#arma3_config
1 messages · Page 29 of 1
It kinda is yes, I just have no clue what the commands for spawning them are / where to look to learn them
it is on the Fired EH afaik
there is gunparticles class inside weapons but that triggers on firing. there are no direct engine sources for triggering effects on other states of fire/reload cycle
fired EH would be the best place yeah
the probingbeam in the Eddy bot is one that uses fired eventhandler to call a function
interesting, thanks
what I really only want is "Spawn a puff of smoke at X memory point"
you can write the script first in editor/live game without the triggering source
just running it from the debug console
as to the right commands, you may need to look through the script command list
cheers
dayz2p 1.28 published for free AND subscriber. Fixed the now non existent bliss (enoch/livonia dlc)
trying to do some filtering for a custom handle damage eh...
running through the CfgAmmo simulations and wondering if there is some sort of general theme to it... cause I'm finding things like launchers with HEAT in shotRocket but autocannons and launchers with penetrators in shotShell. Then there is shotSubmunitions which has artillery, but also minigun tracers????
this is kind of what I figured out so far based on the classnames I can pull that have these simulations:
IIRC shotrocket is more like missile but without guidance. In that it supports the thrust parameters, and animations on the projectile
I've been trying to run a very simple script attached to a pistol based weapon but can't seem to get it running or tell if it is. This is the script at it's present basic level and the smaller image is how I call it from within the weapon class in the config file. Could someone help me find what I'm doing wrong please? I have used a similar approach on a vehicle script and it runs fine.
Where do you have the init handler?
Hey, I’m trying to create a new faction in arma 3, but I haven’t done scripting before. I wanted to know if there was a good video/guide for creating factions without using ALIVE that helps me learn from scratch.
Also wanted to know if there was a way to add patches onto my faction. Thanks.
with how weapons can have built in flashlights, can they have built in IR/visible lasers too?
yes
Any ideas whats wrong with this? I want to inherit everything except the texture, as in, this is a retexture
class cfgWeapons
{
class ItemCore;
class UniformItem;
class Uniform_Base: ItemCore
{
class ItemInfo;
};
class Juno_285
{
class ItemInfo;
};
class MF_R_1: Juno_285
{
scope=2;
displayName="MF - R1";
class ItemInfo
{
uniformClass="MF_R_1_body";
};
};
};
class CfgVehicles
{
class J_Heavy_Trooper;
class MF_R_1_body: J_Heavy_Trooper
{
author="Marki";
scope=1;
displayName="MF Soldier";
faction="Custom_Faction_MF";
uniformClass="MF_R_1";
hiddenSelections[]=
{
"Camo1",
"Camo2"
};
hiddenSelectionsTextures[]=
{
"\MF_Uniforms\Data\MF_R1.paa",
""
};
};
};
I am pretty sure its an issue with ItemInfo part. How I used to do it is to write entirely new iteminfo, but this time I want to inherit it all, I am not 100% how it does it.
class itemInfo: UniformItem {
...
};
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Uniform_Configuration
Isnt "UniformItem" in this sitation is Juno_285?
Actually I am pretty sure it is not, how do I inherit a uniformitem, or where do I find it
Okay figured it out, in my case its ItemInfo: ItemInfo
class ItemInfo: ItemInfo {
// Change your stuff
};
Because if your inheritance is correct, you need just use
Yeah 👍
How do I get a script to execute once a unit is spawned, but never again (i.e. not on restart)? Context: Let's say I have a script that modifies a unit, but I want to execute only when that unit is spawned to allow the unit to be edited in the arsenal for example or if it's a vehicle, I want to pick a different texture in the garage, etc...
Also, is there a difference between having the init in an sqf file vs having it directly in the unit init?
Maybe this is more of a scripting question now that I think about it.
does anyone know the best way to convert a bin file to something i can actually understand so that i can see the values for something? as i think the ones in the config are fucked
i convert it to text and it just comes back completely unreadable
the bin is binarized and not human readable
it is like that by design
so needs to be converted to cpp
oh i see
so iv never worked with inheriting config for a patch, is there anything obviously wrong with this
Looks ok except do you really want to remove all the inherited AnimationSources classes and replace with just magazine_set_1200?
eh no
So you'll need to use class AnimationSources: AnimationSources {...}
got it
and you'll need to declare the class AnimationSources; in Helicopter_Base_F for inheritance
It's usually advisable to define scope and scopeCurator explicitly in each new class you create, so add that to fza_ah64d_b2e. Can't remember why, I think someone once told me that those params aren't always inherited or something.
within the weapon class.
init does not do anything in weapon as far as I recall
fired is what you can use at least
for when the weapon fires
I can call fired directly within the weapon class?
so this alone is overriding the original aircrafts pylon info
class CfgVehicles{
class Helicopter;
class Helicopter_Base_F : Helicopter {};
class fza_ah64base : Helicopter_Base_F {
class AnimationSources;
class Components;
};
class fza_ah64d_b2e: fza_ah64base {
class AnimationSources: AnimationSources {
class magazine_set_1200;
};
class Components: Components {
class TransportPylonsComponent {
class pylons {
class pylons1;
class pylons2;
class pylons3;
class pylons4;
class pylons5;
class pylons6;
class pylons7;
class pylons8;
class pylons9;
class pylons10;
class pylons11;
class pylons12;
class pylons13;
class pylons14;
class pylons15;
class pylons16;
};
};
};
};
};
yes
No, because Helicopter_Base_F doesn't have any pylon Components to inherit from.
thanks
okay so what do i need to do
You'd need to describe what it is you're trying to do and what seems not to be working.
so as a seperate patch pbo, trying to define a new vehicle with a different default loadout and a few other bits from the original
Is fza_ah64base being fully defined here, or are you thinking it comes from another mod?
fza_ah64d_b2e and the base
We'd better see your CfgPatches class as well then too.
class CfgPatches
{
class apache_4ib
{
units[] = {};
author = "";
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {};
};
};
#include "cfgvehicles.hpp"
Your requiredAddons[] is empty, so you're not making the mod classes available for your patching pbo
il try that
still deletes all the original pylon stuff on the original bird
and nothing on the new one
class fza_ah64d_b2e: fza_ah64base {
class AnimationSources: AnimationSources {
class magazine_set_1200;
};
class Components: Components {
class TransportPylonsComponent {
class pylons {
so do i need to try inheriting the transport and pylons
look at the last two lines... yes
You're inheriting Components, but not anything that might have been in class TransportPylonsComponent
so i just define they exist
class fza_ah64d_b2e: fza_ah64base {
class AnimationSources: AnimationSources {
class magazine_set_1200;
};
class TransportPylonsComponent;
class pylons;
class Components: Components {
class TransportPylonsComponent: TransportPylonsComponent {
class pylons: pylons {
The inheritance of the class TransportPylonsComponent comes from fza_ah64base
so just move it to the base or do i need to put them in a scope
Try using Leopards Advanced Developer Tools from Steam to improve the in-game config viewer, and look at the heirarchy tree view (as shown in my last screenshot)
thank you
continuing on from #arma3_questions
have this issue when trying to load up my faction made in ALiVE's ORBAT creator
attached is the cfgpatches
Alive orbat creator strikes again. Your file is repeating itself. Do you see it? You have 2 cfg patches.
Possibly. That utility you are using is questionable without prior config knowledge on your end. I bet there are more errors later that you just don't know to catch yet
yeah no, for some reason the changes just aren't saving
will take a look at it tomorrow i think
if anyone has any suggestions feel free to say whatever lol, i just want to get this working because it is such a simple faction mod
I write my configs by hand, sometimes utilizing macros
the orbat creator is nice idea but it might have needed some more development
since people constantly have issues with it
for sure, apparently hasnt been updated since 2016 so its not a perfect tool by this point
really annoying though, if i cant get it to work i think i'll just begin writing it by hand. super frustrating though
How would I hide something from my vehicle object? For example, I have the rotor blur setup for simple object but it's there during normal init as well
Do you just need to hide it in the rotors?
Or is there a way to have it only show when simple object is set
significant improvements to map making with dewrp, pboProject and their friends. One such example is verifying the validity of your chgCharacters and its two interlocking classes eg checks validity of probabilty =. Another is verifying the 'correctness' of your layer.cfg. Other improvemts listed in the documentation (notably the dreaded land_xx classes). Any one of which save you the agony of asking 'why doesn't it work'.
enjoy
I realize there are bits missing, but I just wanted to make sure I'm on the right track. Trying to make the config for a retexture of the M1 helmet from CWR3 https://pastebin.com/9YBC7cts
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Yo bros is it possible to use scripts / cba settings to modify config?
Like to enable certain factions
Theoretically? Using some PreProcessor commands
Cool where can i read more about it
And do you know any mods that does this
Or some examples
https://community.bistudio.com/wiki/PreProcessor_Commands
I don't think I have messed with this too much, but pretty much similar concept to SQF commands, thing is you can't binarize config.cpp
Yes
You won't really notice the difference if you're doing very small PreProcessor things anyways. I've made a test run a bit ago using nested stupid amount of include and defines, and it makes a few seconds of difference
(And I'm having a hard time to see where the log was)
If the condition depends on a cba setting, will the game need to be reloaded for it to take effect
It can't. Conditions can't read scripts anything.
Most you can do is check if a file exists, but you cannot influence that by a script.
Hm I somehow thought it's possible to access profileNamespace or something
@reef shorein the manner you are asking it config.cpp/bin are set in concrete when the game loads. You cannot alter/edit/modify. They are static entities.
thanks i figured
i see so its not possible to change config values with scripts or cba settings right?
unless sum1 corrects me, answer= not possible.
the only non static items are animations, you could sorta/kinda change how a door opens (eg) by pointing to a different sqf script. Being concete this has to be done inside the function that's called in the first place.
No.
But maybe there is something else you actually want to do? What specifically are you looking for?
There would be unreliable ways you could do some things.
For example number script values, can be a string. If string then its a script that is executed when the number is read.
That script could read a script variable to influence the result.
But due to how some config things get cached, it would not be very nice
in cwr1,2,3 we used a literally named xxx_housekeeper.sqf to achieve that to a limited extent.
im wondering if we can modify the value of scope config token to change what units are available in eden,zues,arsenal etc via a cba setting
Nope. You can change scope using an over-ride addon.
Yes you could. But omg that's so hacky, and your script will also need handle the variable not being present (during game start, or before mission start)
Zeus and Arsenal would work. I don't know when Eden loads its entities, it probably does before CBA settings are loaded
Damn so how does it work, i use a string which will be run as a script for the value of the scope config token?
I'm having a had time with seemingly simple scripts in Arma. The while loop runs. Which I can confirm from the presently commented hint line. However, the inputAction seems not to be triggered. Am I implementing it wrongly?
This isn't the same with normal fire is it? I can see the mapped keys are different
I'm trying to make the controls for the lance similar to farmiliar controls
Oh
your inputAction fire refers to the command fire
I think I get it now.
not firing the weapon
Thanks
I just noticed. Thanks again. Let me give this a shot
There's another problem I have though. I tried getting the player unit using "_unit = this select 1;" in an init script. That didn't work so I tried assigning the vehicle commander to the unit variable instead. This also wasn't == player. In fact, player name was "user"
I tried "isPlayer" too. That didn't work
What's the proper way to do this?
I need this so I can change the player animation
Worked perfectly. I'll be more careful choosing my functions next time
Thanks


Seems more like you would want a user action Event Handler instead
That while loop will not be reliable.
Even just with your sleep. The fire button might be pressed for 50ms. And your 100ms sleep would just completely skip over it
Unless you really want a "hold the button for like half a second or longer and sometimes it might be a minute or two"
That's true. I would look into this. Thanks @grand zinc
Cool but as you said how would it behave before the actual variables are loaded 🤔
Should we set a default fallback value in the script, will this work?
I am having a complete brainfart rn
Where something is defined in an external mod, which inherits from something else, how do you inherit properly to change a single property, i.e.
Other addon:
class some_config {
class thirdparty_parent {
...
};
class thirdparty_child : thirdparty_parent {
someProp = 1;
...
};
};
What I tried to do in my addon:
class some_config {
class thirdparty_child;
class thirdparty_child : thirdparty_child {
someProp = 2;
};
}
My CI/CD mikero tools didn't like that Rap: duplicated token or class and if I remove the first definition, I get missing inheritence class(es).
Are you meant to simply do this below? that feels wrong
class some_config {
class thirdparty_child {
someProp = 2;
};
};
last one can work but if you need to change something within a class in a class you need the original inheritance setup
No2 is a no no
1 should be ok but if you have missing parents then your structure is not complete
1 ( class;\n class : class {...}; ) gives Rap: duplicated token or class
simply class : class {...}; gives missing inheritence class(es)
And the last one I haven't tried because I was sure it was wrong
you need to define the parent class there too then
Ah of course
Hmm
Expected class { for below
class thirdparty_parent;
class thirdparty_child : thirdparty_parent;
class thirdparty_child : thirdparty_child {
someProp = 2;
};
But wouldn't this not be inheriting the child stuff, or have I forgotten how arma works
class thirdparty_parent;
class thirdparty_child : thirdparty_parent {
someProp = 2;
};
It's the latter isn't it
all class child : parent need to end with {};
class parent; ok
class child: parent{}; ok
class child2:child{something=2;}; ok
Tried to write a config for a retextured CWR3 M1 helmet, but it doesn't show up when loaded into the game. Already felt like I was doing something wrong, so I'd greatly appreciate to be told what that is & what I should do instead https://pastebin.com/StaC25cA
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what you are doing right now, is you are modifying the base helmet class, not the specific helmet you want to do
Alright, so, in that case, do I replace it with the helmet I'm trying to modify but keep everything else, or do I use the inheritance format listed on BI wiki?
You'll use the class you want to modify, and inherit the immediate parent (could still be H_HelmetB, check the config).
Edit, looks like CW3 does their base classes differently. Have to look at it
so you'll repeat your process from the wiki but you'll make a new class, inheriting from the olive M1 helmet
Alright, sounds good
Asking this question here too
Modding question: Trying to pack this MV22 into a pbo, however I had to change all the directory stuff in the config from "\" to "/" due to errors, now I have to do it for every .rvmat too. I'm guessing it's something with my PC, any way to change this? I'm using Miker's PboProject
welp, rewrote it, and it still doesn't appear to work. Admittedly, I think I misinterpreted what was said to me or I made a mistake some where. For now, I'll post what I wrote and try to remidy it tomorrow https://pastebin.com/7grG3iPa
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we need to see your cfgpatches to ensure you are loading cwr3_whatever
Is it possible to write the config for a cruise missile that is not terrain following?
artillary
That's likely the problem then, cause I forgot to include it in my config
I still want cruise behavior and flight pathing, but not with the constant altitude adjustment.
Like how less advanced missiles (like the V2) would cruise at an altitude and be stable enough to fly in formation.
Artillery flight paths are nothing like cruise missiles.
Not every missile is advanced enough to have a radar altimiter, air pressure altitude gets a level path.
Yes, it is possible. I am about to do it for my submarines. The game doesn't have predefined behaviour for cruise missiles. But you can make the script to fly the missile to its destination yourself. Use SetVelocityModelSpace to move the missile, BiS_fnc_setPitchBank to set the pitch and setVectorDir to set the direction
I'm using the exact same combinaison to drive my torpedoes
Just remember setVectorDir resets the velocity so use a sleep in your while loop
https://www.youtube.com/watch?v=wYMN1zL-zsA test from long ago
Yeah that's the kind of behaviour you get from the missile
But he can smooth it a bit
Trying to get the weapon class from the player but don't know why it's not working. The hint doesn't show anything
what exactly does "the hint doesn't show anything" mean?
It's either not getting triggered or shows but is blank
Here's what more of the script looks like.
And what's _this here?
you have missing }; , red { top of your script shows that there is something missing.
It certainly looks like there's at least one missing there.
Anyway, turn on -showScriptErrors and learn how to read RPTs.
Thanks man.
you have // before last }, so `` if (inputAction "defaultAction" > 0) then {` is not closed.
You're right. Just fixed it. Surprisingly there was no error in the build process.
Well its script, not config, thats why builder do not error there.
within Arma? I'm using studio code and I have the SQF extension
Yeah, Arma will at least give you a warning when your script is obviously broken.
oh. Didn't know it worked that way.
You can find -showScriptErrors in the parameters tab in the launcher.
I do see warnings but for this one, nothing. Thanks I'll check it out.
Good news: I got the helmet to show up in-game
Bad news:
My config if it helps any https://pastebin.com/bedrhEft
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Pathing is wrong
Worst case, p3d busted
If you’re inheriting the helmet, you don’t need model unless you have a full custom model
Let the inheritance deal with that
You can usually leave out most things for retextures with inheriting
So, I don't need to worry about manually giving it armor & weight values, etc, since it'll just be inheriting those from a pre-existing item?
If it’s not in a subclass of the helmet class, yes. If it’s in a subclass, you’ll need to redefine that in your custom class
Could probably set your inheritance to just inherit it as well, but, not sure how well versed you are
Ok I am back with some config questions.
I am trying to create a cluster mortar munition, but I am encountering weird behaviour. When I fire it long range with high arch, it never get's tranformed into cluster and impacts as a single.
When I however shoot really close to the ground, just for fun, it transforms almost immediately.
My CfgAmmo is as so:
class CfgAmmo {
class SubmunitionBase;
class Cluster_155mm_AMOS: SubmunitionBase {};
class ShellBase;
class Mo_cluster_AP: ShellBase {};
class TBD_MORTARS_105mm_SHELL_AMMO_DPICM_SUB: Mo_cluster_AP {
hit = 25;
indirectHit = 20;
indirectHitRange = 6;
};
class TBD_MORTARS_105mm_SHELL_AMMO_DPICM: Cluster_155mm_AMOS {
model = QPATHTOF(TBD_MORTARS_105mm_SHELL_DPICM\TBD_MORTARS_105mm_SHELL_DPICM);
submunitionAmmo = QUOTE(TBD_MORTARS_105mm_SHELL_AMMO_DPICM_SUB);
hit = 165;
indirectHit = 70;
indirectHitRange = 25;
};
};
any ideas what might be the issue?
Ok, this also breaks my laser guided shells, as they are never turnd into the "missile" to be guided.
Something is preventing the shots to actually turn into submunition.
Faced this same problem. Only shelved the issue for now. Hopefully I can learn from this too.
Time to move to feedback tracker I suppose
My most pressing issue right now is, I'm trying to get the current weapon being used by a player in FFV position. currentWeapon returns empty in this position but works fine on the ground and returns proper turret weapon class. I can't seem to find the right class and other work arounds I know of just won't fit my use case. Any ideas please?
welp, fixed the model issue (maybe), but now it's telling me it can't the texture. Will post the updated code.
Had this problem before with a vehicle retexture, and I never figured out how to solve that.
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For further context, I have the folder I've been condensing into a pbo within a another folder on my P:drive
whats your file structure of the mod?
i guarantee its probably a file path issue
Texture is located in P:\WIPs\Takistani Civil War\Helmets\addons\m1_takistan.paa
but have it set in the config to \Helmets\addons\m1_takistan.paa since that is the portion I'm turning into a pbo
it uses full path from P: root
P root is the equivalent of game internal filestructure root
open your pbo to see how the folder structure is inside it
also notice in your error message folder unfiorms and in your later comment folder helmets
Yeah, I must have forgotten to change the config to match the new name
Helmets.pbo\addons\m1_takistan.paa is how it's structured
In the pbo, there's something titled "texHeaders.bin" underneath it. No idea what that is, but worth mentioning. the config.cpp has also become config.bin, if that means anything
I "half" solved it by adding a script that attaches a PFH to the projectile in the fired EH. This PFH then checks how the projectile flies and triggers it using triggerAmmo when it is xy meters above terain while falling down. It kinda works, for Clusters for sure. For LG, I am at loss
because it just turns around and tries to reach the shooting point.
@vagrant basin
\WIPs\Takistani Civil War\Helmets\addons\m1_takistan.paa```
is where your paa is IN the config cpp.
No ifs buts or maybes
you need to take the time to understand prefixes of pbos because so far all you are doing is guessing
prefixes are part of lesson 101. do something about that
the 2nd thing you need to learn and understand is that EVERY file\reference begins at the root of a p: drive. No exceptions.
The 3rd thing is a little esoteric: M1_TK is an instant alert that this is a #define and not the actual name of the addon, because it is FULL_UPPER_CASE
pm me if you need some help
understood
the p drive stuff honestly is the worst thing about modding in A3 imo.
why on earth they could not implement relative addressing has always been a mystery. Even a p3d needs to know which pbo it's in because of it.
you cannot simply move p3d or rvmat to \somewhere\else
its one of the main things keeping me away from terrain making, having to constantly mount/unmount for world builder, etc. i use hemtt for everything else.
as good as hemtt is, and it is good, it isn't savage enough in it's error checking. (but i guess i'm a little biased <grin>)
also @pallid sierra I don't know what a world builder is so am confused why you need to mount things. Perhaps you mean terrain builder?
Now I wonder when did you check out hemtt for the last time
probably too long
yeah i mean terrain builder. i call it either/or for any game.
What is the config requirement for scopes that have lasers? or if there is a wiki page for that. This is wat I have so far
class ItemInfo: ItemInfo
{
class Pointer
{
beamMaxLength = 400;
irDistance = 5;
irLaserEnd = "laser";
irLaserPos = "laser_dir";
};
};
oh actually nvm, I guess u cant have a IR laser attachment and a visible laser scope? 😦
but u can have a flashlight attachment and ir or vis laser scope 
I wanted to do a funny where the scope and attachment both have lasers 😦
yeah only one laser supported at once as far as ive seen
That's a neat trick. Can something similar be used for other targets where you check projectile location from target or projectile life and spawn the submunition at it's exact location?
My own goal is to make a player tracker (tracks with smoke). So I'll need to spawn and then use attachTo
I got dedicated partition called P. Works wonderfully
And do you know why submunition never gets triggered in my mortar? 
Theoretically, I think it's better to move into into #arma3_scripting as it seems to be a script problem not a config one
What's your condition for the triggering?
my "temp fix" scripted way - just checking the ATL height. For laser it's 300m, but did the same with 600.
For the engine way - triggerDistance. I literally just copied 155 LG/Cluster ammo and nothing
Why does the game create imaginary paths to files?
I have clearly defined the path to the magazine icon, yet when I go into the arsenal and put it into my backpack I get a nonsensical error with a non-existing path
hmmm, let me check
It's also asking for trouble not to have used the correct suffix on your texture. In the case of pictures, you'd expect it to be icon_ca.paa
I originally had it there, but then I deleted it, because the error message said icon.paa.paa not found
Khajeet is innocent of this crime
It did work, cheers
How should I troubleshoot the guy switching back to his primary from my launcher when I press F (change firemode)? It´s like I am somehow stuck in some odd unswitched / unreloaded state the whole time. The launcher is reloaded, because the magazine selection is shown, and when I manually unload it the selection gets hidden. The handanim .rtm also doesn´t work.
As an experiment I have tried inheriting off of an rhs launcher instead of off launcherBase_F, and I switched my magazine for the proper rhs magazine in magazines[] = {""}; , and then the launcher worked correctly. It was possible to fire / reload the weapon, the rhs handAnim .rtm worked.
Then I kept the inheritance off of the rhs launcher, but I just changed the magazine in the config to use mine instead of the rhs mag. And then nothing worked again.
This would lead me to believe that the magazine is the issue, but I have checked that 3 times already.
The fact that I haven´t corrected the launcher´s position relative to the player yet certainly isn´t the issue, since with the full rhs inheritance it worked regardless, albeit it obviously didnt point the right way.
I truly don´t know.
whats your ammo simulation in the magazine
they need to be shotRocket or shotMissile otherwise it freaks out
originally I inherited off of ShellCore as a placeholder
I changed to RocketCore now and I´ll go check
yeah it work now, thanks
what a weird fucking quirk
old hard coded shit
same happens if you try to make a primary that fires rockets
cept in reverse
What part of a vehicle's config script determines the position where each position dismounts from the vehicle? Trying to fix a vehicle that dismounts the driver outside the VC's door
Neither. Thats model related
memoryPointsGetInDriver =
memoryPointsGetInDriverDir =
memoryPointsGetInCargo =
memoryPointsGetInCargoDir =
memoryPointsGetInCoDriver =
memoryPointsGetInCoDriverDir =
And in each Turret
memoryPointsGetInGunner =
memoryPointsGetInGunnerDir =
Those are the config entries. Memory points have to already exist in the model if you are not able to edit it.
Are you saying that if the memory point exists in the model, that's how I'd edit it in the config?
Or that I can't edit it at all?
if its not your model then no you cant edit it
yes
What about where you get ejected? Is that something I can adjust?
That’s the same thing. Get in points are also get out points
Hmmm unfortunate. Thanks for the help though guys
Does anyone know where to find hiddenSelectionsTextures in the Config viewer? I can't find it for the burraq UCAV
Right now I'm in cfgVehicles
I am stupid disregard
picture=\any\thing; is the only \file\reference in the bis engine that requires a preceeding \
contrast this with damage rvmats which must NOT have a preceeding slash
new warning flag added to pboProject: 'define argument is full upper case.' arguments are not defines.
Hi since this is a config error. So the gun I am using is from YLArms weapons mod, as you can see there is an error when I load the gun in the virtual arsenal.
I have 2 questions:
- What kind of error is this, what could be wrong.
- Why am I still able to use the gun smoothly with no issues when playing, if there is an error message.
Class is missing/used wrong in the mods config
Thank you
My thoughts exactly. I'm using something similar for melee attack.
I just installed the cba mod in order to use the keyBind function. However, On launch, I get this error "cba commons requires addon a3_data_f_loadorder" Once Aram is open, I get a few others like some missing class in the Editor. I've tried multiple versions and it's the same. Any ideas what's wrong?
Does anyone know why my ai's disposable launchers are spawning without any ammo in them? Here's the entry for the CFGVehicles class with the launcher
class MSF_AFEN_CT_AA_Specialist: O_T_Soldier_unarmed_F
{
faction="MSF_AFEN_AFEN";
side=0;
editorSubcategory= "MSF_AFEN_Crisis_Team";
displayName="AA Specialist";
uniformClass="acp_CN_Type_07_Universal_core_U_obr88_CN_Type_07_Universal";
weapons[]={"ACE_MX2A","MSF_AFEN_arifle_CTAR_blk_F_muzzle_snds_58_blk_FCUP_acc_ANPEQ_2_greyCUP_optic_LeupoldMk4_CQ_T","MSF_AFEN_CUP_launch_9K32Strela_Loaded","MSF_AFEN_CUP_hgun_TT","Put","Throw"};
respawnWeapons[]={"ACE_MX2A","MSF_AFEN_arifle_CTAR_blk_F_muzzle_snds_58_blk_FCUP_acc_ANPEQ_2_greyCUP_optic_LeupoldMk4_CQ_T","MSF_AFEN_CUP_launch_9K32Strela_Loaded","MSF_AFEN_CUP_hgun_TT","Put","Throw"};
items[]={"ACE_CableTie","ACE_CableTie","ACE_CableTie","ACE_CableTie","ACE_CableTie","ACE_EarPlugs","ACE_EarPlugs","ACE_EarPlugs","ItemAndroid","ItemcTabHCam","ACE_IR_Strobe_Item","ACE_IR_Strobe_Item","ACE_microDAGR","ACE_MapTools","ACE_Flashlight_XL50","ACE_EntrenchingTool","ACE_EarPlugs"};
respawnItems[]={"ACE_CableTie","ACE_CableTie","ACE_CableTie","ACE_CableTie","ACE_CableTie","ACE_EarPlugs","ACE_EarPlugs","ACE_EarPlugs","ItemAndroid","ItemcTabHCam","ACE_IR_Strobe_Item","ACE_IR_Strobe_Item","ACE_microDAGR","ACE_MapTools","ACE_Flashlight_XL50","ACE_EntrenchingTool","ACE_EarPlugs"};
magazines[]={"CUP_8Rnd_762x25_TT","CUP_8Rnd_762x25_TT","CUP_8Rnd_762x25_TT","30Rnd_580x42_Mag_F","30Rnd_580x42_Mag_F","30Rnd_580x42_Mag_F","30Rnd_580x42_Mag_F","30Rnd_580x42_Mag_F","30Rnd_580x42_Mag_F","30Rnd_580x42_Mag_F","30Rnd_580x42_Mag_F","ACE_M84","ACE_M84","ACE_M84","SmokeShell","SmokeShell","SmokeShell","SmokeShellGreen","SmokeShellRed","MiniGrenade","MiniGrenade","MiniGrenade"};
```
respawnMagazines[]={"CUP_8Rnd_762x25_TT","CUP_8Rnd_762x25_TT","CUP_8Rnd_762x25_TT","30Rnd_580x42_Mag_F","30Rnd_580x42_Mag_F","30Rnd_580x42_Mag_F","30Rnd_580x42_Mag_F","30Rnd_580x42_Mag_F","30Rnd_580x42_Mag_F","30Rnd_580x42_Mag_F","30Rnd_580x42_Mag_F","ACE_M84","ACE_M84","ACE_M84","SmokeShell","SmokeShell","SmokeShell","SmokeShellGreen","SmokeShellRed","MiniGrenade","MiniGrenade","MiniGrenade"};
linkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","USP_PVS31_MONOL","ACE_MX2A","acp_CN_Type_07_Universal_modern_west_H_MK7_CN_Type_07_Universal_F","acp_CN_Type_07_Universal_core_V_PlateCarrier_Kerry_CN_Type_07_Universal_insignia","USP_BALACLAVA2_GRY","USP_PVS31_MONOL"};
respawnLinkedItems[]={"ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","USP_PVS31_MONOL","ACE_MX2A","acp_CN_Type_07_Universal_modern_west_H_MK7_CN_Type_07_Universal_F","acp_CN_Type_07_Universal_core_V_PlateCarrier_Kerry_CN_Type_07_Universal_insignia","USP_BALACLAVA2_GRY","USP_PVS31_MONOL"};
backpack="MSF_AFEN_CT_AA_Specialist_pack";
};```
and here's the cfgWeapons entry for the weapon
class MSF_AFEN_CUP_launch_9K32Strela_Loaded: CUP_launch_9K32Strela_Loaded
{
displayName="Strela-2 9K32";
scope=1;
class LinkedItems
{
};
};```
you need at least 1 ammo for it in the units inventory
weapon by default has none
Gotcha, the weapon itself doesn't say the classname of the ammo, do you know where I could find it? Would it be in the config viewer under cfg weapons?
yeah the weapons config class will have the magazine defined
was there ever a point where file paths for mission configs were case sensitive?
so I guess this is a misunderstanding on my part, but for AI fire modes does reloadTime not control the time between shots? I have a gun with a very high rate of fire and the AI doesnt seem to be firing at that rate (only one AI firemode class, and then one for the player that isnt being used by the AI. I had checked with fired eh and printing out wat fire mode is being used)
Don't forget to set aiRateOfFire too in addition to aiRateOfFireDistance.
You can also force the AI to fire a certain number of rounds per volley with burst (e.g. burst = "2 + round random 5" means the AI will always fire two rounds and either none or up to 1/2/3/4/5 additional rounds).
Why does my ammo keep flying infinitely in a straight line even though afaik I defined everything necessary for it not to do so?
airFriction = 0.02;
thrust = 0.1;
thrustTime = 0.1;
artilleryLock = 0;
simulation = "shotRocket";```
Fuck, missing geometry lod in the ammo P3D
that will do it
Are there some quirks when it comes to submunitions? I copied one that we created for mortar smoke mines (it works fine) and pasted it into an infantry launcher ammo, and now it does not work anymore. It should spawn some smoke shells around the impact are, but it doesnt do anything, though it is set to
triggerOnImpact = 1;
I would assume that even if the angles taken from the mortar shell wouldn´t work well for this, it should still be visibile to some extent, which would tell me that it was at least working.
Of course, the mortar ammo is ShellCore, and the launcher ammo is RocketCore, but I wouldn´t expect this to actually make a difference.
Hi peeps, working on a custom vehicle which uses SPE mg34 Weapon class, but this weird issue shows up: the vehicle's weapon "tab/stat" is missing, the weapon works as intended though. I copypasted the main turret config i used fo other assets i worked on which uses the same weapon class. Never happened before so far.
huh. it does show the zeroing
I wonder if SPE weapons have more specialized setup 🤔
nothing special its probably the wrong unitinfotype in the vehicle
like one that hides the weapon panel
try this
unitInfoType = "RscUnitInfo"
👍
Noice, gonna check it soon, thanks!
arma 3 addon 'loadorder_f_vietnam' requires addon 'weapons_f_vietnam'
can someone help?
local file corruption
most likely
or you dont have SOGPF DLC loaded
if you have the dlc, try verify your install in steam
Steam file verification process:
Right Click on game -> Properties -> Installed Files -> Verify Integrity of game files
Arma 3
Steam Workshop Mod repair process:
Open Launcher -> Right Click on mod -> Repair
The first process will automatically verify Steam Workshop items as well.
can i verify only sog? like in the dlc location uncheck and recheck?
ok, so i did go into properties and uncheck sog and rechecked it.. arma is updating now. i dont want to need to do the entire game cause camper internet
hell.. just sog alone is gonna take a couple hours 😦 i guess i'll play a different map
also in the future #arma3_troubleshooting
ok thanks! i was scrolling through the channels and seen config.. figured it would be the place
thanks!
👍 this is a modding related channel
anyone ever had issues with a custom made aircraft where they ahve like zero to no rudder control. I got a VTOL custom aircraft i made and it flies and all but i cant seem to have good control over the rudder. Its VTOL and the rudder works fine in vtol but once i pick up speed i cant seem to use the rudder, its got like a super small effect on the aircraft's movements.
altNoForce = 50000;
altFullForce = 30000;
aileronSensitivity = 0.85;
elevatorSensitivity = 1.8;
elevatorControlsSensitivityCoef = 3.5;
aileronControlsSensitivityCoef = 3.1;
rudderControlsSensitivityCoef = 4;
envelope[] = { 0.1, 0.1, 0.9, 2.8, 3.5, 3.7, 3.8, 3.8, 3.6, 3.3, 2.7 };
thrustCoef[] = { 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0, 2.0 };
elevatorCoef[] = { 2, 2, 2, 2, 2, 2, 2 };
aileronCoef[] = { 0.6, 1, 0.95, 0.9, 0.85, 0.8, 0.75 };
rudderCoef[] = { 5, 5, 5, 5, 5, 5, 5 };
draconicForceXCoef = 8;
draconicForceYCoef = 7.4;
draconicForceZCoef = 0.1;
draconicTorqueXCoef = 1.2;
draconicTorqueYCoef[] = { 6.8000002,5.5,4,1.5,0.1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 };
airFrictionCoefs0[] = { 0,0,0 };
airFrictionCoefs1[] = { 0.1,0.5,0.0074999998 };
airFrictionCoefs2[] = { 0.001,0.0049999999,6.7000001e-005 };
gunAimDown = 0;
stallWarningTreshold = 0.2;
acceleration = 500;
enginePower = 3500;
maxSpeed = 1250;
landingAoa = "6*3.1415/180";
landingSpeed = 0;
stallSpeed = 190;
airBrake = 1;
airBrakeFrictionCoef = 5;
flaps = 1;
flapsFrictionCoef = 0.31999999;
gearsUpFrictionCoef = 0.60000002;
angleOfIndicence = "-2*3.1415/180";
rudderInfluence = 90;
VTOL = 4;
VTOLYawInfluence = 10;
VTOLPitchInfluence = 10;
VTOLRollInfluence = 10;
throttleToThrustLogFactor = 2;```
Already tried maxing out the rudder stuff but i does not seem to do anything.
temporarily, remove all rudder variables to see what the underlying inheritence does with them.
also, have you checked via buldozer that your rudder actually 'works'? All too easy to get the skeleton wrong.
aight, but does the skeleton even matter for this, im new to this so maybe i dont understand, but isnt that stuff just for the animations? My tail on the aircraft is in a sorta v shape so theres no actual dedicated rudder.
the yaw still works but its very weak, ill try removing the values for it first
nvm this seems to have fixed it
I'd guess it was your rudderInfluence = 90; entry messing it up.
It should be a number between 0 and 1, being the cosine of an angle.
I want to make a version of this mod: https://steamcommunity.com/workshop/filedetails/?id=2189592034 that hides the interface when the player aims down the sight. But I have no idea how to implement that. Anyone know?
Hello. How create new simulation?
Where do the existing simulations refer to and what does their work depend on?
you cant create new simulation
while you can do a lot with the game, thats an engine side thing not accessible for us
They in the DLL?
When setting up the textureList array:
• Should it use the Class name inside the textureSource class or the Display name?
• Is it case sensitive?
neither are case sensitive and class name is what you need
Got it, thanks
For the future, ARMA basically never uses display names as references. It’s always class names
Yeah, got a bit confused because in the Wiki page it had the class name in lower case but the display name in Upper case, and the textureList had it in upper as well
I've been fighting with it for a while now
displayName is always just a string to show, not to detect/fetch anything
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customisation
I see what you mean there, guess something to improve
Hello,
Is it possible for an infantry scope to be switchable between two or more mildot models?
I have two different 2D P3Ds with mildots that I would like to be able to switch between.
In cases of vehicles this was done via different class OpticsIn inside MainTurret, but in case of infantry weapons I have not found such a class.
All scopes I checked seem to be using a single reticle P3D linked in class ItemInfo, and then within different opticsModes they either declare false or 1 whether they are using the above mentioned P3D or not
Is there any way I can have different P3Ds linked to different opticsModes classes?
check configFile >> "CfgWeapons" >> "optic_KHS_blk" >> "ItemInfo" >> "OpticsModes"
it has multiple zooms on the optics
discretefov[] = {0.0536,0.0227};
every zoom/fov has different optic texture (model)
modelOptics[] = {"\A3\Weapons_F_Mark\Acc\reticle_acco_khs_F","\A3\Weapons_F_Mark\Acc\reticle_acco_khs_z_F"};
Ahhhh fair, cheers, I'll take a look
I'm trying to make my backsight dissapear when an optic is put on but it doesn't work?
{
type="hide";
source="hasOptics";
selection="BackSight";
memory=1;
minPhase=0;
maxphase=1;
minValue=0.0000000;
maxValue=1.0000000;
hidevalue=1;
unHideValue=0;
};```
the selection is correct and in the model
{
pivotsModel="";
isDiscrete = 0;
skeletonInherit = "";
skeletonBones[] =
{
"trigger", "", /// not in this model, but good to use
"bolt", "",
"bolt_catch", "",
"magazine", "",
"safety", "",
"muzzleFlash", "",
"OP", "",
"ForeSight", "",
"BackSight", ""
};```
yes its there
{
skeletonName = "Test_Weapon";
sectionsInherit = "";
sections[] = {"muzzleFlash","Camo"};```
the backsight_optic class is under this class
Try setting hideValue to 0.5 or something. As long as it's bigger than 0 and less than 1. There might be some weirdness going on where the source value doesn't quite reach 1 ingame
Copy and paste selection BackSight into a new temporary res LOD.
Does it have any other selection names with it?
Or right-click BackSight and check the Weights window to show what others it might be part of
I really can´t figure out why is there a glitched shadow on my scope´s lens. It´s as if the edges of the lens are somehow not obscured from the light source by the geometry of the scope´s shadow lod. The shadow lod is closed and all that.
The shadow lod is green, and the lens from the visual lods are blue.
found the issue, i just had to remove the unhidevalue line. thanks a lot
yeah unhide takes precedence over hide I believe so if you have it set to 0 it will never hide
Hi peeps, i'm having a bit of an hard time understanding pylon simulation workflow. I got this helicopter in game, to which i want to add 4 atgms, which are placed on a bar, each of this atgm has an independent ramp from where it gets launched. Same confguration of the alouette ii armed with atgms, so 2 missiles per side.
I have everything i need, already created the atgm and its fly and static models, already worked on their configs and model cfg. This was simple since i have already managed to create a working atgm for a tank, only difference here is that the tank has only 1 ramp and 1 atgm.
Now, for this helicopter, i have managed to check vanilla jets, and subsequently made the p3d for the "dummy pylon", which consists of a proxy that redirect itself to the static missile p3d. This dummy pylon proxy get placed in the helicopter p3d (so its a proxy which connects to another proxy which in its own connects to a 3d model). Subsequently, i worked on the atgm config to add the pylon classes and simulations. But i'm stuck now in understanding how i can make all of this work, especially how and if this pylons will hide when shots are fired. Is this system capable of assuring me that the missile will get fired from its proxy dummy weapon position for each missile position (4)?
it is literally driving me nuts
Question for all you code makers out there i want to do a code that basically fires a weapon when an enemy is in X Range of the Vehicle.
So for context im making a 40k thing pretty much the little things coming off this are weapons right and what id like to achieve is something like this enemy gets in range of a radius it fires the weapons potenitally killing the interloper
id know how to do this in Eden with triggers but ive got no idea where to start with this for a config script
Things like that are aften done through eventhandlers but there may not be any in engine events that you could use to trigger such weapon.
Cba custom eventhandlers could be the way to go.
Making it a fireable weapon would be easier.
Maybe putting it on a invisible turret that always has ai gunner could work
And the weapon would have set ai range where it's used
And when the all seeing ai gunner shoots, that triggers the effects you want (ai shoots only at one enemy, but that does not matter, the triggered script would handle the rest as you want)
Yeah an example I can think of - for the tiger in spearhead it has mine launchers that fire mines(grenades) around the vehicle
I gave the commander a 'fake' turret and weapon so the AI could use it, 360 view fast traverse etc so the AI just aim at someone who gets close and 'fires' and the eventhandler takes care of the rest
Hey everyone, I am wanting to make a building but first as a reference i am making a little, player sized object. I have the model and everything sorted, the p3d and texture files are in a folder but im not sure what i need in the way of configs. Can post what i currently have if needed.
assuming you have extracted the game's pbos look at the config for structures.
class some_house : house_f is what you're looking for.
you can then fill in the details for
{```
copy the good stuff from 'some_house` OR even better
```class my_house: some_house
{
change the copy of some_house you just created with items like
displayname= "blow your house down";
Sample house in arma3 samples can work as a reference for static object
Both model and config wise
8 speed gearboxes possible in Arma 3? Having trouble getting more than 6 forwad gears.:(
No experience with trying more than 6 forward myself, but the BI MBT_04_base_F has 7.
Thanks. I'll take a look at that m8.👍🏻
Where can I increase the driving speed of the vehicle?
The speed does not exceed 20 kilometers
maxSpeed, enginePower, peakTorque, minOmega, maxOmega, torqueCurve[], gearboxRatios[]
So..after endless autonomous trials, all of this poem now gets reduced to just the 2 following problems: 1) i was expecting this issue to happen (namely the issue of the missiles on the ramps that don't get hidden after being fired); 2) I cannot figure out what could be the reason behind the fact that the missiles which should be on the left side of the bar, do not show up? This is my first time working with Pylon Pod simulation. Last, probably the reason behind the visible missiles being too low can be solved by raising the proxies in the p3d. If someone would like to check my config, i can paste it on pastebin 👍
Who knows anything about ACE Arsenal Extended?
I am trying to make my retexture mod compatible with it but the ui helper it comes with refuses to acknowledge my config.cpps. Everything appears fine in game but the helper never works with my cfgs
They have a discord Ill go ask there
The vehicle rolls over while driving. What could I have written wrong in the code?
Suspension parameters incorrect or rollbars not strong enough
Suspension parameters incorrect or rollbars not strong enough
What?
Hello configurators, I have a silly question
In my mod I want to increase the armor rating of the Gorka retexture I made. However everything I try isn't working. Is there something specific I need to do for uniform armor?
Yep. That only showed me how to increase a vest or a helmet
Do uniforms work differently? I'm not sure
Uniform aka Unit example is there
Ah, alright
Is there a way to set a turret angle limit for AI only? I have a ground-based cruise missile launcher which, due to how the vanilla BGM-209 takes some time to get up to speed, should be fired with a slight angle upwards to prevent the missile from hitting the ground. Since AI has no concept of "aim the cruise missile a bit upwards" and instead aims directly towards the target, AI tends to aim too low and cause letters to be sent home...
My current fix is just a universal 10 degree minimum on the turret elevation, but if a player were to operate the turret, this may make it more diffiuclt to identify targets. Is there a way to enforce a minimum turret elevation for AI without limiting player control?
Reference image: #screenshots_arma message
Hmm. Titan goes upwards when you aim it straight, right.
I guess there's a sight/bore offset somewhere?
I think the Titan is because the aiming and missile launch memorypoints are different
you can do the same thing with a vehicle
although the 'locking' idk how that'd work
but in opticsIn you can have
camPos = "gunnerview";
camDir = "gunnerview_dir";
to override the view direction
Could someone help me fix this condition I'm trying to create:
condition = "{if (['SOG_Dress_ID_Card', _x] call BIS_fnc_inString) exitWith { true }} forEach (items player);";
forEach doesn't return a bool
So something like this then? ```hpp
condition = "{['SOG_Dress_ID_Card', _x] call BIS_fnc_inString} count (items player) > 0";
I guess. find is better though
I looked at that but I'm uncertain how to generically cycle through all the different types of ID Cards, i.e. SOG_Dress_ID_Card_Army_03_W, SOG_Dress_ID_Card_Army_E1_W and etc
I think that sample may be broken, it shows up in the editor BUT when i place it down there is no model and it says something about the .p3d missing, despite it being there
If the game complains that it can't find a file, it does mean the file is not there
Probably you pack it in a wrong way/software
I am using the Arma 3 Tools Addon Builder
I copied the whole sample folder to a modding folder
And these are my Addon Builder settings
You need to set the correct pboPrefix
Where do i do that?
Options
What should it be?
I forgot but the path in config should tell
The prefix should be similar to the P3D path said
What is your P3D path
It is in the root mod folder "Test_House_01/.p3d file"
Let me rephrase it, what is your model = path in your config.cpp?
Then prefix is Samples_f\Test_House_01
might be time to introduce you to pboProject @wary axle. It auto solves some mysteries like the prefix and scream at you if a file is 'missing'. This is far better than fix, pack, load game, test, fail. fix, pack, load game, test, fail. fix, pack, load game, test, fail.
hemmtt is also a good option if it means getting you away from bis tools that for the most part simply don't work. They were written for the bis dev environment, not us.
I got the Sample house to load but now i am trying my own model, and it doesnt even pack, i looked up the error and it was something to do with my configs no being correct.
What one?
all of them. each one is a lego block. Use the aio_installer to get them all.
Use pboProject
it's in the mikero\bin folder or simply type
pboProject on a cmd line.
What does this mean?
what do you think it means?
Well where is the View -> Output
view pack logs
its empty
the error was listed at end of dos screen then.
dos screen?
black screen
it says "the ignore list in setup can't be empty"
is it smth to do with my config.cpp?
ouch, moment pls
My config.cpp
`#includes "cfgPatches.hpp"
#includes "basicDefines_A3.hpp"
class CfgVehicles
{
// Parent class declarations
class Scale;
class Scale_F: Scale
{
};
// Main Object Class
class Scale_Object: Scale_F
{
scope = 2; // 2 = public = shown in editor
displayName = "Scale Test (Sample)"; // Name in editor
model = \scale_test.p3d; // Path to model
vehicleClass = Structures; // Category in editor
mapSize = 0.5; // Scale of icon in editor
};
};`
should it be \scale_test\scale_test.p3d scale_test is the name of my folder
i had that the other day and now its dis appeared
do you know how to use setp OR similar bat file?
no
Ok
I would recommend setting up P drive. 
I should have said something Mikero has helped me fix my problems. Thx mate.
Wrong ping
Hey folks, what would be the reason behind the fact that my guided missiles -manned by the copilot- do not respond to the traverse movement, but only to the elevation one?
missiles are proxies on pylon pods
https://pastebin.com/bWGTc8aq Pastebin of the turret config
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Solved, inverted otochlaven and otocvez bones configuration
If I wanted to patch some magazines from another mod, is this the correct inheritance?
class CfgMagazines {
class 20Rnd_762x51_Mag;
class Bingus_36Rnd_Mag : 20Rnd_762x51_Mag {
mass = 15;
};
class Bingus_6Rnd_HE_Mag: 20Rnd_762x51_Mag {
mass = 7;
};
};```
Depending on how detailed you want to be in inheritance, yes. But, you don’t need to import the main mags inheritance class. As inheriting from the mag itself will already do that
Unless you’re doing something fucky
the bingus mags are the mags I'm patching
so afaik I do need to import them with inheritance
You need the mag you want to change, so, for example
Mag X will be the inheriting mag
Stay with me here
Mag X;
Mag Y: Mag X {};
Mag Y will be your custom mag class
Unless you’re doing extra inheritance tree stuff, you only need the mag you want to change
If you need to inherit and sub classes, you can add them to the inheritance tree
Can better see it with vehicles
Isn't this just the same as like
Mag x;
Mag y: mag x {};
Mag z: mag x{}; ??
I'm changing Y and Z but they both inherit from X
If you’re doing two modded mags, you only need to import the first modded mag. Then import the next one but inherit from the first modded mag
No need for mag X
this is not correct because he is overwriting existing classes. so the contents of the 2nd mag are different.
I can't figure out the parameters that determine vehicle crew explosion protection. crewExplosionProtection doesn't seem to exist in the documentation.
crewExplosionProtection seems to be only for (duh) vehicles that have crews 🤷♂️
Yeah that's what I meant. player within a vehicle. Should've been more clear. @ashen chasm
well, the entirety of documentation of parameter being a single line in https://community.bistudio.com/wiki/Config_Properties_Megalist#crewExplosionProtection is, sadly, more frequent than opposite 🤷♂️ First assumption would be that this just straight up multiplies explosive damage taken, but testing is needed
@ashen chasm Thanks. I will keep testing values for this parameter and see if anything changes.
I would like to create a mod or script that changes the controls for mods that use CBA_A3.
The idea is to give my friends the same controls as me without having to change everything manually and so they don't have to download a copy of my profile.
I'm thinking the solution lies in the profileNamespace
https://community.bistudio.com/wiki/profileNamespace
What are your thoughts on making this happen? If you're not sure, where should I look to start educating myself on modding these configs?
for submunition if I do the following
class R_MRAAWS_HEAT_F;
class parent_ammo: R_MRAAWS_HEAT_F
{
submunitionAmmo = "child_ammo";
class EventHandlers
{
init = "systemChat format ['init parent %1', time]";
ammoHit = "systemChat format ['parent hit %1', time]";
};
};
class ammo_Penetrator_MRAAWS;
class child_ammo: ammo_Penetrator_MRAAWS
{
class EventHandlers
{
init = "systemChat format ['init child %1', time]";
ammoHit = "systemChat format ['child hit %1', time]";
};
};
when hitting a tank, it prints out that the child ammo has been spawned (tho doesnt say that the child ammo has hit, maybe cause the initial offset is too close at -20 cm?).
however if I shoot at the ground, the child ammo doesnt spawn, any reasons why hitting the ground doesnt spawn child ammo?
my goal is to make a rocket that deploys smoke wherever it hits, so I initally had submunition be like SmokeShellOrange but I noticed it was not deploying when hitting ground so thats where I am at now
Have problem where an inventory item is disappearing upon mission start. Could this be a config error of sometype?
Likely a script
I thought the same thing, but i wanted to double check. thank you.
Script and config are different thing
On to my next question, for
submunitionConeAngle[] = {10, 190};
how is the angle measured? is it like so? (paint.net moment)
oh damn u can see where I messed up when drawing oooof
I don't believe that's an array. If you have submunitionDirectionType = "SubmunitionModelDirection";, it's the angle of a cone off of the submunition model direction. From experimenting under 45 degrees and you can fill the cone volume completely, and over 45 degrees it becomes only around the out circumference of the cone. Although the documentation* isn't great for submunitions, so I may have the angles wrong.
* https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit
yeah it can be an array, I got that from one of the rockets that shoots WP in SOG
Does typical speed effect rockers hit values? And in general for say bullets does typical speed effect indirecthit as well?
https://github.com/Synixe/Synixe/blob/master/addons/common/functions/fnc_setCBAKey.sqf
5 Years old, but should still work, might be helpful for what you're trying to do
Can anyone help me with mikero's tools? I'm trying to pack a .pbo, and keep getting errors. There's a lot of them, but they all look like this:
17:11:42: Creating process: "E:\SteamLibrary\steamapps\common\Arma 3 Tools\BinMakebinMake.exe" -C P:\ "rhsafrf\addons\rhs_infantry3\ratnik\data\pouchs_118.rvmat" "P:\temp\rhsafrf\addons\rhs_infantry3\ratnik\data\pouchs_118.rvmat"
17:11:42: Cannot run binMake.exe. Error 2: The system cannot find the file specified.```
Verify Arma 3 Tools
this is what my registry looks like for the tools
ok now I can't even pack, steam said it reacquired a 656 byte file
Try launch A3Tools in Steam maybe
ok, well now the P drive isn't where I want it to be with Arma 3 Tools, how can I change it without breaking stuff?
Remount it?
Yea but I mean actually change the P drive directory. I can't remember how I used to do it and I don't want to run into the same issue
If I dismount/remount it it goes to the same place
It doesn't matter. P will look for where P is, you can select anywhere you want
I'm sorry I'm probably not being clear
I cannot find where to set the path to the P drive. The only thing I can do through Arma 3 Tools is mount/unmount it, there is no option for "set path to P drive" or anything similar
Preferences > Options
oh damn I'm dumb as hell. Thank you very much lol
aaand getting the same error again
BinMakebinMake.exe
🤔
oh my god I fixed it, that's so dumb
I had to edit the registry to add two trailing slashes (\\) to the path to binMake.exe
Can there be extra ranks added that https://community.bistudio.com/wiki/rank would return differently?
or is the 7 ranks hard coded and cant be expanded on?
No, it's engine thing
, well I guess thats also a good thing
If only it was like Reforger and you could define custom ranks...
RENEGADE,PRIVATE,CORPORAL,SERGEANT,LIEUTENANT,CAPTAIN,MAJOR,COLONEL,GENERAL,CUSTOM1,CUSTOM2,CUSTOM3,CUSTOM4,CUSTOM5,CUSTOM6,CUSTOM7,CUSTOM8,CUSTOM9,CUSTOM10,INVALID
I appreciate to see someone coming here to ask this question. That's exactly because you cannot, i'm working on a "plugin" for servers (no need for mod) that would record everything players does an attribute them a rank accordingly. All datas and informations will be accessible in-game and via a website. I hope every server will use it so people can have their rank everywhere they go. I will guarranty life persistence of data, data will also be imported on Enfusion
oh yea thats wat I was thinking,cause I am writing something to conver to short version (like pvt, Cpl, Sgt, etc) for display and was like hmmmmm wat if there is infinite ranks
oh yeah im using this maybe for something completely different, using the rank + units name as a default text for a little sign
That works too
Question, is it possible to change/repace an item?
Example: There is an item added by a mod, I want to rebalance it. So I add a dependency mod, how do I do that in config?
is it like:
cfg Vehicles
{
Class SameName;
Class SameName: Samename
{
changes;
};
};
Literally that is how a config works. Your pseudo config is wrong in a lot of ways though
class samname{yourchanges}
or in some cases
parent tree
class sanmename : parent tree
{your changes}
Its just simplification, but by point is that my "new class" should have same name as old one and injerit from old one
no you dont define same name of class twice
you just use the same class
the connection comes from cfgPatches required addons array
which makes your config load after the original one
patching over it
Okay I get this
But i am a bit confused
parent tree
In your example it refers to what exactly
The item or "vehicles" or "uniform"
anything
I mean the item name or cfg
?
turrets for example require more of the parent classes defined to not break the class inheritance
Okay
read the wiki for starters
It is both unwise and unusual to directly alter an underlying parent class especially bis ones. Other users will not appreciate you and advise their friends to remove your mod from their pc because you altered an grey green ak47 to a pink one.
If they wanted a pink ak47 they would use your mod to do so providing only they, and not everyone had the change happen accross the board.
The 'correct' and sensible way to do this is make a new class which YOU use and not everyone else has to: ie for a given mission, they have a choice, yours OR the original.
If you write a mission which only sets pink gear items that's fine and good, but not at the expense of other missions which will inevitably consign your great mod to the trash bin.
class bis_thing;
class my_thing : bis_thing
{
description= my pink girrafe;
other changes.....
};
if you fail to do this, your reputation as a bad modder will preceed you.
so far, the only classes i am aware of where you have no choice but to disrupt bis originals is weather classes in maps.
I'm trying to remove the sensor window from a couple of helos because they don't support it due to time of manufacture and realism. How do I do that?
Delete it using delete
Okay... I don't even have it listed, so I'm wondering why it's showing up. I looked at the Hummingbird config and nothing there, so I'm wondering what's making it show
Inheritance probably
Well I'll look at it again and see if it's something I put by accident
config viewer should show where its inherited from
Hi there, I'm looking for someone experienced in modifying vanilla configs to make a tweak to the Revive system and possibly release it as a mod.
I recently came upon an intentional quirk where First Aid Kits heal players to 100% if Revive is enabled and I'd really like to change it as to not take away the job of Combat Life Savers.
What I want to do is basically make FAKs heal 75% max despite Revive being enabled.
Also to negate a balancing issue where players could just be downed and then revived to gain max health, make revived players get up with 75% health instead of getting fully healed upon getting patched up.
Although I have close to no experience with modding, I'd really appreciate any help!
Some people here have thankfully given me a few leads like which part of the code executes this and the such
ah, my mistake, thank you
Does anyone know in what file I can find Rebreaters, Wetsuits and Diving Goggles?
find them in what way?
I want to find them in a config so I can view their values for mass and armor, etc.
using ingame config viewer could be easier to achieve that (leopards dev tools addon has better search)
Thanks for the help
Can also use http://tikka.ws/class/
ARMA3 class, config browser
Sorry, lemme find the correct link
There we go
Doesn’t show correct config, just every value in the config
Both custom and inherited
When I try to load up Arma with this loaded in a config, it tells me that the semicolon after ItemCore needs to be a curly bracket
class CfgWeapons
{
class ItemCore;
class Uniform_Base: ItemCore;
class Vest_Camo_Base: ItemCore;
class U_I_Wetsuit: Uniform_Base
{
class ItemInfo: UniformItem
{
containerClass="Supply70";
};
};
class U_O_Wetsuit: Uniform_Base
{
class ItemInfo: UniformItem
{
containerClass="Supply70";
};
};
class U_B_Wetsuit: Uniform_Base
{
class ItemInfo: UniformItem
{
containerClass="Supply70";
};
};
class V_RebreatherB: Vest_Camo_Base
{
containerClass="Supply70";
mass=90;
class HitpointsProtectionInfo
{
class Chest
{
HitpointName="HitChest";
armor=22;
PassThrough=0.2;
};
class Diaphragm
{
HitpointName="HitDiaphragm";
armor=22;
PassThrough=0.2;
};
class Abdomen
{
hitpointName="HitAbdomen";
armor=22;
passThrough=0.2;
};
class Body
{
hitpointName="HitBody";
armor=22;
passThrough=0.2;
};
};
};
};
};
Anyone that knows what I'm doing wrong?
you have one }; too much end of file @summer drum
class CfgWeapons
{
class ItemCore;
class Uniform_Base: ItemCore{};
class Vest_Camo_Base: ItemCore{};
class U_I_Wetsuit: Uniform_Base
{
class ItemInfo: UniformItem
{
containerClass="Supply70";
};
};
class U_O_Wetsuit: Uniform_Base
{
class ItemInfo: UniformItem
{
containerClass="Supply70";
};
};
class U_B_Wetsuit: Uniform_Base
{
class ItemInfo: UniformItem
{
containerClass="Supply70";
};
};
class V_RebreatherB: Vest_Camo_Base
{
containerClass="Supply70";
mass=90;
class HitpointsProtectionInfo
{
class Chest
{
HitpointName="HitChest";
armor=22;
PassThrough=0.2;
};
class Diaphragm
{
HitpointName="HitDiaphragm";
armor=22;
PassThrough=0.2;
};
class Abdomen
{
hitpointName="HitAbdomen";
armor=22;
passThrough=0.2;
};
class Body
{
hitpointName="HitBody";
armor=22;
passThrough=0.2;
};
};
};
};
I made bunch of uniforms with aceax and hidden selections, and when playing with friends, uniforms on other players from my perspective seem to be broken with hidden selection maybe? Anyone encountered this type of issue? Or know why. It looks like failed synchronization
With t shirt and sleeves different colour
Good spot, I fixed it but somehow it is still giving the same error
Addon builder
does your config have cfgpatches header?
class CfgPatches
{
class Fix_Bulk
{
units[]={};
weapons[]={};
requiredVersion=1;
requiredAddons[]=
{
"cba_main"
};
};
};
you might want latest arma loadorder there too
though cba_main might run after that already
so, for arma 3 I made a model following some steps, and did everything correctly to the best of my knowledge, then I made a config:
class CfgMagazines
{
class CA_Magazine;
class rev_inv_babywel: CA_Magazine
{
displayName="Babywel";
scope=2;
mass=.5;
author="Emily";
picture="\Cheese_God_Mod\icons\babywel.paa";
model="\Cheese_God_Mod\p3d files\objects\BABYBELL.p3d";
icon="\Cheese_God_Mod\icons\babywel.paa";
descriptionShort="A tasty treat from the cheese god.";
(yes i know adding cheese to the game may seem stupid but work with me here) but when I load the test mod i get the error mentioned previously, i expect it's to do with the config, but I packed it with BinPBO into a file with the icon, p3d and the texture and then when i load the mod and try to spawn in the item in singleplayer with the debug console it gives the error 'player additem error invalid number'
if anyone has any tutorials i can follow that would be amazing
"Error mentioned previously"?
Also are you implying that you also have terminating brackets and a CfgPatches entry?
sorry i pasted this from another chat
idk what these are so probably not I just copied anothers config but i would like to learn
If you have an open bracket then you need a matching close bracket. And every config.cpp needs a CfgPatches entry at the top, otherwise Arma will ignore it:
https://community.bistudio.com/wiki/CfgPatches
thank you I will try this!!
It's also worth checking the results in config viewer rather than jumping straight to trying to use an item.
okay and how would I do this (I am very new)
Open editor, there's a dropdown menu that has config viewer in it.
I forget what the menu is called.
awesome thank you
@molten musk
class Vest_Camo_Base: ItemCore;```
wrong, should be
class Vest_Camo_Base: ItemCore{};```
Unless you’re doing an import, class entries should always have {}
thanks againvfor your help!! I've actually managed to get the item into the game, now I just have to figure out what i've broken that means it's not letting me use it in ACE rations 🥴
Well, there's nothing in what you pasted which would enable that.
Looks like it needs at least the first three of these config values on the item: https://ace3.acemod.org/wiki/framework/field-rations-framework
oh yes I have found how to do that don't worry haha I'm dumb but not that dumb 🥲
Thanks didn't see that 👍
@summer drum, mikero has answer for your issue.
I didn't see that there
#arma3_config message
for a shotgun shell I have the following
submunitionConeType[] = {
"custom",
{
{ -0.01, 0 },
{ -0.008, 0 },
{ -0.006, 0 },
{ -0.004, 0 },
{ -0.002, 0 },
{ 0, 0 },
{ 0.002, 0 },
{ 0.004, 0 },
{ 0.006, 0 },
{ 0.008, 0 },
{ 0.01, 0 },
}
};
now I would think it would just spawn the pellets in a row, and it sorta does, but this row rotates everytime I shoot.
tried attaching an image to help, and config
class Line_Of_Pellets: B_12Gauge_Pellets_Submunition
{
submunitionConeType[] = {
"custom",
{
{ -0.01, 0 },
{ -0.008, 0 },
{ -0.006, 0 },
{ -0.004, 0 },
{ -0.002, 0 },
{ 0, 0 },
{ 0.002, 0 },
{ 0.004, 0 },
{ 0.006, 0 },
{ 0.008, 0 },
{ 0.01, 0 },
}
};
submunitionConeAngle = 0;
submunitionAmmo = "B_12Gauge_Pellets_Submunition_Deploy";
};
I'm trying to convert a standing gunner position to one where you can turn in to duck and turn out get to the standing gunner position via config. I've got a somewhat working solution where the turnin action is the standing gunner animation and turnout action is the sitting animation.
The problem is that their weapons show floating on the side and when sitting they can fire an invisible primary weapon even when hideweaponGunner = true;. Any ideas what values I can change?
canHideGunner = 1; //0
forceHideGunner = 0; //If true, the gunner will not be able to turn out.
inGunnerMayFire = 1;
outGunnerMayFire = 0; //1
gunnerAction = "SPE_M4A1_75_hull_gunner_in";
gunnerInAction = "lib_sdkfz251_gunner";
//optics commander_apctracked1_in
gunnerOutOpticsModel = "";
gunnerOutOpticsEffect[] = {};
gunnerOpticsEffect[] = {};
gunnerForceOptics = 0;
class OpticsIn
{
class Wide: ViewOptics
{
initAngleX = 0;
minAngleX = -30;
maxAngleX = 30;
initAngleY = 0;
minAngleY = -100;
maxAngleY = 100;
initFov = 0.2;
minFov = 0.2;
maxFov = 0.04;
visionMode[] = {"Normal"};
thermalMode[] = {4,5};
gunnerOpticsModel = "\a3\weapons_f\reticle\optics_empty.p3d";
gunnerOpticsEffect[] = {};
};
};
viewGunnerInExternal = 1;
proxyIndex = 1;
isPersonTurret = 1;
hideWeaponsGunner = true;
I guess removing the line will solve it?
or setting it to 0 yeah
I'll test the other values and see what happens
isPersonTurret = 0; or removing the line
causes turnin and turnout animation to not switch but the main gun can be fired while in the standing animation.
isPersonTurret = 1;
causes turnin and turnout animation to switch but the players primary weapons are floating. sitting animation can also fire their invisible weapon.
isPersonTurret = 2;
causes turnin and turnout animation to switch but main gun cannot be fired when standing, primary weapons still float, and can still be fired while sitting
alright I'm back again, really struggling with how to setup any sort of config for a food item that will interact with ACE field rations, I managed to get the item scaled properly and into the game, and then immediately broke it so I don't even have the item in the game anymore :)) any help would be welcomed on where to start and how to actually use this stuff, I have looked into the ACE field rations codes on github but trying to understand what I need will be the death of me!
Having issues with a config for an apds ammunition,
The basic ammo, based off of the underbarrel of the type 115 works fine,
but none of the APDS magazines work, don't show up in scroll wheel reload or work when in the gun
What could cause these problems?
I can post config if it would help in finding errors
(It's not scope, already encountered and fixed that)
not part of the weapons magazine well so they are not compatible?
wrong type of shot?
It is part of the magazine well,
Magazine fits in the gun, but no bullets come out
Does scope have an effect on bullets in CfgAmmo?
I am making uniform with aceax and hidden selections and i am having an issue where if player that joins server changes their clothes, new players joining AFTER can see players clothing texture being funky on the ones that were on the server before. Seems like something i did is wrong, any idea?
As you can see the cuffs are different colour than the shirt itself, both were hidden selections and They look normal to the player wearing it, but not to other players that joined AFTER them, happens some times not always
first test your addon without any others to see if some other mod breaks it
Already Done
Looks like hidden selection issue Idk
do you have hiddenselections in the shadowlod?
or do you have some clothing randomization in use?
you got thousands of lines of config here 
Don’t think so no, how do you even get it lmao
Could check the first ones only
CfgWeapons.hpp and CfgVehicles.hpp is only base with like Nothing inside
Idk if my base if probably fucked
unless you have something in say unit init evenhandler that would change the textures then the config does not really do anything like what you describe
Really not, it seems like hidden selection issue
yes but hiddenselections dont do stuff like that
And i can’t figure out the issue
is what im saying
if you have X texture set on a uniform
it wont change unless some script changes it
Found the error,
I had miscopied the ammo class, so the magazines didn't actually have any real bullets in them
makes sense
👍
How can I overwrite portions of a config without creating a new class based off of it?
use same classname and put your changes into it
Didn't seem to work, I'm trying duplicating the class and setting the old one to scope = 0
But I might have typos again, ran into them numerous times today
you cant have 2 same classnames
Duplicating by appending "_2" to the classname
Normally the issue is preserving the parts that you didn't want to change.
What I'm running into is bits I want to change aren't changing
I know some of it is working because I could add the ace barrel stuff
Cloned one works, might have been stuff in original pbo
Unpacked pbo didn't match what the ingame config said, so it may have been obsfucated or something
if your cfgPatches required addon is not set up right your new mod might not load in correct order
thus nullifying your changes
Hmm that could have done it
Didn't think of that
That would be cleaner than having a duplicate class
I had the wrong thing in requiredAddons
The required addon needs to be the same as the classname for the CfgPatches of the addon it's based off of
correct
Thanks for the help
Some context for what I am about to ask: I have some configs written for units which are supposed to be sorta like mechs, and I'm using a very modified regular soldier to represent it. Some of the (intended) modifications include only standing up during combat (since mech suits aren't good for crouching or going prone especially), no penalty for extreme carrying capacity, low stamina penalty.
I've solved the "no exteme load penalty" feature using a CBA extended event handler, but it only works when ACE is not loaded.
I have attempted, unsuccessfully, to prevent the units from crouching or going prone using the following code:
crouchProbabilityCombat = 0;//.4
crouchProbabilityEngage = 0.1;//.75
crouchProbabilityHiding = 0.4;//.8```
While this reduces the amount of crouching, it still does nothing to prevent units from going prone, which I really don't want to do.
Is there any way to prevent a unit from going prone without universally affecting all units (like how the mod AI Avoids Prone modifies all surfaces to disable it)?
Another question: Is there a way to modify unit classes to adjust the rate at which the stamina/aiming penalty increases? While I don't want to disable stamina on these units, I would like players to be able to run+gun in the mech-type units without the massive aiming penalty. They are robot-assisted after all.
Do they still use vanilla animations/cfgmoves?
You could create a moveset that does nit have crouching actions
I made base for my uniforms instead of UniformBase, with my own p3d. I seen people do it and i did it too, anyone knows why? xD
Without reading your config, no
base classes often contain properties you want all its child classes have
so you dont have to declare them all again and again in the later classes
Wym? I want to make uniforms with hidden selections and aceax
well then you probably can use base class to define such properties if they are used in other later classes 
youll have to decide yourself on how you write your config though
as it is you who has to understand it
Yes But i don’t know whats best lol
the game does not care how you write it.
I see
base classes usually save some extra work for the writer
Guess what i am asking is, do i need to add all hidden selections on the base uniform
if different uniforms have different hiddenselections then no
only if they are all same everywhere sharing them through base class is useful
Yes they do.
Ive also tried investigating making a new cfgBrains but a lot of that is going over my head. From what I can tell I can use the custom cfgBrains to reduce suppression effects and make them a bit more "unstoppable Terminator" like.
that could be good direction
Currently attempting to implement a custom cfgMoves into my mech-type units, but for some reason all I'm doing is breaking the animations. Unit goes into a default pose and is unable to do anything. Current state of code (below) is unmodified from the default CfgMovesMaleSdr. Unmodified units are fine.
class CfgMovesBasic;
class CfgMovesMaleSdr: CfgMovesBasic{
//class Actions;
//class States;
};
class B47_WZ_cfgMovesCyborg: CfgMovesMaleSdr{
primaryActionMaps[] = {"RifleProneActions_injured","DeadActions","LauncherKneelActions","BinocProneRflActions","BinocProneCivilActions","RifleProneActions","PistolProneActions","RifleKneelActions","PistolKneelActions","RifleStandActions","PistolStandActions","RifleLowStandActions","SwimmingActions","CivilStandActions","BinocKneelRflActions","BinocStandRflActions"};
//primaryActionMaps[] = {"DeadActions","LauncherKneelActions","BinocProneCivilActions","RifleKneelActions","PistolKneelActions","RifleStandActions","PistolStandActions","RifleLowStandActions","SwimmingActions","CivilStandActions","BinocKneelRflActions","BinocStandRflActions"};
//class Actions: Actions{};
//class States: States{};
};```
In unit config:
```c++
//Cyborgs
class B47_WZ_TP_Cyborg: B47_WZ_TP_Man_Base{
author = "brendob47";
/*snipped*/
aiBrainType = "B47_WZ_CyborgBrain";//DefaultSoldierBrain
moves = "B47_WZ_cfgMovesCyborg";
movesFatigue = "B47_WZ_cfgMovesFatigue_Cyborg";
gestures = "CfgGesturesMale";
maxGunElev = 40;//60
minGunElev = -40;//-80
/*snipped*/
};```
Since I just realized I can upload files in here, this is the problem:
Force-Units-To-Stand problems were solved via simple config event handler within unit class as follows:
class EventHandlers: EventHandlers{
class B47_WZ_StandUp_EH{
postInit = "(_this select 0) setUnitPos 'UP';";
};
};```
hey guys. never made a mod myself but it looks like we are out of ideas. I will keep it short: We are using the Mod Iron Front and all the houses there are not correctly ported to arma 3. means i can`t lock or unlock doors of those buildings. how hard would it be to overwrite a config, that handles all the houses ?
That sort of depends on how the mod is set up
If it uses a ton of inheritance, not that hard
When you say 'ported' do you mean the iron front map was updated to a3 standards? as for the buildings there's nothing too strange with them they simple need to inherit from class house_f not class house
If it doesn't, kinda hard in the sense that it's a lot of config
More context in #arma3_scripting , looks like the door actions are not configured correctly
sure but the locking stuff relies on use of source = door in the animation sources
its likely made as source = user
ah
It looks like there's also some stuff set up with conditions in the user actions
Or rather, not set up
Actually I have a question unrelated to all this
Is there a way to "lock" a cargo seat in a vehicle so people can't get out of an APC until the door is open?
when we ported cwr2 -> cwr3 I cannot recall any gremlins in houses or their animations (eg smoking chimneys, breaking windows, and doors). all five flashpoint islands offered no challenges. I can's see iron front being a big issue.
its basically arma 2 code. was talking with the mod creator and as far as i understood, they didnt change the cfg. of those objects.
i mean, A3Samples house uses source = user; for its doors, am i missing something?
i've only ever used 'user'
i'm pretty sure that vanilla door locking is: a) having numberOfDoors in config; b) using BIS_fnc_door for opening and c) following the action/animation naming convention 🤔
@ashen chasm place ANY one of your animated houses ON a map using 3den editor. The door either works or it foesn;t and it''s one hell of an easy fix if not.
i suspect it will be ok
well, the question is about Iron Front's assets not providing anything to lock the door, not about my (non-existing 🤣) assets
is there a way to create a "variant" of a vehicle that spawns in with a pre-configured loadout? mainly things like addon armor
I know you can tweak them in eden or give them live via zeus, but curious if I could have that work done ahead of time
im just checking to see if there is a better option that scripting it, is there a cfg weapons burst limiter, so i hold the fire key and it stops after 10 max, or sooner if i let go
Set either mag size to desired burst size or set the fire mode burst to a certain amount
i read the question as "i want to have max burst count of 3 but still be able to shoot 1/2 bullets if i release the trigger fast enough". And i don't think that's achievable in A3 without scripting 🤔
yh
yeah no
is there a real weapon that would work like that? 😅
thats just basically full auto
that's basically all of them
some even don't reset the shot count between the trigger pulls, so you can get 2 and then 1 when you're set to 3 🤣
so what do i have to do. you think its possible?
Is there a way to make 2 turrets follow the movement of the third turret with actual 1 muzzle on each Turret
So that the bullets are streamlined correctly ?
For some reason my Bullets comes out of the middle of my Plane
The Mem points are setup correctly and they move with the 2 Turrets correctly...
It is just the Bullets that dont work
Here is example what i mean
Did you set memoryPointGun for your turrets
Yes
making weapons like that pylons can be very good way to have multiple weapon systems
yes i thought about this too, but i dont have any experience with turrets as proxies
if they are turning turrets then those need to be part of the main vehicle
pylons are only "static" systems
i might try it but is it also not possible to do this the "traditional" way ?
May not be the correct place but I've created a uniform mod with it's own mod icon (the one on the right of the name in the armoury), I've then created another mod which is just additional textures that relies on the first mod for the models once again with it's own mod icon. However when I load the game with both mods active the icon from the second mod completely overrides the first mods icon. Is there a way to stop the second mod overriding it and having each mod use it's own icon?
chech your mod.cpp it seems they are the same
May be a silly question but both files are called "mod.cpp" is that the issue ? I was under the impression that was what they had to be called
iirc pulling any config class into your mod as a base class would later mark it as originating from your mod 🤷♂️
no thats okay, are you inheriting the base class of the other mod ?
I believe so, it's a copy and paste of the configs but changing the class name
i think its due to the base class of the other mod needed for your new mod
So would the "fix" be to un-define the base class from the addon ?
sure each turret should be able to have its own memorypoints for effects
it does
{
displayName = "S.A.K.T.I. RBS (Rifleman)";
model = "\ptni_helmet\ptni_vest_rifleman.p3d";
picture = "\ptni_helmet\Data\UI\icon_rifleman.paa";
hiddenSelections[] = {"camo1","camo2"};
hiddenSelectionsTextures[] = {"\ptni_helmet\Data\ptni_vest_empty_CO.paa","\ptni_helmet\Data\ptni_vest_pouch_CO.paa"};
class ItemInfo: ItemInfo
{
uniformModel = "\ptni_helmet\ptni_vest_rifleman.p3d";
};
};
class PTNI_Vest_Rifleman_Black: PTNI_Vest_Rifleman
{
displayName = "S.A.K.T.I. RBS Black (Rifleman)";
picture = "\ptni_helmet\Data\UI\icon_rifleman.paa";
hiddenSelectionsTextures[] = {"\ptni_helmet\Data\ptni_vest_empty_blk_CO.paa","\ptni_helmet\Data\ptni_vest_pouch_blk_CO.paa"};
};```
The 2nd class (PTNI_Vest_Rifleman_Black) doesn't seem to work with its retexture?
Does the first one work through? Or is it just displaying the model-defined textures?
the hiddenselectiontextures in the first one is the same as the model-defined textures
so it works
Try to change the textures in the first one to check, then 🤷♂️ Are you sure the model is properly set up to accept retextures?
i tried deleting the hiddelselectionstextures in the first one and it still works fine
so textures are definitely defined in the model
i just want to change that texture in the model with another one for another vest of the same model
the thing is it works just fine for an earlier class which only has 1 texture
but seems like it doesnt work if the vest has 2 textures on it
Are you sure it even have HiddenSelections setup ?
Hello, i'm having an issue in which I am unable to switch between primary and secondary weapons.
Each weapon has a shared second muzzle and I suspect its something to do with that, I was just wondering if anyone's heard of that issue before?
Turn off all extra mods and make sure some other mod is not breaking stuff
also what does shared second muzzle mean?
weapons cant share muzzle
anyone know where i can find and delete the rotor breaking audio in helicopters
Like I have a muzzle defined in the config that is then used in both weapons.
right thats alright then assuming the muzzle gets inherited right
It all works fine yeah it just breaks the weapon swapping if theyre unloaded and you swap between them its strange
are they normal weapons
Normal in what sense sorry
Nah theyre both normal, ones inheriting from arifle_mx_base_f and the other hgun_P07_F
so rigle and pistol?
Yup
whats the second muzzle then?
The "shared" muzzle has additional behaviour associated with it but nothing I can see that would cause this
The second muzzle is a stun round
Well yeah, thats why I figured the issue is somewhere with the second muzzle. But the issue only comes into play when the muzzle is applied to both guns. If its only on one everything is fine
cant say I have any ideas on why it happens. but Id suppose you could try making unique second muzzle for rifle and pistol types
could be it does not like the muzzle on the pistol and thinks its primary
Alright, ill see if I can sort it with that then, thanks
Unfortunately no luck but ill keep trying random stuff, well random with reason
what type of ammo does the stun muzzle shoot?
Thats what im about to change and see if its due to mag sharing
Yo bros can you edit stringtable.xml files with excel
not afaik. even the original csv files were mistaken for excel files, Excel != stringtable
i don;t think there is one. xml is a pain in the arse. It's syntax is quite silly and almost unreadable due to it's horrendous noise levels.
If you ever find a usable editor I might revise my opinion.
xml is very common file/syntax and I'd assume you can easily convert to or back csv or such
yes, it woruld be easy to convert between the two. no, i don;t think such a tool exists. I would not write one to conert TO xml in case it encouraged more awfulness.
What program to open csv
any good text editor such as notpad++
the rules are as simple as can be to use it.
How do people make stringtable xml until now? Like with what program
text editor
Wtff thats crazy
Theres millions of lines in multiple languages
welcome to hell
Is there a downside to using csv instead of xml
Since basically every mod/mission i check use stringtable xml
i think bis broke it in a3, it wouls be easy enough to test it
1st line is
english, French, Germam, Turkish
all remaining lines are:
hello, bonjour, etc, etc
it can be Turckish,Mongolian, Arabic for all that it matters. The default language is the first column. Any missing items in the other columns cause the engine to use that in column 1
So should i use csv or xml
https://community.bistudio.com/wiki/Stringtable.xml
@hard chasm it says theres some tools to edit xml
Dedmen made one
use them then.
Ok i will try
anything from Dedmen is quality.
Real?
Dedmen is real
I'm attempting to replace a texture for a vest with the same texture (just a different color). My problem is when I add the texture, it breaks the entire mod. Every item (helmets, vests, uniforms, etc.) is not visible but displays in the arsenal. The config pathing is correct to my knowledge, I've triple checked everything. Does anyone know what the problem could be?
Post your config
probably possibly, missing the requiredAddon[]=
{
class XYI_RANGER_ASSET
{
units[] = {};
weapons[] = {};
requiredVersion = 1;
requiredAddons[] = {};
};
};
class cfgWeapons
{
class UniformItem;
class Uniform_Base;
class V_PlateCarrier1_rgr;
class VestItem;
class H_HelmetB;
class HeadgearItem;
class G_MBAV_Ranger_v8_1 : G_MBAV_Ranger_v1_1
{
displayName = "MBAV Ranger Preset v8(Coyote)";
picture = "\XYI_RANGER_ASSET\data\icon\75th";
model = "\XYI_RANGER_ASSET\model\G_MBAV_Ranger_8.p3d";
hiddenSelections[] =
{
"camo1",
"camo2",
"camo3",
"camo4",
"camo5",
"camo6",
"camo7",
"camo8"
};
hiddenSelectionsTextures[] =
{
"XYI_VEST_PACK_1\data\Retex\Coyote\G_MBAV_Coyote_co.paa",
"XYI_VEST_PACK_1\data\Retex\RangerGreen\C_MagPouch_2_RangerGreen_co.paa",
"XYI_VEST_PACK_1\data\Retex\RangerGreen\c_fastmagpouch_2_RangerGreen_co.paa",
"XYI_VEST_PACK_1\data\Retex\RangerGreen\g_gear_b_RangerGreen_co.paa",
"XYI_VEST_PACK_1\data\Retex\RangerGreen\c_radiopouchb_RangerGreen_co.paa",
"XYI_VEST_PACK_1\data\Retex\RangerGreen\p_gear_RangerGreen_co.paa",
"XYI_VEST_PACK_1\data\Retex\RangerGreen\c_grenadepouch_RangerGreen_co.paa",
"XYI_VEST_PACK_1\data\Retex\RangerGreen\c_pistoldrop_p_pouch_RangerGreen_co.paa"
};
class ItemInfo : VestItem
{
uniformModel = "\XYI_RANGER_ASSET\model\G_MBAV_Ranger_8.p3d";
hiddenSelections[] =
{
"camo1",
"camo2",
"camo3",
"camo4",
"camo5",
"camo6",
"camo7",
"camo8"
};```
{
"XYI_VEST_PACK_1\data\Retex\Coyote\G_MBAV_Coyote_co.paa",
"XYI_VEST_PACK_1\data\Retex\RangerGreen\C_MagPouch_2_RangerGreen_co.paa",
"XYI_VEST_PACK_1\data\Retex\RangerGreen\c_fastmagpouch_2_RangerGreen_co.paa",
"XYI_VEST_PACK_1\data\Retex\RangerGreen\g_gear_b_RangerGreen_co.paa",
"XYI_VEST_PACK_1\data\Retex\RangerGreen\c_radiopouchb_RangerGreen_co.paa",
"XYI_VEST_PACK_1\data\Retex\RangerGreen\p_gear_RangerGreen_co.paa",
"XYI_VEST_PACK_1\data\Retex\RangerGreen\c_grenadepouch_RangerGreen_co.paa",
"XYI_VEST_PACK_1\data\Retex\RangerGreen\c_pistoldrop_p_pouch_RangerGreen_co.paa"
};
containerClass = "Supply120";
class HitpointsProtectionInfo
{
class Chest
{
hitpointName = "HitChest";
armor = 30;
passThrough = 0.2;
};
class Diaphragm
{
hitpointName = "HitDiaphragm";
armor = 30;
passThrough = 0.2;
};
class Abdomen
{
hitpointName = "HitAbdomen";
armor = 30;
passThrough = 0.2;
};
class Body
{
hitpointName = "HitBody";
armor = 30;
passThrough = 0.2;
};
};
};
};
};```
"XYI_VEST_PACK_1\data\Retex\Coyote\G_MBAV_Coyote_co.paa",
This is the new texture
isnt G_MBAV_Ranger_v8_1 inheriting from something isnt defined there?
Indeed you have no parent class
maybe im just wrong, but shouldnt the class it is inheriting from be defined before it?
ah, yeah
maybe using like pboproject to pack the pbo might help, it will notify about almost all errors
why on earth do you use FULL_IPPER_CASE? cease and desisist from this, or regret it later.
In the first place if this is the entire config this can't run
Then post the entire. Picking only a bit of it won't make sense to troubleshoot
but when I run the entire config without the new texture it does work
Anyways, requiredAddons
Why
it's standard practice nowadays that FULL_UPPER_CASE is reserved for #defines. it means it;s an instant heads up for those reading the code what the name actually is. Not even microsoft break this rule.
no other label should be uppercase, not classes. nor
PATH_TO_GOD\KN OWS\where (unless of course they are #defines)
I see
Anyone know what the requirements are for creating directional explosives.
I am using currently all the below properties within the Ammo config (And have added relevant memory points in the model) however it doesn't appear the explosive is directional at all
explosionType = "mine";
simulation = "shotDirectionalBomb";
explosionPos = "explosionPos";
explosionDir = "explosionDir";
You know that you basically ask for help retexturing Ripped Models
XYI are always CoD Models to my knowledge but who knows
that does not sound good.
@pale matrix we have 0 tolerance on model/ip theft from other games
But i could be wrong
but you could be right.
Did you define the angle of the blast cone? (explosionAngle)
And of course, don't forget to set the indirectHitRange to a long enough range too.
Also i dont think he know that the models are most likely rips
Yes, set the angle to 60 and the HitRange to 5
Question is 5 enough?
5 might be a bit short considering the vanilla M6 SLAM has a radius of 10 and Claymores have a radius of 30 metres.
I see, checking it out now
Still not directional unfortunately, anything else you could suggest?
Mem points oriented correctly? (e.g. explosionpos not confused with explosiondir)
https://i.imgur.com/cD0ts0H.png
Inheriting properly from DirectionalBombBase?
Not mixing up the magazine model with the ammo model?
Gimme a few i'll send through the config
class CfgPatches {
class nav_breach_frame {
requiredAddons[] = {"cba_common", "nav_breach"};
units[] = {};
};
};
//-- BREACHING CHARGE
class CfgAmmo {
class DirectionalBombBase;
class nav_frameCharge_ammo: DirectionalBombBase {
hit = 100;
indirectHit = 70;
indirectHitRange = 50;
model = "nav_breach_frame\frame.p3d";
mineModelDisabled = "\nav_breach_frame\frame.p3d";
defaultMagazine = "nav_frameCharge_mag";
explosionEffects="DirectionalMineExplosion";
explosionAngle=60;
CraterEffects="";
directionalExplosion = 1;
explosionType = "mine";
simulation = "shotDirectionalBomb";
explosionPos = "explosionPos";
explosionDir = "explosionDir";
damageEnviroment[] = {1,1,1,1,1};
swingAmount = 1;
ace_explosives_magazine = "nav_frameCharge_mag";
ace_explosives_Explosive = "nav_frameCharge_ammo_scripted";
ace_explosives_size = 0;
ace_explosives_defuseObjectPosition[] = {0,0,0.038};
soundActivation[] = {"",0,0,0};
soundDeactivation[] = {"",0,0,0};
};
class nav_frameCharge_ammo_scripted: nav_frameCharge_ammo
{
};
};
class CfgMagazines {
class CA_Magazine;
class nav_frameCharge_mag: CA_Magazine {
scope = 2;
type="2*256";
value=5;
count=1;
ininaveed=0;
maxLeadSpeed=0;
nameSound="mine";
mass = 20;
model = "nav_breach_frame\frameGround.p3d";
scopeArsenal = 2;
ammo = "nav_frameCharge_ammo";
displayName = "Frame Charge";
descriptionShort = "Frame style breaching charge, used for walls and reinforced doors. Has a high potential to be lethal."; //ACTUAL DESC
picture = "\nav_breach_frame\gui\ui.paa";
ace_explosives_Placeable = 1;
useAction = 0;
ace_explosives_SetupObject = "ACE_Explosives_Place_FrameCharge";
ace_explosives_DelayTime = 1.5;
class ACE_Triggers
{
SupportedTriggers[] = {"Timer","Command","MK16_Transmitter"};
class Timer
{
FuseTime = 0;
};
class Command
{
FuseTime = 0;
};
class MK16_Transmitter: Command{};
};
};
};
class CfgVehicles {
class ACE_Explosives_Place_Claymore;
class ACE_Explosives_Place_FrameCharge: ACE_Explosives_Place_Claymore
{
author="Natan Brody";
editorPreview="\nav_breach_frame\gui\ui.paa";
scope=2;
icon="iconExplosiveAPDirectional";
ammo="nav_frameCharge_ammo";
model="\nav_breach_frame\framePlace.p3d";
displayName="Frame Charge";
class EventHandlers {
init = "[_this#0, false, true] spawn nav_fnc_breach_sticky";
deleted = "[_this#0, true, false] spawn nav_fnc_breach_sticky";
};
};
};
class CfgWeapons {
class Default;
class Put: Default {
muzzles[] += {"nav_frameCharge_muzzle"};
class PutMuzzle: Default {};
class nav_frameCharge_muzzle: PutMuzzle
{
autoreload=0;
enableAttack=1;
magazines[]=
{
"nav_frameCharge_mag"
};
};
};
};
Ugh...ACE. Probably have to dig through ACE's configuration to see if there's anything extra that you need to set up for directional mines.
Already checked that
Following the ACE configuration format for the Claymore
Even the ACE wiki says to derive from "DirectionalBombBase"
Which is what I am doing
If you put it on door, then wouldn't you need a submunition to get bast past the door?
I have figured out the issue. The actual placed explosive does have directional functionality, however the breach_sticky function for some reason causes the directional functionality to stop working
May not be the place to post scripting issues, however might as well give it a shot
nav_fnc_breach_sticky = {
params ["_charge", ["_rotateFix", false], ["_align", false], ["_fuse", -1], ["_magazine", ""]];
if !(local _charge) exitWith {}; //-- Only do this if you placed the charge
if (_align) then {
_startPos = getPosASL _charge; //-- Start line at charge location
_endPos = _startPos vectorDiff (vectorDir _charge); //-- End line at another point in the distance charge is facing
_intersectionsFire = (lineIntersectsSurfaces [_startPos, _endPos, _charge, objNull, true, 1, "FIRE"]); //-- Get intersect
_intersectionsGeom = (lineIntersectsSurfaces [_startPos, _endPos, _charge, objNull, true, 1, "GEOM"]); //-- Get intersect
if (_intersectionsFire isEqualTo [] && _intersectionsFire isEqualTo []) exitWith {}; //-- Get intersect
_intersections = ([_intersectionsFire,_intersectionsGeom] select {!(_x isEqualTo [])})#0; //-- Get intersect
(_intersections#0) params ["_intersectPos","_normalDir","_object"]; //-- Get intersect
_charge setVectorDir _normalDir; //-- Align charge with surface
_charge enableSimulation false; //-- So that no gravity and we can find it later
_charge setPosASL (_intersectPos vectorAdd (vectorDir _charge vectorMultiply 0.05)); //-- Put charge next to surface, also add offset //
};
if (_rotateFix) then { //-- Fix ammo rotation after charge is armed
_chargeAmmoClass = getText (configFile >> "CfgVehicles" >> (typeOf _charge) >> "ammo");
_chargeAmmo = (_charge nearObjects [_chargeAmmoClass, 0.2])#0;
_chargeAmmo setDir ((getDir _charge)-180);
[_chargeAmmo, 90, 0] remoteExec ["BIS_fnc_setPitchBank", 0];
};
if (_fuse > -1 && !(simulationEnabled _charge)) then {[objNull, getPosATL _charge, getDir _charge, _magazine, "Timer", [_fuse], _charge] call ace_explosives_fnc_placeExplosive};
};```
Anything in this code that could be breaking the directional functionality?
It's getting called like so:
```cpp
init = "[_this select 0, false, true] spawn nav_fnc_breach_sticky";
The functionality of sticking it to the wall/door works, but it sort of makes the expolosive no longer directional, and I mainly need the directional functionality for the particle effects
class GrenadeHand;
class GrenadeCluster_Sub1: GrenadeHand
{
indirectHit = 4;
indirectHitRange = 8;
explosionTime = 0.1;
};
class GrenadeCluster_Sub2: GrenadeCluster_Sub1
{
explosionTime = 0.1;
};
class GrenadeCluster_Sub3: GrenadeCluster_Sub1
{
explosionTime = 0.1;
};
class GrenadeCluster_Sub4: GrenadeCluster_Sub1
{
explosionTime = 0.1;
};
class GrenadeCluster_Sub5: GrenadeCluster_Sub1
{
explosionTime = 0.1;
};
class GrenadeCluster_Sub6: GrenadeCluster_Sub1
{
explosionTime = 0.1;
};
class omega_ammo_homewrecker: GrenadeHand
{
model = "\rhsusf\addons\rhsusf_weapons\grenades_thrown\mk3a2\mk3a2";
submunitionAmmo[] = {"GrenadeCluster_Sub1",0.167,"GrenadeCluster_Sub2",0.167,"GrenadeCluster_Sub3",0.167,"GrenadeCluster_Sub4",0.167,"GrenadeCluster_Sub5",0.167,"GrenadeCluster_Sub6",0.167};
submunitionInitSpeed = 25;
submunitionConeAngle = 40;
submunitionConeAngleHorizontal = 355;
submunitionConeType[] = {"randomupcone",6};
submunitionParentSpeedCoef = 0;
submunitionInitialOffset[] = {0,0,5};
submunitionAutoleveling = 1;
submunitionDirectionType = "submunitionAutoleveling";
directionalExplosion = 1;
triggerOnImpact = 1;
triggerDistance = 0;
explosionTime = 8;
timeToLive = 10;
Intent is to create a grenade that "spawn" grenades 5 m around it. Can't be dispersed from the initial grenade, because the intent is for it to explode in adjacent rooms.
"submunitionInitialOffset[] = {0,0,5};" offsets the grenades 5 meters form initiation position, within 355 DEG, but all grenades are clustered together.
Highlighted- initiation pos.
Red- All grenades bunched up (at random within 355 DEG).
Green- What I'm trying to achieve.
Sorry, I'm off no help. I do brute force scripting- no skill but sheer will.
Someone else 👆
👍
Hi, I've got a "generic expression error (line 26 is flagged)" ` However, I've spent hours searching and still can't figure out why. Any help please? I've attached the script.
wasn't aware of it being potentially ripped, if so I've no intentions to upload or share. This was meant for my own personal use in a cinematic project im working on. Either way in the case that they're ripped I wont bring it back up
even making cinematics with such stuff if it is ripped is a no no
theres plenty of legit stuff out there you can use
but where did you get the models is probably the question if you want to check if they are legit
Good to know, I will have a look for another mod then. Thanks for the info
Don't want waste time with a mod that might be against the rules
🙏 Thank you
I get an error with my inventory item that says "equip\w\w_"modname"\ui\ "imagename".paa.paa" . I get this when entering my inventory or a box inventory and the icon doesn't show. In the Arsenal it shows an icon my my item. Is there another line of code other than "picture=" and "icon=" to display an icon in your inventory? Also my item stacks but I don't get a number indicating how many I have in my inventory. Whats the fix for that?
Remove first backslash
this is what confuses me as there is no backslash in front and I don't know where the "equip\w\w_" comes from or why it adds a second .paa on the end.
Is the fact the icon isnt working causing the number of items not to show up?
?
I got it working. I guess when doing CfgWeapons you don't put picture paths in " " but when doing CfgVehicles you do?
Try it
I have all Icons and pictures for my static objects in " " but it didn't work for an Item going into my inventory
picture=\some\thing is the only property in the game that requires the \
and any means any. config, rvmat bisurf, model.cfg. no other property= needs it.
(/the/lower/case file names used in wrps are a separate story)
both show a carelessness that a few minutes engine-fix would do away with the problem forever. It would be nice to say "if it aint broke, don't fix it" but it is broke and it aint fixed.
@grand zinc can you do anything about this irritation?
I have a vehicle where the parent class is normal enclosed turret, and then in a child class for a variant the turrnet isnt enclosed, yet it sounds like the unenclosed turret is still enclosed
Sound attenuation property controls that
So I'm trying to enable the mounting of muzzle attachments (i.e. enable the muzzle proxy) on the Zafir LMG - however, this code doesn't appear to work, and I have no idea why. Can anyone help?
It's probably an issue of bad inheritance but it's been too long since I last delved into A3 modding
It doesn't do anything
What doesn't do what
My addon gets detected by the game, but it actually doesn't change anything - the MuzzleSlot class is still getting read from the base game
is this even legal?
What I'm trying to do is:
Change this:
class WeaponSlotsInfo: WeaponSlotsInfo
{
mass=320;
class MuzzleSlot: MuzzleSlot
{
iconPosition[]={0.1,0.5};
iconScale=0.2;
};
class CowsSlot: CowsSlot_Rail
{
iconPosition[]={0.60000002,0.34999999};
iconScale=0.15000001;
};
class PointerSlot: PointerSlot_Rail
{
iconPosition[]={0.40000001,0.40000001};
iconScale=0.15000001;
};
};
To this:
class WeaponSlotsInfo: WeaponSlotsInfo
{
mass=320;
class MuzzleSlot: MuzzleSlot_762
{
iconPosition[]={0.1,0.5};
iconScale=0.2;
};
class CowsSlot: CowsSlot_Rail
{
iconPosition[]={0.60000002,0.34999999};
iconScale=0.15000001;
};
class PointerSlot: PointerSlot_Rail
{
iconPosition[]={0.40000001,0.40000001};
iconScale=0.15000001;
};
}
Could be
Then make it sure
I have a very weird issue with my config. Different units loadout are incorrectly applied to them, however it seems to do it only for a few units. It seems to be doing only to Vests and Headwear.
For example 2 units should wear a cap. A Marksman and Light Rifleman, but only the Light Rifleman does whilst the Marksman inherits the Basic Helmet from the rifleman unit.
There's also a few units who use black vests and different helmets, but same as marksman, they have the same helmets and vests as regular rifleman.
It really puzzling bc there are other units in the config who are written the same way (with obvious differences in gear classnames) but they do not have this issue.
Basic Rifleman config (other units inherit from it)
Light Infantryman
Marksman
Typo in Marksman config with llinkedItems[].
It just inherits linkedItems[] from the Rifleman base class while the engine ignores your (typo'd) llinkedItems[], hence why your Marksman class is still wearing a Basic Helmet.
💀 how did I not notice that...
Ok, it works ||(god I feel stupid for noticing a spelling mistake)||
thx 👍
best way is to look at it in config viewer
that way you wouldve seen them right next to one another
Okay I shall try, just quickly looking at aio config I see soundAttenuationTurret would that be it?
sounds correct at least 😅
https://streamable.com/t5sm95
tried disableSoundAttenuation = 1 and soundAttenuationTurret = "" but no luck 😦
video of the issue I am having
oh no I just switched between driver seat and gunner seat
these are the available vanilla attenuation options
you would have one default for the vehicle
and turret should be able to have its own
if its turned out gunner like that openCarAttenuation probably could work
Okay let me take a shot with that
and also disableSoundAttenuation = 0. That might default it to the base vehicle attenuation
as well as having empty ""
Apollo will correct me in the morning 🤞
🤣
oh that would be understandable, kinda thought it would be like explosionEffect or watever where if its empty string nothing happens, so should I have disableSoundAttenuation be 0 or 1 then?
oh okay I read that wrong
😴
no dice so far 😦
soundAttenuationTurret = "OpenCarAttenuation";
disableSoundAttenuation = 0;
Currently looking at class Sounds to see if maybe something there is doing it
Ello folks, abit of a vague question I know… but…… is there a way to make a vehicle a respawn location via the config rather than the usual Eden route?
Thanks in advance
no
youll probably have to explain your use case
Literally a respawn vehicle. I’ve set up a vehicle spawner for my unit, once they manage to get their current one blown up etc they can respawn it.
Easy to do via a spawn compilation but I was just looking to save clutter etc
In Eden that is
Im fairly certain vehicle in itself does not tie into the respawn logic in anyway