#arma3_config
1 messages · Page 30 of 1
Yeah that’s fair enough, I’ve tried a couple of things but to no avail. Thanks for the confirmation 👍😎
you probably could write your own respawn module that can pick up any X type of vehicle as spawn point
or something like that
you could possibly use the event handler on KIA but it is a black art. check the ace and cba stables for functions that might suit you (or ask them direct)
Thank you both. Il give those a try
Hi guys, hope your OK. i have a issues i don´t know how to solve. i take a mod to preparate my Helmet and Boinas but a error always ocurred. This is the mod https://steamcommunity.com/sharedfiles/filedetails/?id=3241868967 and the error image
i don´t know how to solved this issus, someone can help me wiht that?
class CfgPatches
{
class BOINAS
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]=
{
"A3_Characters_F_EPB",
"A3_Weapons_F",
"A3_Characters_F",
"A3_Characters_F_Beta"
};
version="1.0.0";
author[]=
{
"Lobo"
};
authorUrl="";
};
};
it is not quite clear what you try to do
is this mod you linked yours?
I am using a mod to edit the helmets and hats as berets to put the logos of the clan and the divisions that are part of it but in the mission editor I get this error all the time and my fps drops a lot
When the error pops is also a part of the question
Entering the editor and every so often before the edit automatically saves the error jumps
Try changing this line to
author = "Lobo";
I forgot but author may cannot be an array
Ok, let me check
because i´m following this steps https://community.bistudio.com/wiki/CfgPatches
author there is not an array
wow another one to the list. where are people seeing the example for author being an array?
authors[]= IS an array (obviously). that's where the confusion has happened.
hindsight being the wonderful thing. there was in fact no need for an author=
That too
What would cause countermeasures to appear on the weapon bar, like I can whats selected and the ammo for it, but they just wont fire?
You sure the countermeasure magazine is loaded
How Would I know? I mean it says CM Burst 120 on the weapon bar, And I can switch between single and the smoke launcher
Not sure what you're saying here... there are no occurrences of authors[] in the A3 config dump, whereas author = is a valid entry?
How do you know it's not working? Ammo doesn't go down? No visual effects?
Have you tried different seats (ie commander)? Make sure you're spawning in that seat.
Uhhh, Cant really do that with these vehicle... Its the HMCS mechs
the base mechs have working flares
No idea what a HMCS mech is... what about it means you can't spawn in the commander seat?
That doesn't make sense to me. You have a driver position but it's a gunner turret?
HMCS uses a very hacky way to simulate one-man operation
When piloting the mech alone it spawns an AI driver at allows you to command it
Its goofy, but in both cases im in the gunner seat, one works one doesnt
So is it possible that the AI driver is the one with control of the CM then?
Probably your (player) seat doesn't have an access to fire it
After swapping to 2 seater mode, the driver doesnt have the CM stuff in the top right, only the gunner
So its prob that lack of access, How would I fix that?
Add the CM weapons and mags to the gunner turret
Ok its not that then, the CM stuff is in the same area as the gunner's weapons and they work fine
Let's see the turret code?
class Turrets: Turrets
{
class MainTurret: MainTurret
{
weapons[]=
{
"autocannon_35mm",
"missiles_DAR",
"missiles_titan_AA",
"CMFlareLauncher",
"SmokeLauncher"
};
magazines[]=
{
"680Rnd_35mm_AA_shells_Tracer_Red",
"680Rnd_35mm_AA_shells_Tracer_Red",
"680Rnd_35mm_AA_shells_Tracer_Red",
"24Rnd_missiles",
"4Rnd_Titan_long_missiles",
"4Rnd_Titan_long_missiles",
"4Rnd_Titan_long_missiles",
"120Rnd_CMFlare_Chaff_Magazine",
"SmokeLauncherMag"
};
};
};
``` Everything should be inherited from the original class
Cant seem to post the base class's turret code
enableManualFire = 1; ?
in mainturret?
@nimble sequoiaMy mistake then. I obviously saw it somewhere. perhaps a property in the pbo header
Well instead of relying on inheritence I just defined the whole turret and it fixed the issue
If Im just making a uniform, do I still need to do the faction part of a config?
Nope. You can get away with inheriting from Civilian_F, keeping your CfgVehicles uniformClass as scope = 1, and only defining the textures/modelSides[] array to lock the uniform to specific sides (or to make it universal).
@coral knolluntil such time till BI add new properties to the base turret class. in the past, every 3 months or so as new vehicle properties appear. Reasons why, you never alter a bis class, and always use them.
I doubt the mod Im inheriting from is suddenly gonna come back after 4 years, so
haaaaaaaaaaaaa
to give you an example tho. bis hard wire properties in the engine to most base classes. if for instance they added
widget=
when it's not found. worst case = ctd ,medium case massive spam in the rpt file. safe case. object is not loaded. your 4 year old tank will still have to have inherited widget=
Do you have a class components for adding sensors and dynamic loadouts and things?
if so, try adding class TransportCountermeasuresComponent {}; in there
Is the base thrust of an aircraft somehow derived from maxSpeed and friction coefficients, or am I missing something here?
https://community.bistudio.com/wiki/Arma_3:_CfgVehicles_Plane_class_config_reference
seems to be "no" for both. "B_Plane_Fighter_01_F" seems to accelerate at 2-3Gs (with thrustCoef's less than 2), raising acceleration by the factor of 100 doesn't change anything and I_Plane_Fighter_03_* variants seem to have no acceleration at all
I suppose it might be a model value like mass, although that seems weird.
well, increasing thrustCoef does increase the acceleration. It just doesn't read in straight Gs
Makes me wonder what other unreadable model values are influencing this stuff. My current problem is figuring out why AI cannot fly some planes effectively.
Like the CUP A-10 has a painfully slow turn rate in the hands of AI. It keeps giving up on the elevators for some reason.
I've been trying to run "ammoHit" Event handler within an ammo class. class EventHandlers {
//init = "systemChat format ['init ammo EH output: %1 [time: %2]', _this, time]";
fired = "systemChat format ['fired ammo EH output: %1 [time: %2]', _this, time]";
ammoHit = "systemChat format ['ammoHit EH output: %1 [time: %2]', _this, time]";
}; only fired works. Please is this EH no longer supported or am I doing it wrong?
ammoHit isn't mentioned in https://community.bistudio.com/wiki/Arma_3:_Event_Handlers. Where did you get it from?
the only use of it in the vanilla config dump i have seems to be: class Eventhandlers { class BIS_TrainingMine { AmmoHit="_this remoteExec ['bis_fnc_activateTrainingMine']"; }; };
and this seems to miss a level of class structure 🤷♂️
Usually the extra class layer for event handlers is optional.
although it follows the example on the EH wiki page
well, the training mine seems to work alright
What sort of ammunition are you using it on here?
yeah. I was just testing with it before implementing my actual script.
A custom animation based off the B_Test_Caseless
It inherits from BulletBase so likely "shotBullet"
it's the first custom class in the file
only actually
ammoHit doesn't work on B_9x21_Ball , does work on G_40mm_HE
seems to be the simulation thing then?
Probably. I'll change it and see how it goes. Thanks for your help
Sounds like a bug, but yeah.
well, swapping vanilla F/A-181 model for Ceasar BTT one without changing anything else in the config seems to give similar acceleration values 🤔
..huh
Maybe it really is some godawful maxSpeed vs drag calc.
Doesn't seem plausible though. airFriction didn't even exist until the Jets DLC apparently.
You mean you end up with a Caesar that accelerates like an F/A-181?
hmm, I guess there's draconicForceZCoef...
and thrust calculation seems to have lower tickrate and be awfully unstable? (filtered by _acc > 0.1)
yaay, fun
yes, that
curious
yeah, after logging the values i don't see noticeable difference after the model swap
oops, i've forgot i have an actual PC now. Physical tickrate seems to be 100 Hz or something like that
Thrust Effectiveness
if empty old settings are used
effectiveness according to current speed and maxSpeed ratio
last value goes for 150% of max speed
*/
thrustCoef[] =
{
// % of max speed
1.10, // 0%
1.09, // 12%
1.07, // 25%
1.05, // 37%
1.02, // 50%
0.99, // 62%
0.94, // 75%
0.85, // 87%
0.50, // 100%
0.05, // 112%
0.00, // 125%
0.00, // 137%
0.00 // 150%
};```
coefficient to what, though? Or if it's bare acceleration - in what units?
It's a multiplier to the thrust applied
Yes, so where does that come from?
and what defines "thrust applied"?
The older stuff I'm trying to fix doesn't even have thrustCoef.
CUP A-10 that was mentioned above seems to have it in my old config dump, though?
nah, it doesn't seem to
It has it defined (base class?) but it's an empty array.
That's a good question as there doesn't appear to be an "engine power".
So I assume there is a constant force applied to all planex, scaled from 0 to 1 based on throttle position, cutting out as current speed approaches maxSpeed, further reduced by the thrustCoef [] based on current speed to maxSpeed ratio, and finally having an effect on the airframe based on it's airFrictionCoefs0/1/2.
Increasing airFrictionCoefs has the effect of increasing drag, so although it will still reach maxSpeed it takes longer to do so.
also, now that i think about it, _dv/diag_deltaTime would result in shit acceleration values if there are more frames than physical ticks
new joke: changing maxSpeed does change the acceleration (so, thrust) of a B_Plane_Fighter_01_F 🤣 🤣 🤣
So thrust is altered to achieve maxSpeed in the same time, all other things being equal?
thrustCoef[]={2,2,2,0};
maxSpeed = 1000;
airFrictionCoefs0[]={0,0,0};
airFrictionCoefs1[]={0,0,0};
airFrictionCoefs2[]={0,0,0};``` gives 10-11 m/s^2 acceleration (measured twice a second now, no frame-dependent memery)
`maxSpeed = 2000;` gives ~15-ish
`maxSpeed = 4000;` gives 21-22-ish
Why not use 1 rather than 2 in thrustCoef?
maxSpeed = 8000; gave ~30-ish
looks like sqrt(maxSpeed) or something
with thrustCoef of 1:
maxSpeed=1000; gives ~5.3
2000 gives ~7.6
4000 gives ~10.6
8000 gives ~14.2
seems to be linear from thrustCoef then
Does the time to reach maxSpeed stay the same?
Because it's linear from thrust to acceleration, so can't be with distance/time, right.
mass doesn't seem to change anything. Neither scripted setMass, nor filling the pylons with payload.
Geo LOD mass?
`class otherTest :ammo_ShipCannon_120mm_mine
{
class EventHandlers {
class otherTest {
//init = "systemChat format ['init ammo EH output: %1 [time: %2]', _this, time]";
fired = "systemChat format ['fired ammo EH output: %1 [time: %2]', _this, time]";
ammoHit = "systemChat format ['ammoHit EH output: %1 [time: %2]', _this, time]";
};
};
};` Still can't get ammoHit to run, tried multiple ammo with different simulation types all to no avail. Am I missing something still?
class CfgAmmo
{
class GrenadeBase;
class G_40mm_HE: GrenadeBase
{
class EventHandlers
{
//init = "systemChat format ['init ammo EH output: %1 [time: %2]', _this, time]";
fired = "systemChat format ['fired ammo EH output: %1 [time: %2]', _this, time]";
AmmoHit = "systemChat format ['ammoHit EH output: %1 [time: %2]', _this, time]";
};
};
};``` this is literally what's worked for me 🤷♂️
I tried inheriting from G_40mm_HE still didn't work. I'll use it as it is and see
Thanks
changing model didn't seem to change the things, though. What's the chance of Caesar having the same GeoLOD mass as F/A-181?
True, counts out any p3d influence
inb4 the CUP A-10 doesn't turn as good as vanilla planes because Tweaked: Jets can now perform sharper turns from Jets update changelog https://dev.arma3.com/post/spotrep-00067 only affects new flight model 🤣
No joy, this is weird. I may have to look for an entirely different method to run a function on impact.
It turns fine with a player in control. Although it does lose speed pretty fast, so I wondered if the AI was waiting for the speed to rebuild after turning for a few seconds.
They do actually turn a lot quicker if you give it the same draconicForceYCoef as the vanilla plane, but it's still not smooth.
What's the difference in between StaticWeapon class and StaticMGWeapon class ?
Nothing much other than slightly different turret definitions + icon + threat values vs. the AI.
Static MGs are more dangerous vs. infantry and aircraft compared to the regular static weapon class (threat[]={0.8,0.3,0.6})
It uses the iconStaticMG icon.
MainTurret has optics = 1.
hmm, i see, thank you very much 🙂
Hello does someone know where the A3 Vanilla config for Groups is located ?
CfgGroups
What in the config is making a turret targetable by AG missile ?
nevermind i found it, its in data_f
irTarget = 1
there must be something else. I can't target the turret or see it on radar
my turret config is SQF radartype=2; radarTarget=1; radarTargetSize=0.89999998; visualTarget=1; visualTargetSize=1.2; irTarget=1; irTargetSize=0.5;
Works just fine for me. I turned the vanila M2 HMG into a lockable target with irTarget = 1 and I was able to lock on via infrared using Skalpel ATGMs + DAGRs:
https://i.imgur.com/fMsuJJD.png
https://i.imgur.com/4NTAjfS.png
Maybe your turret is not 'hot' enough so your munition isn't able to lock. Try making the turret fire off a few shots first so that it heats up.
As for not being able to see it on radar, that's normal. Unless the turret is emitting radiation or it's placed above 200 metres ATL, ground targets don't show up on radar.
There must be something wrong. I just figured out i can only detect and target the turret when i'm above 10m with a jet, that's not normal it's not doing it with the Praetorian.
I keep checking the config of the praetorian, but i can't figure out what i'm doing wrong
How do I make a weapon config able to select any target on the sensor display?
When I test out my custom weapon, I can only select a target if I am pointing the camera directly at it, which is hard for anything beyond visual range (an issue for an AWACS); however, when I added the vanilla fighter jet guns to test, I could select anything on my radar screen.
Custom weapon config, sort of a blend between the car horn and the laser marker:
author = "brendob47";
ballisticsComputer = 16;
canLock = 1;
cursor = "";
cursorAim = "";
displayName = "Target Cursor";
enableAttack = 0;
//Laser = 1;
optics = 0;
reloadTime = 0;
scope = 1;
//type = 0;
type = 65536;//Default, CannonCore
};```
Also, any idea why the slingload operator in the Mi-290 will have their head track the copilot's camera if a weapon is assigned to the Loadmaster turret?
usePip = 2;
How are you detecting the Praetorian? Are you flying as an enemy or an allied jet? Are you sure you're not mixing up which one of your jet's sensors are acquiring the Praetorian? Keep in mind that the Praetorian has data link enabled by default so if you're an ally then you will still be able to "see" its location on your SENSORS panel since it's relaying its position to you.
If you're an enemy, you shouldn't be able to see it unless:
- the Praetorian has its radar switched on and your Passive Radar can pick up its emissions (this is enabled by default unless you set the Praetorian's EMCOM to 'Off' in the editor)
- you fly close enough so that your Infrared Sensor and/or Visual Sensor is within range and you acquire the Praetorian via those two sensors instead of radar
- you fly low enough so that your jet's active radar is no longer obscured by the terrain height/ground clutter
The same caveats apply to your custom modded turret. If you have no way of detecting its electronic or thermal signature then you can't lock onto the turret even if you know where it is.
I have really bizarre bug going right now. After I add CBA_Extended_EventHandlers to required addons (for keybinding), my custom animations gets replaced with something else for some reason. the gesturestate reports it's playing my animation, but certainly is not. It only happens when I add the CBA_Extended_EventHandlers to the required addons.
First time ever I encountered anything like that.
something in the inheritance tree changes maybe
Now the Gesture state reports the name of the actual animation that is playing, with is not my animation.
Sanity check, so you mean your animation is somewhat broken after you put an unrelated config?
When I run this
player playaction "taro_TopOff_shotgun_standing_start";
It actually plays "gesture_gm_reload_sg542_stand" animation. The bizarre part is that it only happens when I add CBA_Extended_EventHandlers to required addons, without it in my config it works fine.
Try to remove AnimDataCache folder in your profile and try again
Now i can target the turret with certain types of missiles. Anybody knows how to make a turret appear on radar ? The is something i don't understand, the Praetorian has exactly the same config with the spartan but only the praetorin shows up on radar, why ?
needs to be emitting radiation
Worked!
I see the position of the praetorian on radar even when i'm ennemy. I'm always seeing it
Because its active radar is on. Disable the Praetorian's radar via EMCON and you will no longer see it on your passive radar.
Unless you fly close enough to detect it with your Infrared Sensor/Visual Sensor, it won't show up on radar.
See below:
EMCON - radar always active
https://i.imgur.com/Rr1Otii.png
EMCON - radar forced off
https://i.imgur.com/bRih9Fn.png
Thank you very much, i added a active radar to my turret, i can now see it on radar
I'm sure this is a simple question, but I've suddenly started having problems with something;
How do I prevent gear from having side encoding? I keep running into uniforms being not usable in the configs of other sides, so if I want a faction that is in multiple sides, it won't let them wear the uniforms on anything other than the original side
you would have to create new items with set factions you want
clarification, they are new unfirom items. Under weapons, I start from Uniform_Base, but under vehicle, I start with B_Soldier_base_F, because that's where like, every tutorial starts
Can I undo the side, or do I need to create a new Base soldier to create neutral uniforms?
you can redefine any paramterer in child classes
Sure, but is there a null side option?
can side be an array?
yes
or at least I think it can 🤔
or maybe im thinking something else
buut like now that I think of it you would just want all your stuff to be 1 side right
all the uniforms all the gear should be say blufor
even if they look opfor gear
I don't want them to be any side. I have a couple of factions that are "multiside" depending on how the players want to deal with them, so I want the uniforms to show up on another side
some uniforms work
and some don't
but my method doesn't change
So I'm trying to figure out how to just prevent it from happening
IIRC the hunter's clothes in vanilla are multi-side (reb/civ) so you can check those.
Using that in the loadmaster turret fixed his issue, but I still have the issue of being unable to select targets. How can I make the custom weapon able to select known targets? I've noticed that if I add something like the Jets DLC Fighter 20mm weapon to any turret, all crew members can select a target, but I can't find anything special in that config (vs class Default) which specifies this.
I'm also trying to figure out which PBO defines the Default and CannonCore weapons but I'm having trouble finding it.
assuming you've extracted the game pbos via arma3p, wingrep is your friend. it will rapidly scan ALL config.cpps looking for class cannonCore (eg), that config will tell you via it's cfgpatches the addon name for imterest's sake, but wingrep already displays the the class inheritence anyway
if you just want to browse configs I recommend getting a all in one config dump file too
I found where Default is defined - it's in A3 (in your actual game files not the unpacked P Drive via Mikeros tools or whatever) > Dta > bin.pbo > config.bin > convert to cpp
its very nifty when you can just search and cross reference through one file
yea all the configs are in the game files
how do i add these features into my vehicle? gunnerOpticsmodel seems to only change the recticle
set the unitInfoType
those can also be turret optics layer
stuff done through class MFD
or turretInfoType
and well it is part of the above mentioned unitInfoType system
got it, thanks
Figured out that in order to be able to designate targets that you are not directly pointing at, a magazine must be defined in the weapon's magazines[] class, and I have set the weapon's magazine to FakeMagazine. While this functionally solves the problem, there is one cosmetic issue left, and that's the ammo count. Is there any way to remove/hide the ammo indicator via weapon/magazine config and not the unitInfoType (since there are other weapons like CM, laser pointers, etc. on the helicopter)? This looks similar to the situation with the SOG:PF vehicle horns with their ammo indicator.
In theory, I could just not assign a magazine in the unit class, but then the info bar shows up as red which is distracting and suggests incorrect information about the severity of the condition.
Pretty sure I already know the answer but in case I've missed something does anyone know if there is a way to set a delay in how long it takes to switch between different muzzles on a weapon? Or is it always instantaneous?
Any idea what the error "No entry '.model'" would mean?
I'm pretty sure it is always instant.
Not possible through weapon/magazine
Is it possible to make a part of a structure have an inventory? Like a closet door be the inventory point. Is that a memory point or do I call out that part of the model like you would for a door?
supplyRadius = 3;```
what controls if the turn in/turn out option appears? I have a turret where ur always turned in but the option shows up
having both gunneraction and gunnerinaction plays a part I recall
Ah okay, ill peep, the parent class is the version of the vehicle where there is a turned out, and the child class is the remote controlled weapon version, so I guess ill try using the delete keyword?
no set them empty gunneraction = ""
etc
will try
I had forceHideGunner = 0; so once I removed that the action went away.
not sure why I added it in the first place, didnt seem to effect anything 
Nevermind, fixed it. Turns out I'm an utter twonk.
Anybody else get this error? The : is there but I am confused.
Post your config
After class characters_F , missing ;
Ah background
dr
hello there, i'm trying to add a new explosive to the arsenal but it keeps replacing the m112 demo charge and the satchell charge
here's the config i use
i mean it still works but losing 2 charge to use a new one is not a good result XD
You are overriding the vanilla Explosive Satchel/Explosive Charge muzzles with your own:
muzzles[]=
{
"KawaCrackersMuzzle",
};
Use the append operator (+=) as opposed to assignment (=) so that you don't override vanilla muzzles:
https://community.bistudio.com/wiki/Operators#Config_Operators
muzzles[]+=
{
"KawaCrackersMuzzle"
};
Also, there's no need for the extra comma after your classname in the array.
it works !
Trying to change the horizon / horizonObject of a map in description.ext for a mission but its not working, any help is appreciated.
{
class Any
{
class Weather
{
class Overcast
{
class Weather1
{
horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
};
class Weather7
{
horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
};
class Weather2
{
horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
};
class Weather3
{
horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
};
class Weather4
{
horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
};
class Weather5
{
horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
};
class Weather6
{
horizon="A3\Map_Stratis\Data\sky_clear_horizont_sky.paa";
};
};
};
horizontObject="A3\Map_Stratis\data\horizon.p3d";
};
};```
im pretty sure you cant change those on mission
theres very little you can do on mission level
most things need a mod
and cfgworlds dont have "class Any" anyway
you are kinda way off with this
it does in desc.ext, though
does it do anything?
https://community.bistudio.com/wiki/Description.ext#CfgWorlds
Could be used to override the following properties used on mission loading: author, description, pictureMap, pictureShot, loadingTexts[]. If a specific world name given as a subclass, override will happen only when this world is loading. If subclass with name Any is used, then aforementioned properties would be overridden for any world that is loading.
coundn't say better myself 🧠
ok so it only affects the listed things
Says could so I thought it was a use case as an example with those values but I guess not lol
Thx anyways I'll figure something out or just use a different map
I have an issue with a cap I'm adding, specifically the Insignia slot isn't working on it. I've included the selection in the model.cfg too. I've done this a few times though this is the first time I've had this issue. Any help is greatly appreciated 👌
Hey peeps, what would be the reason behind the fact that my commanderview is not working at all? It looks like the optics model and the commanderview memorypoint are absent in the p3d, while clearly being there and in the config too. Vehicle it's an IFV whose baseclass is tank_F. https://pastebin.com/ghhMuddR Here is the config
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
And some visual
im fairly sure insignia dont work in headgear
I forgot to delete it, found that out! Cheers anyways Mr.Goat
👍
no need to delete
but if you do figure it out on your own its always useful to edit the answer after the original question
someone else might look for same info later
Gottcha, I'll keep that in mind for my unavoidable next issue
Also this is not relevant but I thought I'd ask, I've been given permission to edit a weapon model to add a wrap around it. Can I simply just add the wrap to the model or do weapons need additional weighting ?
dont need weighting unless you wrap it on a moving part and it needs to move with it
So if it is just around the stock I don't need to do anything extra?
correct
Lovely, thanks again Mr.Goat
Understood what it was: it was forcehidegunner=1
Since i need to avoid the commander to turning out, what solution may i need?
do you have any of the internal view lods present?
viewpilot/viewgunner?
commander I assume is a turret so it would use viewgunner by default
yes i do have view cargo/pilot and gunner
Yes it is
It's weird that with drivers and gunners "forcehidedriver/gunnerr=1" works with no issues. As soon as i use it for the commander, it starst the issues, issue that seems to have the commander turned out permanently in its person turret action
@still muskyou * might* need requiredaddons for the effects to happen.
not sure i understand, requiredaddons inside the description.ext? what would that look like
aaaaaaaaaaaaaaaaaaaaaaaaaaaaarg ignore an idiot
lol no worries, i got it to work by just extending the map i use and changing some config values
just not in the description.ext
in my mod
luvly
Wanting to verify some of my edits pertaining to cfgMovesFatigue aimprecisionspeedcoef
This value (how I understand it) affects the rate at which a unit's weapon sway changes to match the current animation (so you can have high sway after sprinting transition into low sway at a standstill), and the default value is 5.
What modification of this value would make the transitions quick/near-instant? Currently, I have my custom cfgMovesFatigue class with that param set to 0, but it seems like the units sway too much. Am I supposed to set it really high instead since the name is speed coef? If 0 is what I do want, I think I know why I'm seeing the effects I am, but some confirmation would be nice since there aren't too many Google results, and a couple of them conflict.
Also, is there a way to adjust/remove the maximum load limit in a not global way that doesn't use event handlers?
I got a problem where my civilian unit in my custom faction has a set custom hat. In Eden he has the hat on but when I play test the hat changes to different hats. Would this be because it is pulling from the original class I am reskinning?
Hello, can someone please explain this to me?
All the mass of the vehicle must be "carried" by the sprung mass values, means: The sum of sprungMass values for all Wheels must be equal to the vehicle's weight.
I can not find a "weight" paramenter in the vehicle config. Is the "weight" the sum of the mass of all the geometryLOD components?
If so, I assume I need to substract the weight of the wheels before I start calculating the necessary mass per wheel for sprungMass?
the Test_Car_01 from Samples seems to have 1090 total mass, wheels of 20 mass each, sprungMass of 350/190 per forward/rear wheel, totaling at 1080 sprung mass. So the answer to your question seems to be: 
Test_Tank_01: 41500 total mass, no separate wheel components, sprungMass of 12 wheels with 4000 + 4 wheels with 1500, totaling at 54000
fun
Yeah I have no fucking clue
well, my assumption would be that sprungMass is "how much load on the wheel it takes for the spring to have no droop or compression from the neutral point"
The samples are useless sadly
total of all wheels SprungMass should equal the Geometry LOD mass
I have no clue, it is impossible to diagnose issues I feel
For tankx, using sprungMass = -1; often works well too.
Yeah I am using tankX. Maybe it isn´t even related, but albeit I have everything centered correctly hopefully my vehicle still swerves a bit to the left from time to time, especially when accelerating and breaking
I thought it would be faulty mass distribution on the wheels but maybe not
There are many different factors that can cause that to happen.
Yeah 
I just don´t know what to use to help me pinpoint the issue
There´s no point spamming the discord for every little thing
8spd gearboxes work.JUst made a 8sp for the BMW M5 from aka mods.used all factory ratios. works nice.Alil tweak to the torque curve was needed to stop the gearbox from slipping from 7th to 8th gear too early.👍🏻
inb4 diag build of the game and Physx diagnostic output
But as an example, if you have a Geometry LOD mass of 15,000kg (15 tonnes), and you have made sure that the centre of gravity is roughly centred on the vehicle, then with 12 weight bearing wheels, set sprungMass = 1250; (15000/12).
Well done Steve, good to know
Did you also set-up the correct differentialType or find any problems with handling. I think the M5 was originally rear wheel drive but is now 4-wheel?
yeas m8, rear RWD LSD. i think the competizione is still RWD. unsure about AWD BMW 5 series.
This is what is kinda bugging me actually. The origin of the GeometryLOD is centered, but whenever I pick the vehicle in Eden, it seems to be offset to the side.
I have modelled many things for Arma already, and have never faced this issue before.
Actually, are the sprocket and idling wheels considered load bearing? 🤔
i actually tricked the gearbox changing speeds and slip/friction graph a lil and it would go at tiny bit sideways when changing from 1st to 2nd like irl ..:)Changed it now but i think i might revert back..:)
well, for what i see without the game or assets at hand is: B_MRAP_01_F mass is mentioned to be 8306.63 at https://community.bistudio.com/wiki/getMass. And all wheels do have sprungMass=2066; in the old 2.15 config dump i have here, totaling at 8264. So i'm still kinda doubtful about the "total sprungMass should equal model mass". I'll probably test further when i get home
Apollo speaks from experience.
I'm sure there are some room for variation to make vehicles behave differently.
But having seen Apollo set up the sogpf vehicles and much more, the advice is solid.
doesn't mean i shouldn't bash my head for some personal experience, though
I'm not quite sure I understand your concerns though about whether sprungMass is related to Geo LOD mass. The difference between 8306 and 8264kg?
Weight of fuel? Whatever, it's unlikely to have a noticeable difference on the suspension simulation.
i'm just (once again) surprised by wiki/sample's absolute language of "must be equal" contradicting what's actually present in-game. And i want to understand the physical meaning, if you will, of sprungMass out of sheer curiosity 
Is there any reason why the idling and sprocket wheels are always named L1 / L9 and R1 / R9, even in cases when the vehicle has fewer than 9 overall wheels? Or it does not matter what naming convention is used?
always? I only see L8 skipped on MBT_01, though
Probably just a failsafe so they don't accidentally inherit suspension animations
so my tank is causing this issue where it tilts up high when braking. i seem to cant find which part of the physx deals with this?
perhaps your physX wheels are not right size (wheel bound point mismatch between config and model?)
or perhaps your mass center for geometry is at odd position
doesnt look like the first one, i use the distribute mass to selected option using alwarrens blender tool for the geometry. could it be that perhaps theres too much weight on the barrel for that?
Peeps, i got this issue with my custom vehicle: usti hlavne from the coax mg seems to be used for the main gun too, and additionaly, the mg coax effect get triggered when the main gun fires too. I hate modding this game https://imgur.com/a/jPE0Xn2
https://pastebin.com/ghhMuddR config is still this
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Wasn´t there perhaps a penny on the ground? 
You can't use a selectionFireAnim when you have a main weapon and a coaxial weapon.
So set selectionFireAnim = ""; and use reload animation source to hide muzzle flashes manually in model.cfg.
selectionFireAnim = "";//[was zasleh1] it is defined like this in the config, and muzzleflashes are hidden through model cfg animations
I think the issue is theyre both using shotBullet sim
for both the cannon and coax
so the cannon is using memorypointGun
And in your class AnimationSources, you have two different sets of sources set up for the two weapons?
Yes sir, recoil source for the 2cm gun, reload for the mg34
Is the issue muzzle flash or that they fire together, or a particle effect, or something else?
Might definitely be this since this has never happened with tank cannons
gunBeg = "usti_hlavne"; // main gun
gunEnd = "konec_hlavne"; // main gun
selectionFireAnim = ""; // due to coaxial, manually hiding muzzle flash with animation```
Issue is that the particle effect of the mg34 get triggered too when the 2cm main gun fires, and the 2cm main gun ustihlavne does not get used, but the mg34 ustihlavne1 get used in favour of it, so main gun and mg fire from the same spot
and it is like that in my config yep
is/was adding 4 extra components that contain most of the mass on model's ends (or corners) a recommended thing for controlling center of gravity position?
What's the code look like for the weapons then?
Yeah
but leave each component with a few kg
cfg weapons is also present in the vehicle config i posted on pastebin here https://pastebin.com/ghhMuddR
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I think I normally go something like 70% on the artificial weights
but don't include them in the Component naming
To save me reading all 8 million lines, what are the two class names of the weapons involved?
Oh yes, SPE_MG34_coax and TNO_2cm_kwk54
There's no weapon definition for SPE_MG34_coax that I can see in the code
Ohh, hello. Anyone ever fix the leight opfor pack configs?
SPE prefix sounds kinda familiar
spearhead?
Yes it's spearhead mg34 coaxial machinegun and a custom 2cm gun which inherits from spe's antiaircannon_base
So for your main gun you have these particle effects set-up using the highlighted memory points
Yes
But what does the SPE_MG34_coax use? They obviously have to be different and the memory points placed in your p3d
Mmh that i'm not sure, since there is no particle effect definition for the SPE_MG34_coax that i can see in the AiO config, but if i am correct, it might just use usti hlavne and konec hlavne mem points from the SPE_MLMG_base baseclass. Usti hlavne1 and konec hlavne1 are the ones defined in my config which seems to work when firing the mg34 coax only.
As always, look at it in game config viewer. You can search for the class name and find the gunparticle effects
Roger that, doing it rn
Machine gun cloud seems to be the only particle effect it has, which is defined in the kulas mempoint that i added too in my mempoints lod and it works in game
So, i think i found the particle effect problem: my 2cm gun has machinegun cloud effect for usti hlavne1 and konec hlavne1 mem points...
Yep, so gun particles effect has been fixed
For this issue, i think it must be what kerc said.
stabilizedInAxes = 4 has a question mark
but it says #define StabilizedInAxesXYZ 4 beneath it
so like what exactly does it do
Where does it say that?
@regal gate can you explain this piece of missing information?????111
four seems to be acceptable value
lmao real
Stabilises in 3 axis; X, Y and Z, so probably stabilises motion of target moving to/from turret. (unconfirmed)
yeah that would make sense tbh
rn im trying to fix this turret being unstabilized after the line for stabilizing it has been here lmao
and i stumbled across that
there seems to exist like couple vanilla classes with stabilizedInAxes=4; B_Boat_Armed_01_minigun_F/B_SDV_01_F
and it seems to stabilize the roll
ah yes, roll makes most sense
who up editing the wiki
(someone should totally add that info it would be pretty useful tbh)
I can, I just need to know what to write
and back to the topic of sprungMass - proper values indeed seem to result in suspension being in "neutral"/modelled position. B_MRAP_01_F with unchanged sprungMass on its wheels sits roughly 0.16 meters above suspension bottoming out. After mrap setMass (8864); (4*2066 for sprungMass of all wheels + 4*150 for the wheels themselves) it sits 0.15 meters above suspension bottoming out, almost exactly at neutral height. With sprungMass=0; on all wheels and with doubled mass it equally compresses the springs by roughly 0.1 meter, which also matches the calculation of springStrength; I hereby pronounce this case closed 
maybe put suspected to stabilize the roll because im not sure we're 100% on it but it seems like a logical explanation
yep, that's what I'll do - thanks
np, but thank artemoz lol he figured it out im just sayin what he said
if anyone could take a look at this and maybe help deduce with me why stabilization refuses to enable even with the code, that would be super helpful.
(this is a .hpp file that is included within the config.cpp)
i mean, that what it looked like when i've taken B_SDV_01_F, parked it with its side to the waves and switched the seats couple of times. Not exactly what i'd call the most scientific test ever
@frail grotto thanks--
@ashen chasm thanks++
😁
j/k, thanks to everyone involved 😉
You don't want to use hiddenSelections to hide things btw
attach_pylons . . . just guessing of course
i'd say maybe try stabilizedInAxes=3; or 7
Alright I’ll try that thx
There’s 3 variants all with different sets of cannons
and it’s all on one model
(this thing was made a long time ago)
You should use hide animations
huh, never heard of doing that tbh
i can bring it up with the people who know more about p3ds than me lol i just do materials/textures
and dabble in config
a bit of better (?) testing. Screenshot 1: B_MRAP_01_gmg_F on sideways slope. Screenshot 2: gunner view with stabilizedInAxes=3;. Screenshot 3: same view with stabilizedInAxes=4;
7 doesnt't do anything, so no combining with XY stabilization.
So... maybe "aligns gunner view roll with the horizon" or something could be an accurate wording 
elevation and traverse are not stabilized with 4 
and it feels mildly broken, tbh. Like vehicle body position not making sense when rotating the turret. Or being able to hang the grenade in the air and let it drop right under the MRAP when aiming fully down 🤣
IIRC four includes two of the "lower" values of stabilization but not one of them. Which axis does it not have? I dont remember
Can someone please tell me which LOD controls the location of the suspension? Just for the sake of testing I create a Geometry and Geometry PhysX LOD consisting of a single centered cube, but for whatever reason the location of my suspension is still scuffed.
The only LOD that is not symmetrical is the visual LOD, since, well, it obviously can not be symmetrical when it comes to mass / surface.
The only explanation I can give myself is that the game is using the visual LOD to calculate the center of mass, for whatever reason that makes no sense whatsoever
inb4 every single wheel axis points the same way and the suspension is located at the left side of each wheel 🤔
maybe try Memory LOD
thnak ouy! ❤️
🤔
I mean, I did copy paste the axes for both sides
are they all named right?
yeah
I will try flipping the axes on the right
Long shot, but I am ready to kill myself anyway
It did actually help

fucking game
when i check vanilla MBT_01 all wheel axes seem to be single-points 🤔 Purple marker - selectionPosition in "AveragePoint" mode, yellow marker - in "FirstPoint" mode.
Yeah it bugged me as well, but whenever I used single points as axes previously I would get error logs in the .rpt
I mean, it is still fucked, but at least it is fucked straight, and isn´t also drooping over to one side 
drooping typically means something is off center in my experience
though one time I was making a bike in Arma2 and could not figure out why it kept leaning
front wheels overloaded to hell
turned out it was one of my edit lods i had stored just temporary parts in that changed the whole models bound box and somhow skewed the center
now that I think of it, it was probably some sort of autocenter shenanningan
also, why doesn't my diag exe show suspension diag for tanks 
because I changed mine to carX to make it show it 
it only seems to work for wheeled, not tracked
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/TBD_MTLB.memoryPointTrackBLL'
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/TBD_MTLB.memoryPointTrackFRL'
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/TBD_MTLB.memoryPointTrackBRL'
Warning Message: '/' is not a value```
Warning Message: No entry 'bin\config.bin/CfgVehicles/TBD_MTLB.terrainCoef'
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/TBD_MTLB.damperSize'
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/TBD_MTLB.damperForce'
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/TBD_MTLB.damperDamping'
Warning Message: '/' is not a value
Warning Message: No entry 'bin\config.bin/CfgVehicles/TBD_MTLB.holdOffroadFormation'
Warning Message: '/' is not a value```
Could also be any of this tbf, no idea 
Do the memoryPointTracksXXX refer to these?
I dont understand why is it complaining, I checked multiple vehicles and they are all defined the same way as I have it
no the mentioned entry is the exact one that its not finding
either by you not defining it or your inhteritance parents not having it to pass down
how the no entry error is read
@lean bloomplain and simple you are not using the correct inheritence.
it´s just that I checked the cfgVehicles of multiple other vehicles, and none of them have said parameters (memoryPointTrackFLL) defined 
They are for carx, not tankx.
Check if they exist in your modded vehicle using the in-game config viewer, then work out how they got there.
They do not exist, and my vehicle is tankX, which is why it is bugging me out.
Unless it is not enough to define tankX in physX.hpp, and it needs to be defined somewhere else as well.
its all same config
hpp files are just a way to organise the whole config into different files for easier reading
the include command injects them into the main config.cpp
The config is basically almost purely inheritance
{
class All{};
class AllVehicles: All
{
class NewTurret;
class CargoTurret;
};
class Land: AllVehicles{};
class LandVehicle: Land{};
class Tank: LandVehicle{};
class Tank_F: Tank
{
class HitPoints;
class Turrets;
};
class APC_Tracked_01_base_F: Tank_F
{
class Sounds
{
class Idle_ext;
class IdleThrust;
class Idle_int;
class IdleThrust_int;
};
class AnimationSources;
class HitPoints: HitPoints
{
class HitEngine;
class HitFuel;
class HitHull;
class HitLTrack;
class HitRTrack;
};
class Turrets: Turrets
{
class MainTurret;
};
class MFD
{
class MFD_Gunner_Main_Armament_Ammo_Type
{
class Draw
{
class Main_Armament_Ammo_Type_1;
};
};
};
class EventHandlers;
};
class TBD_MTLB: APC_Tracked_01_base_F {
};
I have taken it off of a similar vehicle
class TBD_MTLB is NOT using the correct inheritence. you cannot get more simple than that.
the error messages you are recieving always point to that singular fact.
you have to look further up the class tree to find when/where those variables are defined
the splendid config viewer will tell you, or any relevant config.cpp
i cannot find APC_Tracked_01_base_F in the bis configs. the fact that TBD_MTLB is full upper case is an indication that the author doesn't know what he's doing
Can someone maybe give me an insight what actually defines weapon attachments to show up, for some of my weapons the deactivation worked fine, others dont
It's a valid BI class
@lean bloomsomething else is in the soup here. have you looked at the error messages just before the ones you posted?
Hmmm, could be.
I cant check it anymore because I alt F4'ed it and went to bed after 5 hours of frustration 
welcome to hell
Tho I think I added some missing arrays into the config of the individual wheels, and I think the errors werent in the rpt anymore
Should have stuck to towed shit
nah. you get used to this and your workflow does improve
don't let these speed bumps deter you.
Speaking of speed bumps, I have a question about inheritance as well
Despite looking at the wiki on inheritence and looking at any examples, i cannot get it to work. all im trying to do is add new ammo to a weapon that exists in another pbo
you create a class TREE. The tree contains ONLY classes.
class thingy;
is the tree containing one item
class thingy
{
class inside;
}:
is also a tree, that declares inner classes.
the above is all there is to it.
the moment you say
var= anything; it's NOT a tree
So in terms of this being within the CfgWeapon tree, and the weapon I want to alter is “Gun1”
it' gets a tad more complex if thingy has inheritence:
class whatsit;
class thingy:whatsit
{
class inside;
};
preferably you want to alter a copy of it. not the bis class itself
Well I’m trying to overwrite it essentially
never a good idea to alter the game itself. others won't use your mod
It’s in a mod, not arma itself
Well we have a gun in our mod that only has one ammo type, so I’m trying to adjust it in my own pbo to add new ammo since we don’t touch that pbo anymore
{
class tag_newWeapon_pbo_name
{
name = "newWeapon_pbo_name";
author = "author name";
units[] = {};
weapons[] = {"tag_myNewWeapon"};
magazines[] = {};
ammo[] = {};
requiredVersion = 0.1;
requiredAddons[] =
{
"existingWeapon_cfgPatch_name"
};
};
};
class CfgWeapons
{
class existingWeapon;
class tag_myNewWeapon: existingWeapon
{
displayName = "My New Weapon";
scope = 2;
scopeArsenal = 2;
magazines[] +=
{
"existing_mag",
"new_mag"
};
};
};```
Not checked, just off top of head.
Yeah I’m not trying to be sketchy lol, it’s just balancing an old asset
and magazines[]+= is a better option.
because you don't kwn when bis might change the base loadout.
done
Well this is what I have
Cuz that’s what I was originally told was all I had to do, and then I’ve just been so confused
if you deliberately don't want bi's mags. fine
Yeah these are modded
+= if you want to keep bis mags too. = if you don''t
Wasn’t sure if I could ask modded arma questions in here, but I’m just so lost on the process
So with this, I need to make a whole extra entry tree with the pbo name that contains the class I’m trying to overwrite, with the weapon inside that new tree?
paste yr current config
is dtassault yours?
Not within my pbo, but another pbo in the mod I work with
you need THAT addon as a requiredaddon
It is
it must load before yours does
Yeah my pbo class is at the end of the add on order
then there's no problem?
So here’s the problem I’m getting
When I have it just those, it says I have no inheritance class
But when I add the class name above that, it says it’s a duplicate
what says 'no inheritence' ?
Pbo project
can;'t go further with the tiny paste you gave
Post your entire config, that's the best way to describe anything
Once I’m home I can do that
is it possible to change livonia's lighting? It seems like my mod should work as livonia's icon has changed in the menu, yet the lighting remains the same
it is possible.
interesting
most likely your mod dont load in right order
if your required addons array in cfgPatches dont have vanilla loadorder as requirement
i currently have "A3_Data_F_Enoch" as my required addons
is there a link to that anywhere?
i am not running the optional dlc
Experienced guess.
is there a way to make a mod that is singleplayer only work in MP? I'm hosting my own server and trying to get a mod working but it doesnt seem to work for me no matter what I do
What is the Mod/what kind of you mean
I'm trying to get a trainer I downloaded to work on my own private server and the instructions said that I could remove two lines of code and it would work but I can't track down which two lines I need to remove
Its the Arma 3 Trainer and Enhancer 2.0
what is "weaponinfotype" on scopes? can't really find anything that specifically says what it is
What instructions
IIRC it defines the "UI" part of 2D scope
hmm, thanks!
there was a thread on the mod download link that said all i had to do was remove two lines of code and the mod would work on a server but i can't for the life of me figure out what those lines are
Link please
Hello Everyone In the last 20 days I was working on new mod, and I call it Arma 3 Trainer and Enhancer 2.0. I need your help to test this trainer before I publish it. My mind and heart are open to any criticism or suggestions.One thing I want you to know: I did not make this trainer to ruin the g...
point 3
This is not an instruction but "I don't want to support it"
ok if i tossed it in my server mod folder and made it a mandatory mod would that work?
I don't think so?
class B_PTNI_APC_01_GUN_F: PTNI_APC_01_base_F /// some class that is going to be visible in editor
{
scope = 2; /// makes the car visible in editor
scopeCurator=2; // scope 2 means it's available in Zeus mode (0 means hidden)
displayName = "APS-3 Anoa (RCWS)";
crew = "PTNI_Crewman_Malvinas"; /// we need someone to fit into the car
side = 1; /// civilian car should be on civilian side
faction = ptni_faction; /// and with civilian faction
editorPreview = "\ptni_units\Data\EditorPreviews\B_PTNI_APC_01_F.jpg";
class Turrets: Turrets
{
class MainTurret: MainTurret
{
disableSoundAttenuation = 1;
gunnerLeftHandAnimName = "otocHlaven";
gunnerRightHandAnimName = "otocHlaven";
gunnerLeftLegAnimName = "OtocVez";
gunnerRightLegAnimName = "OtocVez";
body = "mainTurret";
gun = "mainGun";
animationSourceBody = "mainTurret";
animationSourceGun = "mainGun";
minElev = -10;
maxElev = 40;
soundServo[] = {"A3\sounds_f\dummysound",9.999998e-07,1.0};
gunnerAction = "gunner_lsv_02";
gunnerCompartments = "Compartment1";
ejectDeadGunner = 0;
castGunnerShadow = 1;
stabilizedInAxes = 0;
//coaxial
memoryPointGun = "muzzle_beg";
selectionFireAnim = "zasleh2";
//main gun
gunBeg = "muzzle_beg";
gunEnd = "muzzle_end";
weapons[] = {"HMG_127","GMG_40mm","SmokeLauncher"};
magazines[] = {"200Rnd_127x99_mag_Tracer_Red","200Rnd_127x99_mag_Tracer_Red","200Rnd_127x99_mag_Tracer_Red","200Rnd_127x99_mag_Tracer_Red","96Rnd_40mm_G_belt","96Rnd_40mm_G_belt","SmokeLauncherMag"};
memoryPointGunnerOptics = "gunnerview";
optics = 0;
gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F";
memoryPointsGetInGunner = "pos commander";
memoryPointsGetInGunnerDir = "pos commander dir";
// FCS
turretInfoType = "RscOptics_APC_Tracked_01_gunner";
discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500};
discreteDistanceInitIndex = 2;
class ViewOptics: ViewOptics
{
minFov = 0.25;
maxFov = 1.25;
initFov = 0.75;
};
class ViewGunner: ViewGunner{};
commanding = -2;
primaryGunner = 1;
};
smokeLauncherGrenadeCount = 6;
smokeLauncherVelocity = 14;
smokeLauncherOnTurret = 1;
smokeLauncherAngle = 120;
};
};```
what seems to be causing my smoke launchers to not appear in game?
the magazine info are visible in game, in makes a sound when used, but the smokes (nor the props) dont show up
What could be causing my left side wheels to spin faster than my right side wheels? I assume it is causing the vehicle to keep swerving to the right.
It is also the exact opposite of what is happening when I start accelerating from a stationary position. Then the left side wheels actually start moving at a negative velocity for a brief period of time, as opposed to the right side wheels which seem to accelerate correctly.
So now when I start moving my vehicle it is first swerving to the left, and when it reaches max speed it keeps swerving to the right 🤔
wut intensifies
All the memory points for wheel axes and boundaries have the same Z values
i'm being silly
you seem to have smokeLauncherGrenadeCount and such inside the Turret class, and vanilla config dump (or sample) seem to have those directly in the vehicle class?
do submunitioncount and the count in conetype do the same thing or different
i only see submunitionCount=1; used in the config dumps i have here. And only 4 mentions in the entire dump 
related doc at https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit doesn't mention that property at all
inb4 that's old deprecated style of defining submunitions or something
it seems there is literally 0 ammo classes in the vanilla game that have both "submunitionCount" and "submunitionConeType" defined
ya, i binned of subcount for now, gonna see if that does anything
yeha that coding might be a deprecated one, and they lumped it into the conetype
this crap is fucked beyond repair...
If you'd like me to try fixing it for you, DM me all the files needed to build it
Hi. Does anyone know how to add the co-pilot the ability to stabilize the camera with CTRL+T? Example - UAV.
^ what is wrong with them?
got an interesting error on my config for a weapons EH. basically just trying to return the impact point into a script
class EventHandlers: EventHandlers
{
fired = "_projectile addEventHandler ['Deleted', {params ['_projectile'];private _pos = getPosASL _projectile;['sc_scripts_orbitalStrike', [_pos, 200]] call CBA_fnc_globalEvent;};}];";
};
};
always get a generic error
fired = "
_projectile addEventHandler ['Deleted',{
params ['_projectile'];
private _pos = getPosASL _projectile;
['sc_scripts_orbitalStrike', [_pos, 200]] call CBA_fnc_globalEvent;
};
}
];";```
- _projectile is undefined
- mismatched bracket
- just use `deleted = `EH?
something like this then?
deleted = "private _pos = getPosASL _projectile;
['sc_scripts_orbitalStrike', [_pos, 200]] call CBA_fnc_globalEvent;
}];"
i have no idea how EH's work inside configs so im a bit lost
so i still run params through
Yes
params ["_projectile"];
private _pos = getPosASL _projectile;
['sc_scripts_orbitalStrike', [_pos, 200]] call CBA_fnc_globalEvent;
_projectile: " encountered instead of =
you have quotes inside quotes
you end the string in the middle of your params script
use single quote ' in your params
no, that was for macros
Ah
I have one of question.
When make replacement config, there must be classnames are changed?
If you want to make replacement config and you change the classname of it, it will not replace the class you are trying to replace.
So changing the classname in a replacement config (I assume you mean a config patch with that) would be missing the entire point of what you are trying to do 😄
okay, I mean just i don't want to touch classname class B_soldier_F, But I dont know it is possible.
I'm not sure if I fully understand you here, can you explain what exactly it is you are trying to do?
If you want to change something about an existing class with changing that class -> you make a patch and change the values on that specific class
If you want to change something about an exisiting class without changing that class -> create a new class and inherit from the class you want to change things from, then the new class will be a separate entry ingame
class B_Soldier_F; // <-- This is an external ref. No changes will be applied to it just by declaring it in your mod.
class mySoldierClass: B_Soldier_F
{
... // Inherits all properties from B_Soldier_F but no changes will be made to it.
};
Okay, I asked part of
class Cfgvehicles
{
class replacesoldier;
class B_soldier_F: replacesoldier
{
I asked it can be pass a replacesoldier part, edit B_soldier_F straightly.
Fixed up via DM, I'll leave Tklama to demonstrate if he wishes.
Unfortunately vehicle physx is not simplistic, with lots of inter-connected parts, which does make it hard for less-experienced modders to get results quickly. This changelog list probably illustrates that:
- made new Geometry and Geo Phys LOD's
- moved model down slightly to place base of tracks exactly on ground
- removed artificial mass boxes in Geometry LOD from ComponentNN naming
- made wheel axis's into 2 points
- removed thermal properties from model.cfg which properly belong in config
- made distance between the basic_damper_destruct_axis memory points = 1.0m to correlate with visual animation
- changed class Wheel offset0 from 0.15m to -0.15m
- changed wheelCircumference
- changed suspTravelDirection[] = {0, -1, 0};
- changed wheel and suspension names from Czech to English (not required, but easier to debug)
- added damper animationSources
- changed class Wheel sub class names
- increased maxOmega
- increased clutchStrength
- increased brakeIdleSpeed
- reduced latency
- defined engineMOI and dampingRates
- set changeGearType and changeGearMinEffectivity[] array
- set artificial forces
- set suspension roll bar parameters
- set wheel width, removed "weight"
- increase wheel moi
- changed suspension travel vector
- increased springStrength
- reduced springDamperRate
- increased latStiffY
- increased longitudinalStiffnessPerUnitGravity
- changed frictionVsSlipGraph[]```
Changing parent classes is possible. But any changes that you make to B_Soldier_F will also affect any child classes that inherit from it which may have a lot of unintended side effects.
Can also get messy if you're running other mods that assume that B_Soldier_F is inheriting from B_Soldier_base_F (which is the default parent).
So it's best not to change the parent of BI vanilla classes and just make the edits to B_Soldier_F instead.
Thanks for answer for my question. 👍👍
Is there a config value/setting that lets you determine when an explosive goes off? I know there's one obviously for hand grenades but I'm not sure if that also works for shells and rockets.
my idea is that I want to make ammo that can go through objects and then explode, instead of continuing onwards until it runs out of penetrating power
i'm editing a aircraft HUD and i successfully changed the font
but the resultant font is much bigger,
how do i reduce the size?
so even with the replaced " to ' doesnt work
deleted = " params ['_projectile']; private _pos = getPosASL _projectile; ['sc_scripts_orbitalStrike', [_pos, 200]] call CBA_fnc_globalEvent;}];"
Start from scratch.
deleted="systemChat str _this"
So you will get the result that the projectile is fired when the projectile is deleted and can you get the position of it
You would need to do that with submunitions I'd suppose.
;}];"
What are these after the CBA global event.
Those aren't closing anything.
that's what I was thinking yeah but I'd still need something to make that submunition explode
Anyone got any idea why sometimes custom weapon lights/attachments will have the actual flashlight coming back at the character rather than following the memory points? The Position is where the flash is supposed to originate from, with the Direction being a few centimeters in front of the the light, however in game is essentially "flips" is toward the player
ah ive forgotten to remove them after moving it from SQF eh to config
ill give both your suggestions a whirl
whats the difference between simulation = "helicopterrtd"; and simulation = "helicopter";
rtd means rotorlib. AKA Advanced Flightmodel capable
ah okay, in the settings I have adv flight model off, it would just behave like a normal helicopter?
Yes
and so thus RotorLibHelicopterProperties only applies if simulation is helicopterRTD and if I have adv flight model turn on?
Should be
Okay last one for the night(oh shit its sunrise
), I got bank and pitch for this drone of mine reduced down to something controlable, but the pedals are super sensitive or super strong. I dont see anything in config to effect that as in config viewer I dont see rudderCoef, rudderControlsSensitivityCoefor rudderInfluence
What vanilla AA missile acquires a target by its own during flight? I can't seem to figure it out
Tried missiles with IRSensorComponent, ActiveRadarSensorComponent, none worked
Also
testjet2 setVehicleRadar 1; isVehicleRadarOn testjet2;
``` => `false` 
Jet is O_Plane_CAS_02_dynamicLoadout_F flying with pilot
so i just start making arma 3 tke mod retexture mod but I only know how to write like
'''
class TKE_Rogue_Uniform_inf_B: TKE_Rogue_Uniform_base
{
scope = 2;
scopecurator = 2;
scopearsenal = 2;
linkedItems[] = {"","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
hiddenSelections[] = {"camo","camo1"};
hiddenSelectionsTextures[] = {"TKE_Eusan_uniform\Addons\data\Tex\ECU_Basicdown.paa","TKE_Eusan_uniform\Addons\data\Tex\ECU_Basicup.paa"};
side = 1;
displayName = "Eusan Combat Uniform[Basic]";
backpack = "";
uniformClass = "ECU_Basic";
};
'''
and don't know much more than that, should I just find someone else?
You need to define cfgPatches
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#CfgPatches.hpp_Structure
and under cfgWeapons your uniform
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Uniform_Configuration
If you have these , share the full config.
Your error is not in pasted content
sorry i was hard time to how to insert my config...
If your config is long.
You can always use
https://pastebin.com/
they break the extended event handlers which rhs vehicles have.
all lop t-72's below and included chdzk are broken, this also breaks rhs t-72's making only the ones before the chdkz work. This makes the t-72's invincible from rpg fire and stops the shell casing from being ejected.
Also some vehicles don't have working ace-interaction, for example Roofless UAZ
some variants of the URAL
and some variants of the mi-8
This means that unconcious people cannot be loaded out of the vehicle, because ace interaction would not work
this reminds me that BI redid the event handler thing and i still have to adapt the new system...
Hello all, two quick questions in regard to this photo (I don't know where to post sorry):
1: I know little about weights and was curious if it was possible to weigh the pipe on the respirator to work as it should, currently I get quite a bit of stretching when the head turns. Is this an expected issue or do I just need to learn more rigging?
2: When you move a little bit away from the respirator the texture has clear lines appear on the model (as seen in photo), is there anything I can do about that?
(side notes, I know I need to reverse the mesh & texture isn't final)
#arma3_model would be the place. But no hose like this can't be rigged perfectly in a animation system A3 has.
Picture seems pretty low resolution, can't spot what you mean on mobile at least.
Q about event handlers. I've been playing with headgear and face wear randomization per the characters and gear config page and this requires a class event handlers line in cfg vehicles for the unit in question.
I did that and got crashes on launch with a dialogue error msg that event handlers was undefined. So I also added in a class: event handlers; line as a definition. Game will now load successfully and all the randomization is working as expected but it complains about missing scope and side entries. So I added them in too to make these error msgs go away, which they did.
It just seems odd that something like event handlers needed a side. Did I miss something?
Yes, you must have missed something, EH don't need a side.
We'd need to see your config to suggest a fix.
Or you can use pboProject (mikero tools) which will tell you the issue when it fails to build.
It does sound like you have created a cfgVehicle class called eventhandlers which does not exist and engine tries to find all the necessary basic vehicle entries for it
Hello I am newer to A3 configs and moding as a whole, I have some questions regarding the texHeaders.bin files I am seeing in a few of mods I have currently and what the specific use of them are. What are the specific uses of these? Do I need to create one? Or are they just a way for mod devs to sign/keep people from copy and pasting the mod as their own?
It's not manually created file so nothing you need to worry about
If you don't see one the mod is likely made a bit wrong. Assuming there is need for it in said mod.
But it gets created as part of the pbo build process
ok it confused me because the helmet mod another member of my unit walked me through doesn't have one.
Source files would not have it
thank you that answers the questions
Thanks. Yes it didn't feel right.
This is the config with the relevant bits highlighted. It works in game but I needed to add the first highlighted section to prevent a class not defined error.
The code in the second highlighted section comes straight from the Characters and Gear Encoding Guide, section on randomization
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide
Remove the inheritance of eventhandler If you don't have proper parent class to inherit from
Right now you are creating a vehicle called eventhandlers which is completely unnecessary
Not at pc to check but does O_Soldier_F have an EH to inherit from? If it does he will need
class O_Soldier_F: parent
{
class Eventhandlers;
};```
at the top, replacing parent with parent class name
@oak beacon ^^
Thanks guys, I think that points me in the right direction to fix.
The odd thing is it still worked, but I'd rather do it the right way!
Yep, working now with O_Soldier_F with parent O_Soldier_base_F setting up class Event handlers per example above. Thanks again.
anybody can help me with a config? I'm trying yo create a personal retexture but I can't get it working
this is what I tried
CfgVehicles is not the only part of a uniform
is that okay?
Multiple issues there but idea is that
issues like what? I'm trying to use a guide as base but i'm kinda confused
also be aware that you are foolish to use FULL_UPPER_CASE for classnames. It will come back and bite you later.
you do have the basics right, but among other things you don't declare where uniformItem is.
What do you mean by Full upper case?
That's made on the uniformModel? I managed to make the game at least recognize the addon, but the uniform just show up my character naked, maybe that's the issue?
Edit: I understood what upper case mean bruh, I'll correct that when I'm back at the pc
what do you think it means!
I dont know, I though it was some weird coding concept(english isnt my main language), after some quick googling I actually understood, its the capital letters
Anyone alive?
only us gremlins
I kinda have body texture problem
way past my paygrade
Wdym?
i don't make models or textures.
Who asked?
body texture problem
I said problem
Not to make
I'm retexturing some uniforms from an existing female mod everything works fine except the body
The mod is either made wrong or you do something wrong.
Normally the identity type controls the skin textures
His Mod doesn't have problem
He also made another mod with "multiplay uniforms" mod
He's always offline
We can't really know how such a mod is set up.
Asking for config?
Like I said, normally skin texture is handled through identities
All of My retextured female uniforms won't work
Their body it's always white
Like?
You'll have to browse the vanilla configs for examples
U mean in his mod?
I don't remember what all that requires off the top of my head
Vanilla means no mods, base arma
But sure the mod might have identities Set up like I mentioned earlier
But can't know for sure
So how does that works for uniforms? Give all of the identities to that uniform?
i don't think identities handle the body skin color though? Only head/hands/legs?
Identities handle everything they are set up to handle
Normal Arma man has only exposed head, Arms and legs
So it handles that
Like I said, we can't know how a mod is set up
Only make guesses on how things typically are done
Uniform character can be given a identity set/group it uses to randomize identity on unit creation
alternate syntaxes of selectionPosition don't work on visual LODs of character models 
Want to ping dedmen for fixes? 😅
After updating pboProject, #include no longer works in my project. I am including CfgPatches.hpp as such: https://github.com/ArmaSweden/Arma-Sweden-Extras/blob/development/addons/ase_aimpoint_cs/config.cpp#L1
It gives me the following output:
Prefix = Arma-Sweden-Extras\addons\ase_aimpoint_cs
writing header entries..
cannot open 'CfgPatches.hpp'
missing: "CfgPatches.hpp"
config.cpp Rapify:Rap: In File config.cpp: circa Line 1 Cannot include file
obf_scramble_all_configs config.cpp: Rap: In File config.cpp: circa Line 1 Cannot include file
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>
failed
It does crunch if I give it the full path:
#include "\Arma-Sweden-Extras\addons\ase_aimpoint_cs\CfgPatches.hpp"
I haven't been able to figure out why the normal relative path does not work. I tried adding a $PBOPREFIX$ without any luck. Anyone has any other ideas?
Is the hpp in same folder as the cpp?
Yes, both are in addons/ase_aimpoint_cs/.
That's how it's always been (you can see if you open the URL). Doesn't work anymore though.
I am not binarizing config.cpp, which seems to have an effect. When I do, it doesn't seem to complain about the includes. However, I would like to build without binarizing.
looks like you're obfuscating, and fairly sure makepbo will not accept no binarise (when obfuscating)
property prefix in a $pboprefix[.txt] is ignored.
despite all ^this, you are still correct, it can't seem to handle relative properly. Will investigate
I'm crunching with +K +C and -B options only.
IIRC that change (stacked event handlers) didn't end up in Nexus, it's still dev branch only... or did you think of a different change?
guys, I know maybe I'm annoying but I'm so close to make it, I managed to make my retexture show up in the arsenal but when I chose the uniform the character its naked, this is the config I made, to be honest I dont know what else to do at this point
ඞ
A uniform is linked with a character thanks to certain properties in both configs:
in character config,
uniformClassproperty has to contain the name of the uniform class the character is wearing
in uniform config,uniformClassproperty in theItemInfosubclass has to contain the name of one of the characters who are wearing the uniform
so trying to do a rtt map, anyway to delete the player marker from the RscMapControlEmpty
I tried that but the character still appears naked
class Turrets: Turrets
{
class CommanderOptics: CommanderOptics
{
disableSoundAttenuation = 1;
gunnerLeftHandAnimName = "otocHlaven";
gunnerRightHandAnimName = "otocHlaven";
gunnerLeftLegAnimName = "OtocVez";
gunnerRightLegAnimName = "OtocVez";
body = "mainTurret";
gun = "mainGun";
animationSourceBody = "mainTurret";
animationSourceGun = "mainGun";
minElev = -10;
maxElev = 40;
soundServo[] = {"A3\sounds_f\dummysound",9.999998e-07,1.0};
gunnerAction = "gunner_lsv_02";
gunnerCompartments = "Compartment1";
ejectDeadGunner = 0;
castGunnerShadow = 1;
stabilizedInAxes = 0;
//coaxial
memoryPointGun = "muzzle_beg";
selectionFireAnim = "zasleh";
//main gun
gunBeg = "muzzle_beg";
gunEnd = "muzzle_end";
weapons[] = {"HMG_127","GMG_40mm","SmokeLauncher"};
magazines[] = {"200Rnd_127x99_mag_Tracer_Red","200Rnd_127x99_mag_Tracer_Red","200Rnd_127x99_mag_Tracer_Red","200Rnd_127x99_mag_Tracer_Red","96Rnd_40mm_G_belt","96Rnd_40mm_G_belt","SmokeLauncherMag"};
memoryPointGunnerOptics = "gunnerview";
optics = 0;
gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F";
memoryPointsGetInGunner = "pos commander";
memoryPointsGetInGunnerDir = "pos commander dir";
// FCS
turretInfoType = "RscOptics_APC_Tracked_01_gunner";
discreteDistance[] = {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500};
discreteDistanceInitIndex = 2;
class ViewOptics: ViewOptics
{
minFov = 0.25;
maxFov = 1.25;
initFov = 0.75;
};
class ViewGunner: ViewGunner{};
commanding = -2;
primaryGunner = 1;
};
};```
so this was originally a gunneroptics classics, however, when I changed it to CommanderOptics it stops working? i am unable to move the turret nor fire it, seems like the crew commander proxy in the vehicle still doesn't work
i also changed the turret inheritance class from "GunnerOptics" to "CommanderOptics" (not included in the text i sent
Hey all. 🙂 I want to create a mod that takes a bunch of entities in the core Arma game, and make them visible in the mission editor. I wanted to ask what the easiest way is to make that happen, and have it override the default configs of those assets?
There's a mod that essentially does this, but after seeing the code, it had a lot of issues that would dramatically affect performance. I'd like to make something that simply changes a single value on each object - setting scope to 2.
In short, there's some bridges and trees that don't show up in 3den, and I want to make it an addable asset, instead of doing it manually (ie. adding 'createSimpleObjects' using a temporary object as a reference).
Check the inherited proxyType and proxyIndex match the proxy in your p3d for that turret.
class CommanderOptics: NewTurret
{
proxyType="CPCommander";
proxyIndex=1;```
this is what i found on the config dump
the proxyindex is correct
the proxytype for the commander seat is also a commander.p3d
check the memory points for get-in
make sure you only have 1 primary gunner in the vehicle
the getin memory points are correct
actually, is it possible for ARMA to only have a driver and a commander? my vehicle is not supposed to have a gunner, the commander does (and also has a turret)
thats how ive been trying to do it
that's fine, you don't need a gunner
why do you have 4 hiddenselectiontextures for only 2 hiddenselections?
i was hoping you were going to say the latter so the problem could be obvious
but to your former question, the memoryPointsGetInGunner points are in the model
If you're running leopards advanced tools, screenshot the in-game config viewer class Turrets, showing the subclasses within
ending the texturepaths in .paa might help as well, but cant remember if it mattered
and a 3rd extra note is RHS eula doesnt allow acu retextures
the turret seems to have a CommanderOptics and a Mainturret class, is that supposed to happen?
the config.cpp only has comanderoptics
No, probably not, hence why it's not working I'd guess
how can i get rid of the mainturret class then?
I know, I'm making it just for personal use
class Turrets
{
class CommanderOptics: NewTurret
{
class ViewOptics;
class ViewGunner;
};
};```
so I should add something like
"camo
camo
camo
insignia"
?
its not even inherited in the config though?
the uniform uses 4 textures for shirt, pants, boots and flag
youll have to check the original acu config for correct hiddenselections
pastebin your config perhaps
ok, I'll check that, thanks
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
so i should just completely delete the turret class?
would the commanderoptics class still work without it?
Do you understand now why you have a mainturret class?
yeah i got it, its from the turret clas
i just thought in order to have a commanderoptics class i needed to have a turret class based on A3 samples
What do you think is special about a class called "commanderOptics"?
All turret classes are just a bunch of same parameters with differing values. There's nothing special about the class names.
So as you only want 1 turret class, you either inherit mainturret from car_f and then alter it, or don't inherit anything, and build your turret class from scratch using class MyTurret: NewTurret
You may be able to use delete to get rid of a class, but I've always found that to be problematic (before anyone else chimes in)
yeah im already noticing im gonna do a lot of rearranging here
i think i willl just put the values of the commander optics class into the turret class
and just remove the commanderoptics class
Yes, that's what I would do.
{
class myTurret: NewTurret
{
entries that are important that I saw in CommanderOptics
};
};```
ok, i got the turret working again, but it never fixed what wanted intended to do unfortunately
the reason i changed the "commanderoptics" was because the proxy for this positions was a commander proxy, but the character doesnt show in-game
and it STILL does not show in game
i already changed my proxy to a gunner proxy too
scratch that, i got it working
I corrected again my config but the character is still naked, anybody knows what I'm doing wrong? I checked the original config for hiddenselections, tried to change the model route and changed the class names to the correct ones
Are there any methods available to retexture the Huron pods?
By default their hidden selections and hidden selections textures are undefined; my guess at what they are (based on the Taru pod) didn't work.
It maybe is possible if they have unused selections. Check the object's selection via selectionNames SQF command
hmm all I'm getting is "damt_1" that probably won't be helpful since it probably means "damage texture" and I know there are two PAAs which have textures for these.
hmm the Medical one has 'Medical' as a selection, so I could use that to put my own symbols on
It is honestly strange that I haven't realized this all the time
Hmm it didn't work anyway.
Did this, looks like default anyway.
It probably is not define as section in the model.
Pardon ahead if I'm in the wrong channel.
I am making a pair of missions. One that involves blowing a dam up. The second with the terrain flooded.
Obviously a simple config mod will raise the sea level of a map.
But I don't want to make players restart the game and change modpacks.
Is there a straightforward way to "duplicate" a map per config, where I'd only change a single parameter?
idk which a3 creative editing channel to ask this
for mod making, whats the difference between config.bin and config.cpp?
can i just use cpp all the time or should i convert it to bin when finalizing
kind of a hassle to convert the bin to cpp just to edit some lines, then convert it back
cpp is the human readable way and bin is more convenient to the game. You only need to care about cpp because usually it converts to bin automatically upon you make a PBO
I'm not 100% sure the idea is proofed by the engine but sure. You just need a simple config and inheritance. But you can always use setTerrainHeight (that might take a while to execute to large area)
i see, thanks. should i check all of these
Basically
Been a while since I've done this. So I'd create an (almost) empty mod pbo with this config file, replacing all references to my chosen terrain: https://pmc.editing.wiki/doku.php?id=arma3:terrain:config.cpp
Correct? I suppose I should follow up in the Terrains channel.
In reality nothing at all. A pre binarised config.bin does nothing more (or less) than the cpp except, obviously you a) reducing lag time and b) not failing in game with errors
that said, there is a special class of config.cpp which can only be binarised during game load because it wants values only available then (via sqf code)
inb4 "i want includes from another pbo that can change in the future"
thanks polpox
Better to thank mikero too
Hello,
Is there some guilde to use Projectile Event Handlers,
i did ammo, grenade, training mine.
None of eventhandlers do not fire.
Just , do i need inheritance class eventhandlers from "base" class or something.
Only find one eventhandler from A3 config
class TrainingMine_Ammo: APERSMine_Range_Ammo
{....
class Eventhandlers
{
class BIS_TrainingMine
{
AmmoHit = "_this remoteExec ['bis_fnc_activateTrainingMine']";
};
};
....
But even copy from that i do not know how to use 😉
no guides.
what type of ammo are you trying to add an eventhandler to?
DemoCharge
class GVAR(Charge_Ammo):DemoCharge_Remote_Ammo {
...
these are the ammo event that you can use
with remote detonated charge you might be able to use killed event
thanks, i will test these
do you want to do something with the event when the bomb is detonated?
Is there any documentation for the process the USS Liberty/Freedom use for connecting the split models?
is there anyway to delete the player icon ring without deleting it for everyone
https://i.gyazo.com/1aecd2bbd22a8ad01fa772debad99dbd.png
trying to do some rtt stuff with a map, but the player icon is the only thing still visible
multiStructureParts for anyone else looking
mm , I want
class ACE_G_M14: SmokeShell
to be effective to my IEDs
so to spawn a smoke grenade or just make a lot of smoke?
Its like "The AN-M14 TH3 incendiary hand grenade is used to destroy equipment. It can damage, immobilize, or destroy vehicles, weapons systems, shelters, or munitions. The grenade may also be used to start fires in areas containing flammable materials."
So i want some how "destroy" my IED with M14,
Without explosion, so it would be a safe discharge
Yeaah
so the eventhandler needs to be in the M14 grenade
killed might still work in it
if the killed event activates in the M14 you can use that to kill any IED type mine/bomb nearby
with setdamage
Can I add a killed event directly to ammo?
Or do i need add that to cfg of magazines or
class Extended_PostInit_EventHandlers . Or where ?
This is part what i do not understand .
Where i do need define if my (or ace_m14) is killed/deleted/fired .
Can i somehow add to class or something.
if it works it would be just inside class eventhandlers{}
Say i wanted to make an object and said object has a clause in its code that makes it repeat a sound effect like a generator would, in this case it would be a message playing on repeat non stop. (until it is destroyed OR shoots are fired in its vicinity more on that later)
How would i do that?
Succeeding at that, say that object had shots fired around it in X distance whatever how could i get it to cease the original script and start a different one.
a sound can be tied to a animation source
or you can add environmental sound on an object via memorypoint
swapping sounds would be part of mission logic instead I think
but at that point it would be better to have the original sound through mission logic aswell
when you want dynamic events, its more mission level thing
Do the custom cone type arrays for the submunitions follow the same array dimensions that are in blender, or does arma use its own and I’m just gonna have to use trial and error to line up my shots accordingly
Quick question for y'all, is it possible to stop a vehicle from spawning in the ground? Whenever I spawn my modded helicopter only the rotor blade sticks up above the ground and it causes it to explode.
Can I fix this with configs or do I need to edit the 3d model for that?
you've put the centre of gravity in the ,model near the rotors not, near the skids
armorComponent = "hit_hull";
name = "telo";
visual = "zbytek";```
which lines of these three represent the FireGeometry, HitPoint, and Res aspects? This is in the hitpoint class
i may have mixed them all up and now i dont know which one is which
name = "hit_hull_point"; // HP
visual = "zbytek"; // Res LOD, visual```
make the model above 0 surface and give it land contact points at the bottom
thanks
How to create a mod to modify the magnification of a vanilla sight?
You should share your content, without that hard to say where the issue is.
It's after uniforms
Your backpacks is not under any config.
your cfgVehicles ends here
But the vest works
Only the first one
And helmet
What about vests?
They count as cfg weapons?
But my vest and helmet it's in cfgWeapons and works
I added some vests but they don't work only the first one works
Ah yeah vest its in weapons but still won't work
You want to try some suggestion first, not saying "but"
If something is unclear, state what is
So if I put backpacks in CfgVehicles they work?
A backpack is a part of CfgVehicles, yes. Always.
@wintry tartan so what about vests?
^
I can't take a look on your config for a bit more anyways
First off, learn to very basics. Making config, learning Class Inheritance, packing into PBO, calling it a Mod. Then, check what is the thing you want to change
@wintry tartan u know something about this?
"Horrible" said it maybe the identity
No. I don't know what Mod it is
I also don't understand these
Official website or YouTube?
We won't say there is a reliable video tutorial
Because we saw a lot of bad video tuts
I hope there is an official update😩
Most most unlikely. That's why I said make one
why
As I said, if you don't understand something, if something is unclear, tell what is
Because it is not a lacked feature but preference
I saw a tutorial in the Chinese community, I will take a look later
I don't understand the whole tutorial in that link
.
keep reading that document until you understand it! No point you ignoring the basics in there because it doesn't suit your wish for a video. Take the trouble to learn instead of wishing.
don't skip examples shown because you think they don't apply to you. read it again until the penny drops.
to be very truthfull here, you have no chance in hell creating working configs by copy pasta, it needs the common sense that doc provides so you can instantly spot your copied crap has errors too.
you will amaze yourself, just as others have, previously, when your worklow improves massively by using the knoweledge from that doc. You're in an unfair world here. Bis devs who create models, normally don;t write configs. And, vice versa.
you have no choice in having to do both.
The external base classes section is undercooked so good luck figuring out how to modify pre-existing classes just from that page.
I'm trying to change the font in the HUD, and i managed to implement a new custom font. The new font however, is appearing much bigger than anticipated, causing some poblems such as HUD elements getting overlaped and so on. I tried changing scale = 1; to scale = 0.5 but the font is not getting any smaller. How do i resolve this issue?
class HUDBase
{
enableParallax = 1;
topLeft = "HUD LH";
topRight = "HUD PH";
bottomLeft = "HUD LD";
borderLeft = 0;
borderRight = 0;
borderTop = 0;
borderBottom = 0;
color[] = {0.082,0.408,0.039,0.5};
font = "HornetDisplay";
turret[] = {-1};
class Bones{};
class Draw{};
};
class HUDStatic: HUDBase
{
class Bones
{
class Speed_B
{
type = "fixed";
pos[] = {0.16,0.22};
};
};
class Draw
{
condition = "on";
class SpeedText
{
type = "text";
source = "speed";
scale = 1;
sourceScale = 1.852;
align = "left";
pos[] = {"Speed_B",{0.04,0.0},1};
right[] = {"Speed_B",{0.11,0.0},1};
down[] = {"Speed_B",{0.04,0.07},1};
};
};
};```
Not sure where you got scale from, but for most controls the text size is set by either sizeEx or size
https://community.bistudio.com/wiki/Arma_3:_Multi-Function_Display_(MFD)_config_reference#Text
I got that info from here. Maybe i misread or misunderstood something
What is the difference between sizeEX and size
oh, MFD stuff. Never mind then. Outside my knowledge.
I just realised that there's two types of HUD we're talking about. The game HUD and aircraft HUD. Just for clarity, im talking about the aircraft HUD mfds. Sorry for the mix up.
Not sure where to ask this, but for a stringtable, how would you add an ampersand &? I tried &, but it didn't work and ended up as a question mark.
How did you done that?
not sure what you're asking
Your code
Hm that should do 🤔
It gets cut off right at The Smith ?
What part of config uses this string?
curious thing to do
I like naming the real companies who made the guns
Just realized field manual doesn't really use & symbol even in vanilla game? That's strange
What is the config attribute for where shells from a tank cannon come out of? when I have a machine gun on my turret they come out of memoryPointGun[] perfectly fine but if I add a tank cannon the shells come from the middle of the vehicle
gunbeg gunend
Okay ty, I also realized the particle effects didnt move cause the memory points were not moving 
so prob also related to that 
Yes
Okay so still having problems. I know for sure that Usti hlavne1 and Konec hlavne1 are rotating with the turret because the particle effects are spawning in the correct position. However when using a machinegun the bullets still come out of the center of the vehicle. I have:
gunBeg = "Usti hlavne1";
gunEnd = "Konec hlavne1";
memoryPointGun = "Usti hlavne1";
what else could I be missing?
have you tried separate point for memorypointGun
like have another selection that shares the same point with usti hlavne1, or a whole new point
no new point that is unique named like machingunpoint and part of the turrets gun selection
Okay will go try
refer to tank sample too
Okay so I got the problem fixed, I accidently had memoryPointGun[] instead of memoryPointGun. Though that is still a problem cause for another turret it has two barrels so I would want the bullets to alternate. So this is what I have now
gunBeg[] = {"Usti hlavne1","Usti hlavne2"};
gunEnd[] = {"Konec hlavne1","Konec hlavne2"};
memoryPointGun[] = {"Usti hlavne1","Usti hlavne2"};
the weapon that I am using does alternate for other vehicles so I dont think its the problem
unfortunately for cannons gunbeg cant be array
only memorypointgun accepts it
and that only works for shotBullet simulation ammo
I saw gunBeg[] from some of the SOG stuff? Mostly on helicopters at the root level for the vehicle, so not sure if that is something different.
in anycase the machinegun is using is shotBullet ammo and works on other vehicles
well shotbullet would use memorypointGun then
Okay so I have
memoryPointGun[] = {"Usti hlavne1","Usti hlavne2"};
the shots dont alternate and come from the center of the vehicle, if I have
memoryPointGun = "Usti hlavne1";
//or
memoryPointGun = "Usti hlavne2";
then the shots come out of the one barrel, with 1 being left and 2 being right barrel
and then for both cases I have
gunBeg = "Usti hlavne1";
gunEnd = "Konec hlavne1";
which shouldnt effect shotBullet
wat would I be missing?
that's weird it definitely should work
memoryPointGun[] = {"usti hlavne 1","usti hlavne 2"}; is what the vanilla AA uses for example
yeah I can try to put the same gun on the vanilla AA and it should work.
not sure if this matters, but the turret is for a helicopter
oooooh yeah this was discussed on the sog discord apparently helicopter sim doesn't work with memorypointgun array 😬
I personally havent tried it
make them pylons
the work around is using - yeha pylons
😄
example?
but i think with pylons you can't reload magazines then?
🤔 dont remember
how does pylon make it alternate? wouldnt it fire both barrels at the same time?
like RHS littlebird?
how on side u can have the 7.62mm minigun and the other side hte 50 cal minigun or watever
you can set that via 'salvo' in the weapon firemode
1 will alternate 2 will fire both at the same time
(or more depending on how many guns you pylon'd)
at least that's how its supposed to work
is there a config example I can peak at?
uhhhhhHhh
I think vanilla has one
class Rocket_04_HE_Plane_CAS_01_F: RocketPods
{
class Far_AI: RocketPods
{
salvo = 2;
};
};
this? I didnt find it in the config ref in wiki 🙂
yyeah thats it
I believe so yeah
I will take a shot at making these turrets pyloned
you dont need to overcomplicate it either the proxy can just be the muzzleflash and memorypoints
and leave the actual weapon as part of the vehicle
this is how the cannons/guns on the planes in spearhead work - and the calliope rockets on the shermans
although the calliope actually has modelled rockets
in its pylon magazine
interdasting didnt think sherman would have pylon stuff
what causes PiP to appear fully white?
i have a PiP system for a turret camera, the plane mesh is:
- UV'd taking up half the space
- it is called #(argb,256,512,1)r2t(rendertarget2,1.0) in the materials tab
class FrontCam
{
renderTarget = "rendertarget2";
class CameraView1
{
pointPosition = "PIP2_pos";
pointDirection = "PIP2_dir";
renderQuality = 2;
renderVisionMode = 0;
fov = 0.7;
};
};
};```
and this is in the PIP class
the PiP2_pos and dir is also in the memory points
Check if renderVisionMode = 3; has the same issue.
nope unfortunately, still does not work
i have pip2_pos memory point the same as the gunnerview, maybe thats the issue?
Hey. Does anyone know what I have to edit in order to be able to add ACE 2D Scopes to the Promet or AK12 from the contact dlc?
hey guys! i am making a config addon here to fix some of CUPs stuff and i got a little problem here. seems like my addon is being loaded before some of its dependencies. at first i was just removing some of cup vehicles pbos, because i added them all as dependencies to my addon but i was not modifying them all. but now i hit one that i am changing and i dont know what i did wrong. any help?
i do have all inner pbos from cup vehicles added here
you aren't missing that requirement, the addon itself does not exist for reasons unknown.
CfgPatches are always detected/loaded FIRST before rest of config is actually loaded. Which means it is impossible to throw such error if you load the Mod into the game actually
Check pinned to simplify the requiredAddons. I do think your error is happening because that addon is not exist at all
what do you mean with "check pinned"?
Check pinned posts
and is there a way for me to require the whole cup vehicles? instead of each pbo?
Same answer
oh, i clicked pinned and discord said it had no pinned comments. but now it loaded
what did you do to change that?
nothing... it i just clicked again and everything is there now