#arma3_config

1 messages · Page 29 of 1

hearty sandal
#

that would likely be something tied to an eventhandler

lean bloom
#

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

hearty sandal
#

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

lean bloom
#

interesting, thanks

#

what I really only want is "Spawn a puff of smoke at X memory point"

hearty sandal
#

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

lean bloom
#

cheers

hard chasm
#

dayz2p 1.28 published for free AND subscriber. Fixed the now non existent bliss (enoch/livonia dlc)

pallid sierra
#

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:

untold temple
#

IIRC shotrocket is more like missile but without guidance. In that it supports the thrust parameters, and animations on the projectile

fallen orbit
#

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.

hearty sandal
loud oak
#

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.

toxic solar
#

with how weapons can have built in flashlights, can they have built in IR/visible lasers too?

ebon pivot
#

yes

nimble lodge
#

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.

molten musk
nimble lodge
nimble lodge
#

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

molten musk
#
class ItemInfo: ItemInfo {
// Change your stuff
};

Because if your inheritance is correct, you need just use

#

Yeah 👍

whole quarry
#

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...

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Also, is there a difference between having the init in an sqf file vs having it directly in the unit init?

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Maybe this is more of a scripting question now that I think about it.

west heart
#

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

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i convert it to text and it just comes back completely unreadable

hearty sandal
#

the bin is binarized and not human readable

#

it is like that by design

#

so needs to be converted to cpp

west heart
#

oh i see

glacial spear
#

so iv never worked with inheriting config for a patch, is there anything obviously wrong with this

nimble sequoia
glacial spear
#

eh no

nimble sequoia
#

So you'll need to use class AnimationSources: AnimationSources {...}

glacial spear
#

got it

nimble sequoia
#

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.

fallen orbit
hearty sandal
#

fired is what you can use at least

#

for when the weapon fires

fallen orbit
#

I can call fired directly within the weapon class?

glacial spear
#

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;
                };
            };
        };
    };
};
nimble sequoia
fallen orbit
glacial spear
#

okay so what do i need to do

nimble sequoia
#

You'd need to describe what it is you're trying to do and what seems not to be working.

glacial spear
#

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

nimble sequoia
#

Is fza_ah64base being fully defined here, or are you thinking it comes from another mod?

glacial spear
#

fza_ah64d_b2e and the base

nimble sequoia
#

We'd better see your CfgPatches class as well then too.

glacial spear
#
class CfgPatches
{
    class apache_4ib
    {
        units[] = {};
        author = "";
        weapons[] = {};
        requiredVersion = 1.0;
        requiredAddons[] = {};
    };
};

#include "cfgvehicles.hpp"
nimble sequoia
#

Your requiredAddons[] is empty, so you're not making the mod classes available for your patching pbo

glacial spear
#

il try that

#

still deletes all the original pylon stuff on the original bird

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and nothing on the new one

nimble sequoia
#

Correct

#

class A {} is different to class A: A {}

glacial spear
#

    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

nimble sequoia
#

look at the last two lines... yes

#

You're inheriting Components, but not anything that might have been in class TransportPylonsComponent

glacial spear
#

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 {
nimble sequoia
#

The inheritance of the class TransportPylonsComponent comes from fza_ah64base

glacial spear
#

so just move it to the base or do i need to put them in a scope

nimble sequoia
#

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)

glacial spear
#

thank you

dull oriole
#

attached is the cfgpatches

pallid sierra
dull oriole
#

oh jesus i just read it now

#

lool

#

would I just have to remove it for it to work?

pallid sierra
#

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

dull oriole
#

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

hearty sandal
#

I write my configs by hand, sometimes utilizing macros

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the orbat creator is nice idea but it might have needed some more development

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since people constantly have issues with it

dull oriole
#

for sure, apparently hasnt been updated since 2016 so its not a perfect tool by this point

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really annoying though, if i cant get it to work i think i'll just begin writing it by hand. super frustrating though

shy knot
#

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

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Do you just need to hide it in the rotors?

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Or is there a way to have it only show when simple object is set

shy knot
#

Nvm, figured it out

#

Apparently the selections were just wrong

hard chasm
#

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

vagrant basin
reef shore
#

Yo bros is it possible to use scripts / cba settings to modify config?

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Like to enable certain factions

wintry tartan
#

Theoretically? Using some PreProcessor commands

reef shore
#

Cool where can i read more about it

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And do you know any mods that does this

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Or some examples

wintry tartan
reef shore
#

Thanks

#

If config cpp is not binarized will it load slower

wintry tartan
#

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)

reef shore
#

If the condition depends on a cba setting, will the game need to be reloaded for it to take effect

grand zinc
wintry tartan
#

Hm I somehow thought it's possible to access profileNamespace or something

hard chasm
#

@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.

reef shore
hard chasm
#

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.

grand zinc
#

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

hard chasm
#

in cwr1,2,3 we used a literally named xxx_housekeeper.sqf to achieve that to a limited extent.

reef shore
hard chasm
#

Nope. You can change scope using an over-ride addon.

grand zinc
reef shore
grand zinc
#

yes

#

scope = "missionNamespace getVariable ['variableName', 2]";
something like that

fallen orbit
#

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?

hearty sandal
#

do you need this?

#

instead

fallen orbit
#

This isn't the same with normal fire is it? I can see the mapped keys are different

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I'm trying to make the controls for the lance similar to farmiliar controls

#

Oh

hearty sandal
#

your inputAction fire refers to the command fire

fallen orbit
#

I think I get it now.

hearty sandal
#

not firing the weapon

fallen orbit
#

Thanks

#

I just noticed. Thanks again. Let me give this a shot

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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"

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I tried "isPlayer" too. That didn't work

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What's the proper way to do this?

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I need this so I can change the player animation

fallen orbit
#

Thanks

hearty sandal
grand zinc
#

Unless you really want a "hold the button for like half a second or longer and sometimes it might be a minute or two"

fallen orbit
#

That's true. I would look into this. Thanks @grand zinc

reef shore
#

Should we set a default fallback value in the script, will this work?

ebon pivot
#

, 2 lmao

#

will default to 2

near forge
#

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;
  };
};
hearty sandal
#

No2 is a no no

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1 should be ok but if you have missing parents then your structure is not complete

near forge
#

1 ( class;\n class : class {...}; ) gives Rap: duplicated token or class

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simply class : class {...}; gives missing inheritence class(es)

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And the last one I haven't tried because I was sure it was wrong

hearty sandal
#

you need to define the parent class there too then

near forge
#

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

hearty sandal
#

all class child : parent need to end with {};

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class parent; ok

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class child: parent{}; ok

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class child2:child{something=2;}; ok

reef shore
#

Thanks

vagrant basin
pallid sierra
vagrant basin
pallid sierra
pallid sierra
vagrant basin
#

Alright, sounds good

heavy orbit
#

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

vagrant basin
hard chasm
#

we need to see your cfgpatches to ensure you are loading cwr3_whatever

tacit zealot
#

Is it possible to write the config for a cruise missile that is not terrain following?

hard chasm
#

artillary

vagrant basin
tacit zealot
# hard chasm artillary

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.

faint spruce
#

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

hearty sandal
faint spruce
#

But he can smooth it a bit

fallen orbit
#

Trying to get the weapon class from the player but don't know why it's not working. The hint doesn't show anything

chilly tulip
#

what exactly does "the hint doesn't show anything" mean?

fallen orbit
#

It's either not getting triggered or shows but is blank

#

Here's what more of the script looks like.

chilly tulip
#

And what's _this here?

molten musk
chilly tulip
#

It certainly looks like there's at least one missing there.

#

Anyway, turn on -showScriptErrors and learn how to read RPTs.

molten musk
#

you have // before last }, so `` if (inputAction "defaultAction" > 0) then {` is not closed.

fallen orbit
#

You're right. Just fixed it. Surprisingly there was no error in the build process.

molten musk
#

Well its script, not config, thats why builder do not error there.

fallen orbit
chilly tulip
#

Yeah, Arma will at least give you a warning when your script is obviously broken.

fallen orbit
chilly tulip
#

You can find -showScriptErrors in the parameters tab in the launcher.

fallen orbit
vagrant basin
#

Good news: I got the helmet to show up in-game
Bad news:

shy knot
#

Worst case, p3d busted

shy knot
#

Let the inheritance deal with that

#

You can usually leave out most things for retextures with inheriting

vagrant basin
shy knot
#

Could probably set your inheritance to just inherit it as well, but, not sure how well versed you are

livid trail
#

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?

livid trail
#

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.

fallen orbit
livid trail
#

Time to move to feedback tracker I suppose

fallen orbit
#

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?

vagrant basin
#

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.

#

For further context, I have the folder I've been condensing into a pbo within a another folder on my P:drive

pallid sierra
#

i guarantee its probably a file path issue

vagrant basin
hearty sandal
#

it uses full path from P: root

#

P root is the equivalent of game internal filestructure root

hearty sandal
hearty sandal
vagrant basin
vagrant basin
livid trail
hard chasm
#

@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

vagrant basin
pallid sierra
#

the p drive stuff honestly is the worst thing about modding in A3 imo.

hard chasm
#

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

pallid sierra
#

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.

hard chasm
#

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?

livid trail
#

Now I wonder when did you check out hemtt for the last time

hard chasm
#

probably too long

pallid sierra
#

yeah i mean terrain builder. i call it either/or for any game.

toxic solar
#

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 thonk

#

I wanted to do a funny where the scope and attachment both have lasers 😦

ebon pivot
#

yeah only one laser supported at once as far as ive seen

fallen orbit
#

My own goal is to make a player tracker (tracks with smoke). So I'll need to spawn and then use attachTo

hearty sandal
livid trail
livid trail
hearty sandal
livid trail
lean bloom
#

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

wintry tartan
#

Start it with \

#

It is somewhat very strange solution but that's it

lean bloom
#

hmmm, let me check

nimble sequoia
# lean bloom 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

lean bloom
#

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

lean bloom
lean bloom
#

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.

novel lava
#

whats your ammo simulation in the magazine

#

they need to be shotRocket or shotMissile otherwise it freaks out

lean bloom
#

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

novel lava
#

old hard coded shit

#

same happens if you try to make a primary that fires rockets

#

cept in reverse

rapid sparrow
#

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

nimble sequoia
#

Those are the config entries. Memory points have to already exist in the model if you are not able to edit it.

rapid sparrow
#

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?

hearty sandal
rapid sparrow
#

What about where you get ejected? Is that something I can adjust?

shy knot
rapid sparrow
#

Hmmm unfortunate. Thanks for the help though guys

paper flume
#

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

hard chasm
#

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

hard chasm
#

new warning flag added to pboProject: 'define argument is full upper case.' arguments are not defines.

sullen fulcrum
#

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:

  1. What kind of error is this, what could be wrong.
  2. Why am I still able to use the gun smoothly with no issues when playing, if there is an error message.
hearty sandal
sullen fulcrum
#

Thank you

fallen orbit
#

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?

paper flume
#

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
    {
    };
  };```
hearty sandal
#

weapon by default has none

paper flume
hearty sandal
#

yeah the weapons config class will have the magazine defined

paper flume
#

Thank you so much

#

I didn't realize it was that easy

pallid sierra
#

was there ever a point where file paths for mission configs were case sensitive?

toxic solar
#

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)

wheat sluice
#

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).

lean bloom
#

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";```
lean bloom
#

Fuck, missing geometry lod in the ammo P3D

hearty sandal
#

that will do it

lean bloom
#

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.

calm pilot
#

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.

hearty sandal
#

huh. it does show the zeroing

#

I wonder if SPE weapons have more specialized setup 🤔

novel lava
#

nothing special its probably the wrong unitinfotype in the vehicle

#

like one that hides the weapon panel

lean bloom
#

try this

unitInfoType = "RscUnitInfo"

hearty sandal
#

👍

calm pilot
brittle ledge
#

arma 3 addon 'loadorder_f_vietnam' requires addon 'weapons_f_vietnam'

can someone help?

hearty sandal
#

most likely

#

or you dont have SOGPF DLC loaded

#

if you have the dlc, try verify your install in steam

charred sealBOT
#

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.

brittle ledge
#

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

hearty sandal
brittle ledge
#

ok thanks! i was scrolling through the channels and seen config.. figured it would be the place

#

thanks!

hearty sandal
#

👍 this is a modding related channel

still musk
#

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.
hard chasm
#

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.

still musk
#

the yaw still works but its very weak, ill try removing the values for it first

still musk
nimble sequoia
upper cosmos
tight ginkgo
#

Hello. How create new simulation?

#

Where do the existing simulations refer to and what does their work depend on?

hearty sandal
#

while you can do a lot with the game, thats an engine side thing not accessible for us

tight ginkgo
hearty sandal
#

doesnt matter, you cant create new one

#

this is a simple "no" situation

tight ginkgo
#

Which simulation is better to use for a walker who has to walk in all directions?

hearty sandal
#

man has worked relatively well for mech things

#

but nothing is perfect for them

silent depot
#

When setting up the textureList array:
• Should it use the Class name inside the textureSource class or the Display name?
• Is it case sensitive?

hard chasm
#

neither are case sensitive and class name is what you need

silent depot
#

Got it, thanks

shy knot
silent depot
#

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

wintry tartan
#

displayName is always just a string to show, not to detect/fetch anything

lean bloom
#

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?

opal crater
#

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"};

lean bloom
#

Ahhhh fair, cheers, I'll take a look

lethal shuttle
#

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

novel lava
#

is it in the skeleton

#

also id get rid of that unhidevalue its not necessary

lethal shuttle
#
    {
        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

untold temple
#

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

nimble sequoia
untold temple
#

Or right-click BackSight and check the Weights window to show what others it might be part of

lean bloom
#

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.

lethal shuttle
novel lava
#

yeah unhide takes precedence over hide I believe so if you have it set to 0 it will never hide

calm pilot
#

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

latent monolith
#

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

hearty sandal
#

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)

novel lava
#

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

wary axle
#

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.

hard chasm
#

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";

hearty sandal
#

Sample house in arma3 samples can work as a reference for static object

#

Both model and config wise

pseudo kite
#

8 speed gearboxes possible in Arma 3? Having trouble getting more than 6 forwad gears.:(

nimble sequoia
pseudo kite
delicate portal
#

Where can I increase the driving speed of the vehicle?

#

The speed does not exceed 20 kilometers

nimble sequoia
calm pilot
# calm pilot Hi peeps, i'm having a bit of an hard time understanding pylon simulation workfl...

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 👍

hushed loom
#

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

delicate portal
#

The vehicle rolls over while driving. What could I have written wrong in the code?

shy knot
delicate portal
shy knot
#

What?

hushed loom
#

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?

hushed loom
#

Yep. That only showed me how to increase a vest or a helmet

#

Do uniforms work differently? I'm not sure

wintry tartan
#

Uniform aka Unit example is there

hushed loom
#

Ah, alright

tacit zealot
#

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

chilly tulip
#

Hmm. Titan goes upwards when you aim it straight, right.

#

I guess there's a sight/bore offset somewhere?

tacit zealot
#

I think the Titan is because the aiming and missile launch memorypoints are different

novel lava
#

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

grave yoke
#

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);";
wintry tartan
#

forEach doesn't return a bool

grave yoke
#

So something like this then? ```hpp
condition = "{['SOG_Dress_ID_Card', _x] call BIS_fnc_inString} count (items player) > 0";

wintry tartan
#

I guess. find is better though

grave yoke
#

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

wary axle
wintry tartan
#

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

wary axle
#

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

wintry tartan
#

You need to set the correct pboPrefix

wary axle
#

Where do i do that?

wintry tartan
#

Options

wary axle
#

What should it be?

wintry tartan
#

I forgot but the path in config should tell

#

The prefix should be similar to the P3D path said

#

What is your P3D path

wary axle
#

It is in the root mod folder "Test_House_01/.p3d file"

wintry tartan
#

Let me rephrase it, what is your model = path in your config.cpp?

wary axle
#

Should i make the p3d Prefix that (the model path)

wintry tartan
#

Then prefix is Samples_f\Test_House_01

wary axle
#

Rightio

#

Also as a side question how do you do that box with the text

wintry tartan
#

` this

#

It's a Discord feature

wary axle
#

Testing Hi

#

It WORKED!! Thanks mate

hard chasm
#

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.

wary axle
#

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.

hard chasm
#

all of them. each one is a lego block. Use the aio_installer to get them all.

wary axle
#

Rgr

#

Now what do i do?

hard chasm
#

Use pboProject

#

it's in the mikero\bin folder or simply type
pboProject on a cmd line.

wary axle
#

What does this mean?

hard chasm
#

what do you think it means?

wary axle
#

Well where is the View -> Output

hard chasm
#

view pack logs

wary axle
#

its empty

hard chasm
#

the error was listed at end of dos screen then.

wary axle
#

dos screen?

hard chasm
#

black screen

wary axle
#

it says "the ignore list in setup can't be empty"

#

is it smth to do with my config.cpp?

hard chasm
#

ouch, moment pls

wary axle
#

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
};

};`

hard chasm
#

\scale_test.p3d is impossible

#

pls show me your front panel AND the setup->panel

wary axle
#

should it be \scale_test\scale_test.p3d scale_test is the name of my folder

hard chasm
#

yes

#

scale_test is the prefix AND your folder must be on the p:\drive

wary axle
#

i had that the other day and now its dis appeared

hard chasm
#

do you know how to use setp OR similar bat file?

wary axle
#

no

hard chasm
#

moment,

#

will contact u via PM

wary axle
#

Ok

hearty sandal
wary axle
#

I should have said something Mikero has helped me fix my problems. Thx mate.

wintry tartan
#

Wrong ping

calm pilot
#

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

calm pilot
undone patio
#

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;
  };
};```
shy knot
#

Unless you’re doing something fucky

undone patio
#

the bingus mags are the mags I'm patching

#

so afaik I do need to import them with inheritance

shy knot
#

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

undone patio
#

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

shy knot
#

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

hard chasm
#

this is not correct because he is overwriting existing classes. so the contents of the 2nd mag are different.

fallen orbit
#

I can't figure out the parameters that determine vehicle crew explosion protection. crewExplosionProtection doesn't seem to exist in the documentation.

ashen chasm
#

crewExplosionProtection seems to be only for (duh) vehicles that have crews 🤷‍♂️

fallen orbit
#

Yeah that's what I meant. player within a vehicle. Should've been more clear. @ashen chasm

ashen chasm
fallen orbit
#

@ashen chasm Thanks. I will keep testing values for this parameter and see if anything changes.

twilit cloak
#

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?

toxic solar
#

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

gilded jungle
#

Have problem where an inventory item is disappearing upon mission start. Could this be a config error of sometype?

wintry tartan
#

Likely a script

gilded jungle
#

I thought the same thing, but i wanted to double check. thank you.

wintry tartan
#

Script and config are different thing

toxic solar
#

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

true fossil
# toxic solar On to my next question, for ``` submunitionConeAngle[] = {10, 190}; ``` how is ...

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

toxic solar
toxic solar
#

Does typical speed effect rockers hit values? And in general for say bullets does typical speed effect indirecthit as well?

old robin
#

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.```
wintry tartan
#

Verify Arma 3 Tools

old robin
#

this is what my registry looks like for the tools

old robin
wintry tartan
#

Try launch A3Tools in Steam maybe

old robin
#

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?

wintry tartan
#

Remount it?

old robin
#

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

wintry tartan
#

It doesn't matter. P will look for where P is, you can select anywhere you want

old robin
#

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

wintry tartan
#

Preferences > Options

old robin
#

oh damn I'm dumb as hell. Thank you very much lol

old robin
wintry tartan
#

BinMakebinMake.exe
🤔

old robin
#

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

toxic solar
#

or is the 7 ranks hard coded and cant be expanded on?

wintry tartan
#

No, it's engine thing

toxic solar
#

Dustie , well I guess thats also a good thing

wheat sluice
#

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

faint spruce
# toxic solar Can there be extra ranks added that https://community.bistudio.com/wiki/rank wou...

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

toxic solar
toxic solar
nimble lodge
#

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;
  };
};
wintry tartan
#

Literally that is how a config works. Your pseudo config is wrong in a lot of ways though

hearty sandal
#

class samname{yourchanges}

#

or in some cases
parent tree
class sanmename : parent tree
{your changes}

nimble lodge
#

Its just simplification, but by point is that my "new class" should have same name as old one and injerit from old one

hearty sandal
#

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

nimble lodge
#

But i am a bit confused

#

parent tree

#

In your example it refers to what exactly

nimble lodge
#

The item or "vehicles" or "uniform"

hearty sandal
#

anything

nimble lodge
#

I mean the item name or cfg

wintry tartan
#

?

hearty sandal
#

turrets for example require more of the parent classes defined to not break the class inheritance

nimble lodge
#

Okay

hearty sandal
#

read the wiki for starters

nimble lodge
#

I have

#

anyway I will write smth, I will see if it works

hearty sandal
#

all classes work the same

#

youll have to explain more what you are confused about

hard chasm
#

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.

frozen bluff
#

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?

frozen bluff
#

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

shy knot
#

Inheritance probably

frozen bluff
#

Well I'll look at it again and see if it's something I put by accident

hearty sandal
#

config viewer should show where its inherited from

raven snow
#

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

raven snow
summer drum
#

Does anyone know in what file I can find Rebreaters, Wetsuits and Diving Goggles?

summer drum
#

I want to find them in a config so I can view their values for mass and armor, etc.

hearty sandal
shy knot
#

Sorry, lemme find the correct link

#

There we go

#

Doesn’t show correct config, just every value in the config

#

Both custom and inherited

summer drum
#

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?

molten musk
#

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;
            };
        };
    };
};
queen viper
#

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

summer drum
hearty sandal
#

is that all of your config?

#

how did you pack the pbo?

summer drum
hearty sandal
#

does your config have cfgpatches header?

summer drum
#
class CfgPatches
{
    class Fix_Bulk
    {
        units[]={};
        weapons[]={};
        requiredVersion=1;
        requiredAddons[]=
        {
            "cba_main"
        };
    };
};
hearty sandal
#

you might want latest arma loadorder there too

#

though cba_main might run after that already

vestal cosmos
#

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

chilly tulip
#

"Error mentioned previously"?

#

Also are you implying that you also have terminating brackets and a CfgPatches entry?

vestal cosmos
#

sorry i pasted this from another chat

vestal cosmos
chilly tulip
vestal cosmos
#

thank you I will try this!!

chilly tulip
#

It's also worth checking the results in config viewer rather than jumping straight to trying to use an item.

vestal cosmos
chilly tulip
#

Open editor, there's a dropdown menu that has config viewer in it.

#

I forget what the menu is called.

vestal cosmos
#

awesome thank you

hard chasm
#

@molten musk

#
    class Vest_Camo_Base: ItemCore;```
wrong, should be
#
    class Vest_Camo_Base: ItemCore{};```
shy knot
#

Unless you’re doing an import, class entries should always have {}

vestal cosmos
chilly tulip
#

Well, there's nothing in what you pasted which would enable that.

vestal cosmos
molten musk
toxic solar
#

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";
};
quartz rampart
#

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;
novel lava
#

isPersonTurret = 1;

#

FFV forces weapons visible both turned in and out

quartz rampart
#

I guess removing the line will solve it?

novel lava
#

or setting it to 0 yeah

quartz rampart
#

I'll test the other values and see what happens

quartz rampart
#

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

vestal cosmos
#

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!

pastel fog
#

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)

hearty sandal
#

not part of the weapons magazine well so they are not compatible?

#

wrong type of shot?

pastel fog
#

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?

queen viper
#

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

hearty sandal
queen viper
#

Looks like hidden selection issue Idk

hearty sandal
#

do you have hiddenselections in the shadowlod?

queen viper
#

Feel free to check them, i use CfgWeapons.hpp and CfgVehicles.hpp as base

hearty sandal
#

or do you have some clothing randomization in use?

#

you got thousands of lines of config here blobcatsweats

queen viper
queen viper
hearty sandal
#

no :S

#

sorry xD

queen viper
#

CfgWeapons.hpp and CfgVehicles.hpp is only base with like Nothing inside

#

Idk if my base if probably fucked

hearty sandal
#

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

queen viper
hearty sandal
#

yes but hiddenselections dont do stuff like that

queen viper
#

And i can’t figure out the issue

hearty sandal
#

is what im saying

#

if you have X texture set on a uniform

#

it wont change unless some script changes it

pastel fog
pastel fog
#

How can I overwrite portions of a config without creating a new class based off of it?

hearty sandal
#

use same classname and put your changes into it

pastel fog
#

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

hearty sandal
#

you cant have 2 same classnames

pastel fog
#

Duplicating by appending "_2" to the classname

chilly tulip
#

Normally the issue is preserving the parts that you didn't want to change.

pastel fog
#

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

hearty sandal
#

if your cfgPatches required addon is not set up right your new mod might not load in correct order

#

thus nullifying your changes

pastel fog
#

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

pastel fog
#

Thanks for the help

tacit zealot
#

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.
hearty sandal
#

You could create a moveset that does nit have crouching actions

queen viper
#

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

wintry tartan
#

Without reading your config, no

hearty sandal
#

so you dont have to declare them all again and again in the later classes

queen viper
#

Do i need to add hidden selections on the base?

#

And aceax?

hearty sandal
#

dunno

#

depends what you want to do

queen viper
#

Wym? I want to make uniforms with hidden selections and aceax

hearty sandal
#

well then you probably can use base class to define such properties if they are used in other later classes blobdoggoshruggoogly

#

youll have to decide yourself on how you write your config though

#

as it is you who has to understand it

queen viper
#

Yes But i don’t know whats best lol

hearty sandal
queen viper
#

I see

hearty sandal
#

base classes usually save some extra work for the writer

queen viper
#

Guess what i am asking is, do i need to add all hidden selections on the base uniform

hearty sandal
#

if different uniforms have different hiddenselections then no

#

only if they are all same everywhere sharing them through base class is useful

tacit zealot
hearty sandal
#

that could be good direction

tacit zealot
#

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:

tacit zealot
#

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';";
            };
        };```
next turtle
#

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 ?

tame raven
#

That sort of depends on how the mod is set up

#

If it uses a ton of inheritance, not that hard

hard chasm
#

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

tame raven
#

If it doesn't, kinda hard in the sense that it's a lot of config

tame raven
hard chasm
#

door animations eg run out of the box.

#

same condition = etc

hearty sandal
#

sure but the locking stuff relies on use of source = door in the animation sources

#

its likely made as source = user

hard chasm
#

ah

tame raven
#

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?

hard chasm
#

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.

next turtle
#

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.

ashen chasm
hard chasm
#

i've only ever used 'user'

ashen chasm
#

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 🤔

hard chasm
#

@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

ashen chasm
#

well, the question is about Iron Front's assets not providing anything to lock the door, not about my (non-existing 🤣) assets

fringe radish
#

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

glacial spear
#

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

shy knot
ashen chasm
#

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 🤔

hearty sandal
#

yeah no

#

is there a real weapon that would work like that? 😅

#

thats just basically full auto

ashen chasm
#

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 🤣

next turtle
copper hazel
#

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

shy knot
copper hazel
#

Yes

hearty sandal
#

making weapons like that pylons can be very good way to have multiple weapon systems

copper hazel
hearty sandal
#

if they are turning turrets then those need to be part of the main vehicle

#

pylons are only "static" systems

copper hazel
unkempt helm
#

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?

copper hazel
unkempt helm
ashen chasm
#

iirc pulling any config class into your mod as a base class would later mark it as originating from your mod 🤷‍♂️

copper hazel
unkempt helm
copper hazel
unkempt helm
#

So would the "fix" be to un-define the base class from the addon ?

hearty sandal
lethal shuttle
#
{    
    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?

ashen chasm
#

Does the first one work through? Or is it just displaying the model-defined textures?

lethal shuttle
#

the hiddenselectiontextures in the first one is the same as the model-defined textures

#

so it works

ashen chasm
#

Try to change the textures in the first one to check, then 🤷‍♂️ Are you sure the model is properly set up to accept retextures?

lethal shuttle
#

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

copper hazel
#

Are you sure it even have HiddenSelections setup ?

digital herald
#

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?

hearty sandal
#

also what does shared second muzzle mean?

#

weapons cant share muzzle

glacial spear
#

anyone know where i can find and delete the rotor breaking audio in helicopters

digital herald
hearty sandal
#

right thats alright then assuming the muzzle gets inherited right

digital herald
#

It all works fine yeah it just breaks the weapon swapping if theyre unloaded and you swap between them its strange

digital herald
#

Normal in what sense sorry

hearty sandal
#

rifle and grenade launcher for example

#

or are you trying to make something exotic

digital herald
#

Nah theyre both normal, ones inheriting from arifle_mx_base_f and the other hgun_P07_F

hearty sandal
#

so rigle and pistol?

digital herald
#

Yup

hearty sandal
#

whats the second muzzle then?

digital herald
#

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

hearty sandal
#

see exotic

#

if you take out the second muzzle do they work right?

digital herald
#

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

hearty sandal
#

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

digital herald
#

Alright, ill see if I can sort it with that then, thanks

hearty sandal
#

at least worth testing out

#

if there is any difference

digital herald
#

Unfortunately no luck but ill keep trying random stuff, well random with reason

hearty sandal
#

what type of ammo does the stun muzzle shoot?

digital herald
#

Thats what im about to change and see if its due to mag sharing

reef shore
#

Yo bros can you edit stringtable.xml files with excel

hard chasm
#

not afaik. even the original csv files were mistaken for excel files, Excel != stringtable

reef shore
#

Damn😢

#

Whats the best program to edit them

hard chasm
#

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.

wintry tartan
#

xml is very common file/syntax and I'd assume you can easily convert to or back csv or such

hard chasm
#

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.

hard chasm
#

any good text editor such as notpad++
the rules are as simple as can be to use it.

reef shore
hard chasm
#

text editor

reef shore
#

Theres millions of lines in multiple languages

hard chasm
#

welcome to hell

reef shore
#

Is there a downside to using csv instead of xml

#

Since basically every mod/mission i check use stringtable xml

hard chasm
#

i think bis broke it in a3, it wouls be easy enough to test it

wintry tartan
#

Something

#

csv is also a common file too

hard chasm
#

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

reef shore
#

Dedmen made one

hard chasm
#

use them then.

reef shore
#

Ok i will try

hard chasm
#

anything from Dedmen is quality.

reef shore
#

Real?

wintry tartan
#

Dedmen is real

pale matrix
#

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?

wintry tartan
#

Post your config

hard chasm
#

probably possibly, missing the requiredAddon[]=

pale matrix
# wintry tartan Post your config
{
    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

wintry tartan
#

Yup empty requiredAddons is first flaw

#

Redefining hiddenSelections is another

drifting skiff
#

isnt G_MBAV_Ranger_v8_1 inheriting from something isnt defined there?

wintry tartan
#

Indeed you have no parent class

drifting skiff
#

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

pale matrix
#

Thanks for the help!

#

Might be back lol

hard chasm
#

why on earth do you use FULL_IPPER_CASE? cease and desisist from this, or regret it later.

wintry tartan
#

In the first place if this is the entire config this can't run

pale matrix
#

It's not

#

much much longer

wintry tartan
#

Then post the entire. Picking only a bit of it won't make sense to troubleshoot

pale matrix
#

but when I run the entire config without the new texture it does work

wintry tartan
#

Anyways, requiredAddons

hard chasm
#

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)

reef shore
#

I see

grave steppe
#

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";
copper hazel
hearty sandal
#

that does not sound good.
@pale matrix we have 0 tolerance on model/ip theft from other games

hearty sandal
wheat sluice
copper hazel
grave steppe
#

Question is 5 enough?

wheat sluice
#

5 might be a bit short considering the vanilla M6 SLAM has a radius of 10 and Claymores have a radius of 30 metres.

grave steppe
#

Still not directional unfortunately, anything else you could suggest?

wheat sluice
#

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?

grave steppe
#

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"
            };
        };
    };
};
wheat sluice
#

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.

grave steppe
#

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

cobalt mountain
#

If you put it on door, then wouldn't you need a submunition to get bast past the door?

grave steppe
#

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

cobalt mountain
#
    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.

cobalt mountain
fallen orbit
#

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.

pale matrix
hearty sandal
#

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

pale matrix
#

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

hearty sandal
#

🙏 Thank you

real bluff
#

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?

wintry tartan
#

Remove first backslash

real bluff
#

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.

wintry tartan
#

...Or add one

#

I forgot which

real bluff
#

Is the fact the icon isnt working causing the number of items not to show up?

wintry tartan
#

?

real bluff
#

I got it working. I guess when doing CfgWeapons you don't put picture paths in " " but when doing CfgVehicles you do?

wintry tartan
#

Try it

real bluff
#

I have all Icons and pictures for my static objects in " " but it didn't work for an Item going into my inventory

hard chasm
#

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?

toxic solar
#

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

hearty sandal
molten bobcat
#

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

wintry tartan
#

You can't delete and define same time

#

And what do you mean by doesn't work

molten bobcat
#

It doesn't do anything

wintry tartan
#

What doesn't do what

molten bobcat
#

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

wintry tartan
#

Then check requiredAddons

#

Check pinned

ashen chasm
#

is this even legal?

wintry tartan
#

Nope too

#

It seriously feel you are not even loading this config

molten bobcat
#

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;
};
}

wintry tartan
#

Then make it sure

molten bobcat
#

I'll try

#

OK it's solved (was an issue with RequiredAddons), thank you

supple ermine
#

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

wheat sluice
#

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.

supple ermine
#

💀 how did I not notice that...

#

Ok, it works ||(god I feel stupid for noticing a spelling mistake)||

#

thx 👍

ebon pivot
#

best way is to look at it in config viewer

#

that way you wouldve seen them right next to one another

toxic solar
hearty sandal
#

sounds correct at least 😅

toxic solar
hearty sandal
#

ah you can turn out

#

that complicates things

toxic solar
hearty sandal
#

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

toxic solar
#

Okay let me take a shot with that

hearty sandal
#

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 🤞

#

🤣

toxic solar
#

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?

hearty sandal
toxic solar
#

oh okay I read that wrong

hearty sandal
#

😴

toxic solar
#

Currently looking at class Sounds to see if maybe something there is doing it

drowsy sonnet
#

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

hearty sandal
#

youll probably have to explain your use case

drowsy sonnet
# hearty sandal no

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

hearty sandal
#

Im fairly certain vehicle in itself does not tie into the respawn logic in anyway