil wolf
#

@pallid sierra
Hey bud
Does this setup look correct?
Thanks heaps for your work

pallid sierra
tender fiber
#

what could be causing this

wintry tartan
#

Causing what

tender fiber
#

legs texture getting some random texture from the pbo

#

this also happens with the rest of the uniform

shy knot
#

Or you have a camo selection that base game has and whatever you’re inheriting from is doing it

tender fiber
#

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

wintry tartan
#

Post your config then

tender fiber
#

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

wintry tartan
#

So you're not the creator of that uniform?

tender fiber
#

no but i help them with code

#

it's my units retext

wintry tartan
#

Okay... post your config then, once again. At least the related part

tender fiber
#

you want the hpp's? the config is just a bunch of #includes

wintry tartan
#

I don't know what they contains anyways

#

So probably hpp

tender fiber
#

i was looking at the wrong place

wintry tartan
#

And which has the issue

tender fiber
#

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

faint spruce
#

How can i remove the water effect in a submarine so player don't see water effect when the submarine dives ?

ebon pivot
#

dont know if its possible but my guess would be the same way it works for the zodiac

livid trail
#

Is there any documention in regards to "damaged/destroyed" textures?
Can't find anything about it

wintry tartan
#
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"
    };
};```
livid trail
#

So it fully replaces the rvmats based on the damage state?

wintry tartan
#

Basically

livid trail
#

Thanks, will look into it

wintry tartan
#

RVMAT + the selection in P3D that is configured in HitPoints is damaged = change into damaged RVMAT

livid trail
#

uf

#

@lean bloom read that KEKW

ebon pivot
#

(worth noting you can put _co layers on rvmats if you were unaware)

lean bloom
lean bloom
wintry tartan
#

AFAIK Fire Geometry is not related with it

#

(Terms of visual update)

lean bloom
#

Okay fair, so this needs to be a resolution lod selection, makes sense

lean bloom
#

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.

livid trail
#

Important to ask, if this should be inside the vehicle itself, or in Turrets -> MainTurret, or NewTurret

faint spruce
#

Is there another way to increase a vehicle speed without increasing its enginePower ?

livid trail
# wintry tartan (Terms of visual update)

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.

wintry tartan
#

No. I don't know what you've done or trying to do

hearty sandal
hearty sandal
#

setup should be made same way it is done in vanilla configs

livid trail
#

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

hearty sandal
#

selections in p3d of course and damage selection sections in model.cfg are needed if I recall right

livid trail
#

Can't find anything about damage selection sections in model.cfg, any links?

#

Or is it just the "selections" entry?

nimble sequoia
livid trail
#

(veteran did say to contact you Apollo aPES_Laugh)

nimble sequoia
#

Are you working on the same thing as tklama?

livid trail
#

yup

#

it's not there, added and testing

nimble sequoia
#

Any selection which will have some texture or rvmat change such as hidden selections or damage mats needs an entry in sections[]

livid trail
#

Unfortunately no joy.

nimble sequoia
#

Away from pc on limited phone so can't see issue. How and what damage did you set?

livid trail
#

50cal into the body

#

The issue would be that there's no damage visible on the texture itself

nimble sequoia
#

How do you know what damage level occured and to which hitpoints?

livid trail
#

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

nimble sequoia
#

I can't see the image as mentioned. But if you have destroyed the vehicle it might be switching to a wreck

livid trail
#

no wreck defined, model stayed the same, will try to almost destroy it with ZEN

nimble sequoia
#

Best to try setDamage ('hitBody', 0.8); or whatever the correct statement is.

livid trail
#

ah, it shows zero components that can be damaged wtf

nimble sequoia
#

Also run dev branch and diagnostic exe so you can see shot penetration and hp damage in detail

livid trail
#

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

nimble sequoia
#

But yeah, first check config looks as you expect

#

Use config viewer in game

livid trail
#

Ye, we got ADT loaded too

nimble sequoia
#

Excellent

#

It's easy to build into the wrong folder for example and spend ages wondering why nothing changes

livid trail
#

weird, HitPoints with HitBody is defined.

#

and in Turrets -> MainTurret -> HitPoints there's also stuff. Inherited from the Mk6 that is in this case

livid trail
nimble sequoia
#

Your class Damage changes are in game?

livid trail
#

Yes

nimble sequoia
#

So what did you say was missing?

livid trail
#

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.

nimble sequoia
#

Change name = "hitBody";
Put some hitpoints called hitBody in HP LOD and ensure you have some Fire Geo near them

livid trail
#

@lean bloom ^^ your time

#

everything model-wise has to go through him, I have no idea how to delete the starter cube in blender

nimble sequoia
#

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?

livid trail
#

Don't think we do, given he's looking at "what it actually is" right now

nimble sequoia
#

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!

livid trail
#

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

lean bloom
#

So uh.

  1. 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";
            };
        };```
#
  1. 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...

hearty sandal
#

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

novel lava
#

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

lean bloom
#

Ah I see

pallid sierra
#

@undone patio #arma3_scripting message

No, replacing it isn't too hard. What files do you have so far that you want to replace

undone patio
#

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

pallid sierra
#

I haven't done it, but you could probably exchange these config values:

undone patio
#

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

sand crystal
#

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"};
    };
};

};`

hearty sandal
sand crystal
chilly tulip
#

Does that magazines[] += on the new muzzle actually work?

#

= is fine there.

wintry fox
hard chasm
#

?

faint spruce
#

Some vehicles have a turbo when you hit SHIFT, how do i do that ?

faint spruce
shy knot
faint spruce
#

what do you mean ? The turbo will depend on the shape of my boat and how well it can move on water ?

shy knot
#

You must be new to modding. PhysX is the stuff in config that controls a vehicles movement

faint spruce
#

And i don't see any command that talks about vehicle turbo

steep pawn
#

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

hearty sandal
#

doors specifically no

#

but am not quite understanding which part you have problem with

#

animating them or getting out

nimble sequoia
#

set animPeriod = 0;

hazy turtle
#

Hello! Is there way to reize a map object with a config? I need small rocks and I want to resize a vanilla one.

hearty sandal
#

no

hazy turtle
#

Ok, thanks

shy knot
nimble sequoia
steep pawn
#

It looks cool and all but it kinda has effects I don't want on using it for combat

nimble sequoia
hearty sandal
nimble sequoia
#

but you'll still get that blank screen when switching LOD's

hearty sandal
#

Arma does not have anything for combat exit

#

and most of the time doors are not animated at all

nimble sequoia
#

If it's door animation speed that's the issue, set animPeriod = 0 as noted before.

hearty sandal
#

that works too

#

but cant have everything together

#

you got to decide which design choices you make

nimble sequoia
#

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.

steep pawn
#

Eject doesn't seem to do anything different though, it still waits for the doors full opening

faint spruce
#

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

nimble sequoia
#

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

faint spruce
nimble sequoia
hard chasm
#

Eject doesn't seem to do anything different though
the intent is that doors will open even if the vehicle is moving.

fallen orbit
#

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.

hearty sandal
#

It is not very common thing to do

#

Only reference I can think of is the Arma2 scud launcher

fallen orbit
#

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

hearty sandal
#

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

fallen orbit
#

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

hearty sandal
#

At least bipedal ones.

#

I have done quite a lot of testing on that

fallen orbit
#

Would it not be possible to mix some of these features ?

hearty sandal
#

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

fallen orbit
#

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

hearty sandal
fallen orbit
#

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)?

hearty sandal
#

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

fallen orbit
#

Alright. Thanks again.

copper hazel
#

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 ?

copper hazel
#

oh forgot to say in the Vehicle customization

#

for the Cougar heli

hearty sandal
#

I think there may be a wiki page about that

copper hazel
#

I look into it

copper hazel
#

i cant find refernece for it :/

hearty sandal
#

could be I remember wrong. blobdoggoshruggoogly Try looking at any vanilla vehicles config that has those components defined

copper hazel
#

🤝

zenith verge
#

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.

wintry tartan
#

It's a part of CfgAmmo

#

And what does this mean

still eject 1 shell case when reload is finished.

zenith verge
#

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

wheat sluice
#

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.

zenith verge
#

Now i was try to find why there was just 1 single casing shell appeared at the last frame of the reload animation

wintry tartan
#

I'm very suspecting that the shell at the reload anim is not a part of config but a script you got

wheat sluice
#

Maybe you have a GunParticles property that's ejecting a link?

zenith verge
zenith verge
#

and i was running the game with only cba, ace3 and my testing mod loaded

wheat sluice
#

ace3
Probably check if ACE has something to do with it.

zenith verge
#

you just remind me, i wrote some ace speicfic value in the cfgammo for compatibility of ace

#

i will go check it again

wheat sluice
#

Definitely test without ACE to see if it's the issue. One module (fnc_createcasing.sqf in ace_casings) seems like the possible culprit.

queen viper
#

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

tame raven
fallen orbit
#

@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.

winter rain
novel lava
#

links are part of GunParticles

#

cartridge is cfgammo

#

gunparticles is defined in cfgweapon

hearty sandal
fallen orbit
#

Wow. Very interesting approach but how was this controlled?

quartz pivot
#

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?

shy knot
quartz pivot
hearty sandal
#

the torso and weapons are controlled by the gunner

fallen orbit
#

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

hearty sandal
#

walking robots are difficult to make

#

each method has its own good and bad sides

copper hazel
hearty sandal
#

any engine that dont have some sort of ready feature set/simulation type for robots its difficult

shy knot
#

Walking robots are like, top tier difficulty to start with. Horrible decision

copper hazel
hearty sandal
#

I did not start with them though 😄 was like maybe the second thing

copper hazel
#

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

copper hazel
shy knot
#

@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```
shy knot
copper hazel
#

so its controlled via dive and bank interesting

#

i made it with vertspeed

shy knot
#

This is for up/down, left/right movement

copper hazel
#

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

copper hazel
#

do you have an example how this looks ingame ?

shy knot
#

Oh, vid isnt available

#

Best I can say is look at the OPTRE Falcon

copper hazel
#

havent checked out optre in ages will do

#

@shy knot also can i ask you something in dm ?

shy knot
#

Sure

copper hazel
#

Optres pelican moves like in halo thats cool

shy knot
#

Essentially uses the same model.cfg code. Just edited

#

So, just use that model.cfg code and edit as needed

dusk jungle
#

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?

hard chasm
#

@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.

copper hazel
#

Thats how it is in flight mode currently

dusk jungle
#

@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

grand zinc
#

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

dusk jungle
#

Thanks! So that value in vanilla turrets is meaningless.

hearty sandal
#

Is there any connection to turret being a copilot?

coral knoll
#

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
molten musk
coral knoll
#

Just delete the editorcategory class and use faction

hard chasm
#

i assume it's (wrongly) still pointing to the class named in HL_CMB_Hunter, or deeper

coral knoll
#

The classname is fine, every other change is made

#

But editorCategory reverts to HL_COMBINE

hard chasm
#

which is what i said

coral knoll
#

Oh I read that wrong sorry

#

yes

hard chasm
#

i wonder if editorCategory=""; will get the result you need.

coral knoll
#

Tried that, just left me with a blank category

hard chasm
#

damn

dusk jungle
#

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?

hard chasm
#

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.

coral knoll
#

I could try deleting another class thats a string? see if just doesnt work on strings

hard chasm
#

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.

coral knoll
#

Ok, I'll keep the current one but delete the subcategory

hard chasm
#

subcat is also a string

coral knoll
#

Oh right

hard chasm
#

delete one of your cfgvehicles

coral knoll
#

wdym? just remove the entire vehicle?

hard chasm
#

no. you need to:
delete classElephant;

#

it needs to be in another addon

coral knoll
#

Ah i see now

#

Im assuming it needs to be within another CFGVehicles?

hard chasm
#

indeed

#

it's easy to discover it;s gone. you won't be able to select it in the editor

coral knoll
#

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

hard chasm
#

that's right the class itself is gone and can''t be selected by the editor

north sluice
#

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?

nimble sequoia
north sluice
#

Probably will have to play with the torque curve then...

tacit zealot
#

Which config parameters can I use to affect the thrust of a plane with airplane simulation (NOT airplanex simulation!)

wintry tartan
#

What does it mean affect in this context?

tacit zealot
#

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.

wintry tartan
tacit zealot
#

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

hearty sandal
tacit zealot
#

Yep, CUP Su-34 has airplane simulation

hearty sandal
#

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

faint spruce
#

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[] = {};
                };
            };```
hearty sandal
faint spruce
hearty sandal
faint spruce
hearty sandal
#

double check the points weighting?

#

is it tied to something else too?

faint spruce
faint spruce
hearty sandal
#

the optics point

#

needs to be part of the animated "gun" selection

faint spruce
# hearty sandal 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
faint spruce
hearty sandal
#

memorypoints need same weighting

faint spruce
#

Can i do that with object builder ?

hearty sandal
#

sure

#

just assign them to correct selections

#

optic point selection and turret gun selection

faint spruce
#

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

hearty sandal
#

weight is same thing as vertex group or OBs named selection

faint spruce
hearty sandal
#

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

faint spruce
#

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

faint spruce
hearty sandal
#

how does your cfgskeleton look like?

hearty sandal
#

partial weight?

#

you dont need that

#

when you make a selection in OB (well blender too) its 100% weight

faint spruce
# hearty sandal how does your cfgskeleton look like?

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"
        };
    };```
hearty sandal
#

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

faint spruce
#

Hmm

hearty sandal
#

they cant be same

faint spruce
#

Ok i see, i'm going to test that right now

hearty sandal
#

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

faint spruce
hearty sandal
#

🤔 that doesnt even have a bone

faint spruce
hearty sandal
#

is it mounted sideways?

faint spruce
#

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

hearty sandal
#

yes well you still want all the parts be in correct order

frozen bluff
#

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

frozen bluff
#

Thanks I'll give that a shot

faint spruce
# hearty sandal

I did it the way you said for the AA missile launcher and it's still not working

faint spruce
#

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

wintry tartan
#

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

faint spruce
#

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

hard chasm
#

animperiod= 0; ?

faint spruce
hard chasm
#

for test purposes. well worth givig it a value of (say) 0.5 secs.

faint spruce
hard chasm
#

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?

faint spruce
hard chasm
#

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)

faint spruce
hard chasm
#

k.

faint spruce
#

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

hard chasm
#

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

faint spruce
#

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

toxic solar
#

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 kekega

novel lava
#

use armorcomponents instead if you want it that precise lol

hard chasm
#

@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

ebon pivot
#

dunno if this should be here or #arma3_model but theres no way to delay shell ejection is there

novel lava
#

nope

#

only way is to disable it and script the ejection

ebon pivot
#

😦

#

now the question is do i want to do that

#

i do not however i will make the safety work properly instead

novel lava
#

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

ebon pivot
#

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

novel lava
#

i mean thats whats happening

#

when its not selected both will be at 0

#

so rad 50 cancels out rad -50

ebon pivot
#

yeah so it should be in the decocked position surely thonk

novel lava
#

is that the position of hte hammer in the p3d

ebon pivot
#

yeah

novel lava
#

odd

ebon pivot
#

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 🫂

faint spruce
hearty sandal
hearty sandal
#

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

faint spruce
#

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

hearty sandal
dreamy granite
#

What does this mean? I'm doing stuff for a retexture right now and I haven't seen this before.

hearty sandal
#

never seen that one blobdoggoshruggoogly

#

but like

#

probably some error in your config?

dreamy granite
#

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

hearty sandal
dreamy granite
#

copying the parts from the config from the files

hearty sandal
#

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

dreamy granite
#

Okay I'll start with that

faint spruce
hearty sandal
#

if the turret moves when you move the mouse it works

#

if the animation works in buldozer then that part is fine

dreamy granite
#

getting the same error code

faint spruce
hearty sandal
#

but it moves when youre not in optics mode right?

hearty sandal
faint spruce
hearty sandal
#

then the animation works

hearty sandal
faint spruce
hearty sandal
#

no

#

I still feel like the view memorylod point is not connected with the gun part of the turret

dreamy granite
#

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

hearty sandal
dreamy granite
#

oh okay

#

well learn something new right?

hearty sandal
#

in case you were repacking an existing mod with your changed files

#

yes

#

as that would be a very no no situation

dreamy granite
#

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?

hearty sandal
#

that the viewpoint vertex does not follow the animation

#

did you rename the point yet?

dreamy granite
#

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

shy knot
#

Likely an a3 class

#

Or mod then a3

dreamy granite
#

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?

faint spruce
shy knot
#

Or is that the mod you’re going off of

dreamy granite
#

no that's the name for the item that'll be in the mod

#

I'm just testing with the 6b47 helmet currently

shy knot
#

Answer the question. Is KAF_6B47 your custom mod? Or from the mod config you’re referencing

dreamy granite
#

my mod

#

does that need to be the same as the mod folder?

shy knot
#

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

dreamy granite
#

where do I put that one

shy knot
#

Required addons

dreamy granite
#

okay so it's an additional quote then?

hearty sandal
faint spruce
shy knot
faint spruce
hearty sandal
#

is it weighted to the gun bone selection?

faint spruce
hearty sandal
#

does it accidentally have its own bone

#

which it should not have

faint spruce
# hearty sandal which it should not have

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.

hearty sandal
#

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

faint spruce
# hearty sandal but commander view memorypoint does not have a bone in the skeleton

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

hearty sandal
#

seems faulty setup to me

#

since its also part of both gunnerview and otochlaven selections

#

it should break as far as I know

faint spruce
# hearty sandal seems faulty setup to me

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

hearty sandal
#

I can only tell you what has worked for me blobdoggoshruggoogly

#

all sogpf vehilces for example have this

#

and no bone called mg1_gunnerview

#

perhaps try messing with the PIP parameter

#

whatsitcalled

faint spruce
#

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

hearty sandal
#

no

faint spruce
# hearty sandal no

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

hearty sandal
#

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

faint spruce
toxic solar
novel lava
#

its still used but only for indirectHit

toxic solar
#

oh okay, very cool, salute

novel lava
#

so you can go with very simple large(r) radius hitpoints whcih are better for performance

faint spruce
hearty sandal
#

you may have inherited some stuff that broke it for sure

faint spruce
toxic solar
#

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

novel lava
#

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

toxic solar
#

oh huh

#

I like 0.25

#

Is there a reason why fov is just never defined in terms of manginifcation instead of this way?

untold temple
#

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

sullen fulcrum
#

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

hearty sandal
#

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

sullen fulcrum
#

My guess is it could be something mounted on the Hummingbird

hearty sandal
#

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

undone patio
#

So, how would one mod a helicopter in basic flight model, not advanced, to be able to lift/fall faster

#

basically more responsive collective

shy knot
undone patio
#

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.

nimble sequoia
undone patio
#

I might need to mess with "envelope" instead, which looks like some weird math shit

undone patio
#

...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

brazen merlin
#

wasnt it possible to set post processing effects in vehicle optics or did i just dream that?

#

somehow can't figure it out anymore

brazen merlin
#

ok, yeah, i was in the wrong config class

faint spruce
#

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 ?

shy knot
toxic solar
#

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?

novel lava
#

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

toxic solar
#

oh so the rocket being shotRocket cant penetrate. but since the penetrator is shotShell it can?

novel lava
#

Yeah

toxic solar
#

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?

novel lava
#

mm yeah I was considering something like that for regular grenades too but its a bit difficult

#

and yeah it does

novel lava
#

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

toxic solar
#

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};?

novel lava
#

no -0.2 is behind

#

0.2 would put it inside

#

you'd set it to 0

#

to spawn it on the same spot

toxic solar
#

oh wait for the maaws the penetrator is spawned behind the main rocket?

novel lava
#

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

toxic solar
#

oh and if it was 20cm forward it would just be bascially teleporting inside it

novel lava
#

yeah

toxic solar
#

hmmm interdasting

#

that explaisn why I have been having problems kekega

novel lava
#

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

toxic solar
#

so basically shooting penetrators, that spawn 40mms?

novel lava
#

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

toxic solar
#

okie dokie I will try one day and see how it turns out

brazen merlin
#

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

nimble sequoia
brazen merlin
#

yeah, i think it's deprecated

nimble sequoia
# brazen merlin 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.

brazen merlin
#

at least in rifle optics the pp effect still seems to work

nimble sequoia
hearty sandal
#

Bug ticket for dedmen?

novel lava
#

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

nimble sequoia
novel lava
#

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

hearty sandal
#

always meowheart to see the old beards solving problems together

ebon pivot
#

theyre supposed to kiss now right

fast ruin
#

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";
            };
        };
    };```
nimble sequoia
faint spruce
nimble sequoia
faint spruce
nimble sequoia
#

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.

faint spruce
fast ruin
nimble sequoia
fast ruin