#arma3_config

1 messages · Page 32 of 1

wintry tartan
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pboProject checks if it is there in local file. It won't dupe it into your PBO

gritty storm
#

Well that’s the issue

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It’s checking the P drive.

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Not the C drive that Arma is installed under

hearty sandal
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mikeros arma3p does it for you

gritty storm
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Oh

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Ooooo

hearty sandal
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just say no for unpacking dubbing

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since that takes forever

gritty storm
hearty sandal
#

yes the toolset comes with many programs

gritty storm
#

Did it

hearty sandal
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👍

lean bloom
#

How should I troubleshoot the "Get in as Gunner" only appearing under certain angles? I´d like it to appear when the player is looking at the vehicle from whichever angle within X meters, but for now it only comes up when I come around from the front.

slow gazelle
#

Tried to change stuff on the section in the txt file, but got no results so far

hard chasm
#

this is sqf code and doesn't belong here use scripting

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sqf has nothing to do with config.cpp

fleet adder
#

For 3D Scopes like some of the vanilla ones, what config parameter is the one that makes them stay aligned to the center of the screen when ADS sight and you move or when you have the aim-deadzone setting modified?

Red dot sights like the ACO align to the weapon when ADS and move with the weapon when you move too, I'm talking about the 3D model, not the reticle itself.

Goat suggested this, wanted to know if someone else knows which one im talking about.

nimble sequoia
lean bloom
#
                gunnerRightHandAnimName = "horizontal_handpos";
                gunnerLeftHandAnimName = "vertical_handpos";
                gunnerAction = "D20pose";
                gunnergetInAction = "GetInLow";
                gunnergetOutAction = "GetOutLow";
                weapons[] = {QUOTE(TBD_D20_WEAPON)};
                elevationMode = 1;
                initCamElev = 0;
                minCamElev = -35;
                maxCamElev = 35;
                initElev = 0;
                minTurn = -27;
                maxTurn = 27;
                initTurn = 0;
                cameraDir = "gunnerview_direction";
                discreteDistance[] = {};
                discreteDistanceCameraPoint[] = {"gunnerview"};
                gunnerForceOptics = 0;
                maxVerticalRotSpeed = 0.05;
                maxHorizontalRotSpeed = 0.1;
                memoryPointCamera = "gunnerview";
                memoryPointGunnerOptics = "gunnerview";
                gunnerOpticsModel = QPATHTOF(scope.p3d);
                gunnerUsesPilotView = 1;
                disableSoundAttenuation = 1;
                soundServo[] = {QPATHTOF(sounds\wheels.ogg), 1, 1, 20};
                soundServoVertical[] = {QPATHTOF(sounds\metalsqueal.ogg), 5, 1, 35};
                minelev = -8;
                maxelev = 37;
                gunBeg = "usti hlavne";
                gunEnd = "konec hlavne";
                ejectDeadGunner = 1;
                usepip = 2;
                discreteDistanceInitIndex = 0;
                primaryGunner = 1;
                memoryPointsGetInGunner = "pos_gunner";
                memoryPointsGetInGunnerDir = "pos_gunner_dir";
                proxyType = "CPGunner";
                proxyIndex = 1;
                magazines[] = {};
            };```
#

memoryPointsGetInGunner = "pos_gunner";
memoryPointsGetInGunnerDir = "pos_gunner_dir";

opal crater
#

Weren't the getin points working in reverse for statics?

ashen chasm
#

i mean, "when I come around from the front" does look pretty consistent with mempoints on the screenshot tanking

lean bloom
#

uhm, but they are in the back, no?

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this is where the option to "get in" appears more or less

opal crater
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swap the names of mempoints in the config.

lean bloom
#

it works

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somehow

hearty sandal
opal crater
#

BI guns are affected too but they also have disassembly action which hides the issue KEKhands

lean bloom
#

Cheers anyway, now I can retroactively fix all the assets released in the past sadcat

opal crater
#

fun!

nimble sequoia
gritty storm
#

So when looking for the class name for a config, what am I looking for exactly?

calm pilot
#

Hi folks, is there a way to hide the MFD hud from my custom helicopter? It inherits from the Helicopter_Base_H baseclass

calm pilot
gritty storm
#

Alright

#

However

#

This won't appear in the editor

calm pilot
gritty storm
#

Why? It worked for my F-100 retexture

cloud saddle
#

try adding the side entry to your helo.

gritty storm
cloud saddle
#

side = 1; for blufor.

gritty storm
#

Nope, still not showing

gritty storm
#

Yeah I don't know what is wrong

hard chasm
#

and the 'not working' is what? It won't do the dishes or feed the dog?

gritty storm
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It won't show up in the editor.

grand zinc
#

the uh1 armed that you're inheriting from, does show in editor?

gritty storm
#

CWR 3 has multiple variants of the UH-1 with different loadouts.

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But yes, it shows up in the units in the original config.

ashen chasm
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And mandatory "why does you requiredAddons only list "cwr3_core" that's earlier than cwr's uh1 in load order?" tanking

gritty storm
#

That's how it is? I don't know

gritty storm
#

Yeah I don't know.

It's giving me a headache, everything seems fine but it just will not show up in the editor. I don't know if it's the class or not

gritty storm
#

["CUP_UH1H_armed_base","CUP_UH1H_base","Helicopter_Base_H","Helicopter_Base_F","Helicopter","Air","AllVehicles","All"] Parents

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configfile >> "CfgVehicles" >> "cwr3_b_uh1_armed" Path

nimble sequoia
gritty storm
#

I see

#

Well I'm replacing a cwr 3 UH-1

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Which uses a CUP UH-1

nimble sequoia
gritty storm
#

Already been using it

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Doesn't show up in the editor.

nimble sequoia
#

Open the config viewer and search for your new class prt_uh74.
Make sure it's there, and check it's contents.

gritty storm
#

Nope not there

nimble sequoia
#

What does that tell you?

gritty storm
#

The config isn't working.

#

But I did the same thing as I did with the f-100.

nimble sequoia
#

Or your pbo is not being built or loaded

gritty storm
#

Nah it built the PBO right, at least I think it did

nimble sequoia
#

Open your game rpt file and check if the pbo is in the list

gritty storm
#

It's mentioned

nimble sequoia
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Any error messages near the end?

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Ah no, that's the wrong place in the rpt

gritty storm
nimble sequoia
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Search rpt for "prt_uh74" - any error messages?

gritty storm
nimble sequoia
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Post cfgPatches of your prt_uh74

gritty storm
nimble sequoia
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Probably wrong requiredAddon for the cwr3_uh1

gritty storm
nimble sequoia
#

yep, there you go

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cwr3_vehicle_uh1

gritty storm
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I'll try it

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I thought the class on the cfgpatches doesn't have to be the one from the original.

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It works for the f-100

nimble sequoia
#

You probably need to stop comparing something that worked on another of your mods, doesn't mean to say it was right or you fully understood it

gritty storm
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This is the cfgVehicles for the original

nimble sequoia
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Thought you said it was cwr3_b_uh1_armed

gritty storm
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It is, that's what it says in the config viewer

nimble sequoia
#

So you're showing the wrong code above

gritty storm
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configfile >> "CfgVehicles" >> "cwr3_b_uh1_armed"

nimble sequoia
#

?

gritty storm
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What

nimble sequoia
#

You ask questions, I'll help to answer... what's your question

gritty storm
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My question is why it isn't showing up in the editor

nimble sequoia
#

You have the wrong requiredAddon

gritty storm
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Nor is the config even there

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Ok, but it is the exact same as the original.

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I don't see a difference with the required addons.

hearty sandal
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Your mod is not supposed to have exact same things as the original

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your mod is supposed to refer to the original

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not to what the original refers to

nimble sequoia
gritty storm
#

So it would just be cwr3_core

hearty sandal
#

no

gritty storm
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Oh

hearty sandal
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this is what your config must load after

gritty storm
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If this works, I riot.

hearty sandal
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so this is what you need as required addon

gritty storm
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Wait so change the class to the unit?

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I'm so confused

nimble sequoia
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requiredAddons[] = {"cwr3_vehicle_uh1"};

wintry tartan
#

Your CfgPatches class is ALWAYS need to be original, not using existed one

gritty storm
#

So like that?

wintry tartan
#

Nononononono...

nimble sequoia
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Almost...your cfgPatches class name should be your pbo name

wintry tartan
#

Not even almost. Your CfgVehicles is in CfgPatches

gritty storm
#

Oh shit you are right

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Fuck, how did I miss that

nimble sequoia
#

When you're focusing on other learning points it's easy to not spot the missing };

gritty storm
#

There we go

wintry tartan
#

Wrong brackets

gritty storm
nimble sequoia
#

yep

gritty storm
#

Ok ok, I understand how this works now.

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Kinda

nimble sequoia
#

You might also need scopeCurator = 2; for Zeus

gritty storm
#

So that's why the F-100 doesn't show in Zeus

nimble sequoia
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It seems that "scope" doesn't get inherited necessarily

gritty storm
#

Moment of truth

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YESSSSSSSSS

nimble sequoia
gritty storm
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Saving this

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Alright small question

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For the striker (the F-100)

I want the rvmat to be applied to a F-100 when I put it down from the editor.

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Right now it only applies when I equip the paint.

nimble sequoia
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Does the inherited class have a class TextureSources?

gritty storm
#

Let me check

nimble sequoia
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(and save yourself time now, get the SOG: PF DLC and use the new F-100 😉 )

gritty storm
#

When I get my paycheck

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Though I want this mod pack to be accessible to the most people, it's for a community that's been wanting an Arma mod for their IP for a bit.

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Some of them don't have all or any of the DLCs

wintry tartan
#

Compat Mod always exists

nimble sequoia
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and it was recently on sale at huge discount

gritty storm
gritty storm
#

Ah, alright

#

Yeah I'll check it out

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Alright I'm going to try another retexture on my own using what I learned now.

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And just for future reference, this process is relatively the same for uniforms?

hearty sandal
gritty storm
#

Huh wha

pastel fog
#

Is there a reference page for CBA_A3 joint rails?

nimble sequoia
pastel fog
#

Yeah,
I think digging through the configs for CBA might be the only solution

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Seems to be the best there is, and it seems to mostly use vanilla functions

gritty storm
#

Did it, made a retexture on my own

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Works like a charm.

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Maybe took twenty to thirty minutes

severe marlin
#

What exactly that "hitpointname" do?

ashen chasm
severe marlin
ashen chasm
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vanilla uses a limited set of values to represent specific armor classes (I, II and so on)

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but other than that it seems to be just a multiplier in the damage formula

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Vest class 1: abdomen/body/chest/diaphragm, armor 8, passtrhough 0.5
Vest class 2: abdomen/body/chest/diaphragm(/pelvis), armor 12, passtrhough 0.4
Vest class 3: abdomen/body/chest/diaphragm, armor 16, passtrhough 0.3
Vest class 4: abdomen/body/chest/diaphragm, armor 20, passtrhough 0.2
Vest class 5: abdomen/body/chest/diaphragm/arms/neck, armor 24, passthrough 0.1

Vest class ER:abdomen/body/chest/diaphragm/arms/neck/pelvis, armor 8/16/78, passthrough 0.5/0.3/0.6

=======================

Helmet class 1: head(/face), armor 4-2(/4), passthrough 0.5-0.8
Helmet class 2: head(/face), armor 6(/4), passthrough 0.5
Helmet class 3: head(/face), armor 8-7-6-10(/4), passthrough 0.5
Helmet class 4: head, armor 10, passthrough 0.5
Helmet class 5: head(/face), armor 12(/8), passthrough 0.5
severe marlin
ashen chasm
severe marlin
ashen chasm
#

wot

severe marlin
#

Vanillas

ashen chasm
#

what's the question?

severe marlin
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And their classes

ashen chasm
#

you can check the protection values of each vest in the Config Viewer. And vanilla seems to mention protection classes of gear in its descriptionShort

lean bloom
#

I assume this is where I am supposed to be putting my character poses exported from the ArmaRig, right?

The issue is that in-game, the character seems to be using an entirely different poses than the one linked in the config.
But when I use player SwitchMove "MyAnimationName" the correct pose plays on the player model. So the poses I exported from the rig are in-game and working, but for some reason they are just not linked to the slot defined by the proxy.

I have used paths to vanilla proxies in Blender, eg P:\a3\data_f\proxies\panther\commander.

So now seemingly the player model ingame is using the animation that is indicated in the Blender proxy path, rather than the one that is indicated in the config, and I can´t figure out why.

Up until now I haven´t had issues with this, granted I have only been doing animations for static weapons instead of proper "vehicles".

I have always used P:\a3\data_f\proxies\mortar\gunner inside Blender for all the statics, and then in gunnerAction put my custom pose from the rig, and it worked every time.

No idea why did this suddenly stop working, is there something else that one needs to keep in mind in case of proper vehicles, unlike statics?

hearty sandal
lean bloom
#

in that case I assume it defaults to something

hearty sandal
#

the proxy name/ gunner / commander/ cargo connect that proxy to cargo/gunner etc position according to the proxies index and set index in turret or position in cargo position list

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for example this uses commander proxy

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but it could just as well be CPGunner and it would use gunner proxy

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the shape of the proxy also does not matter, its just visual reference typically set up to be same as a corresponding animation/action pose so that the position can be aligned correctly

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other examples

lean bloom
#

I see

#

Well, no idea yet. If I, say, sit on the Driver slot, and it puts me in the wrong pose (default driver pose I assume), and then I execute player switchMove "my DriverPose" it switches me into the correct pose. So the issue is that for some reason the pose is not loading automatically when the player enters said slot.

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this is what I thought "driverAction=" was for

hearty sandal
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it is

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but sounds like your action is then not set up right

hearty sandal
hard chasm
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my memory being questionable, cargo (and other) positions are defined by rtm files normally in, of all places, \a3\anims
ill check the text file(s) in there to see what the hell i'm talking about. It should be a simple thing to tell it the rtm\is\different

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seesh, a long time ago in a galaxy far away I knew this stuff backwards forwards and upside down.

#

your paste above looks sorta kinda ok, which doesn't help at all. But, aren;t you overriding existing manactions??

lean bloom
#

Hmmm, my cfgMoves contains a bit less info

class CfgMovesBasic {
    class defaultDie;
    class ManActions {
        mtlbpose = "mtlbpose";
        mtlbcommander = "mtlbcommander";
    };
};

class CfgMovesMaleSdr: CfgMovesBasic {
    skeletonName = "OFP2_ManSkeleton";
    gestures = "CfgGesturesMale";
    class StandBase;
    class States {
        class Crew;
        class mtlbpose: Crew {
            file = "TBD_MTLB\anim\mtlbpose.rtm";
        };
        class mtlbcommander: Crew {
            file = "TBD_MTLB\anim\mtlbcommander.rtm";
        };
    };
};
hearty sandal
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skeleton name and gestures you dont need to redefine

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Id recommend removing those

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best to have nothing unnecessary in your configs for easier reading and no accidental overwrites

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its not related to your problem but keeps it tidy

lean bloom
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The only reference I had was the pinned pdf for the creation of static animations sadcat

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But ye I´ll remove it

hearty sandal
#

from the looks of it, yours does seem corretly set up

#

the class naming in itself should not matter

lean bloom
#

I´ll try to redo it the way yours is

hard chasm
#

class mtlbpose has almost nothing in it, are you sure the class crew contains these paramaters?

#

eg

            speed = -1.8;
            looped = 0;
            connectTo[] = {"ChopperLight_L_static_H",1};
            interpolateTo[] = {"KIA_chopperLight_L_01_H",1,"KIA_chopperLight_L_02_H",1,"KIA_chopperLight_L_03_H",1};
            variantsAI[] = {"ChopperLight_L_static_H",1};
            variantsPlayer[] = {"ChopperLight_L_static_H",1};
            variantAfter[] = {1.8,1.8,1.8};
            useIdles = 0;```
par exemple
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hmmm... will check.... laziness on my part

#
        {
            actions = "CargoActions";
            file = "a3\anims_f\data\anim\sdr\mov\sit\stp\non\non\amovpsitmstpsnonwnondnon.rtm";
            speed = 1e+10;
            soundEnabled = 0;
            collisionShape = "A3\anims_f\Data\Geom\Sdr\geom_empty.p3d";
            useIdles = 0;
            canPullTrigger = 0;
            leaning = "crewShake";
            mask = "empty";
            blockMobileSwitching = 1;
            rightHandIKCurve[] = {1};
            leftHandIKCurve[] = {1};
            rightLegIKCurve[] = {1};
            leftLegIKCurve[] = {1};
            InterpolateTo[] = {"Unconscious",0.02};
        };```
lean bloom
#

I´ll take a look

lean bloom
#

I have tried changing the parameters in cfgMoves, and on top of that just for the sake of testing I have replaced my custom driverAction with several different vanilla driver actions, and they all have the same issue, they are simply not being played, which would lead me to believe the problem is not in cfgMoves, but rather somewhere else

hard chasm
#

yep

lean bloom
#

But I truly don´t know where could the issue be in cfgVehicles. DriverAction is a single entry that is kinda difficult to screw up / make a mistake in 🤔

hard chasm
#

requiredaddons? for crew

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rpt will scream at u if not found btw

lean bloom
#

rpt is unfortunately not showing anything 😦

I´ll try to pack with hemtt a bit later, maybe it will help

nimble sequoia
# lean bloom Hmmm, my cfgMoves contains a bit less info ``` class CfgMovesBasic { class ...

This is what I would use.
If this is in a separate pbo to your vehicle, your vehicle cfgPatches will need to have your animations pbo as a requiredAddon.
But I wouldn't have the ALL CAPS TBD_MTLB folder name, as that indicates a macro.

{
    class DefaultDie;
    class ManActions 
    {
        mtlbpose = "mtlbpose";
        mtlbcommander = "mtlbcommander";
    };
};

class CfgMovesMaleSdr: CfgMovesBasic 
{
    class States 
    {
        class Crew;
        class mtlbpose: Crew 
        {
            file = "TBD_MTLB\anim\mtlbpose.rtm";
            connectTo[] = {};
            interpolateTo[] =
            {
                "BasicDriverDying", 0.1,
                "Unconscious", 0.02
            };        
        };
        class mtlbcommander: Crew 
        {
            file = "TBD_MTLB\anim\mtlbcommander.rtm";
            connectTo[] = {};
            interpolateTo[] =
            {
                "BasicDriverDying", 0.1,
                "Unconscious", 0.02
            };            
        };
    };
};```
lean bloom
#

Cheers I´ll take a gander

gentle axle
#

I'm trying to make a new item function as "Diving Goggles" for some sci-fi stuff, but can't find the script that defines the Goggle overlay and clarity functions. Does anyone know what it is?

dapper summit
#

good evening,

I've made a vehicle config edit of the FV-720 and I'd like to have a variant spawn with all of the slat armour and tools etc. How do I go about doing that? been trying to figure it out

#

(basically just making a new class inheriting from the main one that has all the kit)

hard chasm
#
class cfgPatches
  requiredaddons[]= { addon name that has original thing};

class CfgVehicles
{
  class original;
  class new_thing  : original
  { 
     change what i want
 };
};```
dapper summit
#

oh yeah i've got that i'm just not sure specifically what I have to do to make the vehicle spawn with specifically the slat armour, tools, and canvas cover

#

rather than plopping my vehicle down and going into garage every time to add it

wintry tartan
#

Why making new class instead of messing around with scripts?

dapper summit
#

cos i know absolutely the bare minimum about scripting. I've been scraping by via the BI config reference pages and discord lol

#

I've wanted to convert an ACE script that was provided to me into vanilla but it's way above my ability lol.

#

I've figured it out, i feel silly

{
    displayName="FV510 Warrior (TES)";
    animationList[]=
    {
        "showBags",1,
        "showBags2",1,
        "showCamonetHull",0,
        "showCamonetTurret",0,
        "showTools",1,
        "showSLATHull",1,
        "showSLATTurret",1
    };
};```
nimble sequoia
dapper summit
dapper summit
#

Spoke too soon, it works from the Virtual Arsenal via tutorial, but it doesn't work via the editor or Zeus. back to square 1.5 lol

dapper summit
#

y'all are awesome. Preciate all the feedback!

class 20ABCT_fv510_warrior_dep: 20ABCT_fv510_warrior_w
{
    displayName="FV510 Warrior (TES)";
    class AnimationSources: AnimationSources
    {
        class showBags
        {
            animPeriod=0.001;
            initPhase=1;
            source="user";
        };
        class showBags2
        {
            animPeriod=0.001;
            initPhase=1;
            source="user";
        };
        class showTools
        {
            animPeriod=0.001;
            initPhase=1;
            source="user";
        };
        class showSLATHull
        {
            animPeriod=0.001;
            initPhase=1;
            source="user";
        };
        class showSLATTurret
        {
            animPeriod=0.001;
            initPhase=1;
            source="user";
        };
    };
    animationList[]=
    {
        "showBags",1,
        "showBags2",1,
        "showCamonetHull",0,
        "showCamonetTurret",0,
        "showTools",1,
        "showSLATHull",1,
        "showSLATTurret",1
    };
    hiddenSelectionsTextures[]=
    {
        "\20ABCT\data\apc_tracked_03_ext_w_co.paa",
        "\20ABCT\data\apc_tracked_03_ext2_w_co.paa",
        "A3\Armor_F\Data\camonet_NATO_Green_CO.paa",
        "A3\Armor_F\Data\cage_olive_CO.paa"
    };
};```
tender fiber
#

I'm trying to do the diag_recordTurretLimits true; i don't have a right windows key to save to clipboard, what do i do?

#

ok RALT+(LALT+LWin which gives me RWin)+F2, jesus

lean bloom
#

Is there some issue with Addon builder binarizing .rtm files? When binarization is off, the .rtm works displays correctly in-game.

#

But when I binarize the same rtm with addon builder...

fleet adder
#

it usually is the other way around haha, try a different tool like mikero's so it can tell you whats up

hard chasm
#
  • you or addon builder are using the arma 2 skeleton
#

the rtm or ofp2manskeleton have been set to arma 2 bones

lean bloom
#

is this the A2 one?

severe marlin
#

Guys I wanted to add some uniforms but now my game keep giving me error It says: "encountered 'c' instead of '{'"
I deleted those new uniforms I still have that problem

#

I checked the lines they are fine

ashen chasm
#

line numbers in the error messages (and those messages in general) aren't the most exact thing blobdoggoshruggoogly

severe marlin
#

But I didn't changed that for days

#

And worked fine

severe marlin
#

But still gives that error

ashen chasm
#

"deleted back" or "replaced with known working previous version"?

severe marlin
#

I just deleted the new uniform I added

#

@ashen chasm

#

I literally changed nothing in the old uniforms

chilly tulip
#

Just paste your config and the full text of the error. Someone will find your syntax error.

severe marlin
#

I can't send files

chilly tulip
#

pastebin?

severe marlin
#

Any other place to just upload file?

chilly tulip
#

Paste text into big box, scroll down a bit, click "Create new paste" button.

severe marlin
#

@chilly tulip

#

Discord won't work on pc

chilly tulip
#

and the full text of the error

severe marlin
#

What?

chilly tulip
#

Paste the whole error that you get.

#

It at least gives the rough location.

severe marlin
ashen chasm
#

starting from the beginning. Wat?

severe marlin
ashen chasm
#

seems to binarize/diag_mergeConfigFile alright. How are you loading it?

ashen chasm
#

are you sure you're getting errors with this config? It seems to load alright on my machine blobdoggoshruggoogly

lean bloom
nimble sequoia
#

Think it probably happens when turn-out is enabled in a turret

lean bloom
#

I´ll check, I haven´t configured the turret yet because there is no turret basically

wintry tartan
rose raft
#

TY i'll post it in the right channel, i though it was a rvmat config issue, not with the texture. I tested in numerous maps by the way, and happend in all of them.

wintry tartan
#

RVMAT is a part of texture

rose raft
#

TY!

umbral hornet
#

Worked out getting a custom Muzzle Effect working, unlucky I still got the following Problems:

  • The Position isnt relative to the memoryPoint (it spawns on the feets)
  • The MuzzleEffect is always on even when not shooting

The Part of the Config looks like that:

class GunParticles {
  class FirstEffect {
    effectName = "MyCustom_Effect";
    positionName = "Usti hlavne";
    directionName = "Konec hlavne";
  };
};

Feel free to ask for more Infos to help me fix it :c

nimble sequoia
umbral hornet
nimble sequoia
#

It would still be worth confirming that nothing is seen if you empty the class, just to be double sure.

umbral hornet
#

Still thx for helping, got any other ideas how I can define my Effect Position and make it disable when not shooting

strange egret
#

never seen one...

nimble sequoia
umbral hornet
nimble sequoia
#

Also check that the memory points do not have any other selection names attached, especially any that might get hidden by animation (as that effectively moves them to the model centre).

umbral hornet
nimble sequoia
#

Have you posted the config.cpp?

umbral hornet
tender fiber
#

which of the wheel/torque parameters affects how well my vehicle can climb a steep hill? i wanted to increase it to make it easier

tender fiber
#

carx

#

6 wheel apc

nimble sequoia
#

peakTorque minOmega maxOmega engineMOI torqueCurve[] gearboxRatios[]
longitudinalStiffnessPerUnitGravity frictionVsSlipGraph[]

gritty storm
#

For some reason in-game it is saying it cannot find the flag even though the directory is correct, in the mod files, and is packing with no issues.

nimble sequoia
#

PRTM in capitals indicates that it is a macro, so we would need to know what that stands for
Textures should have a suffix, such as prt_flag_co.paa
If you used pboProject to pack with, it would fail to build and tell you the issue before you got in game.

gritty storm
#

Mfw

#

Yeah still no, it says it cannot find it.

#

Additionally it also says it cannot load this preview image

nimble sequoia
#

try putting a backslash in front of paths
\prt\prtm...

gritty storm
#

That matters?

wintry tartan
#

Sometimes it does sometimes not

gritty storm
#

Yeah, didn't work.

nimble sequoia
#

What error message does pboProject give when it fails to build?

gritty storm
#

Oh, pboProject is packing it with no errors.

#

The game brings up the errors.

nimble sequoia
#

using a p: drive?

gritty storm
#

Yep

nimble sequoia
#

x\testmod\

gritty storm
#

It packs from the p drive to the mod file in my downloads.

#

Yeah I don't know what that is about

nimble sequoia
#

you have a file called pboprefix somewhere in the mod?

#

or $pboprefix

gritty storm
#

Let me check

#

Oooo

#

Yeah, I do

#

I'm using Orbat Creator for the faction.

#

I can't be fucked to make a faction config by hand.

#

So just delete that file?

#

IT WORKS

#

But uh

#

For some reason the preview images that Orbat makes are white asf

#

Idk why

#

I thought it was some sort of green screen thing but supposedly it's just like that

gritty storm
#

I see, thank you.

lofty zealot
#

((could be wrong syntax with the add new element to array syntax btw.))

severe marlin
#

Select vr map and it will be solved @gritty storm

somber cloak
#

lol

grave steppe
#

Is there any way to have specific footstep sounds for specific units whilst having different sound sets for other units?

hearty sandal
grave steppe
hearty sandal
#

Sorry no, Im on the move and on mobile so don't have config to read from.

If you check the class man I recall the properties are pretty apparently named

tender fiber
#

I'm having an issue with Pip screens, they sometimes just turn black some of them

#

i have 6 of them in my vehicle and some of them turn black at random

nimble sequoia
tender fiber
#

i do have them indeed, will try ty

gritty storm
#

It's saying in-game that the unit that is crewing this vehicle is a bad vehicle type, but the class name for the unit is fine, that's how it is under the factions config.

#

Oh so now it works, for some reason, but the texture won't apply to it.

#

Ok, there was a typo but even after fixing it the textures still do not apply.

hard chasm
#

i think you should state the new issue together with config. old stuff above will confuse everyone, including you.

hard chasm
#

@grave steppe
characters_f/config.cpp

{
    footStepL = "A3\characters_f\footstep_L.p3d";
    footStepR = "A3\characters_f\footstep_R.p3d";
];
class cfgVehicles
{
    class CAManBase: Man
    {
        memoryPointLStep = "footstepL";
#

this is the only place they are defined.

#

wingrep is your friend here, as is splendid config viewer

#

for unit footstep TYPES (boots, sprinting etc) sounds_f and sounds_f expansion

it's up to you to chase down any that are different for a given unit. Even if not, you now have a base to change things.

rustic apex
hearty sandal
rustic apex
hearty sandal
rustic apex
hearty sandal
fleet adder
#

I recommend using Advanced Developer Tools for anything config related, faster and easier to navigate with.

rustic apex
#

Is it possible to somehow see this config in Arma 3 Tools?

hearty sandal
# rustic apex And how to do it?

in game there is a config viewer that shows all loaded config, you can also get more advanced config viewer mods to help with that

pastel fog
hearty sandal
#

it can be opened up just in eden too

vague yew
#

Hi. There is a launcher that I like but the ammo it has is not what I want. So, I want to change its properties. Mainly to turn it from HE to AT. How can I do it?

#

I am not going to publish it. It's just for me to have fun.

hearty sandal
hearty sandal
# vague yew How do I do all those things?

well you probably need to start from figuring out how to make a simple config mod that you can load into game, then you need to learn how to use cfgPatches to set mod load order and then figure out what config classes from the original mod you need to refer to make the changes you want

#

we cant really write you a step by step guide, its too much stuff

#

youll have to start googling, reading the wiki about configs and stuff like that

vague yew
hearty sandal
#

cant pay for mod making

#

and I dont want to do other peoples mods

vague yew
#

Alright then

hearty sandal
#

Id suppose alternatively you could make a script that runs in a mission and changes the fired projectile to something else

vague yew
hearty sandal
#

maybe

tender fiber
#

My PiP still having problems of turning black, i removed the BBoxes from those RenderTargets in specific but the right one still bugs out, which is weird,

When you first enter the vehicle through eden the right periscope PiP of the Drivers bugs out and the commander doesn't but if you leave the vehicle and enter then the bug goes to the commander and remains for the rest of the session, they were at first the same p3d square but one is
#(argb,256,512,1)r2t(pipcom3,1.0)
and the other is
#(argb,256,512,1)r2t(pipdriver3,1.0)

#

and they're both from the same side

modest surge
#

Is it possible to colorize/tint the fog effect via CfgWorlds (or any other cfg?)

wintry tartan
#

Yes. LightingNew

modest surge
wintry tartan
#

Can't really tell a better example rn

modest surge
#

thanks - thats already more then i could find 😅

brisk sparrow
#

Running into an odd issue - if I spawn in ```cpp

class USP_G3F_G3C_KP_OR_MCT;, their ACE damage to limbs works normally, however, if I spawn in cpp

class OAF_Core_Soldier_F: USP_G3F_G3C_KP_OR_MCTthat inherits from the aformentioned class, all the damage they may receive to legs, arms, head, is transferred straight to torso, bypassing any worn armor. I've by now commented out anything I may have changed in the
OAF_Core_Soldier_F```
config, so it's a straight inherit, which presumably should retain identical properties to it's base class, right?
If anyone knows what's going on here, please reach out. Thanks.

inland coral
#

Hey all, I want to add a feature to a "Holotable" in which the feature being "Activate" would reveal a hidden VR planet floating above the planet. Hitting "Activate" again would then hide it.

How would I go about this?

nimble sequoia
real bluff
#

I get this error when starting arma with my mod but none of my models reference this. Any clue why this would happen?

nimble sequoia
real bluff
umbral hornet
umbral hornet
sullen fulcrum
#

so
class bar : foo

#

means that bar is an extension to foo

#

This is the config that seems to be causing issues, all t-72's after this config will be broken. the chdkz one included

#

Also break RHS t-72's

#

Which is wierd

#

I think it rewrites the original eventHandlers

#

I could use some help to do a small mod with only the configs for all the vehicles in RHS and LOP, so that it would work and it'd all be nice.

balmy sable
#

class rhs_btr60_msv { class EventHandlers; };

#

The base class of "rhs_btr60_msv" in your config (nothing) doesn't match the base class in the config you're merging to.

sullen fulcrum
#

I am comparing the CDF and CHDKZ configs.

#

I assome this is how it's supposed to be

#

class rhs_btr60_vmf;
class rhs_btr60_msv: rhs_btr60_vmf { class EventHandlers; };

clear venture
#

yep

#

that's how the units are made XEH compatible.

sullen fulcrum
#

So, to fix ALL the broken configs with one small config mod... I would have to make one config and then only insert.
class rhs_a3t72tank_base;
class rhs_t72ba_tv: rhs_a3t72tank_base { class EventHandlers; };
class rhs_t72bb_tv: rhs_a3t72tank_base { class EventHandlers; };

balmy sable
#

Yeah, that's probably going to work better.

sullen fulcrum
#

Alright, thanks guys. I'll get crackn' at it

trail lily
#

Hello!! what could be the reason for the fact that I shoot, but the shells fly above higher the sight, regardless of zeroing? Vehicle.

hearty sandal
fast ruin
#

How does one make it possible for all scopes to be available on a modded weapon?

hearty sandal
#

lot of config patching

trail lily
#

i mean u can look

#

I want all the bullets to go through the center of the sight and not above

#

I've been messing around with this for a few days now but I can't find an option.

tender fiber
#

in gearboxratios if i understand correctly D1~D# means the gear changes that the vehicle will use, what does the value mean

nimble sequoia
# tender fiber in gearboxratios if i understand correctly D1~D# means the gear changes that the...

It's the gear box ratio for each of those gears.
Multiply it by the transmissionRatios to get the final ratio from engine to axle.

https://science.howstuffworks.com/transport/engines-equipment/gear-ratio.htm

balmy sable
#

class rhs_a3t72tank_base { class EventHandlers; };
class rhs_t72ba_tv: rhs_a3t72tank_base { };

Is probably more correct though, after having a look at that specific class.

hearty sandal
#

simplest thing is to make the camera view memorypoint follow the gun selection instead of independently animated camera

hearty sandal
trail lily
toxic solar
#

I have a turret on a helicopter that is supposed to shoot missiles however the missiles spawn from the center of the helicopter. If I have a machinegun the bullets are spawning from the correct place where missiles should,so the memory points are correct/rotating correctly with the turret. for config I have

gunBeg                         = "konec rakety4";
gunEnd                         = "spice rakety4";

missileBeg                     = "spice rakety4";
missileEnd                     = "konec rakety4";
memoryPointMissile             = "spice rakety4";
memoryPointMissileDir         = "konec rakety4";
memoryPointLMissile         = "spice rakety4";
memoryPointRMissile         = "spice rakety4";

not sure what else I could be missing? im sure its something minor that I am forgetting

ashen chasm
#

probably depends on used weapon config blobdoggoshruggoogly

#

or maybe depends on memoryPointMissile[]/memoryPointMissileDir[] being arrays. Or maybe the weapon expects memoryPointLRocket/memoryPointRRocket

toxic solar
toxic solar
#

doing memoryPointMissile[]/memoryPointMissileDir[] didnt work either 😦

#
missileBeg                     = "spice rakety4";
missileEnd                     = "konec rakety4";
// memoryPointMissile             = "spice rakety4";
// memoryPointMissileDir         = "konec rakety4";
memoryPointMissile[] = {"spice rakety4"};
memoryPointMissileDir[] = {"konec rakety4"};
memoryPointLMissile         = "spice rakety4";
memoryPointRMissile         = "spice rakety4";
memoryPointLRocket             = "spice rakety4";
memoryPointRRocket             = "spice rakety4";
toxic solar
#

^ ah okay so I guess you need to have memoryPointLMissile/memoryPointLRocket defined in the root level of the helicopter not at the turret.

so then what determines that memoryPointMissile[] and memoryPointMissileDir[] get used over memoryPointLMissile ?

hot pine
#

@sullen fulcrum - btw: the way EH are handled in LOP cfgs cause them to overwrite whole init thing

#

try to use either BIS extended event handlers or wait for next RHS update since we changed way how decals are handled

#

decals will be read from cfg instead from custom script, so you could basically throw away whole eventhandler section

toxic solar
#

like how RHS little bird has I think 4 spots for missiles?

hearty sandal
#

Missile proxies work too

#

They just are not as versatile as pylons can be

trail lily
#

Hey, guys, i make tank, when i as commander vehicle i chose Manual fire control, to get control of gunner gun/turret, i can`t move gunner turret, only stuff i can do is shoting and swap ammo. Whats the problem? What parameters are responsible for manual fire control?

toxic solar
urban basin
#

I'm trying to setup a config for my own custom smokes and after looking through arma files and online this is what I got but still nothing shows up in game.

class CfgPatches
{
    class wag_deployment
    {
        units[] = {};
        weapons[] = {};
        magazines[] = {};
        ammo[] = {};
        requiredAddons[] = {"A3_characters_F"};
        author = "Wagons";
        requiredVersion = 0.1;
    };
};

class cfgAmmo
{
    class Default;
    class Grenade;
    class GrenadeHand;
    class SmokeShell;
    class wag_deploymentSmoke_ammo: SmokeShell
    {
        smokeColor[] = {0.9883,0.8606,0.0719,1};
    };
};

class cfgMagazines
{
    class Default;
    class CA_Magazine;
    class HandGrenade;
    class SmokeShell;
    class wag_deploymentSmoke_mag_mobileHQ: SmokeShell
    {
        author = "Wagons";
        ammo = "wag_deploymentSmoke_ammo";
        displayName = "[ObitalDeploymentSratagem] Mobile HQ";
        displayNameShort = "[ODS] Mobile HQ";
        descriptionShort = "Deploys a mobile HQ deployment pod from orbit";
    };
};

class cfgWeapons 
{
    class Default;
    class GrenadeLauncher;
    class Throw : GrenadeLauncher
    {
        class ThrowMuzzle;
        muzzles[] = {"wag_deploymentSmoke_muzzle_mobileHQ"};
        class wag_deploymentSmoke_muzzle_mobileHQ: ThrowMuzzle
        {
            displayName = "[ObitalDeploymentSratagemLaunched] Mobile HQ";
            displayNameShort = "[ODSL] Mobile HQ";
            descriptionShort = "Deploys a mobile HQ deployment pod from orbit (Launched)";
            magazines[] = {"wag_deploymentSmoke_mag_mobileHQ"};
        };
    };
};
#

Trying to get both a hand thrown and GL version

urban basin
#

wait nvm it is in the game but only show under the other mag category and I can't use them

urban basin
#

Finally found the issue. Updated for those who are curious

#

Still working the GL variant tho

fleet adder
#

can muzzle attachment have muzzle fire proxies ins order to show them?
And if so, the process is the same (declare model.cfg with sections and animations)?

Edit: Yes you can, see #arma3_config message

rocky token
#

Anyway to lower audible fire and visible fire when using suppressors ? If so please help. Thanks

rocky token
#

I’m wanting to do something similar - I want to lower visible and audible fire when using a suppressor .. is this something that needs done in the weapons config ? If so how do you do this ? I’m a noob. I did start playing around with eliteness and pbo managers but I’m still over my head. If you could point me in the right direction that would be awesome. Thanks

rocky token
#

Thanks . I’ll read !!

rocky token
wheat sluice
rocky token
#

Thanks man.. I appreciate it

#

Is this something I would put in the init box or is it more in depth like configuring ?

wheat sluice
#

All of this is configuration work so you can't make changes in Eden.

You'll need to make a replacement addon (if editing an existing suppressor) or create a new addon (if the suppressor is a new attachment and not an edit of an existing one). Hypoxic's first link will explain the setup process for building a custom addon.

rocky token
#

👍

novel lava
#

I only ever saw fireLightIntensity

wheat sluice
hearty sandal
#

yeah integrated suppressor is not a real thing in Arma. the effect has been faked through special ammo

novel lava
#

I really wish it was possible instead of having to do throwback _SD ammo like arma 2 did

hearty sandal
#

one way to handle it is to split the barrel into its own attachment and make the gun basically unsuable without it 😄

#

technically yes you can take off the barrel

#

but then you get near 0 muzzle velocity

#

😄

hard chasm
#

@rocky token pboManager is a lovely, intiutive, easy to use app for mission.pbos. It cannot extract addons properly and you will spend countless hours of wasted time finding out why.

#

As you mentioned above, elitess is all you really need. Later on,, extractpbo. exe has more -options to play with.

rocky token
#

Thanks for everyone’s help . So first thing I need to do is find the suppressor I want to use in the config files ?. And extract it using eliteness , using what program in eliteness ??

hearty sandal
#

you can even use the in game config viewer to find the suppressor config and use it as reference

coral knoll
#

Is there a specific config entry that makes engines not disabled by water?

chilly tulip
#

There's waterDamageEngine but it's not documented.

coral knoll
#

Is it's value a float?

chilly tulip
#

apparently.

#

I don't know if it's even used in arma 3 though.

coral knoll
#

Interesting, I'll give it a shot after testing maxFordingDepth

chilly tulip
#

maybe a better starting point. That one at least seems to vary between vehicles.

coral knoll
#

Yeah though it seems to also lack documentation, I can find if higher values or lower values are better

#

Some are negative some arent, Just kinda throwing random numbers in until I find out

novel lava
#

maxFordingDepth is based on model center

#

so 0 means the vehicle can be underwater till its model center

#

a good way to visualize it is use a helper object and attachTo

#

as attachTo is based on model center

rocky token
#

I’ve looked at the links he provided and this is all foreign language to me.. am I making this harder than it actually is ? Is seems pretty cut and dry.- find the suppressor file and change a few numbers, save it , and place it back where the folder came from..? I just know there is a little more to it, but need someone to hold my hand lol

coral knoll
#

Seems fordingdepth was the solution

pallid sierra
rocky token
#

So I know my weapon name, what suppressor I use , and what type of ammo. The ammo is NIA 5.56 subsonic 30 end EMAG. I used eliteness on the NIArms core mod and I opened it to find the CFGMagazine. I can’t find the specific ammo listed in there. But I do see other ammo as well as the visible and audio fire. Am I on the right track?

My thought process is that I need to find that specific ammo and lower the audible/visible fire numbers , save it , then somehow “repack it” and place it back in the !workshop folder and it will work?

chilly tulip
#

The "somehow repack it" part is the hard bit.

pallid sierra
#

and you also don't want to repack someone elses mod

#

you will make your mod patch into the mod

#

and make that mod the dependency

chilly tulip
#

Yeah, what you want to do is make your own tiny mod with a dependency on the one you're changing.

pallid sierra
#

so, first, just focus on the CfgPatches within the config.cpp file that you will need to create

#

start with the template:

class CfgPatches {
    class MyAddon {
        name = "My Addon";
        author = "My Name";
        url = "websiteURLTypicallyGithub.com"

        requiredVersion = 2.16; // whatever current version of arma you are using
        requiredAddons[] = {
            "A3_Functions_F",
            "OneOfTheNIARMSAddonsHere" // this is what makes the dependency
        };

        units[] = {
            // Any new CfgVehicles classnames here - keyword: new - you aren't making anything new - so leave empty
        };
        weapons[] = {
            // Any new CfgWeapons classnames here - keyword: new - you aren't making anything new - so leave empty
        };

        skipWhenMissingDependencies = 1;
    };
};
rocky token
#

ok I created a folder called @NAudible_Visible_Fire and in the folder I created a config.cpp that entails the following: class CfgPatches {
class MyAddon {
name = "Audible_Visible_Fire";
author = "J Troyer";
url = "websiteURLTypicallyGithub.com"

    requiredVersion = 2.16; 
    requiredAddons[] = {
        "A3_Functions_F",
        "@NIArmscore" 

    units[] = {
        
    };
    weapons[] = {
        
    };

    skipWhenMissingDependencies = 1;
};

};

#

Im assuming now I need to do an addon prefix?

#

and a cfgammo.hpp file ?

rocky token
#

then add this to the config.cpp- ??? };
};

//M855A1 EPR
/*
US Military Designated M885A1 EPR
ArmA Name: M855A1 EPR
Type: Reverse Drawn Full Metal Jacket Exposed Penetrator (Enhanced Performance Round)
Load Type: Supersonic
*/
class HLC_556NATO_EPR : B_556x45_Ball {
    hit = 10.28;
    model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
    typicalSpeed = 974.8;
    airFriction = -0.0012744;
    caliber = 0.964;
    deflecting = 21;
    visibleFire = 3;
    audibleFire = 7;
    ACE_caliber = 5.69;
    ACE_bulletLength = 23.012;
    ACE_bulletMass = 4.0176;
    ACE_ammoTempMuzzleVelocityShifts[] = { -27.20, -26.44, -23.76, -21.00, -17.54, -13.10, -7.95, -1.62, 6.24, 15.48, 27.75 };
    ACE_ballisticCoefficients[] = { 0.151 };
    ACE_velocityBoundaries[] = {};
    ACE_standardAtmosphere = "ASM";
    ACE_dragModel = 7;
    ACE_muzzleVelocities[] = { 723, 764, 796, 825, 843, 866, 878, 892, 906, 915, 922, 900 };
    ACE_barrelLengths[] = { 210.82, 238.76, 269.24, 299.72, 330.2, 360.68, 391.16, 419.1, 449.58, 480.06, 508.0, 609.6 };
};
toxic solar
#

so I know that artilleryCharge is supposed to be in the firemode of a weapon, but does it have any meaning if its in the cfgAmmo? I was looking at a mortar mod and I saw they have it but ahhh theres no wiki page for artilleryCharge 🙂 🙂

pallid sierra
pallid sierra
#

@rocky token you want "hlcweapons_core"

ember tundra
#

any one know how to put custom textures on the IFA3 AIO mods using the HiddenTexture way

hard chasm
#
            "A3_Functions_F",
            "@NIArmscore" ```
@NIArmscore is the name of a MOD, not an addon
toxic solar
#

I guess mistake on their part then

novel lava
#

probably yeah

ivory trench
#

does anyone know if there is a place to find config.cpp files for the stock factions? if it exists it could help a lot in making replacer mods.

frozen bluff
#

Characters_f.pbo if I'm not mistaken

ivory trench
#

Alright thanks

#

i remember checking pbos a while back and not finding them

#

i can check that again when im home

ember tundra
#

any one know how to do retexture for IFA3 planes

hearty sandal
#

If a thing supports hiddenselections you can draw new texture in your choice of image editor, write a config that applies your new texture through hiddenselections in a new custom class that uses original class as parent

ember tundra
#

can you send me a basic plane config setup please

#

for retextures

ember tundra
#

@hearty sandal

hearty sandal
ember tundra
#

Is their a guide any where I can use?

strange egret
#

neat idea

frozen bluff
#

I would suggest getting the A3 Tools and finding a config or two of a mod, and figure it out that way. It's basically what we all do. I could post a config, but it would be all gibberish how they format things.

hearty sandal
#

arma 3 samples also have commented configs that can offer insight

toxic solar
#

can someone explain aimAboveTarget and aimAboveDefault? I dont quite understand from the wikis explanation

chilly tulip
#

which page is that on?

leaden jolt
#

is there any way to reduce sniper rifle recoil while using bipods?

steady beacon
vast tartan
#

Anyone know of a way to have 2 different reload animations defined for the same weapon?

frail grotto
#

can you disable pip rendering of specific rendertarget through a scroll wheel action and how would i do that

hearty sandal
#

you can perhaps set different material to it

#

or at leasat hide it via hide animation

frail grotto
#

oh wait yeah

#

i could just do hiddenselectionmaterial and set it to a black procedural couldnt i

frozen bluff
hearty sandal
vast tartan
#

So basically, if I defined 2 mags, I could have 2 different reload animations?

hearty sandal
#

yes

toxic solar
#

suprised no one has asked before cause 0 results (besides me asking) about aimAboveTarget

chilly tulip
#

It's usually not worth asking these exotic questions with config because no-one knows :P

#

My guess with that one is that you might want a different offset for different artillery charges, but I'm not sure why.

#

I guess ideally you'd trigger a parachute flare higher than the smallest charge might reach?

steady beacon
#

Yeah my best guess would be they had a plan of upgrading arty at some point and never followed through. As I said I've never figured out a way to change the default height in game

vast tartan
hearty sandal
#

Emm, could be mentioned in cfgMagazines in the wiki maybe

#

and in the very base magazine class the empty action is defined as default

wheat sluice
#

You can take a look at the vanilla 150-round 5.56mm drums from Apex to get an idea of how it's set up:

    class 150Rnd_556x45_Drum_Mag_F: CA_Magazine
    {
        author="$STR_A3_Bohemia_Interactive";
        scope=2;
        displayName="$STR_A3_CfgMagazines_150Rnd_556x45_Drum_Mag_F0";
        descriptionShort="$STR_A3_CfgMagazines_150Rnd_556x45_Drum_Mag_F1";
        ammo="B_556x45_Ball_Tracer_Red";
        count=150;
        initSpeed=930;
        picture="\A3\Weapons_F_Exp\Data\UI\icon_150Rnd_556x45_Drum_Mag_F_ca.paa";
        modelSpecial="\a3\Weapons_F_Exp\MagazineProxies\mag_556x45_stanag_150rnd.p3d";
        modelSpecialIsProxy=1;
        tracersEvery=0;
        lastRoundsTracer=4;
        mass=30;
        reloadAction="GestureReloadSPAR_02";
    };
gleaming sentinel
#

When making an object, what do I need to do to make it have a high simulation refresh rate? For example I want to make an object with the same refresh rate as the player
Edit: I think the simulation entry in config handles it

gleaming sentinel
#

^this isnt good enough, and comes with a ton of other overhead I dont want. Is there a way to force the object to use a faster simulation type without requiring a number of other things in the config?

hard chasm
#

i doubt anyone working with config.cpp is at all interested in refresh rates other than to ensure their mod doesn't cause lag (which isn't caused via configs, only the amount of buildings they have on a map or via missions the amount of units)

#

i also have no idea how you have connected simulation= with this issue.

#

if it's a helicopter, expect the overhead to be higher than an un-animated building. Buildings do'n't fly and helicpters don't bury themselves in the ground so it's a mystery where you get that idea from.

#

you might be thinking of maps, where altering viewdistance is considerable to laginess. buildings themselves don't cause unusual lag (IN a map) because (only if an animated type), the land_xx class takes care of it. And the class itself doesn't happen if the building is too far away (view distance)

gleaming sentinel
#

I am using attachTo, which inherits the simulation refresh rate of the object its being attached to. I want this to be a fast refresh, so I tried using the simulation = "soldier"; simulation type, since it in theory is the fastest. However using this simulation type requires a number of other things to be present in the config (this is the overhead im talking about). Also using this only fixes my attachTo issue slightly as there remains a small delay

hard chasm
#

well I agree that an atached item would/could cause cause lag and that due to a combination of it's simulation type (which won't add much) and the rendering of the object itself. which is far more likely.

gleaming sentinel
#

I'm not talking about lag in terms of performance, the delay im talking about is the attachto updating the position of the object. I have a custom object that I am using as the attachto parent, and trying to mimic the simulation refresh rate of something like the playable unit

hard chasm
#

now it's explained better, i fail to see how simulation comes into it. A wild guess here it's the delay incurred in rendering the object at all.

gleaming sentinel
#

I dont think so, I can attach objects to the player character and there is no delay in the attachto's position update. I can also spawn a ai unit, and attach something to it with no delay. But my custom object with "soldier" as its simulation does have a delay

hard chasm
#

interesting.

gleaming sentinel
hard chasm
#

not afaik, sumulation is processing the animation required by the object. I can't see why or how rendering would be a factor (other than the sheer size / complexity of the object itself).

#

(sorry for my awful spelling)

gleaming sentinel
#

Where do you think attachTo gets its number from then for its position updates?

hard chasm
#

the original unit of course

gleaming sentinel
#

Also, when setting simulation to something like house, its considerably more laggy then when setting it to something like soldier or car

gleaming sentinel
hard chasm
#

parent

gleaming sentinel
#

ok, so I am creating a custom parent here. How would I increase said update frequency

#

something has to tell the engine what this frequency is, its not just making it up

toxic solar
hearty sandal
#

its just part of the simulation type

#

not exposed as config entry

#

soldier is not a simulation type

#

so dunno what you are doing there blobcatsweats

#

you can not have custom type objects

#

the types available are hardcoded

hard chasm
#

i can't understand how he's latched on to simulation= as having any explicit time delays. it simulates a boat or helicopter and time taken to propogate it has no bearing on being attached or otherwise. simulation types inherently look for unique paramaters in the class, rudder eg, turret eg. And the complexity (in code) of visibly rendering a turret and IT'S 'attachments' is a lot slower that a door in a building.

hearty sandal
#

different simulation types do have different "tick rate" and attaching different simulation types together via attachTo scripts can cause "lagging movement"

#

I have an example of that let me see if I can find it

opal crater
#

attached objects are simulated with the parent.

hearty sandal
#

so here the legs are man sim

#

the torso is tank sim

#

and the entry animation plays laggy

#

torso being attached to the man legs

hard chasm
#

that still doesn't explain why he thinks changing a soldier (eg) to simulation=muishroom is going to work.

hearty sandal
#

it wont

#

but he is looking something to alter this behavior

#

which does not exist

#

but the same behavior can be seen in some other "weirder" attachto creations and animated parts

#

in my case with the man legs if the tank torso was attached to a any other vehicle type, like car or another tank, the animation would play smooth

hard chasm
#

bottom line here is neither the 'parent' or the child can have their simulation altered. So this is all going up a one way tunnel.

hearty sandal
#

what I have not tried is having another tank sim entity in between tanking might try that

hearty sandal
hard chasm
#

i think you could alter timings by using static cargo poses (eg)

gleaming sentinel
#

@hearty sandal "soldier" is the simulation stype that the cfgVehicle "Man" used. You mention type, I dont need to make a custom type, but could I select a type in the config that would have a higher refresh rate? Im ok with having the game think my object is something its not if that means I can make it refresh faster

hearty sandal
gleaming sentinel
# hearty sandal what is the exact use case and the issue you have with whatever is the current s...

Im attaching objects to the player using a custom attachto script (attachTo has limitations i need to get around) and my script is too heavy to run every frame. Im trying to have attach object A to the player with my script, and then use standard attachTo to attach object B to A. However when I do this there is a significant delay for object B's movement, as though its attached by a rubber band. Object A is a custome object

hearty sandal
#

can you not attach the B to the man?

#

(what you try to do may not be withing the limits of the engine btw)

gleaming sentinel
hearty sandal
#

can you elaborate what you try to accomplish.

#

we have seen quite a lot of things attempted along the years and can tell with quite good certainity if something is actually possible

#

or worth trying because we dont know

#

attachto also accepts positional offset

gleaming sentinel
#

I want to attach objets to the surface of the player, for example a grenade on their belt, or a knife on their shoulder, etc. This is impossible using attachTo because it only uses memory points and I cant reference selection positions. The lack of memory points on the character means that attachTo results in clipping and innacurate tracking.
I created a custom script that mimic attachTo but uses selection positions. It updates position and rotation of an object every frame to keep it in the correct position. This works great but is too heavy to use every frame with a large number of objects.
I can reduce this by creating object A, a route object, that will use my system. And then I can create the actual object as object B, like a knife or grenade, and use the standard attacthTo function to attach this to object A

hearty sandal
#

right so dynamic visual loadout

#

difficult

#

and might even be impossible due to the challenges you face

gleaming sentinel
#

It's done apart from this performance fix. Worst case is I take some L's on my script and it doesnt look perfect visually. But if you have any suggestions for my current approach of the double attach then that would be greatly appreciated

frail grotto
royal minnow
novel lava
#

you could do a custom weaponholder in the shape you want stuff to attach to

#

problem would be that the way weaponholders work is it goes through each proxy incrementally so you'd have to 'reset' it each time any changes were made

#

that is to say, you make a custom weapon holder model. it would be based on the arma man, and as long as it isn't attaching anything to limbs if you attached it to spine3 or something it should stay in the right positions

gleaming sentinel
#

The weapon holder would have to update every frame then to accommodate for some objects moving and some not really

ebon pivot
#

ive tried doing this before and concluded unless youre attaching everything direct to the player, its not possible

ebon pivot
hearty sandal
#

@gleaming sentinel I dont know if it might be a problem for you but all attach to things will draw under the first person view. so any gear you attach, will look weirdly clipping in 1st person

#

if its meant as 3rd person thing only then no problem on that front

gleaming sentinel
#

Ya I encountered that early on, thankyou :)

winter rain
#

With a backpack with a lot of load you can carry a lot weapons and you can change in 1 second your primary or secondary gun 🤪.. no script needed😅

still musk
#

ok got a slight issue, got my model in game and it works in object builder but i cant see it in eden when im within like 200 meters of it. I can see it from further away but not when im closer than 200 meters for some reason :

#

not sure its something with the model in blender or if its a config thing tbh

frail beacon
#

yo maple guy

still musk
#

sup

frail beacon
#

go to dms

still musk
tacit zealot
#

Is there a way to make a vehicle or static object function as a UAV terminal, like how Arma 2 had UAV Terminal objects?

wheat sluice
tacit zealot
#

Would it be possible to add an init eventhandler to add some sort of action to it? I'm not exactly sure what that action would be, though.

hearty sandal
tacit zealot
#

I'd want the init to run a script which adds an action. The action would (ideally) be identical to the "Open UAV Terminal" action that appears when a player equips a UAV Terminal.

However, I have a feeling the vanilla Open UAV Terminal action isn't coded like a regular action

hearty sandal
#

addAction is just live script way to add userAction

#

if you edit configs might as well do it through the Class userActions directly

#

however dont know if the uav terminal stuff can be activated like that

#

maybe someone else does

tacit zealot
#

Hmm yeah I've added actions via class useractions before. UAV Terminal seems like a black box for now

hearty sandal
#

it would likely be possible to recreate the functionality in scripts/game functions. but I got no clue on the details

frail grotto
#

can rendertargets be mapped to cameras that arent turrets?

#

like

#

a pilot seat

#

with a shift right click camera

#

i put the rendertarget mem point dir/pos to the same as the camera ones

#

and it doesnt work

#

pos and dir works, but it just keeps pointing straight forward

still musk
# novel lava empty lod?

as far as i my arma 3 and blender knowledge goes, ive done everything right... i crossed referenced my stuff with other work ive done that works properly and i cant find anything wrong. everything seems fine on object builder too.

#

but yea the model looks fine in game when im outside of 200 meters from where i placed it but the moment i get close it disappears.

#

and only got 1 visual LOD so should just use that, id assume its something with the level of detail and how arma handles it but im not sure

novel lava
#

arma does some occlusion culling based on bounding box

#

when you're getting too close it might be outside the bounding box, I assume your mech is using soldier sim? it might be too big

#

I think there's ways around it i think goat might know

hearty sandal
#

@pale dew makes one too

still musk
#

ima check more on bounding boxes

hearty sandal
#

also it might be better to model and animate it same way as the man is where by default the pelvis is at the 0,0,0 coordinates

still musk
#

ill chek em out, you got any documentation links?

hearty sandal
#

nope

#

😄

still musk
#

aight ill do my research

#

lol

hearty sandal
#

custom characters are wildland

#

probably why many dont make them

still musk
#

yea, i guess its called a milsim for a reason

#

lol

hearty sandal
#

nah nothing to do with that

#

milsim is player invented way of playing the game

#

not how its "meant to be played"

still musk
#

true, its a sandbox at this point

#

if you wanna put time into it

hearty sandal
#

anway. youll also come accross problem where the hit detection stops at 2 meters height

#

😅

still musk
#

well wbk figured it out somehow so ill manage

#

he even got all his stuff unbin in zip files so its really easy to use and replicate for my use case

#

not planning to make it as crazy as his though

#

thx for the help guys!

nimble sequoia
crystal lion
#

my HMG turret doesnt have crosshair (the one provided by game UI) in first person view, everyone know which config can enable it

nimble sequoia
novel lava
#

if its the optic thatd be based on the optic and turretinfotype

crystal lion
dusk jungle
#

How do you tell if weapon is silenced? In A2OA specifically.

tight ginkgo
#

Значит украл мой мод и посмел просить помощи как у меня в социальной сети, так и в официальном дискорде игры?)

#

At least you thought of redrawing textures

dusk jungle
#

Is it visibleFire and audibleFire of ammunition? What about non-silenced weapons using SD mags then?

hearty sandal
#

is there a config making related question here?

#

star wars mods are not allowed due to IP issues

hearty sandal
steady horizon
#

hello guys ! thx for the last time. by following your advice i was able to make my explosives work ... well most of them.

#

3 of them don't work as intended :

#

-MIAPED_F1_F (work but no directional damage)

#

-MIACHPD_F2_F (disapear when i put it on the ground)

#

-ChargeDeminage_F (the model is replace by the SLAM)

#

the rest do its job perfectly (from my P.O.V.)

#

here is the config :

toxic solar
#

Will pylons work for vehicles that have more then 1 gunner? so pylon the weapons for driver and then 2 gunners

novel lava
#

yes but 3den is buggy with them

#

and will assign the pylons to random turrets, you can fix it with scripting

ashen chasm
#

well, what's not buggy with them? As pylons are apparently local to each possible controller, so pilot can load all pylons with AMRAAMs at the same time as gunner has all of them loaded with Scalpels

#

fun stuff

trail lily
#

I'm making a tank and I have a problem, I have an animation of hiding an armor element when a hitpoint is destroyed (like ERA), it hides and works correctly, but I want to make an unhide animation after the first animation of hiding after receiving damage is triggered, so that the "visually burnt" version of the top is revealed, I made a model of "burnt armor" but I can't get it to reveal after the 1st animation is triggered, how can I do this?

My model.cfg part of animation:

        class BKL1

        {

            type="hide";

            hideValue=0.99999;

            minValue=0;

            maxValue=1;

            minPhase=0;

            maxPhase=1;

            source="BKL1";

            sourceAddress=0;

            selection="BKL1";

        };

        class BKL1_Broken

        {

            type="hide";

            hideValue=0;

            minValue=0;

            maxValue=1;

            minPhase=0;

            maxPhase=1;

            source="BKL1_Broken";

            sourceAddress=0;

            selection="BKL1_Broken";

        };

        class BKR1

        {

            type="hide";

            hideValue=0.99999;

            minValue=0;

            maxValue=1;

            minPhase=0;

            maxPhase=1;

            source="BKR1";

            sourceAddress=0;

            selection="BKR1";

        };

        class BKR1_Broken

        {

            type="hide";

            hideValue=0;

            minValue=0;

            maxValue=1;

            minPhase=0;

            maxPhase=1;

            source="BKR1_Broken";
            sourceAddress=0;

            selection="BKR1_Broken";

        };

My animationsources part in config.cpp:

        class BKL1 { source = "Hit"; hitpoint = "BKL1"; raw = 1;};

        class BKR1 { source = "Hit"; hitpoint = "BKR1"; raw = 1;};

        class BKR1_Broken { source = "Hit"; hitpoint = "BKR1"; raw = 1;};

        class BKL1_Broken { source = "Hit"; hitpoint = "BKL1"; raw = 1;};

So how i can make "Unhide", animation correcly, to make it work?

latent monolith
#

Right so ive got 2 headgears 1 ive got in game the other does not show up in the arsenal its like it doesnt exist.

Heres my code:

class CfgPatches
{
    class ThirteenModHats
    {
        requiredAddons[]=
        {
            "A3_Characters_F",
            "A3_Characters_F_Common",
            "A3_Characters_F_BLUFOR",
            "A3_Characters_F_OPFOR"
        };
        requiredVersion=0.1;
        units[]={};
        weapons[]=
        {
            "RedemptorCowl",
            "PraetorsHelm"
        };
    };
};
class CfgWeapons
{
    class VestItem;
    class ItemInfo;
    class ItemCore;
    class HeadgearItem;
    class Vest_Camo_Base;
    class RedemptorCowl: ItemCore
    {
        author="Brother Redemptor Tiberius";
        scope=2;
        scopeCurator=2;
        scopeArsenal=2;
        displayName="[13th] SM Brother Redemptors Cowl";
        model="\13thMod\data\NewChaplainHead.p3d";
        hiddenSelections[]=
        {
            "Camo1",
            "camo2",
            "camo3",
            "camo4"
        };
        hiddenSelectionsTextures[]=
        {
            "\13thMod\data\ChapHelm_co.paa",
            "\13thMod\data\ChapHood_co.paa",
            "\13thMod\data\ChapLenses_co.paa",
            "\13thMod\data\ChapSkull_co.paa"
        };
        class ItemInfo: ItemInfo
        {
            hiddenSelections[]=
            {
                "camo1",
                "camo2",
                "camo3",
                "camo4"
            };
            hiddenSelectionsTextures[]=
            {
                "\13thMod\data\ChapHelm_co.paa",
                "\13thMod\data\ChapHood_co.paa",
                "\13thMod\data\ChapLenses_co.paa",
                "\13thMod\data\ChapSkull_co.paa"
            };
            uniformModel="\13thMod\data\NewChaplainHead.p3d";
            mass=50;
            modelSides[]={3,1};
            class HitpointsProtectionInfo
            {
                class Head
                {
                    hitpointName="HitHead";
                    armor=600;
                    passThrough=0.5;
                };
            };
        };
    };
    class PraetorsHelm: ItemCore
    {
        author="Brother Redemptor Tiberius";
        scope=2;
        weaponPoolAvailable=1;
        displayName="[13th]Knight Praetors Helm";
        model="\13thMod\data\PraetorsHelm.p3d";
        hiddenSelections[]=
        {
            ""
        };
        hiddenSelectionsTextures[]=
        {
            ""
        };
        class ItemInfo: HeadgearItem
        {
            mass=50;
            uniformModel="\13thMod\data\PraetorsHelm.p3d";
            modelSides[]={3,2,1,0};
            hiddenSelections[]=
            {
                ""
            };
            class HitpointsProtectionInfo
            {
                class Head
                {
                    hitpointName="HitHead";
                    armor=150;
                    passThrough=0.5;
                };
                class Face
                {
                    hitpointName="HitFace";
                    armor=600;
                    passThrough=0.5;
                };
            };
        };
    };
};
tender fiber
#

if i want to make a vehicle easily overturn what parameters affect it?

hard chasm
#

weight or dampers in the p3d itself

tender fiber
#

ty

hard chasm
#

You can now select one of four different languages to universally work with Mikero's toolset via pboProject or Eliteness. English, Francaise, Deutsch and generic cyrillic (Ukraninian/Russian/Belarus/Georgian). A single setting is applied to the appdata for any given user for all tools and dos messages. It focuses on error messages where english phrases are not comprehensible to those not familiar with them or english grammar.

It remains a work in progress for the less popular tool.exes. You are invited to supply phrasing for other languages too, or correct mistakes i've already made. Both will be welcome.

mighty urchin
#

Is it possible to create my own derived unit classes that would have different gear than the original just within a mission scenario? Thanks

frail grotto
# hearty sandal no

speaking of that
what even is the difference between a mission pbo and a mod pbo
like why cant we have a special mission p3d that's never going to be used anywhere else in a mission, or can we?

wintry tartan
#

A mission PBO contains a mission. Mod contains a Mod. Latter only can make difference into the game itself (aka Mod can change in-game config) and you can include a P3D into a mission and use it

hearty sandal
#

you can have p3d that is loaded in as simple object

#

but it has very limited functionality

#

and can easily bloat the mission file needlesly

#

as to why you cant have that, I dont know the design reasons

hard chasm
#

a mission.pbo is exactly that. it ONLY contains mission files eg, a mission.sqm and a description.ext. never, not ever, a config.cpp.
The only other possible type of pbo you can have is an addon.pbo
it unconditionally has a config.cpp. which, as a minimum, defines the name of this addon.

Logically then, mission.pbos live in a missions folder. and addon.pbos live in the @mod\addons folder.

A minor wrinkle here is that you can have an addon with missions!!! It explicitly has a cfgMissions class in it's config.cpp to achieve this miracle. And, like any other pbo that has a config.cpp it belongs in @mod\addons

pastel pivot
#

Why does my grenade icon is not showing up in inventory but in arsenal it does?

wintry tartan
#

Any error messages

pastel pivot
#

no

hearty sandal
#

howabout if you try it in editor?

pastel pivot
#

yea now error showed up but in config everything is alright

wintry tartan
#

Add \ prefix into the picture

frail grotto
#

that's good to know

pastel pivot
toxic solar
digital herald
#

Does anyone know of a modded ground vehicle with a turret that can be used normally but also driven (not gunned) like a UGV?

#

The closest thing I can find is a helicopter in CUP

severe marlin
#

Guys a simple question:
U know independent uniform
Can I use 2 different texture files for that model?
Like add 2 "camo" in config ?

#

I mean "hiddenSelections"

wintry fox
#

There's several independent uniforms

severe marlin
wintry fox
#

Do you mean the combat fatigues? There's still like 15 AAF uniforms

severe marlin
wintry fox
#

If you do, then no, you can't. The model only has one hiddenSelection (other than the insignia one)

severe marlin
#

Ok thanks

steady horizon
#

how do i change an object weight ? i tried with geometry lod and in the config but it doesn't do anything ...

steady horizon
#

inventory space

hearty sandal
#

normal or ACE?

steady horizon
#

Ace

hearty sandal
#

best to check ACE documentation. 😅

#

I dont remember how that was done off the top of my head

steady horizon
#

ouch

#

and normal ?

hearty sandal
#

for cfgMagazine items shoud be that mass value there afaik

steady horizon
#

alright imma gonna fight ace wiki now

hearty sandal
chilly tulip
#

I don't think ACE adds their own inventory masses.

hearty sandal
#

may be true. I just recall there was something done regarding that

chilly tulip
#

The ACE functions for inventory item mass just do this:

params ["_config"];

private _mass = getNumber (_config >> "mass");

if (_mass == 0 && {isClass (_config >> "itemInfo")}) then {
    _mass = getNumber (_config >> "itemInfo" >> "mass");
};

if (_mass == 0 && {isClass (_config >> "WeaponSlotsInfo")}) then {
    _mass = getNumber (_config >> "WeaponSlotsInfo" >> "mass");
};

_mass
hearty sandal
#

👍

chilly tulip
#

Not really sufficient for writing the configs. IIRC magazines, weapons and backpacks have different ways of specifying mass, hence the code. You'd need to check which to use.

lament thicket
#

Hey guys, I am having some dramas with getting the wheels to dissapear on our ASLAV when they hit 99% damage. The model.cfg is set up and works in Bulldozer when you play the animation, but in game it doesn't hide the selection. I will post a snippet of the config.cpp for the hitpoints below.

#
{
    class HitBody
    {
        armor = 0.8;
        material = -1;
        name = "zbytek";
        visual = "zbytek";
        minimalHit = 0.2;
        passThrough = 0;
        explosionShielding = 0.007;
    };
    class HitEngine
    {
        armor = 0.7;
        material = -1;
        name = "motor";
        visual = "zbytek";
        passThrough = 0;
    };
    class HitFuel
    {
        armor = 1;
        material = -1;
        name = "palivo";
        visual = "zbytek";
        passThrough = 0;
    };
    class HitLFWheel: HitLFWheel
    {
        armor = 0.5;
        passThrough=0;
        name = "wheel_1_1_steering";
    };
    class HitLBWheel: HitLBWheel
    {
        armor = 0.5;
        passThrough=0;
        name = "wheel_1_2_steering";
    };
    class HitLMWheel: HitLMWheel
    {
        armor = 0.5;
        passThrough=0;
        name = "wheel_1_3_steering";
    };
    class HitLF2Wheel: HitLF2Wheel
    {
        armor = 0.5;
        passThrough=0;
        name = "wheel_1_4_steering";
    };
    class HitRFWheel: HitRFWheel
    {
        armor = 0.5;
        passThrough=0;
        name = "wheel_2_1_steering";
    };
    class HitRBWheel: HitRBWheel
    {
        armor = 0.5;
        passThrough=0;
        name = "wheel_2_2_steering";
    };
    class HitRMWheel: HitRMWheel
    {
        armor = 0.5;
        passThrough=0;
        name = "wheel_2_3_steering";
    };
    class HitRF2Wheel: HitRF2Wheel
    {
        armor = 0.5;
        passThrough=0;
        name = "wheel_2_4_steering";
    };
};
#

Here is how the hitpoints are set up in the model

#

And proof that the anim works in bulldozer

nimble sequoia
#

For example:

{
    class HitLFWheel
    {
        source = "Hit";
        hitpoint = "HitLFWheel";
        raw = 1;
    };
    class HitLF2Wheel: HitLFWheel
    {
        hitpoint = "HitLF2Wheel";
    };
    class HitRFWheel: HitLFWheel
    {
        hitpoint = "HitRFWheel";
    };
    class HitRF2Wheel: HitLFWheel
    {
        hitpoint = "HitRF2Wheel";
    };
};```
lament thicket
hard chasm
#

indeed.

mighty urchin
#

Is it possible to adjust the size of grass via config within a mission file on an already existing terrain (i.e. override the class size attribute)? Thanks

hearty sandal
#

You can do very little through mission

#

Mostly mission config is just for the missions stuff. It does not touch game configs

steady horizon
#

work fine for ace but no result on my side

wintry tartan
#

What it does mean work fine for ace but no result on my side

molten musk
# steady horizon

You should share full content
Your and seems ace part, how your config doesn't work like ace.
You do not get the correct mass?
Before you share magazine config and other is misc item config.
Are you trying to do low mass magazines so units could carry an "infinity" amount of those?

steady horizon
#

Well i will share it tonight

steady horizon
#

Right now it weight 1 kg 😅

frail grotto
#

so 0.025?

#

if 0.1 = 1 kg

steady horizon
#

0.1 = 0.1

frail grotto
#

huh
so how does it weigh 1 kg and 0.1 at the same time

steady horizon
#

That is a ace item i took for exemple

frail grotto
#

so what does ur config look like then...?

steady horizon
#

I Will share it tonight i'm at my job

frail grotto
#

ok

severe marlin
#

Guys for making a faction can I use different config file?

wintry tartan
#

What do you mean by different config file

severe marlin
#

So i can use separate config for factions

wintry tartan
#

Same thing. You can put everything into one or maybe multiple

severe marlin
wintry tartan
#

What?

severe marlin
wintry tartan
#

What it does mean

severe marlin
#

If it's separate

wintry tartan
#

?

severe marlin
wintry tartan
#

...?

#

I can't understand

severe marlin
#

Nvm

wintry tartan
#

It does mean you failed to elaborate?

molten musk
# steady horizon

So little test and figure.
those are lbs.
so

class DemoCharge_Remote_Mag;
class PSR_DemoCharge_Remote_Mag: DemoCharge_Remote_Mag {
    displayName = "PSR Demo Charge";
    mass = 5.51155655;
...

Wil result 0.25kg

ashen chasm
#

those are tiny bananas

#

If you check AKM mass you'd get 33 (or even 40) units per kilo
at least it was when i've written that

#

my best guess is that "mass" property is supposed to roughly represent both physical mass and size at the same time. As in "how much of this can i fit into this backpack" is limited by both load dimensions and how much it weights

steady horizon
#

Did you do that With ace active ?

molten musk
#

i shouldnt?

steady horizon
#

I did something similar and the result is still 0.91

#

When i get home i Will check that

nimble sequoia
steady horizon
#

@molten musk

#

it work

#

now i wonder if i lack some sleep or if Arma is trolling me

#

here is the "banana"

molten musk
#

Yeah, paint it to yellow

steady horizon
#

it's still not ripe hmmyes

steady horizon
#

well everything is well that end well

#

i still wonder what is the purpose of these 3 lines :

#

but it work anyway so this is fine

molten musk
#

Seems those aren't explained wiki.
Hmm.
I would say.
Time.
Pitch.
Distance.

frail grotto
wintry fox
#

Volume, pitch, distance

frail grotto
#

is that in the wiki?

#

idk usually all cfg related to sounds has a timer on it

wintry fox
#

No?

frail grotto
#

that's mission cfg sounds tho
isnt that usually different code cuz it's mission versus a mod

#

idk id just test it, change each number to a crazy value and see what changes

#

then document it on the wiki or post ur findings here

wintry fox
#

It's the same class, you can just defined CfgSounds in mod and mission configs

frail grotto
#

...there's nothin there lmao

wintry fox
#

Oh I was looking at supersonicCrackNear[]

molten musk
molten musk
wintry fox
#

That's what it uses, this is some config from a mod I work on, the values work as expected

soundHit2[] = {QPATHTOEF(sounds,vehicles\mortar\weapon\hit2.wss), 2.51189, 1, 1900};
soundHit3[] = {QPATHTOEF(sounds,vehicles\mortar\weapon\hit3.wss), 2.51189, 1, 1900};
soundHit4[] = {QPATHTOEF(sounds,vehicles\mortar\weapon\hit4.wss), 2.51189, 1, 1900};
soundHit5[] = {QPATHTOEF(sounds,vehicles\mortar\weapon\hit5.wss), 2.51189, 1, 1900};
multiSoundHit[] = {
    "soundHit1", 0.2,
    "soundHit2", 0.2,
    "soundHit3", 0.2,
    "soundHit4", 0.2,
    "soundHit5", 0.2
};
severe marlin
#

Hey guys I'm trying to add a "shemagh" but it won't show in headgear list in game

hearty sandal
#

first step to debug is to look into the config viewer in game and see if your class for it exists

severe marlin
#

I'm using the characters_f_gamma for model

hearty sandal
#

thats not a model file but a folder

severe marlin
hearty sandal
#

you have easiest time doing retextures by inheriting the existing class of an item as parent

#

so you dont have to define model paths or hiddenSelections

#

all your config will need is new display name and hiddenSelectionTextures ponting to your new files

#

(and any other alterations you may want to make)

severe marlin
hearty sandal
#

no idea

#

if you inherit the original class then that parameter will also be correct and you dont even need to know it

severe marlin
#

I just saw the class name

hearty sandal
#

the classname is what im talking about

#

classname of the original item

severe marlin
hearty sandal
#

then you use that as parent class

#
class H_Shemagh_khk;
class your_new_fancy_shemagh : H_Shemagh_khk
{
  your changes like displayname, hiddenSelectionTextures etc
};```
severe marlin
#

My other helmets worked correctly

#

Except this shemagh

hearty sandal
#

blobdoggoshruggoogly well then you just got some mistake that you didnt do before

#

compare to the stuff that works

severe marlin
#

Just changed some stuff

hearty sandal
#

well

#

do it again then

#

until it works

severe marlin
hearty sandal
#

make sure you have the new item in correct cfg main class

#

like cfgWeapons or whatever the H_Shemagh_khk is in

#

also H_Shemagh_khk does not exist in vanilla config

#

so blobdoggoshruggoogly

#

make sure you actually have right name for it

severe marlin
#

Great site

hearty sandal
#

where did you get it from?

severe marlin
#

That arma 3 site

#

Shows config classnames

#

@hearty sandal

fiery frost
#

Hi there,

I've just posted a message in #arma3_scripting (#arma3_scripting message) but I figured I'd post a message here as well in case there is a different way to do this.

As stated in that message, I'm reworking a C-130 and I'm trying to add a function to airdrop cargo. Currently, only the pilot (or co-pilot when they take control) can airdrop the cargo using the basegame "Unload all vehicles" function.

I've thought of a workaround using a useractions class that calls for an sqf that could run a script, but would there be any way to add a similar function without calling for an sqf file? Perhaps by linking a function directly to the turret (loadmaster seat)?

Even being able to link it to the aircraft in general instead of a specific turret (like in the useraction class) would be a huge help!

Any and all help would be appreciated!

Thanks!

fiery frost
# fiery frost Hi there, I've just posted a message in <#105462984087728128> (https://discord....

The way I have it set it up right now is like this
(this is one of the classes in the UserAction class)

            class airdrop
            {
                displayName="Airdrop Cargo";
                position="pos cargo";
                onlyForPlayer=1;
                showWindow=0;
                hideOnUse=1;
                radius=15;
                condition="this animationPhase ""ramp_top"" >= 0.5 ";
                statement="[this, vehicle player] execVM ""\tft_hercules\data\airdrop.sqf""";
            };

If there's a statement I can call to using the basegame cargo drop function to make it work or anything like that, that would be amazing

grand zinc
hearty sandal
#

you had extra h

severe marlin
hearty sandal
#

thats wrong too

#

these I can find

severe marlin
hearty sandal
#

you dont need it

#

its just BI workflow stuff

severe marlin
#

Mine is
Class my factionname_Shemagh: H_Shemagh_olive

hearty sandal
#

well that classname is still wrong

#

Shemagh ->>> shemag

severe marlin
#

See

severe marlin
hearty sandal
#

look again

severe marlin
#

Why u don't use H?

fiery frost
hearty sandal
severe marlin
hearty sandal
#

I dont know what to tell you man

#

but there is no H

#

and no H in the vanilla configs

fiery frost
fiery frost
hearty sandal
fiery frost
#

ah alright, that at least sends me in the right direction, thanks

hearty sandal
#

or at least try it.

#

pilot/ gunner/turret specifc actions are not accessible by scripting but same behavior might be possible to achieve they are as seen below, but need bit of trickery

fiery frost
#

Gotcha. Is the basegame "Unload all vehicles" an action I can call at all? Or is there any channel/site that has the basics for that function laid out so I can take a closer look in hopes to tie it to other turrets?

grand zinc
#

You can use userAction condition to check if the player is in pilot seat

#

All mouse wheel actions are actions that you can call

#

Now documentation is a bit lacking, I can look up arguments tomorrow if you remind me in ~12 hours

fiery frost
#

I don't mind waiting, all help is appreciated!

fiery frost
grand zinc
#

Yeah you can use condition to only show it in the turret.
Then use statement script, to force the driver to execute the action.
In multiplayer there might be some remoteExec involved. But you can do all of it just in config, without any sqf file

fiery frost
#

Ah great! Thanks

hearty sandal
#

ok?

severe marlin
hearty sandal
#

probably the unit has some script to change it

severe marlin
hearty sandal
#

the unit

#

the soldier

#

has some init script to force the color

#

or just some mysterious curse

#

idk

#

does not look to be default unit

#

so who knows

severe marlin
hearty sandal
#

then no idea what happens

#

maybe you got some other mod that messes it up

severe marlin
untold temple
#

What resolution is the texture? Colour shifting can happen from using non valid image sizes

hearty sandal
#

good call meowheart

severe marlin
#

Isn't that the arma's default resolution ?

hearty sandal
#

no

#

xD thats default nowhere

#

but yes that is the problem

#

textures need to be power of 2 resolution

#

so 512/1024/2048

#

and so on

#

typical arma textures are 2048x2048 but there are differences depending on use case