#arma3_config

1 messages · Page 28 of 1

toxic solar
#

and I guess while I am here, higher values for deflection causes more deflection?

hard chasm
#

@fast ruin . Your config tree, and construction, is fine and certainly necessary, but with the following issues:

*it makes no sense at all to say scope=0; That prevents any of those classes being selectable in the game editor AND in sqf.

*the inherited classes eg (B_Heli_Transport_01_F, and 2F) need the requiredAddons[]= to name the addon they live in.

You don't state what the problem is. So 2nd guessing you is not a good option.

novel lava
toxic solar
#

ty

#

gonna put like 10 and see how wild things get

#

Okay rsc question, so if I want to have a scope show its magnification level I all I would do is make a class under RscInGameUI and have a control element with idc=180. Now in config viewer I saw that there is CA_AmmoCount,CA_MagCount and CA_AmmoType (idc's of 184,185,155). I tried to do the same logic with the zoom magnification elemetn but it didnt show up when aimming down scope. Is it possible with those or is there something else I must do?

livid trail
#

I am trying to create an ATGH round fired from a static weapon that would fly wherever the sight is looking. Any pointers where I should go?
I looked at how RHS does it with Metis and it seems to have something to do with Components -> SensorManagerComponent
And the weapon itself has something with laser. Is this is correct direction to be looking in?

wheat sluice
#

SACLOS doesn't require sensors. Only two tokens are needed to enable the behaviour:
manualControl = 1 enables SACLOS.
maxControlRange = x sets the maximum distance (x being in metres) at which you can still maintain control of the missile until it stops responding to your targeting and just flys until it hits something or self-destructs if timeToLive expires.

#

You can also use cameraViewAvailable = 1 if you want to allow the gunner to activate a live camera feed from the missile's seeker.

#

Only time you'll need sensors on the missile is if you want to add alternate/backup guidance methods. That'll need a Components property >> SensorsManagerComponent >> Components and the required sensor component:
NVSensorComponent for locking onto IR strobes/grenades
LaserSensorComponent for locking onto laser spots from laser designators/markers
IRSensorComponent for locking onto 'hot' infrared targets
VisualSensorComponent for locking onto targets based on their physical appearance (doesn't require target to be 'hot')
ActiveRadarSensorComponent for locking onto targets with the help of an active radar
PassiveRadarSensorComponent for locking onto targets that emit radiation (target needs to have their active radars toggled on)

Optional components:
DataLinkSensorComponent will let your missile have NLOS/BLOS capability in conjunction with one or more of the above sensors components
ManSensorComponent for locking onto humans only (as opposed to ground/air vehicles)

tender ferry
#

Hi all, just moving from another thread to be more relevant. I am trying to modify/patch tiny config issues for surface dust effects. I've found the class names in the config (one example out of three classes):

class tem_suursaariv_hiekka_Surface: Default
{
files="tem_suursaariv_hiekka_*";
rough=0.1;
grassCover=0;
dust=0.1;
soundEnviron="gravel";
character="tem_suursaariv_hiekka_Character";
soundHit="hard_ground";
maxClutterColoringCoef="1.5f";
maxSpeedCoef=0.75;
surfaceFriction=1.75;
lucidity=4;
impact="hitGroundSoft";
};

I changed the dust to 0.1 from a higher value, but I am now not even sure that is enough. What actually dictates the size/particle density of dust effects on terrains in this context?

tender ferry
#

And the final question is how to properly utilize my changes and create a working "patch" mod that I can publish in the workshop or use in my own missions?

grand zinc
#

You probably found it in config browser ingame?
In the bottom of the browser, it shows the path to the config
it'll end in >> "temsuursaariv_hiekka_Surface"
you need that whole path.

tender ferry
#

I unbinned the pbo and edited the config in text editor

#

But ok I can go ingame and get the full path that way, I guess? what could be the next step after that?

grand zinc
#

you could also get the path in a text editor

#

follow all the class'es

#

Probably just CfgSurfaces?

tender ferry
#

Ok when I have all those found, what's next? How do I make a mod out of that haha?

#

sorry I'm just new to this stuff

strange egret
#

does anybody remember if there was a full damage description how/what hitpoint damage is dealt to units in Arma in the BIKI? I remember seeing some formulas but i can't for the frak of me find it. I'm not looking for VBS damage, as that doesnt seem to be the same.

grand zinc
#

you basically reproduce the class tree structure, in a minimal way

#

send me the path of the classes to get to your value

tender ferry
#

configfile >> "CfgSurfaces" >> "tem_suursaariv_hiekka_Surface" >> "dust"
configfile >> "CfgSurfaces" >> "tem_suursaariv_vaaleahiekka_Surface" >> "dust"
configfile >> "CfgSurfaces" >> "tem_suursaariv_polku_Surface" >> "dust"
configfile >> "CfgSurfaces" >> "tem_suursaariv_kallio_Surface" >> "dust"
configfile >> "CfgSurfaces" >> "tem_suursaariv_path_Surface" >> "dust"

#

afaik, the dust values need to be set to 0.1. but I am not entirely sure if "dust" is the only parameter here that causes teh dust cloud on surfaces

grand zinc
#

To make a config patch you also need to keep in mind the parent of the class. In your case its very easy though as I assume they all inherit from "Default" ?
So you would do

class CfgSurfaces 
{
  class Default;
  class tem_suursaariv_hiekka_Surface : Default
  {
    dust = 0.1;
  }
  class tem_suursaariv_vaaleahiekka_Surface: Default
  {
    dust = 0.1;
  }
  class tem_suursaariv_polku_Surface: Default
  {
    dust = 0.1;
  }
}

For all your changes. Then you need to add a CfgPatches, with requiredAddons set to the addon that you are modifying's CfgPatches classname.
You know how to edit configs so I assume you know how CfgPatches works

tender ferry
#

Okey, thanks a lot! I will tinker with this but there is now hope the map maker will produce a fix quicker than I can make a mod haha. Thanks a lot!

sullen fulcrum
#

How do I change a weapons ROF in the config.cpp? Really confused. Anyone have a sample config.cpp I can imitate from?

tame raven
livid trail
wheat sluice
#

Yep. You need to inherit from MissileBase since those tokens only work with the shotMissile simulation.

livid trail
#

copy that

wheat sluice
#

Would suggest taking a look at how the vanilla Titan AT (M_Titan_AT) missile is set up. It has IR homing + SACLOS by default.

livid trail
#

Will take a look

#

But when I tried to inherit it, I got tons of ace spalling errors

wheat sluice
#

Alternately, for a SACLOS only missile, take a peek at the Vorona's HE/HEAT missiles (M_Vorona_HE/M_Vorona_HEAT).

#

ace?

livid trail
#

yeah, ace

livid trail
wheat sluice
#

I suppose ACE3 simulates spalling? That's a different thing altogether I'm afraid.

#

Nothing in vanilla has that kind of behaviour

livid trail
#

Yeah, I don't care about that. It was just throwing errors I can't deal with when I inherit from titan

tame raven
#

Iirc ace spalling is an experimental feature you can turn off in settings

livid trail
#

Eh, ace is being fucky even with M_Vorona_HEAT. I assume it's just missing some config stuff for the calculation.
Thanks for the help!

dreamy granite
#

class CfgPatches
{
class 6b47_KAF
{
units[]={};
weapons[]={};
requiredVersion=1;
requiredAddons[]=
{
"A3_Characters_F"
};
};
};
class CfgVehicles
{
class HeadgearItem;
class H_HelmetB;
class 6b47: H_HelmetB
{
scope=1;
author="Crook";
displayName="6b47 KAF";
model="6b47\6B47.p3d";
hiddenSelections[]=
{
""
};
hiddenSelectionsTextures[]=
{
"6b47\textures\6B47_Helmet_KAF_co.paa"
};
};
};

I cannot figure out why this helmet isn't showing up in the game, this is a retexture of Rusfed 2022 mod (with permission)

#

I've been trying to figure this out for the past couple of days with no success and I just can't figure it out anymore

wheat sluice
#

You've set scope to private (1) so naturally it isn't going to show up.

#

Secondly, your CfgPatches is not correct (requiredAddons[]). You need to put the name of the CfgPatches being used by the mod that you're retexturing the asset from.

#

You also haven't listed the helmet in your CfgPatches weapons[] array.

tame raven
#

Also helmets are CfgWeapons

wheat sluice
#

And lastly, your hiddenSelections[] doesn't have a selection name defined so your texture isn't overriding anything.

tame raven
#

Unless you're talking about a ground holder

wheat sluice
#

^ that too.

tame raven
#

Also if it's a retexture you probably should just inherit from the parent mod helmet

dreamy granite
#

So for CfgPatches weapon section what do I have to put for that? Just helmet?

wheat sluice
#

The name of your helmet class 6b47.

dreamy granite
#

oh okay

tame raven
#

Assuming that's the name of the patch

dreamy granite
#

And do it the sme way it's set up for the requredAddons? bring it down then " on either side?

tame raven
#

It's supposed to require whatever patch you're inheriting from, which may be 6b47 or could be something else

dreamy granite
#

it is 6b47

tame raven
wheat sluice
#
class CfgPatches
{
    class 6b47_KAF
    {
        units[] = {};
        weapons[] = 
        {
            "6b47"
        };
        requiredVersion=1;
        requiredAddons[]=
        {
            "NAME_OF_ADDON_YOU_INHERIT_FROM"  // Replace NAME_OF_ADDON_YOU_INHERIT_FROM with the CfgPatches name of the addon that you're inheriting the model from
        };
    };
};
#

I don't know what the Rusfed 2022 mod uses for its CfgPatches so you will have to find that out for yourself.

#

Either unpack the pbos and debin the mod's configs or use the in-game Config Viewer to find out.

dreamy granite
#

I've been going through PBOs to figure it out

#

Thank you so much though, this has halped me so much

#

it would be 6b47 for the CfgPatches correct?\

#

each seperate peace that he did has a CfgPatches name tied to that piece

wheat sluice
#

Not sure why they'd make all of their addons be named as 6b47 but meh...

#

Yes. Put 6b47 in your addon's requiredAddons[] array.

tame raven
#

Their helmet is probably not prefixed either so I'd check that to be sure

dreamy granite
#

Okay it's sowing up, only problem now is it's the normal texture not the retexture. Hiddenselections states camo, I'm going to try one thing quick to see if it fixes it

#

okay no it's still showing up with the default camo for it instead of mine, I renamed the root folder incase it was casusingto pull incorrectly

tame raven
#

Did you read the article

dreamy granite
#

I did, but it's not making much sense to me

#

I just realized I was missing the scope, would that prevent the camo from applying to it?

#

On a retexture I've seen from a unit I ran we used camo1 would that be the case here?

wheat sluice
#

scope will not affect it in this case because you inherit it from H_HelmetB (which is already a public class).

#

You will need to find out if the model from Rusfed 2022 is even retexturable to begin with.

#

My guess is that they (the original model maker) didn't set up hiddenSelections on the model.

#

If you've got Mikero's Eliteness tool installed, you could use it to "open" the model and get information about its selections.

dreamy granite
#

You mean hidden selections as in the physical texture .paa's?

wheat sluice
#

No. As in selections defined within the model.

dreamy granite
#

oh okay

wheat sluice
#

The selections ("camo", "camo1", "camo_1", etc.) are all defined in the model.

dreamy granite
#

sorry I misread, it's 11pm where I'm at currently so i'm getting a bit tired

wheat sluice
#

If it isn't set up then you can't retexture the model unfortunately.

#

That being said...there is always the option of hex editing the model's texture paths but that's frowned upon.

dreamy granite
#

If this one wont work, I'll just go to RHS again, even though I really liked the quality of the models from this one

dreamy granite
#

We will see if I get an answer from him, if I don't I'll suck up my pride and go with plan B. Sucks I'd have to do textured AGAIN but I'd rather get it working

midnight spire
#

hey guys just setting up a nitado server for me and some friends we have been using it for a while doing evannex and it was great but we wanted to stitch it up for a bit and play some RF air control but I'm having some issues the MP mission name is already where it needs to be in the config files just replaced the evannex one but i cant remember what else i need to add in for files and i cant seem to find anything online so if anyone knows a link/video that could help or if someone would be willing to hop in a call for a couple minutes that would be amazing

chilly tulip
midnight spire
#

ah my fault didnt even see that lol

livid trail
wheat sluice
#

That's an ACE3 thing unfortunately. Can't help you there. :/

hollow turret
#

its maaagic

livid trail
# wheat sluice That's an ACE3 thing unfortunately. Can't help you there. :/

No no, it's not. ACE is just throwing errors because the projectile never existed.
I think it might be because the weapon I am using is of base "CannonCore" and not "LauncherCore". Is that a possibility?
I am also shooting dumb rounds, so I am using that one. Do I need two weapons in the turret to be able to do this?

wheat sluice
#

CannonCore works just fine with shotMissile projectiles otherwise it wouldn't be possible to load and fire gun-launched ATGMs (Rhino MGS and MARUK missiles being one such example).

Can you post your full config?

#

You don't need to split gun-launched ATGMs into their own weapon by the way. That approach was needed back in Arma 2 but not in Arma 3.

lofty zealot
wheat sluice
#

Where's your weapon class for this 100mm missile? I see magazines and ammo for it but not weapons.
The only CfgWeapons classes that I can see is an artillery table item and replacement configs that add magazines to existing mortar weapons. Nothing for your 100mm ATGMs though.

inland karma
#

good morning, where can i find a guide to create fully customized inventory item?

royal briar
# inland karma good morning, where can i find a guide to create fully customized inventory item...

its not hard, I use this code to add new inventory items ```
class CfgMagazines
{
/extern/ class CA_Magazine;

class FoWConsumable : CA_Magazine // Base class for easier editing (not necessary)
{
scope = 2;
count = 1;
mass = 5;
displaynameshort = "Consumable";

isConsumable = true;
satisfy = 0.5;
};

class FoWMealCan : FoWConsumable
{

displayName = "Meal"; // inv & ground
picture = "\fow\client\images\nutrition\BakedBeans.paa";

//displaynameshort = "Meal";
model = "\A3\Structures_F_EPA\Items\Food\BakedBeans_F.p3d";

descriptionShort = "Takes away hunger"; // inv desc

mass = 5;
satisfy = 0.75;
isFood = true;
};
};```

inland karma
royal briar
inland karma
#

if i want to only add to a single mission, i put it on description.ext?

royal briar
inland karma
fallen orbit
#

Hi, I’ve got a very weird problem where my crew access points seem to be thrown off the proper location. In one case, the entry point was elevated twice the height of the vehicle (you pretty much need a ladder to access the vehicle). It’s the same problem on the default car config if I replace the model even with an extremely simple one containing only the access points, one block res lod and groundContact Lod

#

Please can anyone help?

shy knot
fallen orbit
#

That’s the thing. They are there. Everything was working fun until I moved the proxy. How could they be faulty please?

faint spruce
dreamy granite
#

does anyone have the tutorial page for the hiddenselections for doing textures? I'm trying to figure out the range for a retexture I'm working on and I'm going to try to see if I can hardball to figure out which one is correct

fallen orbit
tribal pewter
#

Hey everyone: I'm trying to modify the ammo type of a tank's turret and am running into an error that I'm having a hard time understanding. Would anyone be able to help me out?

#

I put my config.cpp in a thread on the above message. The error I'm getting when I try to place the tank in eden is:
Error: No entry 'bin\config.bin/CfgVehicles/M2A4R/Turrets/MainTurret.maxHorizontalRotSpeed'.

#

If I comment out the class Turrets within my tank class, the error goes away but, obviously, it's just a standard base-game tank that's renamed.

#

My question is, why is my tank class not inheriting all of the details from the base-game class? I feel like I'm fundamentally missing something, but I'm not sure exactly what. Surely I don't need to completely redefine the Turrets and MainTurret classes?

shy knot
#

You need to add Turrets and MainTurret class imports to the MBT you’re inheriting from

#

So,
Class X
{
Class Turrets
{
Class MainTurret;
};
};

tribal pewter
# shy knot So, Class X { Class Turrets { Class MainTurret; }; };

Sorry, I'm a bit confused by this. I already have:

class CfgVehicles
   class X
      class Turrets
         class MainTurret

which is what it seems like you're saying is required. Or are you meaning something like:
Do you mean I need another definition of Turrets and MainTurret outside of my primary vehicle class?

class CfgVehicles
   class Turrets
      class MainTurret
   class X
      class Turrets
         class MainTurret

Or something else entirely that I'm just not picking up on?

shy knot
#

Then, inherit from Turrets and MainTurret respectively

#
class LandVehicle;
    class Tank: LandVehicle
    {
        class NewTurret;
        class HitPoints;
    };
    class Tank_F: Tank
    {
        class Turrets
        {
            class MainTurret: NewTurret
            {
                class Turrets;
            };
        };
        class HitPoints;
        class CargoTurret;
        class ViewPilot;
        class ViewOptics;
        class RCWSOptics;
        class ViewCargo;
        class HeadLimits;
    };
    class MBT_01_base_F: Tank_F
    {
        class HitPoints: HitPoints
        {
            class HitHull;
            class HitFuel;
            class HitEngine;
            class HitLTrack;
            class HitRTrack;
        };
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    class CommanderOptics;
                };
            };
        };
    };```
#

Inheritance tree example

limber citrus
#

Hey peeps anyone know how to replace a grenades explosion sound effect? Trying to do a thingy
I've already got as far as having my own grenade ingame, however when trying to replace the sound it makes while exploding I came across
explosionSoundEffect=
And the entry there leads down a rabbit hole of soundsets and soundshaders and other scary things

shy knot
limber citrus
tall zenith
#

Im trying to make a Campaign, Its showing up but the missions are not whats wrong?
class Campaign
{
name = "Catching Criminals of War";
firstBattle = Mission;
disableMP = 1;
enableHub = 1;

briefingName = "Catching Criminals of War";
author = "Bigmike";
overviewPicture = "\campaigns\General\overview.paa";
overviewText = "You are an East Wind Veteran looking for some CSAT War Criminal who killed his entire Squad that wanted to Surrender and Fled to Malden. ";

class MissionDefault
{
    lives = -1;

    lost = ;
    end1 = ;
    end2 = ;
    end3 = ;
    end4 = ;
    end5 = ;
    end6 = ;
};

class Mission
{
    name = "Part 1";
    cutscene = ;
    firstMission = FindingtheRat;
    end1 = ;
    end2 = ;
    end3 = ;
    end4 = ;
    end5 = ;
    end6 = ;
    lost = ;

    class miss1: MissionDefault
    {
        end1 = miss2;
        lost = miss1;
        template = FindingtheRat.Malden;
    };
    
    class miss2: MissionDefault
    {
        end1 = miss3;
        lost = miss2;
        template = GeneralViktorKravoski.Malden;
    };
};

};

latent monolith
#

howdy all so ive made a config adjusting the ROF of a Weapon but when i try to get said weapon in game its not showing?

What am i missing?

class CfgPatches
{
    class Hermes_Weapon
    {
        author="Papafox";
        units[]=
        {
            
        };
        weapons[]=
        {
        "HeavyPhosphor"
        };
        magazines[]=
        {
        "PhosphorAmmoTin"
        };
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "mech_weapons"
        };
    };
};

class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class SlotInfo;
class MuzzleSlot;
class CowsSlot;
class PointerSlot;
class UnderBarrelSlot;
class PointerSlot_Rail;
class CfgMagazines
{
    class phosphorus_mag;
    class PhosphorAmmoTin: phosphorus_mag
    {
        scope=2;
        scopeArsenal=2;
        scopeCurator=2;
        displayName="Phosphor Ammo Tin";
        picture="\Hermes AVRE\weapon\Fulcrum.paa";
        ammo="phosphor_round";
        count=1000;
        tracersEvery=1;
        lastRoundsTracer=100;
        descriptionShort="Large Ammo tin for the Vehicle mounted Heavy Phosphor gun";
        mass=40;
    };
};

class CfgWeapons
{
    class Phosphor_Carabine_admech;
    class HeavyPhosphor: Phosphor_Carabine_admech
    {
        displayName="[55th] Heavy Phosphor gun";
        descriptionShort="A vehicle mounted Phosphor gun with increased fire rate and rate of fire";
        magazines[]=
        {
            "PhosphorAmmoTin"
            
        };
        hiddenSelections[]=
        {
            "camo"
        };
        hiddenSelectionsTextures[]=
        {
            "\Hermes AVRE\weapon\PhosphorCarbine.paa"
        };
        class FullAuto: Mode_FullAuto
        {
            sounds[]=
            {
                "StandardSound"
            };
            class BaseSoundModeType
            {
                closure1[]={};
                closure2[]={};
                soundClosure[]={};
            };
            class StandardSound: BaseSoundModeType
            {
                soundSetShot[]=
                {
                    "WBK_DM_Bolter_SoundSet"
                };
                begin1[]=
                {
                    "\Hermes AVRE\weapon\PhosphorCarbine.ogg",
                    1,
                    1,
                    1800
                };
                soundBegin[]=
                {
                    "begin1",
                    1
                };
            };
            soundBurst=0;
            reloadTime=0.02;
            dispersion=0.00034999999;
            minRange=2;
            minRangeProbab=0.30000001;
            midRange=500;
            midRangeProbab=0.69999999;
            maxRange=2000;
            maxRangeProbab=0.050000001;
            aiRateOfFire=1;
            aiRateOfFireDistance=250;
        };
    };
};
tribal pewter
# shy knot ```cpp class LandVehicle; class Tank: LandVehicle { class NewTur...

Sorry, I'm still just really not sure how to make use of this. I get that this is the default inheritance tree for a tank, but how do I structure this such that I can inherit from a pre-made tank? I'm trying to pull from the base-game tank B_MBT_01_TUSK_F, so it already has Turrets>MainTurret defined. My goal is that I want to modify it without totally rewriting the entire class.

shy knot
#

Should simply be

class B_MBT_01_TUSK_F
{
class Turrets
{
class MainTurret;
};
};```
#

You're editing an internal class so it wont copy over until you do this

#

Then inherit from Turrets and MainTurret

fading abyss
#

Guys, someone can help me with a config issue? im new with this
I'm trying to make a retexture of a helmet and made a config for the new helmets, packed into addon and loaded but the helmets doesn't show up in the arsenal
This is the config I tried:

fading abyss
#

like this?

tribal pewter
#

Yessir, try that.

fading abyss
#

Ok

fading abyss
#

I tried that and didn't work, thanks anyways, I'll keep searching

wintry tartan
#

scopeArsenal maybe?

shy knot
#

Yeah, missing scopeArsenal 2

hard chasm
#

I can't for the life of me understand why a class X is involved when declaring (or using) Turrets. Perhaps class Some_vehicle might make better sense (if that was the intention), but as it stands it would appear to anyone that this is the actual config tree of cfgvehicles.

dusk jungle
#

Anybody knows what logic decides if shot is broadcasted over the network or not? I know shotBullet broadcast only if your camera is few km away from the shooter, but I remember this also happening with smoke launchers shotCM, they weren't broadcasted over network if camera was far away from it and no smoke screen was created, but it doesn't seem to be a case anymore, no matter how much I tested it

#

Was shotCM importance upped recently or something and its always broadcasted now?

hard chasm
#

What on earth is a placeholder when it comes to turrets? It's little wonder so many people have no end of trouble with this due to lack of accurate info.

#

standby for an accurate template. a.k.a. config skeleton.

hard chasm
#
class CfgVehicles
{
    class All;
    class AllVehicles : All
    {
        class NewTurret//this is the core of ALL turret classes
        {
            class ViewGunner : ViewOptics {    };
            class TurretSpec {};
            class Turrets {};
            class ViewOptics {};
            class TurnIn {};
            class TurnOut : TurnIn {};
        };
    };
    class Land : AllVehicles {};
    class LandVehicle : Land {};
    class Tank : LandVehicle
    {
        class Turrets
        {
            class MainTurret : NewTurret
            {
                class Turrets
                {
                    class CommanderOptics : NewTurret {};
                };
            };
        };

    };
    class APC : Tank
    {
        class Turrets : Turrets
        {
            class MainTurret : MainTurret {};
        };
    };

    class Air : AllVehicles {};
    class Helicopter : Air
    {
        class Turrets
        {
            class MainTurret : NewTurret
            {
                class TurretSpec : TurretSpec {};
            };
        };
    };
    class Ship : AllVehicles
    {
        class Turrets
        {
            class MainTurret : NewTurret {};
        };
    };
};```
tribal pewter
#

At the risk of another lashing, I need to ask yet another Dumb Question(tm). I've spent hours trying to comb through examples in different mods and read up on the wiki, but I'm still hitting a brick wall.
When inheriting from an external base class/external base child class, do I need to explicitly call out in the skeleton every parameter that I want to inherit or only those that I want to modify? It seems like when I'm trying to apply the skeleton to the external base class, it's overwriting everything with empty definitions.

chilly tulip
#

In general you only need to predefine classes that you want to change. And you make sure that you put the right stuff in requiredAddons.

dusk jungle
#

Is there a way to make grenade float?

#

shotSmokeX

#

Any property in CfgAmmo for it?

grand zinc
#

I wouldn't expect so.
As its physx, maybe you could set mass to zero and hope it ignores gravity?

novel lava
#

physx grenades go to sleep eventually and then they'll float so you can put something under it ... lol

#

or just attachTo if you're bothering with that

placid jay
#

Has anyone used -preprocDefine=SOME_MACRO yet?

#ifdef SOME_MACRO
  testProperty = 0;
#endif

Doesn't seem to work

#

\Arma 3\arma3_x64.exe" -skipIntro -noSplash -showScriptErrors -debug -preprocDefine=SOME_MACRO
Startup parameters in .rpt appear to be correct

chilly tulip
#

Documentation says it adds CMD__ to the macro name if it's not present already.

placid jay
#

Thanks past R3vo for ignoring that big Yellow box meowsweats

trail wraith
brazen merlin
#

if i'm trying to add headlights to my vehicle and i have all stuff in reflectors class, aggregateReflectors, memory points, and selections in view lod accordingly.. but ingame the (drone) ai won't enable the light.. what could i have forgotten?

#

is there some other vehicle class property that i have to set?

nimble sequoia
brazen merlin
#

it's the pilot

#

not in a turret

nimble sequoia
#

OK..usual other factors are the headlights being incorrectly included in some other section such as camo, or not included inside the model.cfg sections[]

brazen merlin
#

the thing is, i know the game recognises the light, because my light selection disappears on the vehicle.

#

but for some reason it cant be turned on

#

it's not included in the camo selection either

#

and it is in sections array in model.cfg

nimble sequoia
#

Do you have an emissive and also a volumetric? Neither come on?

brazen merlin
#

yea

nimble sequoia
#

Can you make it a player seat and try it manually?

brazen merlin
#

if i comment out everything in the reflector class, the selection shows up on the model

#

hm. can try i guess

nimble sequoia
#

just to discount some funky AI business

brazen merlin
#

if i find out how to make it a player seat 😄

nimble sequoia
#

not blocked behind any geometry?

#

double check spellings on memory points v config and direction is pointing right way

brazen merlin
#

yeh, spelling is correct and geo is fine too

nimble sequoia
#

have you tried removing aggregrate reflectors?

brazen merlin
#

no, will do in a minute

#

heh

#

ok, i made myself the pilot. L enables the light just fine

#

so the issue is somehow related to it being a uav

nimble sequoia
#

good to know the model is ok then, but that's a weird problem

brazen merlin
#

cant see anything in rpt log either

nimble sequoia
#

What do you have for nightVision =?

brazen merlin
#

nightVision = 0;

nimble sequoia
#

UGV Stomper AI puts on lights ok

brazen merlin
#

yea

#

and can disable it via uav terminal

nimble sequoia
#

Is yours a land vehicle or aircraft?

brazen merlin
#

aircraft

#

helicopter

nimble sequoia
#

Does the pilot think they're landing lights and switch them off at certain height?

brazen merlin
#

is that a thing in arma? 😄

#

flight height doesnt seem to have an effect

#

i've also set dayLight=1 for lolz but no change either

#

are reflector names hardcoded? like, do they need to be left_l, etc?

nimble sequoia
#

No not hard coded

#

Vanilla UAV heli's don't seem to have lights

brazen merlin
#

yeah, sadly

#

maybe i should turn one of the helicopters into a uav and see if landing lights work

nimble sequoia
#

Could be simulation type as we know that helicopter lights work with AI pilots

brazen merlin
#

simulation = "helicopterrtd";

nimble sequoia
#

Yeah, just checked

#

So is it just isUAV = 1; that causes it to break?

brazen merlin
#

seems like

#

ok, i have to hit the bed. half the night is already over.

#

maybe i'll spot something tomorrow

dusk jungle
#

Started looking into vehicle smoke grenades and oh boy its underdeveloped. Boat smokes make 0 sense, they just fall under water and do almost nothing. Grenades themselves render weirdly.

dusk jungle
#

Grenade burning sounds is not MP-compatible (only owner hears it)

brazen merlin
#

i continue with my light endeavour and noticed this on the falcon drone 😄

#

white marker light is shifted

brazen merlin
#

ok, i just turned my light into a marker light - that works without issues. good enough for what i need and uav light behavior is the same anyways

novel lava
#

Yeah marker lights cant be animated

#

so you end up with stuff like that drone if parts can move

strange egret
#

@trail wraith hm not quite. I am looking for something that describes how the "hit" value will actually cause damage vehicles (how much damage will occur when bullet with hit=x and speed=y will damage vehicle with armor=a, resistance=b, etc... hits the target)

brazen merlin
#

i think it's borked selection

#

well, or the mempoint was accidentally shifted

quartz rampart
#

I'm trying to get this diag command to work to edit an turret array diag_recordTurretLimits true;. But every time I try it, I get an error.
diag_recordTurretLimits |#|true;' Error Missing ;

grand zinc
quartz rampart
#

I switched to the development branch via betas. Then launched A3 as normal, does it not launch like that?

untold temple
#

No there’s a special .exe to run

toxic solar
#

Okay I have hitpoints config question time. So I have a machiengun turret with a shield, now I want it where any damage to the shield doesnt destroy the turret but if the main body of the gun is destroyed then the whole turret should be destroyed (like it should not be able to shoot anymore). This is the config I have

class HitPoints
{
    class HitGun
    {
        simulation="Default";
        armorComponent="hit_maingun";
        name="hit_maingun_point";
        armor=-100;
        minimalHit=1;
        radius=0.097248;
        passThrough=1;
        visual="maingun";
        explosionShielding=0.4;
    };
    class HitShield
    {
        simulation="Default";
        armorComponent="hit_shield";
        name="hit_shield_point";
        armor=-100;
        minimalHit=1;
        radius=0.097248;
        passThrough=0;
        visual="-";
        explosionShielding=0.0;
    };
};

now tbh idk why I have the armor to -100 I kinda just followed some existing definitions to start with, so maybe that is causing issues?

shy knot
toxic solar
#

so if its just class hitgun, then hitting shield = turret dies

shy knot
#

Maybe uncouple the shield from main gun and link it via model.cfg?

toxic solar
#

hahah I got it

#

added hithull to the root of the vehicle, added hitgun and hitturret to the turret class, turret inherits of gun, added hitshield for the shield that has 0 passthrough and it all works as intended

dusk jungle
#

Trying to make better vehicle smoke screen and so far its only worse, looks okay-ish over distance, but its transparent when you zoom in

#

Anyone good with cloudlets/particles to advise?

nimble sequoia
dusk jungle
#

From what I gathered the issue is particle culling, large particles look better at distance you can have less of them but as soon as you have camera near them of zoomed on them, most get culled away making large smoke particles useless.

#

I remember particle culling was bugged back in the day (fixed 1m distance from camera?) then it was changed to cull by particle size, I guess this made large particles useless near camera 🤔

#

(This bugged culling was the reason for no bullet casings in first person for some time)

#

Current culling also makes it advantageous to stand inside smoke because you can see others while they can't see you.

worn pond
#

Hey guys, i am trying to make a faction mod. What I want to do is to have an optional section/soft dependency where if you load another mod a faction will show up. Unfortunately when I tried that it gives me warnings.

wintry tartan
#

Do you mean you want cpp skipWhenMissingDependencies = 1;

worn pond
wintry tartan
#

Hard to say without your exact goal/current config

worn pond
#

alright, I'll try for a workaround

wintry tartan
#

...Well, I've tried to imply please describe more

worn pond
#

I know, I'll send over the config.cpp later i'm currently doing something else lol

hard chasm
#

You might try _has_include

add factions
#endif```
wintry tartan
#

Well yeah, __has_include is one way. Another is skipWhenMissingDependencies

worn pond
wintry tartan
#

You can't binarize the config if you use former, you can in latter but this method will prevent to load EVERY config in the file

#

If you want to have two parts: load it anyways and load it if the corresponded Mod is loaded, you can use multiple config.cpps

worn pond
#

can I just make multiple PBO's? maybe faction1.pbo containing the config.cpp without the need for the soft dependency, and faction2.pbo needing it

wintry tartan
#

You don't need to have multiple PBOs to have multiple configs

#

But you can yes

hard chasm
#

(you can have multiple addons in the same pbo, because each config.cpp has a cfgPatches)

worn pond
wintry tartan
#

Folder A - config.cpp
└Folder B - config.cpp
And pack Folder A, you have two config.cpps in a PBO

hard chasm
#

my_pbo\addon1
my_pbo\addon2
etc

worn pond
#

ah i see, thanks guys i'll come back with updates later

hard chasm
#

(polpox is more accurate btw)

atomic yoke
#

I'm trying to config a retexture on the Guerrilla Leader uniform (U_BG_leader) but it keeps displaying a standard Nato uniform in game, any idea what I'm doing wrong?

somber cloak
#

using incorrect hiddenselection?

worn pond
#

I have an issue. When I load one config.cpp file it shows me an error message that says: /cfgWeapons.kfc_sp_fwa_ar15_645_a2: Member already defined. My other config files don't have this issue. Should I send the config.cpp file here?

#

I tried to delete all of cfgWeapons and then it does the same, but this time it's for the cfgVehicles category. I believe the whole thing's broken. I just wanna know why

#

I think I just somehow screwed the config.cpp file. I'll just make another one

atomic yoke
#

Might be, but then again I don't know why it's using a Blufor uniform when I direct it to the guerrilla uniform. This is the first retexture and config I've done, so I'm half learning half guessing.

shy obsidian
#

Hi guys

I'm new to ARMA modding and I am developing external augmented reality controllers for ARMA3 and thus I want a complete aim and move decoupling as well as remove any artificial movement added for realism (like sway and recoil). The latter is the easier and has been handled, and while the aiming deadzone is good option for aim/turn decoupling but the players run and walk is still coupled with the aim. i.e. everything is fine for me until the player moves and disturb the aiming prior to walk.

I think a possible solution would be modding a man unit vehicle so that it moves without playing any animation. I tried setting the vehicle's "moves" attribute to moves = "NoDefaultMoves"; I was rewarded with a player statue that does not move at all 🙂

Even after reading the documentation I'm still wondering if moves and animations are the same thing at all. also wondering if disabling the player animation of the walk and run would disable the skeletal moves of the arms while running, or maybe it would disable running altogether, no clue really.

Is there a way to make a player that translates when walking or running without any movement of the arms and body so that aiming and walking can be controlled independently?

if you think also this is not the best place for this question please advise, maybe the animation makers section?

Thanks all

hearty sandal
#

So you need animations

#

What you want to do may need to be done fully without using any of the existing simulation types

#

Just floating camera, floating weapon and script spawned ammunition maybe.

#

What you want to do is highly ambitious in RV engine

shy obsidian
# hearty sandal Movement is tied to vector speed saved in animation

ohh, you are already going over my head. I was thinking of something simpler. do you think If I redefined CfgMovesMaleSdr just as in https://forums.bohemia.net/forums/topic/167580-animation-explanation-of-the-magic-behind/ and redefined AmovPercMevaSlowWrflDf in animations somehow to disable it would work?

or if I understood your "movement is tied to vector speed saved in animation" would this means I have to define a new animation that actually moves forward but not play around or sway?

Or didn't I get your cue "highly ambitious in RV engine" yet 😉

shy knot
#

Usually, VR versions are made by the company that made the game

#

Not modders 🤣

grand glen
#

Hello! Making a personal mode for myself and some friends using someone else's mod as a base (Re-coloring Spartan armor from Operation Trebuchet, not publishing). I've got the pbos and turned the config to a cpp but I'm ABSOLUTELY lost and could really use some help. Since the Spartans use custom models and bones and the armor system is a bit odd It's a lot more complicated than re skinning normal human stuff. So I've got all the tools I need, I'm not asking for compiling help or packing or unpacking. I just need someone to hold my hand so to speak and maybe personal help might help more than the wiki or youtube videos. They're just not translating to what I'm currently doing.

lethal shuttle
#

can someone please help me with this because im going crazy it says it's missing a }; at this line, but it seems to be just fine

chilly tulip
#

"Error starts near the token 'CfgWeapons'". Doesn't include it in the paste.

#

Just dump the whole file into pastebin tbh.

lethal shuttle
#

here it is

chilly tulip
#

That paste is clearly missing the trailing } ?

#

but your previous pic wasn't, so I'm not sure what you're doing.

lethal shuttle
#

sorry, i edited a little bit of the code at the start (unrelated to teh problem)

#

the error code still persists

#

though now it says the line is at 186 (because the code is longer)

chilly tulip
#

Well, the pastebin is clearly broken?

#

CfgWeapons is unterminated there.

lethal shuttle
#

huh strange

#

im not sure whats causing it, im just copypasting it straight from notepad++

#

perhaps i could send you the config.cpp straight here?

chilly tulip
#

feel free

lethal shuttle
chilly tulip
#

maybe just try it with a carriage return after the last line.

#

That used to be a requirement for some C compilers.

lethal shuttle
#

could you tell me in layman's terms please? i dont know what carriage return is

chilly tulip
#

Click on end of last line. Press return.

#

Currently you have the terminating bracket on the last line. You want the last line to be empty.

lethal shuttle
#

unfortunately im still having the error

#

heres the funny thing

#

if i do it like this

#

then it works, but then there would be error messages in game

#

i dont know how thats the case

chilly tulip
#

PTNI_Rifleman_TL_Malvinas in CfgVehicles is missing its terminating bracket.

lethal shuttle
#

thank you so much, it worked!

grand glen
#

good catch

chilly tulip
#

Wasn't sure if Notepad++ had bracket-matching features, but it does. If you click on a bracket then it'll also highlight the matching opening or closing bracket. You can use that to check where you screwed up.

#

You can do the same thing in VS Code.

hearty sandal
#

But you would still need to keep the weapon animations and poses so gun is kept pointed at tight direction at right place.

#

Deep rabbit hole ypu are looking into I'm afraid

hearty sandal
#

It's not private when you share it with friends

grand glen
#

Could I get help then not share it with friends?

hearty sandal
#

If you do retexturing you don't need any of the original files. Just a texture and a config to put your new texture in use

hearty sandal
#

Don't be a dick

grand glen
#

Not being a dick bro

#

calling me a dick is being a dick

hearty sandal
#

Taking someone's stuff is already a dick move

grand glen
#

Then how do people make their own reskins for stuff without having the files?

#

idk man

hearty sandal
#

One paints new file, makes config that uses new file through hiddenselections

grand glen
#

I'm just trying to learn this shit

hearty sandal
#

No need for repacking original files

grand glen
#

I can find something else if that makes you feel a little bit better

hearty sandal
#

No it dont

#

If you do it the proper way there is no issue

#

And you can even share it since it don't need the original files to be included

#

They are read from the original mod

grand glen
#

Im not adding the models

#

its the config

hearty sandal
#

You don't need that either

#

You just declare the original config as required Addon and your new config will be read on top of it when your new mod and the original mod is loaded

grand glen
#

I don't fully understand

#

do the items involved not need to be in the new cfg?

#

Their CFG is setup differently from your basic bohemia stuff

#

I need help figuring out their CFG

#

so I can make my own

#

with custom textures

#

I dont see the fucking problem

#

sorry for asking

hearty sandal
#

It's the same thing as any other unit and uniform

#

You don't need any of the fancy bits

#

Since those will be provided by loading optre as required addob

#

Just classname of the unit and uniform as parent

grand glen
#

but if they use a separate model AND the armor itself calls onto other pieces of gear such as kneepads I don't know how that works

hearty sandal
#

And your new class with hiddenselections pointing to your new textjre

hearty sandal
#

Or they just have their own textures

grand glen
#

I cant tell

#

theres a lot more going on that the normal CFG's Im used to

#

I couldnt figure it out

#

I tried checking their CFG to see what I was missing and I'm even more confused

hearty sandal
#

How does the suit work in game? That's how you know if you need more than one part

#

They don't add any new item types

#

You just need same hiddenselectiontextures

#

Or same amount in same order

#

For new textures

grand glen
#

So would that replace textures or add a new items with new textures if I just put the textures in a new CFG

hard chasm
#
class myclass : original_class
{
    change whatever gives you a thrill
};```
grand glen
#

Ahhh I think Im starting to get it

#

I dont need a weapons list in my CFG since thats included in the required addon

worn pond
#

how do I stop the eyewear randomization on units? I'm making a historical faction and seeing fancy 2035 eyepros just don't click

atomic yoke
#

I can't even get the standard Independent Officer's uniform working now. is anyone able to look at the config template I'm using?

sudden patrol
#

Have a mod with a historical faction, and use it as the base

worn pond
#

I guess I have East Germany, but then the Soviets would be speaking German

#

how do I change the language spoken by the units then?

sudden patrol
#

What are you using to make the faction?

#

If Alive ORBAT, then you can simply select a voice at the bottom of the loadout selector

sudden patrol
#

In that case, I have no idea

lean bloom
#

Hello, I have a bit of an odd one. Why do the lines on my optic render so strangely in-game?

I made all of them 1 pixel thick in Gimp, but in-game some lines are fainter while others are more sharp. When I increased the thickness to 3 pixels it did not really fix the issue, but rather some lines seemed to render as 2 pixels thick while others as 3 pixels thick.

Is this some Arma-related thing?

hearty sandal
#

possibly screen resolution thing

#

or texture resolution thing

#

what resolution texture did you make? and whats your screen resolution?

lean bloom
#

The texture is 2048x2048, my screen is 1920x1080

#

Which is a bit odd, since I made all my other optics textures the same size, and I haven´t really encountered such an issue before

#

this one is the same size, albeit the lines are 3 pixels, but there are no issues.

Though idk if it can be related to the fact that the lines are vertical instead of horizontal

hearty sandal
#

it may be. screen resolution squished the texture down

#

you could try how it looks as lower resolution

lean bloom
#

Mmm, okay, I will check

glossy flax
#

Hey guys, I have a unit randomization script which randomizes the units gear. That script works fine. However, I'd like the equipment to stay how it is when the unit was spawned. That means, the script is not supposed to reapply new gear when the mission is loaded in the editor or was tested.
The issue is, that when I have my script assign the gear in the 3DEN editor, the gear is not saved in the mission.sqf. I noticed that because the unit is always appearing with the default loadout when I reload the mission or when go back into the editor after testing the mission.

My script is run from an Extended Init Eventhandler. In there I call the script and it applies the gear. I know that there is the Code save3DENInventory but it just not saves it and I feel like its because I run the script from my config. (Running save3DENInventory [(get3DENSelected "object" select 0 select 0)] while having the unit selected in the editor OR opening and closing the ACE Arsenal does save the gear to the mission.sqm)

Does anyone have any idea how I can fix my little issue. I know its a fairly specific but somewhat odd question but maybe someone has a quick idea.

(This is basically how my script looks: https://github.com/IndeedPete/staf-mods/blob/master/Source/%40STAF_PMC/addons/staf_pmc_main/fnc/loadout/fn_gear_contractor.sqf but be aware, I'm not the best scripter normal_owo )

GitHub

Dank Mods. Contribute to IndeedPete/staf-mods development by creating an account on GitHub.

#

(on a second look, might not entirely fit into this channel...hope that is fine though)

placid jay
#

Are you sure the XEH is running in Eden?

glossy flax
#
class Extended_Init_EventHandlers {
  class STAF_contractor {                                               // Classname of the unit with randomized gear
    class STAF_contractor_init_eh {
      init = "[(_this select 0)] call STAF_PMC_fnc_random_gear;";
    };
  };
};

Basically calling the whole script like this inside the CfgEventhandlers.sqf. It "works" just not the inventory saving part....however, pretty sure that it has something to do with the way I'm calling the script. Just don't know a better way

frozen bluff
#

Does anybody knpw the sound file for the Hummingbird? I'm maybe looking to make an AH/MH-6 and want to use the Hummingbird sounds

#

The particular .hpp file actually,

#

If one exists

placid jay
faint spruce
swift yacht
#

Question, how would I change the armor values of an existing uniform? I want to change the armor levels of the CSAT pilot suit and Granit suit to match other uniforms.

hard chasm
#
{ 
   class my_uniforms
  {
     units[]= blah
     blah;
     RequiredADDONS[]={where the uniform is};
  };
};

class cfgVehicles
{
   class existing_uniform;
   class  my_uniform:existing_uniform
   {
       change whatever you like
   };
};```
If you don't understand the above, study extracted bis configs until you do. The above is lesson 101 that no- one else needs to teach you.
frosty bolt
#

does anyone here know if there is anything to be done about the inconsistent vertical spacing of fonts in arma 3? (including custom fonts). maybe there is some config entry i can add to adjust for it?

west rover
#

Hi there. Is there a way to make multiline description in tooltip for cfgWeapons or cfgVehicles? I need to use very long description and I want to make it easier to read. Googling didn't help - all topics are about hints.

dusk jungle
#

what you see in inventory when hovering over item

west rover
#

Thank you. Didn't know this supports HTML

dusk jungle
#

Its stuctured text, very much more limited than html

lethal shuttle
#
{
    class InventoryItem_Base_F;
    class ItemCore;
    class B_AssaultPack_blk;
    class B_Carryall_blk;
    class B_Kitbag_rgr;
    class PTNI_AssaultPack_AD: B_AssaultPack_blk
    {
        author = "Project TNI";
        displayName = "Assault Pack (AD)";
        hiddenSelectionsTextures[] = {"\ptni_helmet\Data\ptni_assaultpack_AD.paa"};
    };
    class PTNI_AssaultPack_malvinas: B_AssaultPack_blk
    {
        author = "Project TNI";
        displayName = "Assault Pack (Malvinas)";
        hiddenSelectionsTextures[] = {"\ptni_helmet\Data\ptni_assaultpack_malvinas.paa"};
    };
    class PTNI_CarryPack_AD: B_Carryall_blk
    {
        author = "Project TNI";
        displayName = "Carryall Pack (AD)";
        hiddenSelectionsTextures[] = {"\ptni_helmet\Data\ptni_carryall_AD.paa"};
    };
    class PTNI_CarryPack_Malvinas: B_Carryall_blk
    {
        author = "Project TNI";
        displayName = "Carryall Pack (Malvinas)";
        hiddenSelectionsTextures[] = {"\ptni_helmet\Data\ptni_carryall_malvinas.paa"};
    };
    class PTNI_KitBag_AD: B_Kitbag_rgr
    {
        author = "Project TNI";
        displayName = "Kitbag Pack (AD)";
        hiddenSelectionsTextures[] = {"\ptni_helmet\Data\ptni_kitbag_AD.paa"};
    };
    class PTNI_KitBag_Malvinas: B_Kitbag_rgr
    {
        author = "Project TNI";
        displayName = "Kitbag Pack (Malvinas)";
        hiddenSelectionsTextures[] = {"\ptni_helmet\Data\ptni_kitbag_malvinas.paa"};
    };
    #include "cfgVests.hpp"        /// sample vest is defined in a separate file to make it cleaner
};```
#

why does this lead to the parent CfgVehicles (the backpacks) to dissapear along with the new class the editor???

#

here is the full code

chilly tulip
#

I don't get it. Why is this CfgWeapons?

lethal shuttle
#

you just answered it i think

#

i forgot backpacks are CfgVehicles

#

and i put it under CfgWeapons

glossy flax
raven snow
#

Hey guys, so I have two mods I made recently, one is an ALIVE faction and the other a music mod

#

The problem is that for some reason, the music mod just refuses to work when I have the faction mod on

#

My own mods that have nothing in common seem to just be incompatible with each other

#

The PBOs are differently named too

silent depot
#

Quick questions about vehicle configs, since I'm kinda just winging it 'till something works, but:
• Can a Vehicle work with just one tire or would it need a ghost tire for stability or some other workaround?
• Are UAV and regular vehicles too different or are they mostly the same?

chilly tulip
#

Not an expert, but I suspect the answer to 1 would depend heavily on whether it's a physX vehicle or not. On the second point I don't think they're much different. UAVs are just vehicles with AI crew units.

silent depot
#

Got, I'll see if I can get it working later, thanks

wheat sluice
#

There are a few extra tokens + mempoints on the model that you'll need for drones:

  • isUav must be set to 1
  • Memory points for uavCameraDriverPos, uavCameraDriverDir, uavCameraGunnerPos, uavCameraGunnerDir need to be defined so that you can see PIP displays of the driver and gunner AI views in the UAV Terminal and/or panels

But aside from these, they're functionally same as regular vehicles.

toxic solar
#

I cant seem to find the documentation for this but for vehicle turrets what does optics = 1; mean?

hearty sandal
untold temple
#

Might just be legacy stuff for turrets. Or might have the same function and not render the vehicle when looking through optics

untold temple
#

Might also affect fire modes since there are AI firemodes that behave differently when using optics vs ironsights

zealous pier
#

hey, whenever i put a ai from zeus it spawns with a parachute mask which belongs to my mod. what do i need to write inside config to prevent that?

#

i guess its something about identityTypes but idk what to type there

somber cloak
#

yeah I could

#

pm me will have a look in 12 hrs time when I get back from work

fallen orbit
#

Hi guys. I’ve been working on a mod that requires me to make changes to the ammo and mags for a rifle and a vehicle cannon but even though I assign the newly created mag to the weapons using custom weapon classes by the way they somehow still pick the default mag and ammo type but will little or no ammo inside

#

I used the sample weapons add on as guide. Does anyone know something I’m missing please

hearty sandal
#

or you did not make your new ammo compatible

#

or you try to put wrong type of ammo in wrong kind of weapon

#

or could be probably many other things

fallen orbit
#

@hearty sandal thanks for your response. I redefined the ammo inheriting values from the one that already works. In another test, I barely changed a thing. Instead of giving a missing ammo error it keeps loading the old ammo even when I deleted it

hearty sandal
#

lets start from there

fallen orbit
#

Sample rifle

#

The goal is to create an ammo that changes to a signal flare on impact (on another soldier)

#

Preferably attaching itself to the soldier

dreamy granite
#

Does anyone know how to find what the hidden selection is supposed to be for a uniform camo? I've put in "camo" and "camo1" but neither are working

wintry tartan
#

If you're just trying to retexture something, there is near to zero points to redefine hiddenselections

dreamy granite
#

Well I have tried leaving it blank and only having the hiddentextureselection changed as well as defining the hiddenselection and nothing is making my texture show up in game, it's still the base defult texture

wintry tartan
#

Leave it blank ({}) is a redefine

hearty sandal
#

That way you inherit them from the original class

spiral monolith
#

how can i set a side for my faction i'm making

dreamy granite
#

It's still showing up with EMR

#

"Addons\6b47_KAF\textures\6B47_Helmet_KAF_co.paa" Should this be how the path for the hiddenselectiontextures should be? or do I not need the Addons part

#

I really don't get what I'm doing wrong at this point

#
class CfgPatches
{
    class 6b47_KAF
    {
        units[]={};
        weapons[]=
        {
            "6b47"
        };
        requiredVersion=1;
        requiredAddons[]=
        {
            "6b47"
        };
    };
};
class CfgWeapons
{
    class HeadgearItem;
    class H_HelmetB;
    class 6b47: H_HelmetB
    {
        author="Crook";
        weaponPoolAvailable=1;
        displayName="6b47 KAF";
        model="6B47HELMETS\6B47\6b47.p3d";
        hiddenSelections[]=
        {
            ""
        };
        hiddenSelectionsTextures[]=
        {
            "Addons\6b47_KAF\textures\6B47_Helmet_KAF_co.paa"
        };
        class ItemInfo: HeadgearItem
        {
            mass=30;
            allowedSlots[]={901,605};
            uniformModel="6B47HELMETS\6B47\6b47";
            modelSides[]=
            {
                "TCivilian",
                "TWest"
            };
            hiddenSelections[]=
            {
                ""
            };
            class HitpointsProtectionInfo
            {
                class Head
                {
                    hitPointName="HitHead";
                    armor=7;
                    passThrough=0.5;
                };
            };
        };
        ace_hearing_protection=1;
        ace_hearing_lowerVolume=0.30000001;
    };
};
wheat sluice
#
  1. What's your PBO's prefix? I can see three possible names but none of them have anything in common ("6B47HELMETS", "6b47", "6b47_KAF").
  2. Does the model support retextures in the first place? Are its selections actually defined within the model?
hard chasm
#

@dreamy granite EVERY file reference in bis (with the sole exception of #includes) are \hard\references to the root of the disk drive.
Addons\6b47_KAF\textures\6B47_Helmet_KAF_co.paa

this is your attempt to get at a file in another pbo.
what you need is the PREFIX of that pbo and so:
some prefix\textures\6Bblah

#

@wheat sluice says it better than me.

dreamy granite
wheat sluice
#

Yeah but what's your PBO prefix? It should look like this:
https://i.imgur.com/AAXgVjH.png

As for whether the model supports retextures, I'd suggest grabbing Mikero's Eliteness in that case. You can check the model's model.cfg with Eliteness to verify if it has the neccessary selections. Or you can use a hex editor to check the model too but that's less straightforward compared to Eliteness.

#

Going by my example above:

  • My CfgPatches name is Test_F
  • My PBO prefix is a3_test_f
    You need to know the latter so that the path to your texture is being referenced correctly.
dreamy granite
#

I don't have a prefix file in the mod file

#

I just have the Addons folder

#

then in there its just the 6b47_KAF.pbo

wheat sluice
#

In that case, get rid of the "Addons" part in the path and reference it only like this:
"\6b47_KAF\textures\6B47_Helmet_KAF_co.paa"
But this still won't solve your issue if the model doesn't have the right selections. You'll need to find that out or else your retexture won't work.

dreamy granite
#

where is the best place to download Eliteness?

wheat sluice
dreamy granite
#

Do I need to download everything from there and install it all?

wheat sluice
#

...been a while since I installed it but IIRC only DePbo.9.45.0.22 is needed?

#

@hard chasm should know since they're the developer 😛

dreamy granite
#

how do I know if I can retexture it?

#
class CfgModels
{
    class Default
    {
        sections[] = {};
        sectionsInherit="";
        skeletonName = "";
    };
    class 6B47:Default
    {
        skeletonName="OFP2_ManSkeleton";
        sections[]=
        {
            "camo"
        };
    };//</Modelclass>
};//</CfgModels>
wheat sluice
#

There's the selection name in sections[].
camo is the name of the selection.

dreamy granite
#

found it as you were typing

wheat sluice
#

Now in your own config, put "camo" in the hiddenSelections[] array.

hard chasm
#

@dreamy granite

#

"Do I need to download everything from there and install it al"
yes. and the aio installer will do all of that for you automatically

dreamy granite
hard chasm
#

first let's establish that your prefix\ is ok

wheat sluice
#

^

dreamy granite
#

prefix for what

#

in the config or the file

hard chasm
#

extract the pbo contents. apart from other things you will get a $pboprefix$.txt

dreamy granite
#
//<'6B47.pbo' properties via Mikero's dos tools, dll version 9.45>

prefix=6B47HELMETS\6B47;

Mikero=DePbo.dll.9.10;

version=24011702;

//PboType=Arma Addon;

//</properties>
#

thats the one from the mod

#

Am I using the wrong prefix in the config?

#

or should it be 6B47HELMETS\6B47

hard chasm
#

yes

dreamy granite
#

so this?

hard chasm
#

it is also extremely foolish to use FULL_UPPER_CASE. It is indicative of someone not knowing what they're doing. caveat emptor

#

6B47HELMETS\6B47
is not the name of the addon
it is not the name of a weopon either. I reccomend you study any of the bis configs to understand how the glue fits.

#

there is no magic button here, it is all basics 101 that you have to learn.

dreamy granite
#

I've rebuilt this config multiple times based off the guide and nothing has been working

hard chasm
#

for sure and certain. As said, you really do need to study a bis config for your sanity.

dreamy granite
#

the only thing that has remotely working is having the 6b47 in there which calls the correct model, however my texture will not be put on it

#

this has been almost a month and a half of me working on this

hard chasm
#

you are focussing wrongly on the finish line rather than getting started

#

getting the texture woking is the least interesting bit. you need to get the basics down. just like every one else has had to do.

dreamy granite
#

Then what am I supposed to do to measure progress and learn? I am a project based learner, reading things and hoping they stick doesn't work for me, I have multiple learning disabilities

fallen orbit
#

@hearty sandal I did a test where the only change made to the magazine was the descriptions and it was assigned to the weapon. You were right about the problem being from my ammo. The issue of the old ammo showing up was a result of my saved mission scenario. I had to return to load out for it to update properly.

hearty sandal
#

It's often the simple things

hearty sandal
dreamy granite
#

I think I'm going to shift it back to RHS then, there are plenty of retexture mods that I can use as a framework that function the same

nimble sequoia
# dreamy granite I think I'm going to shift it back to RHS then, there are plenty of retexture mo...

If starting out in Arma modding, I'd recommend retexturing a vanilla A3 asset first.
That way you can use the All-in-One config dump to help build your code, don't have to worry about bringing in external modded classes with unknown characteristics, or worry about breaking license agreements.
Once that works, move on to retexturing a mod that has kit which interests you.
And from there, get into modifying (with permission), or creating your own, models.

dreamy granite
#

I've done vanilla assets before, I got those down no issue. That's why I'm trying to diversify. Plus RHS gives you rights to retexture minus select USAF assets.

nimble sequoia
nimble sequoia
#

Many modders use Mikero's tools, rather than the A3 Steam Tools. So download them, set up a p:\ drive to work in, unpack the A3 data to p:\a3 and use pboProject to build your mod.

dreamy granite
#

I got most of the stuff together for arma three I just had the CFG wrong

dreamy granite
#

got it in game

#

I think the previous mod I was working on is just done weird, I may try it again after doing this one to get it working

lethal shuttle
#

Where can I start with creating AI voice prompts? Information wise

hearty sandal
#

generally just understanding how configs work and tracing how different parameters connect to different classes and files does the trick

lethal shuttle
#

Ah i see

#

Its very rarely done with mods, i just wanted to see how its done

hearty sandal
rapid crystal
#

trying to make a create which can be airdropped via parachute. However, I am running into an issue where the parachute fails to attach to the create when it is dropped out of the aircraft. Is there something that has to be done in the config for this? I do have the memory points for 'slingloadcargo1-4' and 'slingloadcargox'.

hearty sandal
#

how do you try to activate the parachute?

nimble sequoia
hard chasm
#

luvly

lean bloom
#

Is there any way I can make my turret be fully controlled by mouse (elevationMode - 0), but also retain the option of changing elevation with PgUp and PgDwn (elevationMode - 1) at the same time?

I have a mortar with direct fire capability that requires mouse handling to be precise enough in direct fire mode, but since it is a mortar it would also be good to be able to use PgUp and PgDwn to change the elevation when not engaging in direct fire mode.

fallen orbit
#

Hi guys, I’m here again with another strange problem. My units model.cfg animations just won’t work even though they all worked before. I thought perhaps the problem was from the p3d file but I export the same base model to another unit it that unit works. I also tried assigning the same animations to another unit also works

#

Are there any commonly known reasons for animation failures I may have missed

shy knot
fallen orbit
#

I’ve tried this one. It’s precise

hearty sandal
#

and the name of class and p3d are the connection

#

do you have spaces or special characters in the classname/p3d name

fallen orbit
#

Weird thing is it worked even when I used a different p3d file (which has the same skeleton)

#

I’ve checked the memory Lod, even geometry Lod. I’ve replaced the whole model. It’s so strange I can’t even pinpoint the location of the problem. Model, p3d, config, I don’t know. All the tests seem to show these areas work fine which in fact tallies with the fact that it all worked fine before.

#

The only main changes I made was to the p3d file and an FFV turret class.

hearty sandal
#

thats the first thing you need to confirm

#

as that tells you if the p3d and model.cfg connects

fallen orbit
#

My bulldozer is messed up. Can’t use that for now. The same animations are being applied on a mother unit in the same class(same mod and same model just without a turret). And it works perfectly. Even including the turret animations for which it lacks the necessary visual selections

hearty sandal
#

thats where the the debugging starts

#

cant work right with broken tools

shy knot
#

Is there any config values for smoke to obscure/mess with certain targeting systems?

#

Or block vision of the AI?

paper flume
#

Quick question, does anyone know how to stop the default randomization of Vehicle skins within a faction config? I really don't want to resort to


this [setVariable ["BIS_enableRandomization", false]; ];```
wintry tartan
#
this setVariable ["BIS_enableRandomization", false];```
paper flume
wintry tartan
#

Like what

paper flume
#

I have no clue, that's why I was asking

#

I didn't think it was possible so I was just checking

wintry tartan
#

I mean the code is simply is just a line of SQF code. It can be done anywhere before the randomization has been done

paper flume
wintry tartan
#

Okay that's why you're asking in this channel

paper flume
#

Gotcha, so I'd do something like this


class MSF_Training_MI_Hilux_M2: CUP_B_Hilux_M2_BLU_G_F
  {
    class EventHandlers {
       init = "this setVariable ["BIS_enableRandomization", false];";
    };
    faction="MSF_Training_Training_Forces";
    side=3;
    displayName="Hilux M2";
    hiddenSelectionsTextures[]={"cup\wheeledvehicles\cup_wheeledvehicles_hilux\data\v2\body_camo_3_co.paa","cup\wheeledvehicles\cup_wheeledvehicles_hilux\data\v2\hilux_casemate_co.paa"};
    crew="MSF_Training_Militiaman_1";
    typicalCargo[]={"MSF_Training_Militiaman_1"};
  };

wintry tartan
#

No

#

animationList[] and textureList[]

paper flume
#

class MSF_Training_MI_Hilux_M2: CUP_B_Hilux_M2_BLU_G_F
    textureList[]= {"InsertTextureListNameIWantHere"};
    animationList[]= {InsertAnimationListNameIWantHere"};
    faction="MSF_Training_Training_Forces";
    side=3;
    etc...```
paper flume
fallen orbit
fallen orbit
#

@hearty sandal and @shy knot Problem solved!!! The psd actually didn't match with the CfgModels class. It did when I earlier set it up but I erroneously changed it at some point. I had made it match the vehicle class instead which is quite similar but not exact. Thanks Guys.

#

I'm working on a simple melee weapon, does anyone have an idea on the best way to approach this?

fallen orbit
#

The idea I have is to make a pistol based weapon, and trigger an attack animation when the player fires the weapon. I would then fire an empty weapon with a very short range, zero gravity and a large indirect hit range and damage.

#

I'm also studying Webknight's dark horses mod but can't make much sense of it.

hearty sandal
fallen orbit
fallen orbit
#

Thanks

lucid inlet
#

maybe someone can shed some light on how i can do this.
so, inside the weapons_f on arma 3 addons folder, you can find those, they are the tracer models and textures, and basically every weapon (including modded ones), use them.
So, a quick way to make guns use a new tracer model/texture, would be to replace those models and textures with the new one.
How can i do this?

lucid inlet
#

right now, all i have is this:

hearty sandal
hearty sandal
#

you would need to use pboPrefix to have same folder structure in your pbo as in A3 data so the the file overwrites the existing one

lucid inlet
#

how can i make it?

lucid inlet
#

nvm, i kind of found how it works

#

Getting this error now

#

does .p3d break when you copy or rename it?

hearty sandal
#

no should not matter

lucid inlet
#

would i need to specify on the prefix for it to overwrite the models somehow, or this way it should work?

shy knot
# lucid inlet

All a3 p3ds are binarized. Meaning, you can’t access them. And if you even did, that would be a one way trip

hearty sandal
fallen orbit
#

Hi, I'm trying to trigger a script on a weapon (I've set a number of hint messages to let me know when this happens ) but it doesn't seem to work. The same method works on my vehicle mods

#

Is this wrong?

hard chasm
#

@lucid inletYour prefix is correct for what you want to do. you must make the original addon you are replacing a requiredAddon of yours.
you also must replace every p3d, not just the changes you might like to do.
I can't answer why you got that missing message but it should be obviious to you that the folder you make needs to be in the same P:\location as the original.
you also need to have your own config with a simple cfgPatches.

tacit zealot
#

can texture sources be set with a scope = 1;? I have some outdated texture sources I want to hide, but don't want to potentially break anything.

hard chasm
#

it's a strange question because textures alone aren't relevant to scope

shy knot
lucid inlet
wintry tartan
#

If this is in your config, it's pretty wrong because:

  • A3_Weapons_F is a vanilla addon that you cannot use
  • A3_Weapons_F is required to load A3_Weapons_F
lucid inlet
#

would changing the class name work then?

wintry tartan
#

Maybe maybe not

lucid inlet
#

i made it based on this one, it's from a mod that replace some textures

hard chasm
#

you've already been told you can't have the same addon name as an existing one.

#

if you're not using a p: drive, how are you ensuring YOUR p3ds need to be in the same folder as the prefix (eg location)

wintry tartan
#

Or simply use your prefix

hard chasm
#

he can't because other addons are accessing the tracer folder

#

oh sorry I misread you

lucid inlet
hard chasm
#

where?

lucid inlet
wintry tartan
#

It's not. It's located in a3\weapons_f\data\bullettracer

lucid inlet
#

isn't the prefix to know where it should overwrite?

wintry tartan
#

Isn't that what you wanted to do?

lucid inlet
#

well, yeah, it should overwrite the tracers files on the weapons_f.pbo inside the addons folder on my arma 3 installation. (C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Addons\weapons_f.pbo)

#

basically, i want to replace the files that are here, with the ones of the mod.

wintry tartan
# lucid inlet

Okay then this folder... is this what you pack? And how do you pack?

lucid inlet
#

i'm using pbo manager, i tur the weapon_f folder in a new weapon_f pbo

#

it seems that the mod is almost working, except that it can't load the models

wintry tartan
#

Multiple issues:

  • PBO Manager
  • That's not the correct way to overwrite a folder in PBO
#

pboprefix should be a3\weapons_f\data\bullettracer and your folder should have what's inside

lucid inlet
#

this is my prefix...

wintry tartan
#

Okay I'm more confused

#

What's inside in your PBO

lucid inlet
#

oh, maybe i found the issue... i forgot to convert the png's into .paa

wintry tartan
#

Your parent Data and bullettracer folder, that's not something where it should be

#

Also where is your config.cpp

hard chasm
#

@lucid inlet for a first attempt at this your doing very well BUT you need to use the proper tools to do so. PboManager doesn't rebinarise configs or rvmats and def not p3d

#

also, there's no such thing as a cfgPatches.cpp in bis

wintry tartan
#

In vanilla there is a3\weapons_f\Data\bullettracer\tracer_green.p3d now it's gone but a3\weapons_f\Data\bullettracer\Data\bullettracer\tracer_green.p3d

lucid inlet
hard chasm
#

addon breaker will crash if there's any prebinarised p3ds

wintry tartan
#

You're asking that to the author of pboProject

hard chasm
#

basically, you're on the right track but you have to make a mirror image of what was already there eg the p3ds aren't where other addons expect to find them.

lucid inlet
#

now it worked 😄

#

all of this, for orange tracers

#

well, with this now, i already understand how to other replacements now, will be very useful for my 4k texture pack project.

#

thanks guys

coral knoll
#

Once more returning with my magical deleting the editorcategory problem.

class UU_Gunship: HL_CMB_Gunship
    {
        displayName="[UU] Gunship";
        editorSubcategory="UU_Aircraft";
        faction="WBK_HL_Combines";
        delete EditorCategory;
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                body="mainTurret";
                gun="mainGun";
                stabilizedInAxes=2;
                gunBeg="usti hlavne";
                gunEnd="konec hlavne";
                memoryPointGun="konec hlavne";
                memoryPointGunnerOptics="gunnerview";
                commanderCanSee=31;
                selectionFireAnim="MuzzleFlash";
                isCopilot=1;
                gunnerAction="Heli_Attack_02_Gunner_SettleIn";
                gunnerInAction="Heli_Attack_02_Gunner_SettleIn";
                minElev=-41;
                maxElev=5;
                initElev=0;
                minTurn=-45;
                maxTurn=45;
                initTurn=0;
                weapons[]=
                {
                    "HL_CMB_Gunship_PC",
                    "Missile_AA_03_Plane_CAS_02_F",
                    "ACE_gatling_20mm_Comanche",
                    "Laserdesignator_mounted"
                };
                magazines[]=
                {
                    "HL_CMB_1620Rnd_PC",
                    "HL_CMB_1620Rnd_PC",
                    "HL_CMB_1620Rnd_PC",
                    "2Rnd_Missile_AA_03_F",
                    "2Rnd_Missile_AA_03_F",
                    "ACE_500Rnd_20mm_shells_Comanche",
                    "ACE_500Rnd_20mm_shells_Comanche",
                    "Laserbatteries"
                };
            };            
        };
    };

Heres my config, the delete editorCategory; section just ends up setting it back to HL_CMB_F

nimble sequoia
# coral knoll Once more returning with my magical deleting the editorcategory problem. ```cpp ...

Some info missing...
You're inheriting some modded class called HL_CMB_Gunship that presumably has an EditorCategory = parameter set on it, which you do not want in your new class UU_Gunship?
The delete keyword can delete a "classname" (if that class has no derived children). It doesn't "blank-out" a parameter though, so won't work as you've written it.
There are no instances in the A3 config dump where EditorCategory is left blank, so one might assume that you should just set it to a cfgEditorCategories classname of your choosing, either one that already exists or by creating a new one.

coral knoll
#

I do infact not want it on my new class
is there a way to just set it to null, I'd rather not set everything thing to a editorcategory, instead just make these use the faction

nimble sequoia
#

EdCat_Default will put it in "Other".

coral knoll
#

Tried setting it to "" it just puts it in a blank section

nimble sequoia
#

Looking at vanilla aircraft, they don't have an editorCategory, just an editorSubcategory.
So perhaps it's been added incorrectly into the class of the thing which you are inheriting.

#

Are you the author of HL_CMB_Gunship with ability to change it? Or could you inherit a vanilla A3 plane instead as your base?

hard chasm
#

The delete keyword can delete a "classname" (if that class has no derived children). It doesn't "blank-out" a parameter though, so won't work as you've written it.
@nimble sequoia I bow to your experience here. A few years back, Dedman advised me, via the source code, that the delete worked on variables too. I took that at face value and never tested it. It's now on my todo list.

nimble sequoia
fallen orbit
#

Hi, I've setup a FFV turret but the gunner isn't visible in 3rd person view. Is this a problem from the model or my script

lucid inlet
#

how can i start the diag.exe with a mod?

chilly tulip
#

Easiest to rename it to the filename of the 32-bit exe and then run that from the launcher.

#

but you can batch-script it instead in the usual way.

hearty sandal
#

windows shortcut with launch parameters written into it works too

slim halo
# lucid inlet how can i start the diag.exe with a mod?

Regarding the batch/shortcut method, you can start the ordinary exe from the launcher, get its command line using either Process Explorer or Task Manager, and apply it to your shortcut/batch (for task manager, you should go to Details, right click on the column names and click on Select Columns and enable the Command line option, then Ctrl+C on Arma3_x64.exe)

lucid inlet
#

so, i used "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3diag_x64.exe" -mod=@SKAt5 and it loads, but don't load the mod

chilly tulip
#

Where's the mod located?

lucid inlet
#

it appears as loaded, but i can't se the changes the mod should do on the diag version

lucid inlet
chilly tulip
#

Arma won't look on your desktop.

lucid inlet
#

i need to put it on what folder then?

chilly tulip
#

The program folder. Wherever the executables are.

#

Bear in mind that it can look on your desktop if you give it an absolute path, but relative paths are relative to the exe.

lucid inlet
#

i put in on the game folder, now it's working

nimble sequoia
fallen orbit
#

I don't have a cargo nor gunner LOD. I assume this means I should set "UsePilotLod" to true. I do have the proxy index set the the avialable proxy which is indeed present in all the resolutions

nimble sequoia
fallen orbit
#

I only added the FFV so the driver can fire from the vehicle while driving

nimble sequoia
#

Put this in your turret class then:

lodTurnedOut = 1;```
#

If the pilot moves to the gunner turret he won't be able to drive.

#

Unless you create an AI pilot

fallen orbit
fallen orbit
atomic yoke
#

Thanks for the offer to help, but I managed to fix it! All the problem was was me being an utter prune and forgetting to change the unit that the new unit calls from.

fallen orbit
#

@nimble sequoia Hi, I tried that. Didn’t work

shy knot
nimble sequoia
#

He said it was FFV so must be a turret class.

fallen orbit
nimble sequoia
#

How many player proxies do you have in the vehicle?

fallen orbit
#

One

nimble sequoia
#

So you need 2

#

One for the driver (AI) and one for the turret (FFV, human)

fallen orbit
#

I’m using “hasDriver =1 “

nimble sequoia
#

The driver will be a Driver proxy and the FFV will be a Gunner proxy

fallen orbit
#

Ok let me try this

#

Thanks

shy knot
fallen orbit
#

Tried That too

fallen orbit
#

@nimble sequoia I created a new proxy. One for cargo, since I already had one for the gunner and tried changing the proxy index to both of them but no joy in either cases. Here's script:

nimble sequoia
#

Can you post entire config.cpp and also screenshot res LOD proxies in Object Builder showing proxy selections (hide object mesh if you wish).

fallen orbit
#

Thanks @nimble sequoia for helping me out with this. Many thanks.

nimble sequoia
#

Solution for anyone following/interested, was to correct the proxyType from CPCargo (inherited) to CPGunner (used in LOD's).

fallen orbit
#

Please does anyone know how to a turret use the gunner camera? The default on the soldier as if there was no turret I mean.

silent depot
#

Do headgears also need a model.cfg or is only needed for more complex models with moving parts?

nimble sequoia
#

gunnerOpticsModel = "\A3\Weapons_F\empty.p3d";
gunnerOutOpticsModel = "";

nimble sequoia
silent depot
#

Will do, thank you

coral knoll
tacit zealot
#

Is it possible to make a user action associated with a vehicle weapon? For example, on any otherwise unmodified vehicle (whether containing the weapon by default, by pylon, or by script), if the certain weapon class is selected, a user action becomes available?

hearty sandal
fallen orbit
livid trail
#

Would be someone willing to jump into a quick call with me and Tklama to help us with damaged textures and destroyed model. We have no idea, tried almost everything and are not sure what we're missing at this point

fallen orbit
nimble sequoia
livid trail
nimble sequoia
#

Can't say really, I'm super busy, but here for a few minutes at the moment.

livid trail
livid trail
faint spruce
#

I have a question, if i use the Cabin class to add light in a vehicle, will this light appear in ViewPilot LOD ?

nimble sequoia
faint spruce
#

How do i use CompartmentsLights ?

nimble sequoia
nimble sequoia
# faint spruce How do i use CompartmentsLights ?
faint spruce
#

Is there a way to make a MFD visible underwater ?

#

The MFD fades out with submarine depth. At 300m depth, you can't see anything anymore even with compartmentslights. Apparently lights doesn't affect MFDs

hearty sandal
#

Might not be.

#

the deep depth lighting keyframes are super dark

#

they probably are not designed with deep diving in mind 🤔

faint spruce
#

Hmm i see, so instead of using MFDs, i should better use textures and hiddenselections

#

Thank you, as always 🙂

hearty sandal
#

they might work better

#

what color do your MFD elements use?

#

are they emmissive at all?

faint spruce
#
                color[]={0.83999997,0.86000001,0.83999997};
                alpha=0.5;
                enableParallax=0;
                font="LCD14";
                class material
                {
                    ambient[]={1,1,1,1};
                    diffuse[]={1,1,1,1};
                    emissive[]={1000,1000,1000,1};
                };```
hearty sandal
#

yeh that should keep them glowing 😅

#

unless the terrain lighting really messes it up

faint spruce
#

I have a problem with CompartmentsLight, here is the config:

                                                class Cabin {
                        color[] = {100, 100, 830, 1};
                        diffuse[] = {0, 0, 5, 1};
                        ambient[] = {0, 0, 5, 1};
                        intensity = 15;
                        size = 10;
                        /*innerAngle = 90;
                        outerAngle = 165;
                        coneFadeCoef = 1;*/
                        point = "oc_light";
                        direction = "oc_light_dir";
                        /*hitpoint = "";
                        selection = "";*/
                        useFlare = 1;
                        flareSize = 1;
                        flareMaxDistance = 600;
                        dayLight = 1;
                        blinking = 0;
                        
                        class Attenuation
                          {
                            start = 5;
                            constant = 1;
                            linear = 1;
                            quadratic = 1;
                            hardLimitStart = 1;
                            hardLimitEnd = 10;
                          };
                    };```
When the veehicle doesn't move everything is ok, but when the vehicle starts moving, the light dissapears sometimes like it was blinking at slow rate. Why ?
faint spruce
#

I hope i'm not gonna have to create the lights myself then add a script to refresh them

nimble sequoia
# faint spruce I have a problem with CompartmentsLight, here is the config: ```C++ ...

Bad config - for example, there's no direction = point for a CompartmentsLights.
Here's an example:

{
    class Comp1
    {
        class Light01
        {
            point = "light_interior_1";
            color[] = {30, 10, 10};
            ambient[] = {5 ,0, 0};
            intensity = 2;
            size = 0;
            useFlare = 0;
            flareSize = 0;
            flareMaxDistance = 0;
            dayLight = 0;
            blinking = 0;
            class Attenuation
            {
                start = 0;
                constant = 0;
                linear = 1;
                quadratic = 70;
                hardLimitStart = 0.5;
                hardLimitEnd = 0.7;
            };
        };
    };
};```
faint spruce
nimble sequoia
#

Copy and paste my code in. Change mem point name obviously.

faint spruce
nimble sequoia
#

Can you show a screenshot of the memory point in the memory LOD, with the View Cargo LOD in the background?

faint spruce
nimble sequoia
#

Object Builder shows the first res LOD by default as a background image. Change it to View Pilot.

faint spruce
#

How could i possibly tell object builder to take ViewPilot LOD as first resolution LOD ??

nimble sequoia
#

The aim of this is to see where you have placed the light memory point, and then whether it is behind or close to geometry.

#

And what's oc_light.001? Best get rid of that.

faint spruce
faint spruce
#

The positiion of the memory point is necessarily inside the geometry of the hull, i don't have the choice, it's a submarine

#

The problem is it shouldn't be a problem

#

The submarine has a control center

#

The control center is inside the submarine

#

But it shouldn't cause ny blinking

nimble sequoia
#

How far away is the proxy that is looking at the light?

faint spruce
#

The light doesn't blink when i don't move

hearty sandal
nimble sequoia
#

Can you post the full code of the class CompartmentsLights {} again please

faint spruce
faint spruce
nimble sequoia
#

Did you change the memory point selection name to "oc_light_center" as well?

faint spruce
#

The name was "oc_light"

nimble sequoia
#

He didn't mean change the name, but move the light to the center of the compartment (I guess)

#

I've made boats with underwater compartments which use these lights, and they don't blink.

faint spruce
hearty sandal
#

was this in firts person/pilot view?

faint spruce
#

Did you change the memory point

faint spruce
#

I don't see any reason for this light to blink

#

As you can see on the video, when i don't move, the light doesn't blinks

#

And by the way, as you can see on the video, the seats doesn't have texture. When i compile the modd with pboProject, it says the uy map is incorrect. Any reason ?

faint spruce
#

I also tried to create a light with createVehicleLocal and attach it to the point but the light also blinks with the same rate with the other light. Weird

hearty sandal
#

Im thinking some weird simulation step thing

#

are you under water?

faint spruce
#

The problem is i cannot replace the MFDs with textures if don't have a stable light....

ebon pivot
#

isnt there something in config that determines how audible a sound is to ai for firemode?

hearty sandal
ebon pivot
#

you can do integral suppression in guns cant you

#

or does the base game one just do quiet config

hearty sandal
ebon pivot
#

FFFFFFFFFFFFFFFFFFFFFFF

hearty sandal
#

and it has quiet ammo I think

ebon pivot
#

😦

#

ok ill just cut my losses on that one for now

#

next question; do you know if theres a seperate config property for reload anim underwater or something

#

The Guy Is Not Animating Underwater

#

works fine on land

hearty sandal
#

the reload may need to be added into swimming actions

#

or you mean just walking under water?

ebon pivot
#

reloadAction = "ReloadMagazine"; meowsweats

#

where's swimming actions gonna be? 😅

novel lava
#

yeah they added a thing for attachments to modify audible etc but didnt add it to weapons

#

so the only way to do an integrally suppressed weapon and have it behave right is for it to have its own magazines/ammo

#

gotta do it A2 style

ebon pivot
#

this is too old for me i was 5 when a2 came out

novel lava
#

CfgMovesBasic is where to look for the swimming actions

#

I think

ebon pivot
#

thank you muchly

novel lava
#

iirc reloadMagazine is the old magic handwave from A2 era which is a full body animation

#

which is probably why it doesnt work with swimming

ebon pivot
#

oh wtf

#

so silly

swift yacht
#

So I have a problem where I am making a config to replace the uniforms and equipment of CSAT troops with less futuristic gear from Aegis and Atlas, however while the equipment is replaced on the units, the subeditor categories for all the units are set to default (SF and Urban units being put in the standard men category). It also messes with the naming of the New QRF units from reaction forces and even removes some of the backpacks. I have the required addons and units setup in cfgpatches, so I don't really know whats wrong, this especially annoying as I did the same thing before without any of these issues.

shy knot
swift yacht
#

Yea turns out I got the base class for the affected units mixed up, all good now.

toxic solar
#

recoil in the firemode class is like incorrect correct? huh maybe I could have said that better

wintry tartan
#

Urm what

shy knot
#

Don’t worry, I have trouble understanding him too

chilly tulip
#

He's probably asking whether the recoil is read from the weapon class or the mode. I don't know personally.

#

CfgWeapons documentation suggests it's read from the mode.

ebon pivot
#

it is from the mode

cloud saddle
#

It's from the weapon class.

urban cargo
#

I have to set up lot of textures to setup and was wondering if you can make a common file path and then add on to it, something like this:

common_path = "z\my_mod\addons\my_addon\data\picture\

class1{
  picture = common_path + "type1\picture1.paa"
};
class2{
  picture = common_path + "type1\picture2.paa"
};
untold temple
#

Use a macro define

#

#define PICTURE(x) picture = z\my_mod\addons\my_addon\data\picture\##x##.paa;

#

Then you'd just type PICTURE(type1\picture1), PICTURE(type1\picture2) etc.

#

or #define PICTURE(x,y) picture = z\my_mod\addons\my_addon\data\picture\##x##\##y##.paa; to use PICTURE(type1,picture1) if you prefer @urban cargo

faint spruce
#

Is the dayLight property working for compartments lights ? I've made several tests and it doesn't seem to be working

faint spruce
nimble sequoia
faint spruce
#

Only the LODs with no limits are more than 100m long

nimble sequoia
#

We told you that if you made it too big that things would likely break. Things broke. If you want to push limits, don't be surprised by odd results.

hearty sandal
#

Because attachto removes collision

#

If they are separate

#

And if you use proxies, then they all get added into the master model. They are not separate

faint spruce
hearty sandal
#

Aah

#

Super heavy then

faint spruce
faint spruce
#

But, by the way, attachTo doesn't disable collisions with units. It does not disable the fire geometry neither

hearty sandal
#

yea byt typically the collision with objects is the thing

faint spruce
#

As long as there will be no patch on the compartmentslight so we can see the light during day and as long as lights do not affect MFDs, i'm afraid there is no other way to drive a submarine at 800m depth but to wear thermal goggles if you want to see the screens

#

Fortunately, it will not be a problem for me, on my servers, thermal vision will be limited to 200m and night vision to 350m

faint spruce
#

Why is this turret not showing up ballistic Computer action ?

class MaingunTurret: NewTurret
            {
                gunnerCompartments="Compartment1";
                gunnerName="Naval gun operator";
                proxyType="CPGunner";
                proxyIndex = 7;
                LODTurnedIn = 1100;
                LODTurnedOut = 1100;
                turretInfoType = "RscOptics_MBT_01_gunner";
                gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F";
                body = "mainturret";
                gun = "maingun";
                animationSourceBody = "mainturret";
                animationSourceGun = "maingun";
                animationSourceStickX="mainturret";
                animationSourceStickY="maingun";
                gunBeg = "maingun_beg";
                gunEnd = "maingun_end";
                memoryPointGun = "maingun_beg";
                ```
#
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="maingun_view";
                weapons[]=
                {
                    "mortar_155mm_AMOS"
                };
                magazines[]=
                {
                    "32Rnd_155mm_Mo_shells"
                };
                gunnerAction="passenger_generic01_foldhands";
                gunnerInAction="passenger_generic01_foldhands";
                gunnergetInAction="GetInLow";
                gunnergetOutAction="GetOutLow";
                enableManualFire = 1;
                usePip = 1;
                showgunneroptics = 1;
                Laser=1;
                stabilizedInAxes=4;
                gunnerForceOptics=0;
                startEngine=0;
                hasGunner=1;
                hideWeaponsGunner=1;
                showAllTargets = 2;
                gunnerCanSee = 31;
                radarType = 2;```
shy knot
faint spruce
novel lava
#

need artilleryScanner = 1 in the vehicle

#

base config

#

elevationMode = 3; is usually a good idea too in the turret

faint spruce
novel lava
#

no - you can definitely have it show for the gunner

#

off hand I can't remember what governs this

#

do you have primaryGunner = 1; set in the gunner turret?

#

and similarly 0 for the commander

faint spruce
#

But i doubt i would have worked. I could have many artillery turrets in one vehicle

novel lava
#

yeah sorry I don't know what governs it the I assumed it was the primaryGunner setting that allowed for it, multiple having access to it I'm unsure is possible

#

all I know is that spearheads calliope artillery variant the gunner has it, commander doesn't. same with the artillery statics

faint spruce
#

Well, i placed the turret of the artillery canon in first position in the config and now the artillery turret has the computer. That's sounds weird to me, what if i have many artillery turrets ?

toxic solar
#

I guess config related but I have the following error in rpt log that I am not really sure how to resolve

UiEx procedural texture syntax error: 'Unknown property' at -> 'uniquename:"testname...'
 ➥ Context: #(rgb,2048,4096,1)uiex(display:"testrsctest",uniquename:"testname",viewportx:0,viewportw:2,bgcolor:"#000055ff")
UiEx procedural texture syntax error: 'Unknown property' at -> 'viewportx:0,viewport...'
 ➥ Context: #(rgb,2048,4096,1)uiex(display:"testrsctest",uniquename:"testname",viewportx:0,viewportw:2,bgcolor:"#000055ff")
UiEx procedural texture syntax error: 'Unknown property' at -> 'viewportw:2,bgcolor:...'
 ➥ Context: #(rgb,2048,4096,1)uiex(display:"testrsctest",uniquename:"testname",viewportx:0,viewportw:2,bgcolor:"#000055ff")
UiEx procedural texture syntax error: 'Unknown property' at -> 'bgcolor:"#000055ff"'
 ➥ Context: #(rgb,2048,4096,1)uiex(display:"testrsctest",uniquename:"testname",viewportx:0,viewportw:2,bgcolor:"#000055ff")

in p3d I have the texture as

#(rgb,2048,4096,1)uiex(display:"testrsctest",uniquename:"testname",viewportx:0,viewportw:2,bgcolor:"#000055ff")

which is more or less a copy of example from https://community.bistudio.com/wiki/Procedural_Textures
so I am not sure wat to do. I have tried

#(rgb,2048,4096,1)uiex(display:testrsctest,uniquename:testname,viewportx:0,viewportw:2,bgcolor:"#000055ff")

but no dice

hearty sandal
faint spruce
shy knot
#

No, we don’t

faint spruce
#

What does determines how much margin we have to fire artillery ?

hearty sandal
#

minumuma and maximum range

#

possibly how much elevation the gun has

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

Here is my config for the fire modes

#
maxElev = 60;```
#

Here is the gun elevation, i think it's enough

faint spruce
#

scope = 1

lean bloom
#

ah sorry, just figured it out

#

thanks anyway 😄

faint spruce
#

Thank you as always 🙂

hearty sandal
#

👍

#

In Arma the artillery is simplified in that way

shy knot
faint spruce
#

Bohemia is right, that's how artillery actually work, it depends of the explosive charge of the projectile and the elevation of the canon

hearty sandal
#

Yes. but the ballistics of artillery are very simple, no airfriction etc

shy knot
#

Only thing that effects arty is dispersion

tacit zealot
#

does the sensor system work well with having multiple sensors of the same type on a vehicle? I'm thinking of using two separate active radar sensors to represent how detection and tracking ranges differ on radars, but I've tried a similar thing on other vehicles to represent both an IRST and a TGP, and the game only seemed to use whichever I defined first in the config.

hearty sandal
#

Cant recall any example of such at least 🤔

undone patio
#

I've been working on rechambering the p90 to a different mythical caliber. But the old magazine still shows up as compatible even though the weapon has only the new magwell instead of the old one.

#
class Weapon_SX90_black : SMG_03C_TR_black {
    displayName = "Sx-90";
    magazines[] = {"50rnd_SX90"};
    magazineWell[] = { "SX90_Magwell" };
shy knot
undone patio
#

The magwell isn't inherited but the magazine is. Do I need to fully copy everything out of the old magazine instead of inheriting it?

shy knot
#

Shouldn’t have to

undone patio
#

I wonder if the old mag has a magwell def in it...

shy knot
#

Maybe. I’d cross reference the old stuff to yours

#

See if anything is missing

undone patio
#

Hmm.... doesn't look like it...

#

Oh, I found my bug

#

derp

#

thanks

hearty sandal
#

I dont think it was ever upgraded for magwell

undone patio
#

literally just me pasting the inherited mag instead of the new mag into the magwell def

hearty sandal
#

it didnt have magazine proxy either did it?

undone patio
#

I promise I have more than 1 brain cell

hearty sandal
undone patio
#

(I have 2 but 1 is listening to music and the other wants a donut)

wheat sluice
# hearty sandal it didnt have magazine proxy either did it?

BI was...inconsistent when they implemented magwells. Not all vanilla weapons use it but those that do have it don't necessarily have magazine proxies enabled:

  • M320 LRR (LRR_base_F) -> no mag proxy but it does support magwells (M320_408).
  • ADR-97 (SMG_03_TR_BASE) -> no mag proxy, no magwells defined.
  • Mk200 (LMG_Mk200_F) -> no mag proxy but supports magwells (Mk200_65x39).
  • Rahim (DMR_01_base_F) -> no mag proxy but supports magwells (Rahim_762x54).
  • Katiba (arifle_Katiba_Base_F) -> no mag proxy but supports magwells (Katiba_65x39).
  • Type 115 (arifle_ARX_base_F) -> no mag proxy but supports magwells (Katiba_65x39).
  • SPAR-17 (arifle_SPAR_03_base_F) -> no mag proxy, no magwells defined.

While I can understand why they didn't bother upgrading the models for some weapons, it doesn't make much sense in the case of the Katiba + Type 115 since they explicitly share the same magazines even without mods loaded.

wintry tartan
#

It technically based on a consistency that they won't change how it looks over the current look actually. But yes, it's very inconsistent

wintry tartan
#

Speaking of inconsistency please allow to have retexturable weapon accs gun_think

wheat sluice
#

dedmen sorcery needed.

toxic solar
hearty sandal
toxic solar
#

how silly of me

hearty sandal
wintry tartan
#

scope = 2;

done

toxic solar
toxic solar
#

actually nvm, I see wat ace is doing

#

man ace is so smart

#

they got big brains

drifting skiff
#

I'm getting an
File PB_Main\config.cpp, line 1211: Config `"` after 1
Error, which i cant figure out what is causing.
(Propably something dumb im missing)

Heres the code around that part;


            class Camo1: Camo
            {
                displayName = "Camo #2";
                author = "$STR_RHS_AUTHOR_FULL";
                textures[] = {"\rhsafrf\addons\rhs_a2port_air\su25\data\camo\su25_body1_camo1_co.paa","\rhsafrf\addons\rhs_a2port_air\su25\data\camo\su25_body2_camo1_co.paa"};
            };
            class Camo2: standard
            {
                displayName = "CDF";
                author = "$STR_RHS_AUTHOR_FULL";
                textures[] = {"\rhsafrf\addons\rhs_a2port_air\su25\data\su25_body1_cdf_co.paa","\rhsafrf\addons\rhs_a2port_air\su25\data\su25_body2_cdf_co.paa"};
            };

The { after "Camo2: Standard" line is line 1211

EDIT:
With a repacking of the .bpo, it changed the error from line 1211 to 1210, "class Camo2: standard", is line 1210

molten musk
drifting skiff
#

i use pboproject

EDIT: i managed to find the issue, it was a missing "," many lines below

hearty sandal
#

yeah sometimes a missing thing affects a large area of code

tacit zealot
#

Anyone have a better description of the sensor config parameter groundNoiseDistanceCoefficient than what the sensors config reference provides? From the relation it states, it is suggested that lower values indicate a better radar (planes have to get a lower altitude percentage to stay hidden), while I've noticed that the more advanced radar in the F/A-181 has a value of 0.2 vs the To-201's 0.1, and when I set it to 0.9 to test an air-to-ground radar, it seemed like my performance was improved.

vast tartan
#

Does anyone know how you would go about moving something into negatives in a TranslationX animation?

shy knot
untold temple
#

Or just make a memory point axis in your model and use translation instead of trying to use the relatively obsolete translationX

tacit zealot
#

Another radar question -
Is there any way to allow radars to track ground targets while still allowing low-flying aircraft to get lost in ground clutter when flying close to the ground?
Besides adding a second radar sensor with a max altitude of like 1 meter, ground detecion capability, and removing ground detection capability from the "main" radar

hearty sandal
#

also it is better to use just translation and give it axis in memorylod so you can control direction and distance more easily

vast tartan
#

Yeah, I ended up doing that

#

I've got it working in Model Viewer, but I'm running into an issue trying to link the animation source

hearty sandal
#

give animation source in model.cfg

#

boom it has it

#

😅

vast tartan
#

I've got 2 Animations, Case and Case2 which both link to the same selection Case_Top.

And I have this in the config:

        class AnimationSources {
            class Case_Top {
                displayName = "Open/Close Case";
                source = "user";
                animPeriod = 1;
                initPhase = 0;
            };
        };
hearty sandal
#

also make class for that animationSource in the config.cpp animationSources class

#

"user"

vast tartan
#

Then in-game, if I need that animation to only go to a specific value

#

Would you just use _object animate ["Case_Top", 0.282];?

#

I've worked with single object sources (doors, hide, etc) but not with multiple, trying to understand how they work together.

hearty sandal
#

use command animateSource

#

that runs all animations controlled by that source

#

animate animates single animtion class

vast tartan
#

Gotcha.

#

So if you used animate, in my case, you'd need to do it for both Case, and Case2

hearty sandal
#

yes

vast tartan
#

Where as with animateSource, you'd just call it on Case_Top, and it's linked

#

Cool

hearty sandal
#

animateSource is better for performance

tacit zealot
#

Might just be having a brainfart, but any ideas why my linebreak isn't working in a pylon description? When I hover over the pylon in the pylon manager, the <br/> is shown as text instead of a line break.

wintry tartan
#

IIRC \n

tacit zealot
#

Any ideas why a missile with both a 16km air/ground radar sensor which ignores clutter effects as well as a datalink sensor will only work on aircraft with datalink enabled? Both aircraft I have tested have ground-detecting radars, and are able to lock up the intended target well within range.

If I take the aircraft that's not working, and enable both Data Link Send and Recieve, the missile works as intended. Are missiles only allowed to have one kind of sensor or something? Even if so, the radar is defined first!

nimble lodge
nimble sequoia
humble mortar
#

Hey totally new here are there any quick guides on just how to format correctly? Like software needed etc. Just trying to make a small weapon systems compat mod.

faint spruce
humble mortar
#

Ty ^^

#

I'll also ask just in case I'm wasting my time no one has made a compat mod for firewill, USAF and vanilla aircraft?

nimble lodge
hearty sandal
#

Im not sure if we can support this question due to it being used in conjunction with ripped asset fallout mods that are banned

hearty sandal
#

Id really recommend dropping use of that crap.

hard chasm
#

ditto

humble mortar
#

When you have a file structure like this where would you get the info you would typically find in a config.cpp?

hearty sandal
#

its bin when its binarized into pbo

humble mortar
#

I see and is there a way to make it readable?

hearty sandal
#

yes

#

you should find info on that with little googling. Im heading off so cant go into details

humble mortar
#

Yea I found it Arma 3 tools right?

#

I just didn't realise the .bin was the same thing

hearty sandal
#

👍

humble mortar
#

Ty ^^

hard chasm
#

Use derap.exe or eliteness in my tools or bis tools\cfgconvert to get a config.cpp

#

a better altertnative is to simply use extractpbo.exe in my tools which converts all param files back to plain text.

dreamy granite
#

dos anyone have the link for adding VIV for planes?

dreamy granite
#

I haven't done anything for vehicles, but I want to add it for an IL-76

hearty sandal
dreamy granite
#

the aircraft or the model going into it

hearty sandal
#

the aircraft

#

if its not your mod then you cant add it

#

or actually you can use coordinates too

#

so you can

lean bloom
#

Hello, could someone please point me to the correct resource to look into when it comes to spawning / creating custom particles, such as when I open the breech of an artillery piece?