#arma3_config

1 messages · Page 30 of 1

hearty sandal
#

the logic is done through the mission

drowsy sonnet
#

Yeah that’s fair enough, I’ve tried a couple of things but to no avail. Thanks for the confirmation 👍😎

hearty sandal
#

you probably could write your own respawn module that can pick up any X type of vehicle as spawn point

#

or something like that

hard chasm
#

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)

drowsy sonnet
#

Thank you both. Il give those a try

pseudo ridge
#

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="";
};
};

hearty sandal
#

is this mod you linked yours?

pseudo ridge
#

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

wintry tartan
#

When the error pops is also a part of the question

pseudo ridge
#

Entering the editor and every so often before the edit automatically saves the error jumps

nimble sequoia
pseudo ridge
#

deleated? everything?

#

or just Lobo

wintry tartan
#

I forgot but author may cannot be an array

pseudo ridge
#

Ok, let me check

wintry tartan
#

author there is not an array

pallid sierra
#

wow another one to the list. where are people seeing the example for author being an array?

#arma3_config message

hard chasm
#

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=

wintry tartan
#

That too

coral knoll
#

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?

wintry tartan
#

You sure the countermeasure magazine is loaded

coral knoll
#

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

nimble sequoia
nimble sequoia
coral knoll
#

Both you just listed

#

Just nothing happens

nimble sequoia
#

Have you tried different seats (ie commander)? Make sure you're spawning in that seat.

coral knoll
#

Uhhh, Cant really do that with these vehicle... Its the HMCS mechs

#

the base mechs have working flares

nimble sequoia
#

No idea what a HMCS mech is... what about it means you can't spawn in the commander seat?

coral knoll
#

Theres driver and gunner

#

In both cases, Im in the gunner seat

nimble sequoia
#

That doesn't make sense to me. You have a driver position but it's a gunner turret?

wintry tartan
#

HMCS uses a very hacky way to simulate one-man operation

coral knoll
#

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

nimble sequoia
#

So is it possible that the AI driver is the one with control of the CM then?

wintry tartan
#

Probably your (player) seat doesn't have an access to fire it

coral knoll
#

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?

nimble sequoia
#

Add the CM weapons and mags to the gunner turret

coral knoll
#

Ok its not that then, the CM stuff is in the same area as the gunner's weapons and they work fine

nimble sequoia
#

Let's see the turret code?

coral knoll
#
    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

nimble sequoia
#

enableManualFire = 1; ?

coral knoll
#

in mainturret?

hard chasm
#

@nimble sequoiaMy mistake then. I obviously saw it somewhere. perhaps a property in the pbo header

coral knoll
#

Well instead of relying on inheritence I just defined the whole turret and it fixed the issue

real bluff
#

If Im just making a uniform, do I still need to do the faction part of a config?

wheat sluice
#

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).

hard chasm
#

@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.

coral knoll
#

I doubt the mod Im inheriting from is suddenly gonna come back after 4 years, so

hard chasm
#

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=

untold temple
#

if so, try adding class TransportCountermeasuresComponent {}; in there

chilly tulip
ashen chasm
#

inb4 thrustCoef reads in pure forward Gs

ashen chasm
#

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

chilly tulip
#

I suppose it might be a model value like mass, although that seems weird.

ashen chasm
#

well, increasing thrustCoef does increase the acceleration. It just doesn't read in straight Gs

chilly tulip
#

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.

fallen orbit
#

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?

chilly tulip
ashen chasm
#

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']"; }; };

ashen chasm
chilly tulip
#

Usually the extra class layer for event handlers is optional.

ashen chasm
#

although it follows the example on the EH wiki page

#

well, the training mine seems to work alright

chilly tulip
#

What sort of ammunition are you using it on here?

fallen orbit
fallen orbit
chilly tulip
#

what simulation is that?

#

Can't find it in CfgAmmo

fallen orbit
#

It inherits from BulletBase so likely "shotBullet"

fallen orbit
#

only actually

ashen chasm
#

ammoHit doesn't work on B_9x21_Ball , does work on G_40mm_HE

#

seems to be the simulation thing then?

fallen orbit
#

Probably. I'll change it and see how it goes. Thanks for your help

chilly tulip
#

Sounds like a bug, but yeah.

ashen chasm
chilly tulip
#

..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.

chilly tulip
#

hmm, I guess there's draconicForceZCoef...

ashen chasm
#

and thrust calculation seems to have lower tickrate and be awfully unstable? (filtered by _acc > 0.1)

#

yaay, fun

chilly tulip
#

Hmm. Can't read acceleration directly, can you?

#

this is vdiff / time?

ashen chasm
#

yes, that

chilly tulip
#

curious

ashen chasm
#

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

nimble sequoia
#
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%
};```
ashen chasm
#

coefficient to what, though? Or if it's bare acceleration - in what units?

nimble sequoia
#

It's a multiplier to the thrust applied

chilly tulip
#

Yes, so where does that come from?

ashen chasm
#

and what defines "thrust applied"?

chilly tulip
#

The older stuff I'm trying to fix doesn't even have thrustCoef.

ashen chasm
#

CUP A-10 that was mentioned above seems to have it in my old config dump, though?

#

nah, it doesn't seem to

chilly tulip
#

It has it defined (base class?) but it's an empty array.

nimble sequoia
# ashen chasm and what defines "thrust applied"?

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.

ashen chasm
ashen chasm
nimble sequoia
#

So thrust is altered to achieve maxSpeed in the same time, all other things being equal?

ashen chasm
#
    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
nimble sequoia
#

Why not use 1 rather than 2 in thrustCoef?

ashen chasm
#

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

nimble sequoia
#

Does the time to reach maxSpeed stay the same?

ashen chasm
#

no

#

"4x the speed maxSpeed = 2x the acceleration" gives 2x the time

nimble sequoia
#

Because it's linear from thrust to acceleration, so can't be with distance/time, right.

ashen chasm
#

mass doesn't seem to change anything. Neither scripted setMass, nor filling the pylons with payload.

nimble sequoia
#

Geo LOD mass?

fallen orbit
#

`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?
ashen chasm
#
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 🤷‍♂️
fallen orbit
#

I tried inheriting from G_40mm_HE still didn't work. I'll use it as it is and see

#

Thanks

ashen chasm
# nimble sequoia Geo LOD mass?

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?

nimble sequoia
#

True, counts out any p3d influence

ashen chasm
#

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 🤣

fallen orbit
chilly tulip
#

They do actually turn a lot quicker if you give it the same draconicForceYCoef as the vanilla plane, but it's still not smooth.

faint spruce
#

What's the difference in between StaticWeapon class and StaticMGWeapon class ?

wheat sluice
#

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.

faint spruce
#

hmm, i see, thank you very much 🙂

copper hazel
#

Hello does someone know where the A3 Vanilla config for Groups is located ?

wintry tartan
#

CfgGroups

faint spruce
#

What in the config is making a turret targetable by AG missile ?

copper hazel
#

nevermind i found it, its in data_f

faint spruce
#

my turret config is SQF radartype=2; radarTarget=1; radarTargetSize=0.89999998; visualTarget=1; visualTargetSize=1.2; irTarget=1; irTargetSize=0.5;

wheat sluice
#

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.

faint spruce
#

I keep checking the config of the praetorian, but i can't figure out what i'm doing wrong

tacit zealot
#

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?
wheat sluice
# faint spruce There must be something wrong. I just figured out i can only detect and target t...

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:

  1. 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)
  2. 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
  3. 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.

barren umbra
#

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.

hearty sandal
#

something in the inheritance tree changes maybe

barren umbra
#

Now the Gesture state reports the name of the actual animation that is playing, with is not my animation.

wintry tartan
#

Sanity check, so you mean your animation is somewhat broken after you put an unrelated config?

barren umbra
#

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.

wintry tartan
#

Try to remove AnimDataCache folder in your profile and try again

faint spruce
ebon pivot
#

needs to be emitting radiation

faint spruce
wheat sluice
#

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.

faint spruce
gentle axle
#

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

hearty sandal
gentle axle
#

Can I undo the side, or do I need to create a new Base soldier to create neutral uniforms?

hearty sandal
#

you can redefine any paramterer in child classes

gentle axle
#

Sure, but is there a null side option?

hearty sandal
#

🤔

#

dont think so

#

but you can add all sides

#

blufor oporf indofr civ

gentle axle
#

can side be an array?

hearty sandal
#

yes

gentle axle
#

OH

#

I assumed it was single value

#

would it just be side[] = {0,1,2,3}:

hearty sandal
#

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

gentle axle
#

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

chilly tulip
#

IIRC the hunter's clothes in vanilla are multi-side (reb/civ) so you can check those.

tacit zealot
# nimble sequoia `usePip = 2;`

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.

tacit zealot
#

I'm also trying to figure out which PBO defines the Default and CannonCore weapons but I'm having trouble finding it.

hard chasm
#

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

hearty sandal
#

if you just want to browse configs I recommend getting a all in one config dump file too

tacit zealot
#

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

hearty sandal
#

its very nifty when you can just search and cross reference through one file

#

yea all the configs are in the game files

lethal shuttle
#

how do i add these features into my vehicle? gunnerOpticsmodel seems to only change the recticle

tacit zealot
#

set the unitInfoType

lethal shuttle
#

which class should i put this in?

#

and is it unitInfoType="RscUnitInfoTank";?

hearty sandal
#

those can also be turret optics layer

lethal shuttle
#

what do you mean exactly

#

?

hearty sandal
#

stuff done through class MFD

#

or turretInfoType

#

and well it is part of the above mentioned unitInfoType system

lethal shuttle
#

got it, thanks

tacit zealot
#

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.

steady beacon
#

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?

atomic yoke
#

Any idea what the error "No entry '.model'" would mean?

hearty sandal
hearty sandal
real bluff
#

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?

toxic solar
#

what controls if the turn in/turn out option appears? I have a turret where ur always turned in but the option shows up

hearty sandal
#

having both gunneraction and gunnerinaction plays a part I recall

toxic solar
hearty sandal
#

etc

toxic solar
#

salute will try

toxic solar
atomic yoke
#

Nevermind, fixed it. Turns out I'm an utter twonk.

real bluff
#

Anybody else get this error? The : is there but I am confused.

wintry tartan
#

Post your config

molten musk
#

After class characters_F , missing ;

wintry tartan
#

Ah background

hard chasm
#

dr

steady horizon
#

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

wheat sluice
#

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.

steady horizon
#

oh

#

many thanks

steady horizon
#

it works !

still musk
#

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";
    };
};```
hearty sandal
#

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

ashen chasm
#

it does in desc.ext, though

hearty sandal
#

does it do anything?

ashen chasm
#

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 🧠

hearty sandal
#

ok so it only affects the listed things

still musk
#

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

unkempt helm
#

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 👌

calm pilot
#

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

#

And some visual

hearty sandal
unkempt helm
hearty sandal
#

👍

#

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

unkempt helm
#

Gottcha, I'll keep that in mind for my unavoidable next issue

unkempt helm
# hearty sandal 👍

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 ?

hearty sandal
unkempt helm
hearty sandal
#

correct

unkempt helm
#

Lovely, thanks again Mr.Goat

calm pilot
#

Since i need to avoid the commander to turning out, what solution may i need?

hearty sandal
#

viewpilot/viewgunner?

#

commander I assume is a turret so it would use viewgunner by default

calm pilot
#

yes i do have view cargo/pilot and gunner

calm pilot
#

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

hard chasm
#

@still muskyou * might* need requiredaddons for the effects to happen.

still musk
#

not sure i understand, requiredaddons inside the description.ext? what would that look like

hard chasm
#

aaaaaaaaaaaaaaaaaaaaaaaaaaaaarg ignore an idiot

still musk
#

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

hard chasm
#

luvly

tacit zealot
#

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?

real bluff
#

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?

lean bloom
#

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?

ashen chasm
#

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: notlikemeow

#

Test_Tank_01: 41500 total mass, no separate wheel components, sprungMass of 12 wheels with 4000 + 4 wheels with 1500, totaling at 54000

#

fun

lean bloom
#

Yeah I have no fucking clue

ashen chasm
#

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"

nimble sequoia
#

The samples are useless sadly

#

total of all wheels SprungMass should equal the Geometry LOD mass

lean bloom
#

I have no clue, it is impossible to diagnose issues I feel

nimble sequoia
#

For tankx, using sprungMass = -1; often works well too.

lean bloom
#

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

nimble sequoia
#

There are many different factors that can cause that to happen.

lean bloom
#

Yeah sadcat

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

pseudo kite
#

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.👍🏻

ashen chasm
#

inb4 diag build of the game and Physx diagnostic output

nimble sequoia
#

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

nimble sequoia
pseudo kite
#

yeas m8, rear RWD LSD. i think the competizione is still RWD. unsure about AWD BMW 5 series.

lean bloom
#

Actually, are the sprocket and idling wheels considered load bearing? 🤔

pseudo kite
#

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..:)

ashen chasm
#

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

hearty sandal
ashen chasm
#

doesn't mean i shouldn't bash my head for some personal experience, though

nimble sequoia
#

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.

ashen chasm
#

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 blobdoggoshruggoogly

lean bloom
#

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?

ashen chasm
#

always? I only see L8 skipped on MBT_01, though

untold temple
#

Probably just a failsafe so they don't accidentally inherit suspension animations

lethal shuttle
#

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?

hearty sandal
#

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

lethal shuttle
#

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?

calm pilot
lean bloom
nimble sequoia
calm pilot
novel lava
#

I think the issue is theyre both using shotBullet sim

#

for both the cannon and coax

#

so the cannon is using memorypointGun

nimble sequoia
calm pilot
nimble sequoia
#

Is the issue muzzle flash or that they fire together, or a particle effect, or something else?

calm pilot
nimble sequoia
#
gunBeg = "usti_hlavne";                // main gun
gunEnd = "konec_hlavne";               // main gun
selectionFireAnim = "";                // due to coaxial, manually hiding muzzle flash with animation```
calm pilot
calm pilot
ashen chasm
#

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?

nimble sequoia
#

What's the code look like for the weapons then?

nimble sequoia
#

but leave each component with a few kg

calm pilot
nimble sequoia
#

I think I normally go something like 70% on the artificial weights

#

but don't include them in the Component naming

nimble sequoia
calm pilot
#

Oh yes, SPE_MG34_coax and TNO_2cm_kwk54

nimble sequoia
#

There's no weapon definition for SPE_MG34_coax that I can see in the code

sullen fulcrum
#

Ohh, hello. Anyone ever fix the leight opfor pack configs?

ashen chasm
#

SPE prefix sounds kinda familiar

nimble sequoia
#

spearhead?

calm pilot
nimble sequoia
#

So for your main gun you have these particle effects set-up using the highlighted memory points

nimble sequoia
#

But what does the SPE_MG34_coax use? They obviously have to be different and the memory points placed in your p3d

calm pilot
nimble sequoia
#

As always, look at it in game config viewer. You can search for the class name and find the gunparticle effects

calm pilot
#

So, i think i found the particle effect problem: my 2cm gun has machinegun cloud effect for usti hlavne1 and konec hlavne1 mem points...

calm pilot
#

Yep, so gun particles effect has been fixed

calm pilot
frail grotto
#

stabilizedInAxes = 4 has a question mark

#

but it says #define StabilizedInAxesXYZ 4 beneath it

#

so like what exactly does it do

hearty sandal
hearty sandal
#

@regal gate can you explain this piece of missing information?????111

#

four seems to be acceptable value

frail grotto
#

lmao real

nimble sequoia
#

Stabilises in 3 axis; X, Y and Z, so probably stabilises motion of target moving to/from turret. (unconfirmed)

frail grotto
#

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

ashen chasm
#

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

nimble sequoia
#

ah yes, roll makes most sense

frail grotto
#

who up editing the wiki

#

(someone should totally add that info it would be pretty useful tbh)

regal gate
#

I can, I just need to know what to write

ashen chasm
#

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 praise_the_sun

frail grotto
regal gate
frail grotto
#

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)

ashen chasm
#

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

regal gate
nimble sequoia
#

You don't want to use hiddenSelections to hide things btw

frail grotto
#

?

#

are you talking about attach_decal_1

nimble sequoia
#

attach_pylons . . . just guessing of course

ashen chasm
#

i'd say maybe try stabilizedInAxes=3; or 7

frail grotto
#

Alright I’ll try that thx

frail grotto
#

and it’s all on one model

#

(this thing was made a long time ago)

nimble sequoia
#

You should use hide animations

frail grotto
#

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

ashen chasm
# regal gate yep, that's what I'll do - thanks

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 think_turtle

#

elevation and traverse are not stabilized with 4 meowsweats

#

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 🤣

tacit zealot
lean bloom
#

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

ashen chasm
#

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

hearty sandal
lean bloom
#

I mean, I did copy paste the axes for both sides

hearty sandal
lean bloom
#

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

ashen chasm
#

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.

lean bloom
#

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 Clueless

hearty sandal
#

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

ashen chasm
#

front wheels overloaded to hell

hearty sandal
#

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

ashen chasm
#

also, why doesn't my diag exe show suspension diag for tanks notlikemeowcry

lean bloom
#

because I changed mine to carX to make it show it yoba_zampolit

#

it only seems to work for wheeled, not tracked

lean bloom
# ashen chasm front wheels overloaded to hell
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 blobdoggoshruggoogly

#

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

hearty sandal
#

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

hard chasm
#

@lean bloomplain and simple you are not using the correct inheritence.

lean bloom
#

it´s just that I checked the cfgVehicles of multiple other vehicles, and none of them have said parameters (memoryPointTrackFLL) defined harold

nimble sequoia
lean bloom
hearty sandal
#

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

lean bloom
# hard chasm <@281132699035369472>plain and simple you are not using the correct inheritence.

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

hard chasm
#

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

copper hazel
#

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

nimble sequoia
#

It's a valid BI class

hard chasm
#

damn then i don;t know what i'm doing!!! couldn;t find it..

#

grrrrr wingrep

hard chasm
#

@lean bloomsomething else is in the soup here. have you looked at the error messages just before the ones you posted?

nimble sequoia
#

Could be this?

#

Looks like he's killing all classes 😉

hard chasm
#

GREAT SPOTTING!!!! it should be class all;

#

the above empties class all

lean bloom
hard chasm
#

welcome to hell

lean bloom
#

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

hard chasm
#

nah. you get used to this and your workflow does improve

#

don't let these speed bumps deter you.

formal walrus
#

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

hard chasm
#

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

formal walrus
#

So in terms of this being within the CfgWeapon tree, and the weapon I want to alter is “Gun1”

hard chasm
#

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

formal walrus
#

Well I’m trying to overwrite it essentially

hard chasm
#

never a good idea to alter the game itself. others won't use your mod

formal walrus
#

It’s in a mod, not arma itself

hard chasm
#

and others won't use it

#

they wont even have it on their pc because of it's effect

formal walrus
#

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

nimble sequoia
#
{
    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.
hard chasm
#

perfect

#

others wll be happy to use your mod if they like it.

formal walrus
#

Yeah I’m not trying to be sketchy lol, it’s just balancing an old asset

hard chasm
#

and magazines[]+= is a better option.

#

because you don't kwn when bis might change the base loadout.

nimble sequoia
formal walrus
#

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

hard chasm
#

if you deliberately don't want bi's mags. fine

formal walrus
#

Yeah these are modded

hard chasm
#

+= if you want to keep bis mags too. = if you don''t

formal walrus
#

Wasn’t sure if I could ask modded arma questions in here, but I’m just so lost on the process

formal walrus
hard chasm
#

paste yr current config

formal walrus
#

Not at my pc atm

#

That’s just what I had when I sent it to someone else last night

hard chasm
#

is dtassault yours?

formal walrus
#

Not within my pbo, but another pbo in the mod I work with

hard chasm
#

you need THAT addon as a requiredaddon

formal walrus
#

It is

hard chasm
#

it must load before yours does

formal walrus
#

Yeah my pbo class is at the end of the add on order

hard chasm
#

then there's no problem?

formal walrus
#

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

hard chasm
#

what says 'no inheritence' ?

formal walrus
#

Pbo project

hard chasm
#

can;'t go further with the tiny paste you gave

wintry tartan
#

Post your entire config, that's the best way to describe anything

formal walrus
#

Once I’m home I can do that

cobalt kettle
#

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

cobalt kettle
hearty sandal
#

most likely your mod dont load in right order

#

if your required addons array in cfgPatches dont have vanilla loadorder as requirement

cobalt kettle
#

i currently have "A3_Data_F_Enoch" as my required addons

hearty sandal
#

its not correct one

#

use the latest full vanilla loadorder

cobalt kettle
#

is there a link to that anywhere?

hearty sandal
#

pins

#

3rd from top

cobalt kettle
#

A3_Data_F_Decade_Loadorder

#

this yeah?

hearty sandal
#

hmm

#

unless you also run contact dlc

#

then I think yes

cobalt kettle
#

i am not running the optional dlc

hearty sandal
#

👍

#

then that should work

cobalt kettle
#

ty chief, i'll give that a testrun now 🤟

#

that worked, you're the man 👍

hearty sandal
#

Experienced guess.

spare warren
#

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

wintry tartan
#

What is the Mod/what kind of you mean

spare warren
#

Its the Arma 3 Trainer and Enhancer 2.0

drifting skiff
#

what is "weaponinfotype" on scopes? can't really find anything that specifically says what it is

wintry tartan
drifting skiff
#

hmm, thanks!

spare warren
# wintry tartan What instructions

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

wintry tartan
#

Link please

spare warren
#

point 3

wintry tartan
#

This is not an instruction but "I don't want to support it"

spare warren
#

ok if i tossed it in my server mod folder and made it a mandatory mod would that work?

wintry tartan
#

I don't think so?

lethal shuttle
#
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

lean bloom
#

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 🤔

ashen chasm
#

wut intensifies

lean bloom
#

All the memory points for wheel axes and boundaries have the same Z values

ashen chasm
#

i'm being silly

ashen chasm
formal walrus
#

do submunitioncount and the count in conetype do the same thing or different

ashen chasm
#

i only see submunitionCount=1; used in the config dumps i have here. And only 4 mentions in the entire dump think_turtle

formal walrus
#

yeah tahts the annoying thing

#

ive just seen it in other people examples

ashen chasm
#

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

formal walrus
#

ya, i binned of subcount for now, gonna see if that does anything

formal walrus
#

yeha that coding might be a deprecated one, and they lumped it into the conetype

lean bloom
nimble sequoia
tight ginkgo
#

Hi. Does anyone know how to add the co-pilot the ability to stabilize the camera with CTRL+T? Example - UAV.

winter talon
#

^ what is wrong with them?

left zodiac
#

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

wintry tartan
#
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?
left zodiac
#

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

wintry tartan
#

_projectile is still undefined

#

Literally same with SQF

left zodiac
#

so i still run params through

wintry tartan
#

Yes

left zodiac
#

params ["_projectile"];
private _pos = getPosASL _projectile;
['sc_scripts_orbitalStrike', [_pos, 200]] call CBA_fnc_globalEvent;

wintry tartan
#

Maybe

#

\ is needed to line breaking a string in config IIRC though

left zodiac
#

_projectile: " encountered instead of =

grand zinc
#

you have quotes inside quotes

#

you end the string in the middle of your params script

#

use single quote ' in your params

grand zinc
wintry tartan
#

Ah

tawny mason
#

I have one of question.
When make replacement config, there must be classnames are changed?

compact elbow
tawny mason
#

okay, I mean just i don't want to touch classname class B_soldier_F, But I dont know it is possible.

compact elbow
#

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

wheat sluice
#
    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.
    };
tawny mason
#

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.

nimble sequoia
# lean bloom this crap is fucked beyond repair...

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[]```
wheat sluice
#

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.

tawny mason
#

Thanks for answer for my question. 👍👍

idle matrix
#

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

languid aurora
#

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?

left zodiac
#
deleted = " params ['_projectile']; private _pos = getPosASL _projectile; ['sc_scripts_orbitalStrike', [_pos, 200]] call CBA_fnc_globalEvent;}];"
molten musk
#

So you will get the result that the projectile is fired when the projectile is deleted and can you get the position of it

hearty sandal
molten musk
idle matrix
grave steppe
#

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

left zodiac
#

ill give both your suggestions a whirl

toxic solar
#

whats the difference between simulation = "helicopterrtd"; and simulation = "helicopter";

wintry tartan
#

rtd means rotorlib. AKA Advanced Flightmodel capable

toxic solar
#

ah okay, in the settings I have adv flight model off, it would just behave like a normal helicopter?

wintry tartan
#

Yes

toxic solar
#

and so thus RotorLibHelicopterProperties only applies if simulation is helicopterRTD and if I have adv flight model turn on?

wintry tartan
#

Should be

toxic solar
#

Okay last one for the night(oh shit its sunrise sunglasscry ), 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

dusk jungle
#

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` ![meowhuh](https://cdn.discordapp.com/emojis/700311721784377405.webp?size=128 "meowhuh")
#

Jet is O_Plane_CAS_02_dynamicLoadout_F flying with pilot

wild arch
#

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?

wild arch
hearty sandal
#

Config stuff takes some practice

#

But you can do it

molten musk
sullen fulcrum
#

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

strange egret
#

this reminds me that BI redid the event handler thing and i still have to adapt the new system...

unkempt helm
#

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)

hearty sandal
oak beacon
#

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?

nimble sequoia
hearty sandal
#

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

spark kindle
#

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?

hearty sandal
#

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

spark kindle
#

ok it confused me because the helmet mod another member of my unit walked me through doesn't have one.

hearty sandal
spark kindle
#

thank you that answers the questions

oak beacon
# nimble sequoia Yes, you must have missed something, EH don't need a side. We'd need to see your...

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

hearty sandal
#

Right now you are creating a vehicle called eventhandlers which is completely unnecessary

nimble sequoia
#

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 ^^

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!

oak beacon
#

Yep, working now with O_Soldier_F with parent O_Soldier_base_F setting up class Event handlers per example above. Thanks again.

fading abyss
#

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

wintry tartan
#

CfgVehicles is not the only part of a uniform

fading abyss
#

is that okay?

wintry tartan
#

Multiple issues there but idea is that

fading abyss
#

issues like what? I'm trying to use a guide as base but i'm kinda confused

wintry tartan
#

The classname is invalid

#

Also no parent class too

fading abyss
hard chasm
#

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.

fading abyss
fading abyss
hard chasm
#

what do you think it means!

fading abyss
#

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

severe marlin
#

Anyone alive?

hard chasm
#

only us gremlins

severe marlin
hard chasm
#

way past my paygrade

severe marlin
hard chasm
#

i don't make models or textures.

severe marlin
hard chasm
#

body texture problem

severe marlin
#

I said problem

#

Not to make

#

I'm retexturing some uniforms from an existing female mod everything works fine except the body

hearty sandal
severe marlin
#

He also made another mod with "multiplay uniforms" mod

hearty sandal
#

I'd suppose best place to get help on that would be to ask the author

severe marlin
hearty sandal
#

We can't really know how such a mod is set up.

severe marlin
hearty sandal
#

Like I said, normally skin texture is handled through identities

severe marlin
#

Their body it's always white

hearty sandal
#

Well perhaps they are set up with identities

#

And you need new identities Set up

severe marlin
hearty sandal
#

You'll have to browse the vanilla configs for examples

severe marlin
hearty sandal
#

I don't remember what all that requires off the top of my head

hearty sandal
#

But sure the mod might have identities Set up like I mentioned earlier

#

But can't know for sure

severe marlin
ashen chasm
#

i don't think identities handle the body skin color though? Only head/hands/legs?

hearty sandal
#

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

hearty sandal
ashen chasm
#

alternate syntaxes of selectionPosition don't work on visual LODs of character models notlikemeowcry

hearty sandal
#

Want to ping dedmen for fixes? 😅

robust cape
#

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?

hearty sandal
#

Is the hpp in same folder as the cpp?

robust cape
#

Yes, both are in addons/ase_aimpoint_cs/.

hearty sandal
#

Then just "nameof.hpp" should work

#

After include

robust cape
#

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.

hard chasm
#

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

robust cape
#

I'm crunching with +K +C and -B options only.

mossy scaffold
#

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?

fading abyss
#

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

ashen chasm
glacial spear
#

so trying to do a rtt map, anyway to delete the player marker from the RscMapControlEmpty

fading abyss
lethal shuttle
#
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

runic basin
#

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).

nimble sequoia
lethal shuttle
#
        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

nimble sequoia
#

check the memory points for get-in

#

make sure you only have 1 primary gunner in the vehicle

lethal shuttle
#

the getin memory points are correct

lethal shuttle
#

thats how ive been trying to do it

nimble sequoia
#

that's fine, you don't need a gunner

drifting skiff
# fading abyss

why do you have 4 hiddenselectiontextures for only 2 hiddenselections?

lethal shuttle
#

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

nimble sequoia
drifting skiff
#

and a 3rd extra note is RHS eula doesnt allow acu retextures

lethal shuttle
#

the config.cpp only has comanderoptics

nimble sequoia
#

No, probably not, hence why it's not working I'd guess

lethal shuttle
#

how can i get rid of the mainturret class then?

nimble sequoia
#

Don't inherit it.

#

Or redefine it as what you do want.

fading abyss
lethal shuttle
#
        class Turrets
        {
            class CommanderOptics: NewTurret
            {
                class ViewOptics;
                class ViewGunner;
            };
        };```
fading abyss
lethal shuttle
#

its not even inherited in the config though?

fading abyss
drifting skiff
nimble sequoia
fading abyss
lethal shuttle
nimble sequoia
lethal shuttle
#

so i should just completely delete the turret class?

#

would the commanderoptics class still work without it?

nimble sequoia
#

Do you understand now why you have a mainturret class?

lethal shuttle
#

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

nimble sequoia
#

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)

lethal shuttle
#

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

nimble sequoia
#

Yes, that's what I would do.

{
   class myTurret: NewTurret
   {
       entries that are important that I saw in CommanderOptics
   };
};```
lethal shuttle
#

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

lethal shuttle
#

scratch that, i got it working

fading abyss
#

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

tacit zealot
#

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.

wintry tartan
#

It maybe is possible if they have unused selections. Check the object's selection via selectionNames SQF command

tacit zealot
#

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

wintry tartan
#

It is honestly strange that I haven't realized this all the time

tacit zealot
#

Hmm it didn't work anyway.
Did this, looks like default anyway.

hearty sandal
#

It probably is not define as section in the model.

past knot
#

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?

thorny elbow
#

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

wintry tartan
wintry tartan
thorny elbow
wintry tartan
#

Basically

past knot
hard chasm
#

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)

ashen chasm
#

inb4 "i want includes from another pbo that can change in the future"

thorny elbow
#

thanks polpox

wintry tartan
#

Better to thank mikero too

molten musk
#

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 😉

hearty sandal
molten musk
#

DemoCharge

    class GVAR(Charge_Ammo):DemoCharge_Remote_Ammo {
...
hearty sandal
#

these are the ammo event that you can use

#

with remote detonated charge you might be able to use killed event

molten musk
#

thanks, i will test these

hearty sandal
vast tartan
#

Is there any documentation for the process the USS Liberty/Freedom use for connecting the split models?

glacial spear
#

trying to do some rtt stuff with a map, but the player icon is the only thing still visible

vast tartan
molten musk
hearty sandal
#

so to spawn a smoke grenade or just make a lot of smoke?

molten musk
# hearty sandal 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

hearty sandal
#

ah right

#

plot thickens 😄

molten musk
#

Yeaah

hearty sandal
#

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

molten musk
#

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.

hearty sandal
#

if it works it would be just inside class eventhandlers{}

latent monolith
#

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.

hearty sandal
#

a sound can be tied to a animation source

#

or you can add environmental sound on an object via memorypoint

hearty sandal
#

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

hot pine
#

it's in Nexus

#

(stacked eh)

formal walrus
#

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

teal mirage
#

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?

hard chasm
#

you've put the centre of gravity in the ,model near the rotors not, near the skids

lethal shuttle
#
                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

nimble sequoia
hearty sandal
lethal shuttle
#

thanks

elfin void
#

How to create a mod to modify the magnification of a vanilla sight?

severe marlin
#

Guys I'm trying to add equipments but it won't work

#

Backpack,vest and these stuff

molten musk
molten musk
#

your cfgVehicles ends here

severe marlin
#

And helmet

severe marlin
#

They count as cfg weapons?

severe marlin
#

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

wintry tartan
#

You want to try some suggestion first, not saying "but"

#

If something is unclear, state what is

severe marlin
#

My vests it's in cfgWeapons

#

I added few vest But Only the first one works

severe marlin
wintry tartan
#

A backpack is a part of CfgVehicles, yes. Always.

severe marlin
wintry tartan
#

I can't take a look on your config for a bit more anyways

wintry tartan
severe marlin
wintry tartan
#

No. I don't know what Mod it is

severe marlin
wintry tartan
#

We won't say there is a reliable video tutorial

#

Because we saw a lot of bad video tuts

elfin void
#

I hope there is an official update😩

wintry tartan
#

Most most unlikely. That's why I said make one

elfin void
#

whyblobdoggoshruggoogly

wintry tartan
wintry tartan
elfin void
#

I saw a tutorial in the Chinese community, I will take a look later

severe marlin
wintry tartan
#

Then step back and learn to basics

hard chasm
#

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.

chilly tulip
#

The external base classes section is undercooked so good luck figuring out how to modify pre-existing classes just from that page.

languid aurora
#

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};
                    };
                };
            };```
chilly tulip
#

Not sure where you got scale from, but for most controls the text size is set by either sizeEx or size

chilly tulip
#

oh, MFD stuff. Never mind then. Outside my knowledge.

languid aurora
lament sluice
#

Not sure where to ask this, but for a stringtable, how would you add an ampersand &? I tried &amp;, but it didn't work and ended up as a question mark.

wintry tartan
#

How did you done that?

lament sluice
#

not sure what you're asking

wintry tartan
#

Your code

lament sluice
wintry tartan
#

Hm that should do 🤔

lament sluice
#

It gets cut off right at The Smith ?

wintry tartan
#

What part of config uses this string?

lament sluice
#

Field Manual

#

I'm doing some rewrite for the SOG CDLC

hearty sandal
lament sluice
#

I like naming the real companies who made the guns

wintry tartan
#

Just realized field manual doesn't really use & symbol even in vanilla game? That's strange

lament sluice
#

Alright then

#

It should work for the rest of the game I'm assuming

toxic solar
#

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

toxic solar
#

so prob also related to that thinkW

toxic solar
#

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?

hearty sandal
toxic solar
hearty sandal
#

no new point that is unique named like machingunpoint and part of the turrets gun selection

toxic solar
#

Okay will go try

hearty sandal
#

refer to tank sample too

toxic solar
#

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

novel lava
#

unfortunately for cannons gunbeg cant be array

#

only memorypointgun accepts it

#

and that only works for shotBullet simulation ammo

toxic solar
novel lava
#

well shotbullet would use memorypointGun then

toxic solar
#

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?

novel lava
#

that's weird it definitely should work

#

memoryPointGun[] = {"usti hlavne 1","usti hlavne 2"}; is what the vanilla AA uses for example

toxic solar
#

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

novel lava
#

oooooh yeah this was discussed on the sog discord apparently helicopter sim doesn't work with memorypointgun array 😬

#

I personally havent tried it

toxic solar
#

AHHHHHHHHHHHH

#

I can only cry so much

hearty sandal
#

make them pylons

novel lava
#

the work around is using - yeha pylons

hearty sandal
#

😄

toxic solar
#

thonk example?

novel lava
#

but i think with pylons you can't reload magazines then?

hearty sandal
#

🤔 dont remember

toxic solar
#

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

novel lava
#

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

toxic solar
novel lava
#

uhhhhhHhh

#

I think vanilla has one

#
    class Rocket_04_HE_Plane_CAS_01_F: RocketPods
    {
        class Far_AI: RocketPods
        {
            salvo = 2;
            };
    };
toxic solar
#

this? I didnt find it in the config ref in wiki 🙂

novel lava
#

yyeah thats it

toxic solar
#

so i just looked at AIO

#

very cool

#

and it only effects if pylon?

novel lava
#

I believe so yeah

toxic solar
#

I will take a shot at making these turrets pyloned

novel lava
#

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

toxic solar
#

interdasting didnt think sherman would have pylon stuff

lethal shuttle
#

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

nimble sequoia
#

Check if renderVisionMode = 3; has the same issue.

lethal shuttle
#

i have pip2_pos memory point the same as the gunnerview, maybe thats the issue?

sacred gate
#

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?

low pasture
#

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

hard chasm
#

you aren't missing that requirement, the addon itself does not exist for reasons unknown.

wintry tartan
#

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

low pasture
wintry tartan
#

Check pinned posts

low pasture
#

and is there a way for me to require the whole cup vehicles? instead of each pbo?

wintry tartan
#

Same answer

low pasture
#

oh, i clicked pinned and discord said it had no pinned comments. but now it loaded

hard chasm
#

what did you do to change that?

low pasture