#arma3_config
1 messages · Page 32 of 1
Well that’s the issue
It’s checking the P drive.
Not the C drive that Arma is installed under
normal part of P drive setup is unpacking arma3 data on it
mikeros arma3p does it for you
Is this separate from pboProject?
yes the toolset comes with many programs
Wait how do I use this
Did it
👍
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.
Tried to change stuff on the section in the txt file, but got no results so far
this is sqf code and doesn't belong here use scripting
sqf has nothing to do with config.cpp
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.
Show mem LOD from vertically above with get-in memory points only, and which is named which.
Also show part of turret config with get-in parameters
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";
Weren't the getin points working in reverse for statics?
i mean, "when I come around from the front" does look pretty consistent with mempoints on the screenshot 
uhm, but they are in the back, no?
this is where the option to "get in" appears more or less
swap the names of mempoints in the config.
I remembered due to this ticket:
https://feedback.bistudio.com/T156971
BI guns are affected too but they also have disassembly action which hides the issue 
fun!
Yes, that's what I suspected when I asked for the info - but fell asleep before you posted - well done vet for stepping in.
So when looking for the class name for a config, what am I looking for exactly?
Hi folks, is there a way to hide the MFD hud from my custom helicopter? It inherits from the Helicopter_Base_H baseclass
Should be the class under cfg patches
I would change the class name under cfg patches
try adding the side entry to your helo.
The what?
side = 1; for blufor.
Nope, still not showing
Yeah I don't know what is wrong
and the 'not working' is what? It won't do the dishes or feed the dog?
It won't show up in the editor.
the uh1 armed that you're inheriting from, does show in editor?
CWR 3 has multiple variants of the UH-1 with different loadouts.
But yes, it shows up in the units in the original config.
And mandatory "why does you requiredAddons only list "cwr3_core" that's earlier than cwr's uh1 in load order?" 
That's how it is? I don't know
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
["CUP_UH1H_armed_base","CUP_UH1H_base","Helicopter_Base_H","Helicopter_Base_F","Helicopter","Air","AllVehicles","All"] Parents
configfile >> "CfgVehicles" >> "cwr3_b_uh1_armed" Path
As before, you probably don't want to inherit from a "base" class. What you want to do is retexture a placeable CUP unit, so first of all, place that unit in Eden, then find it's class name and use that for your inheritance.
So you need this class name
Open the config viewer and search for your new class prt_uh74.
Make sure it's there, and check it's contents.
Nope not there
What does that tell you?
Or your pbo is not being built or loaded
Nah it built the PBO right, at least I think it did
Open your game rpt file and check if the pbo is in the list
Search rpt for "prt_uh74" - any error messages?
Post cfgPatches of your prt_uh74
Probably wrong requiredAddon for the cwr3_uh1
I'll try it
I thought the class on the cfgpatches doesn't have to be the one from the original.
It works for the f-100
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
This is the cfgVehicles for the original
Thought you said it was cwr3_b_uh1_armed
It is, that's what it says in the config viewer
So you're showing the wrong code above
configfile >> "CfgVehicles" >> "cwr3_b_uh1_armed"
?
What
You ask questions, I'll help to answer... what's your question
My question is why it isn't showing up in the editor
You have the wrong requiredAddon
Nor is the config even there
Ok, but it is the exact same as the original.
I don't see a difference with the required addons.
Your mod is not supposed to have exact same things as the original
your mod is supposed to refer to the original
not to what the original refers to
So it would just be cwr3_core
no
Oh
If this works, I riot.
so this is what you need as required addon
requiredAddons[] = {"cwr3_vehicle_uh1"};
Your CfgPatches class is ALWAYS need to be original, not using existed one
Nononononono...
Almost...your cfgPatches class name should be your pbo name
Not even almost. Your CfgVehicles is in CfgPatches
When you're focusing on other learning points it's easy to not spot the missing };
There we go
Wrong brackets
yep
You might also need scopeCurator = 2; for Zeus
So that's why the F-100 doesn't show in Zeus
It seems that "scope" doesn't get inherited necessarily
Saving this
Alright small question
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.
Right now it only applies when I equip the paint.
Does the inherited class have a class TextureSources?
Let me check
(and save yourself time now, get the SOG: PF DLC and use the new F-100 😉 )
When I get my paycheck
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.
Some of them don't have all or any of the DLCs
Compat Mod always exists
and it was recently on sale at huge discount
What?
Ah, alright
Yeah I'll check it out
Alright I'm going to try another retexture on my own using what I learned now.
And just for future reference, this process is relatively the same for uniforms?
Yes, but uniforms come with 2 parts, cfgVehicles unit that walks around and cfgWeapons uniform Item that looks like the unit when worn
Huh wha
Is there a reference page for CBA_A3 joint rails?
CBA wiki is blank on the subject
Yeah,
I think digging through the configs for CBA might be the only solution
Seems to be either use classes with CBA joint rails already defined for the base classes, only works well if weapon is mostly the same as the base
Or add the CBA weapon slot classes to the weapon
Here if anyone is looking for it
https://github.com/CBATeam/CBA_A3/blob/master/addons/jr/jr_classes.hpp
Seems to be the best there is, and it seems to mostly use vanilla functions
Did it, made a retexture on my own
Works like a charm.
Maybe took twenty to thirty minutes
shows which hitpoint is protected
https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection
So is there a max or min number for "armor"?

vanilla uses a limited set of values to represent specific armor classes (I, II and so on)
but other than that it seems to be just a multiplier in the damage formula
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
About "pass through" it's chance of passing bullets from armor?
read the comments in https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection#Unit_base_class, they describe it way better than i ever could
"passthrough" is how much of damage taken by hitpoint would go into the entity's generic damage counter
I use those 3 carrier rigs but idk their stats
wot
what's the question?
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
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?
the proxy and its name or path has nothing to do with the shown pose
in that case I assume it defaults to something
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
for example this uses commander proxy
but it could just as well be CPGunner and it would use gunner proxy
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
other examples
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.
this is what I thought "driverAction=" was for
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
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??
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";
};
};
};
skeleton name and gestures you dont need to redefine
Id recommend removing those
best to have nothing unnecessary in your configs for easier reading and no accidental overwrites
its not related to your problem but keeps it tidy
The only reference I had was the pinned pdf for the creation of static animations 
But ye I´ll remove it
from the looks of it, yours does seem corretly set up
the class naming in itself should not matter
I´ll try to redo it the way yours is
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
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};
};```
I´ll take a look
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
yep
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 🤔
rpt is unfortunately not showing anything 😦
I´ll try to pack with hemtt a bit later, maybe it will help

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
};
};
};
};```
Cheers I´ll take a gander
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?
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)
class cfgPatches
requiredaddons[]= { addon name that has original thing};
class CfgVehicles
{
class original;
class new_thing : original
{
change what i want
};
};```
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
Why making new class instead of messing around with scripts?
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
};
};```
Far from silly, you figured it out and were kind enough to come back and update with the solution. You, sir, are smart. 🫡
Appreciate that, maybe it'll save someone else from trial and error in the future!
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
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"
};
};```
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
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...
it usually is the other way around haha, try a different tool like mikero's so it can tell you whats up
- you or addon builder are using the arma 2 skeleton
the rtm or ofp2manskeleton have been set to arma 2 bones
is this the A2 one?
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
line numbers in the error messages (and those messages in general) aren't the most exact thing 
I added that uniform when I wanted to test it gave me that error so I removed the new uniform
But still gives that error
"deleted back" or "replaced with known working previous version"?
I just deleted the new uniform I added
@ashen chasm
I literally changed nothing in the old uniforms
Just paste your config and the full text of the error. Someone will find your syntax error.
I can't send files
pastebin?
Paste text into big box, scroll down a bit, click "Create new paste" button.
and the full text of the error
What?
Encountered 'c' instead of '{'
starting from the beginning. Wat?
Line 3176
seems to binarize/diag_mergeConfigFile alright. How are you loading it?
Wdym?
are you sure you're getting errors with this config? It seems to load alright on my machine 
It's loaded
So I´ll post the resolution here due to it being something I don´t really understand the reason of.
The driver animation works correctly only if I use **driverInAction **in cfgVehicles, instead of driverAction.
Which makes no sense to me, because whatever samples I looked at always used only driverAction, and never driverInAction.
Think it probably happens when turn-out is enabled in a turret
I´ll check, I haven´t configured the turret yet because there is no turret basically
- Don't test your tex in VR lighting
- #arma3_texture
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.
RVMAT is a part of texture
TY!
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
If you remove the muzzle effect completely, so that GunParticles is empty, do you still see the effect in-game? (checking if what you are seeing is what you think it is)
Thx for responding, I changed the Effects of my Effect allready an saw direct responsive to the parameters I changed, so yes I see the "MyCustom_Effect"- Effect
It would still be worth confirming that nothing is seen if you empty the class, just to be double sure.
Well I can confirm after making GunParticles empty that there is no effect anymore ^^
Still thx for helping, got any other ideas how I can define my Effect Position and make it disable when not shooting
never seen one...
Sorry for delay... so now double check the memory point spellings. Highly recommend using all lower case letters with no spaces, and try custom names such as
directionName = "mg1_konec_hlavne";```
in both config and p3d Memory LOD.
could be a problem indeed!
Gonna try it out and give in this Channel feedback if it works or not 🙂
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).
Checked it with new memory points with lowercase and without spaces, both bugs still occure
Have you posted the config.cpp?
Cant upload the File dou to Discord Limitations, feel free to ask for details or accept the Friend Request so I can send it privatly
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
Carx or tankx?
peakTorque minOmega maxOmega engineMOI torqueCurve[] gearboxRatios[]
longitudinalStiffnessPerUnitGravity frictionVsSlipGraph[]
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.
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.
Mfw
Yeah still no, it says it cannot find it.
Additionally it also says it cannot load this preview image
try putting a backslash in front of paths
\prt\prtm...
That matters?
Sometimes it does sometimes not
Yeah, didn't work.
What error message does pboProject give when it fails to build?
using a p: drive?
Yep
x\testmod\
It packs from the p drive to the mod file in my downloads.
Yeah I don't know what that is about
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
you probably need to set your graphics settings up for it like the editor previews:
https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Asset_Previews
I see, thank you.
Is there a crash course for the configs?
class foo
{
field = 1;
arrayField[] = {1,2};
class subclass
{
subSubField = "foobar";
};
};
class bar : foo
{
field = 2;
arrayField[] += 5;
};
http://static.comicvine.com/uploads/original/11113/111136241/3492353-1894695813-yoda.bmp
((could be wrong syntax with the add new element to array syntax btw.))
Select vr map and it will be solved @gritty storm
lol
Is there any way to have specific footstep sounds for specific units whilst having different sound sets for other units?
Should be.i recall those are unit specific configs. Typically they just don't need be redefined and are inherited from base man class
Anywhere you can point me to in order to get a bit more of an insight?
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
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
Do you have bboxes set-up for them in the config? Are the pip memory points animated (like in a turret)?
If both are true, try removing the bboxes code, as it is a bug that breaks update of the PiP screens.
i do have them indeed, will try ty
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.
i think you should state the new issue together with config. old stuff above will confuse everyone, including you.
@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.
Hello, I have a question, I wanted to open a certain PBO, but unfortunately I can't, and I get this error.
https://cdn.discordapp.com/attachments/660828637721002011/1264345045348388875/image.png?ex=669f82d5&is=669e3155&hm=b8f2c385667359bce7149b0d836ed853dece9e977f28f6a75451fb1d2c78216f&
looks like someone dont want you to open it
Is there any way to get around this?
what pbo is it and do you really need to open it?
This is PBO, with configs, but the problem is that my friend cannot open it on his computer. And that's why we're looking for a way to open it up.
you can use the ingame config viewer to look at them Id suppose
I recommend using Advanced Developer Tools for anything config related, faster and easier to navigate with.
And how to do it?
Is it possible to somehow see this config in Arma 3 Tools?
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
no
Can you tell me how to do it?
In the pause menu while running in an eden scenario or in the arsenal,
Button to open is below the console
Might be possible in other cases, but I haven't tested any
it can be opened up just in eden too
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.
you would create a mod that loads on top of the original mod and either changes the ammos configuration or the weapons configuration to use a new type of ammo you create
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
If I were to tell you which mod I want to edit and leave most of things at your discretion, like impact and penetrating power, how much time would you need to make it?
Alright then
Id suppose alternatively you could make a script that runs in a mission and changes the fired projectile to something else
Will that be easier than the other option?
maybe
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
Is it possible to colorize/tint the fog effect via CfgWorlds (or any other cfg?)
Yes. LightingNew
ahm, could you elaborate? i dont find anything in the biki under this term?
https://community.bistudio.com/wiki/diag_setLightNew you mean this?
thanks - thats already more then i could find 😅
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.
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?
Model the floating planet in the p3d, with a selection name.
Add an AnimationSource, type "user" in config.cpp
Add the hidden_planet as a bone in the model.cfg skeleton and add a hide animation with the source from config.cpp.
Add a UserAction in config.cpp to show or hide the planet, which changes the animationSource phase of your user anim.
I get this error when starting arma with my mod but none of my models reference this. Any clue why this would happen?
Check your rpt file for mentions. Perhaps you have some bad inheritance in your mod, in which case you might see an entry in the rpt like "Updating base class" with your mod.
The class was listed in the class list but no model had referenced it. The weird part is I have loaded the mod before with the same config file.
I found a solution
For Documentation purposes:
Seems like to correctly inherit the Positon, between all Effect classes the Position inside your CfgCloudlets effect needs to be places as the following:
position[]=
{
"positionX",
"positionY",
"positionZ"
};
For some Reason, this removes the bug that the effect always spawns without "firing" the gun.
And the wrong Position.
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.
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.
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; };
yep
that's how the units are made XEH compatible.
more info here https://github.com/CBATeam/CBA_A3/wiki/Native XEH guide
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; };
Yeah, that's probably going to work better.
Alright, thanks guys. I'll get crackn' at it
Hello!! what could be the reason for the fact that I shoot, but the shells fly above higher the sight, regardless of zeroing? Vehicle.
maybe gun memorypoints are not actually straight
How does one make it possible for all scopes to be available on a modded weapon?
lot of config patching
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.
in gearboxratios if i understand correctly D1~D# means the gear changes that the vehicle will use, what does the value mean
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
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.
you still think its memory points?
no its your camera being offset from the gun barrels and not aligning with them
simplest thing is to make the camera view memorypoint follow the gun selection instead of independently animated camera
no you need to change how it is weighted in the named selections/vertex group of the models memorylod
its for example how it looks rn in memory lod
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
probably depends on used weapon config 
or maybe depends on memoryPointMissile[]/memoryPointMissileDir[] being arrays. Or maybe the weapon expects memoryPointLRocket/memoryPointRRocket
just tried with memoryPointLRocket, that didnt do anything, ill try doing array.
I dont think its a weapon issue cause for another vehicle, granted its a tank, the missiles come out of the turrets rocket area
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";
^ 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 ?
Yes, true.
@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
I guess if I wanted to have 3+ places missiles could come out of, I would have pylons then?
like how RHS little bird has I think 4 spots for missiles?
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?
missile proxies?
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
wait nvm it is in the game but only show under the other mag category and I can't use them
Finally found the issue. Updated for those who are curious
Still working the GL variant tho
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
Anyway to lower audible fire and visible fire when using suppressors ? If so please help. Thanks
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
Thanks . I’ll read !!
Thanks.. I’m new to this, but I have started playing around with eliteness and pbo managers, but I’m still over my head. Anyway you could help point me in the right direction ? All I want to do is edit audible and visible fire on a particular gun. Thanks
The approach that I showed only applies to integrally suppressed weapons.
Since you've stated that you're using a suppressor attachment, there's no need to redefine those token values in the weapon since the suppressor's visibleFire and audibleFire values take precedence over the weapon. The third link that Hypoxic provided will explain everything that you need to know about this.
Thanks man.. I appreciate it
Is this something I would put in the init box or is it more in depth like configuring ?
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.
👍
hmm I wasn't aware those parameters worked from cfgweapons
I only ever saw fireLightIntensity
🤦♂️
Yeah. I just realised I mixed it up with CfgAmmo.
yeah integrated suppressor is not a real thing in Arma. the effect has been faked through special ammo
I really wish it was possible instead of having to do throwback _SD ammo like arma 2 did
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
😄
@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.
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 ??
you dont really need any files for that
you can even use the in game config viewer to find the suppressor config and use it as reference
Is there a specific config entry that makes engines not disabled by water?
There's waterDamageEngine but it's not documented.
Is it's value a float?
Interesting, I'll give it a shot after testing maxFordingDepth
maybe a better starting point. That one at least seems to vary between vehicles.
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
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
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
Seems fordingdepth was the solution
its not harder than it actually is, its just that it IS foreign to you which makes it hard. start posting things you come up with and people can guide you while you still learn for yourself
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?
The "somehow repack it" part is the hard bit.
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
Yeah, what you want to do is make your own tiny mod with a dependency on the one you're changing.
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;
};
};
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 ?
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 };
};
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 🙂 🙂
@NIArmscore is not the addon name. the addon name is the class in their CfgPatches in your case right now you also need to change that from MyAddon to something else
@rocky token you want "hlcweapons_core"
any one know how to put custom textures on the IFA3 AIO mods using the HiddenTexture way
"A3_Functions_F",
"@NIArmscore" ```
@NIArmscore is the name of a MOD, not an addon
only firemodes/weapon
probably yeah
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.
Characters_f.pbo if I'm not mistaken
Alright thanks
i remember checking pbos a while back and not finding them
i can check that again when im home
any one know how to do retexture for IFA3 planes
Same way as any other
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
@hearty sandal
Don't have one. And learning the basics by writing one from 0 is very important.
Is their a guide any where I can use?
neat idea
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.
arma 3 samples also have commented configs that can offer insight
can someone explain aimAboveTarget and aimAboveDefault? I dont quite understand from the wikis explanation
which page is that on?
is there any way to reduce sniper rifle recoil while using bipods?
That seems to be used instead of trigger distance with submunitions in arty rounds as that can get a bit funky. I've never actually come across a way to change the default height that's set but you can set different heights in the config with aimAboveTarget[] and aimAboveDefault is the number that corresponds to the number of the array you want to be the default height.
Anyone know of a way to have 2 different reload animations defined for the same weapon?
can you disable pip rendering of specific rendertarget through a scroll wheel action and how would i do that
you can perhaps set different material to it
or at leasat hide it via hide animation
but will that remove the performance hit by hiding it that way
oh wait yeah
i could just do hiddenselectionmaterial and set it to a black procedural couldnt i
From what I know, you can only have one reload anim, not two
a weapon can have only 1 animatione per muzzle. but each muzzles magazine can have separate overriding animation
So basically, if I defined 2 mags, I could have 2 different reload animations?
yes
yeah I was curious how which value from aimAboveTarget[] is choosen, I get the default sure is the index, but how is it changed???
suprised no one has asked before cause 0 results (besides me asking) about aimAboveTarget
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?
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
Any references for documentation on this?
Emm, could be mentioned in cfgMagazines in the wiki maybe
and in the very base magazine class the empty action is defined as default
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";
};
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
^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?
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)
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
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.
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
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.
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
interesting.
it comes into it because simulation in the config defines its simulation rate does it not?
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)
Where do you think attachTo gets its number from then for its position updates?
the original unit of course
Also, when setting simulation to something like house, its considerably more laggy then when setting it to something like soldier or car
what is the original unit? The parent or child of the attachTo?
parent
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
yeah it be like that sometimes 😦
I suppose this explains why in the artillery computer even if I click at a range with in the circle for flares it wont fire
cant
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 
you can not have custom type objects
the types available are hardcoded
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.
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
attached objects are simulated with the parent.
Aaand ACTION! This time presenting you with a view on how the climb in animation looks in game! Seems that the "get in/out" animations dont play as smoothly for some reason, but other than the little choppyness it is mighty fine step forward again!
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
that still doesn't explain why he thinks changing a soldier (eg) to simulation=muishroom is going to work.
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
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.
what I have not tried is having another tank sim entity in between
might try that
yeah its not config controlled
i think you could alter timings by using static cargo poses (eg)
@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
what is the exact use case and the issue you have with whatever is the current solution you have
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
can you not attach the B to the man?
(what you try to do may not be withing the limits of the engine btw)
I cannot, attachTo only allows you to use memory points, which are too far between for my use. I could if I used my own attachTo method, but its too heavy to use every frame
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
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
right so dynamic visual loadout
difficult
and might even be impossible due to the challenges you face
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
maybe ask webknight how he did the visible holsters? That might be a helpful place for performance and stuff, cuz ik it’s not perfect but it’s a good solution
That's what I was gonna say, with webknight you can have some weapons on you sides.
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
The weapon holder would have to update every frame then to accommodate for some objects moving and some not really
ive tried doing this before and concluded unless youre attaching everything direct to the player, its not possible
really easy https://github.com/SpicyBagpipes/KJW_TwoPrimaryWeapons/blob/main/functions/fnc_updateShownWeapon.sqf
this is also #arma3_scripting not config any more
@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
Ya I encountered that early on, thankyou :)
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😅
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
yo maple guy
sup
go to dms
anyone ever had this? i really got no idea what could be happenning lol
Is there a way to make a vehicle or static object function as a UAV terminal, like how Arma 2 had UAV Terminal objects?
AFAIK not with only configs.
Keep in mind that UAV Terminals in A2 (both static buildings and backpacks) were tied to the UAV module so it's different from the way A3's handheld terminals work. You'll have to resort to scripting to simulate a static terminal.
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.
init event can do many things. youll have to explain in more detail what exactly you would like to have happen
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
you could add user action of that kind straight in config too
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
Hmm yeah I've added actions via class useractions before. UAV Terminal seems like a black box for now
it would likely be possible to recreate the functionality in scripts/game functions. but I got no clue on the details
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
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
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
oh I've seen one of these before. 😄
@pale dew makes one too
might be right, i see the code i inspired from has some stuff about it
ima check more on bounding boxes
animation classes have boundsphere parameter that affects the size of the bounds and visibility
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
ill chek em out, you got any documentation links?
nah nothing to do with that
milsim is player invented way of playing the game
not how its "meant to be played"
anway. youll also come accross problem where the hit detection stops at 2 meters height
😅
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!
Do you have a bboxes[] entry in the renderTargets code? If so, remove it for this case.
my HMG turret doesnt have crosshair (the one provided by game UI) in first person view, everyone know which config can enable it
Isn't it based on the weapon config and not the turret?
cursoraim = "mg"; in the class Weapons
if its the optic thatd be based on the optic and turretinfotype
there is a [showAimCursorInternal=0;] in class HMG_NSVT, which cause this issue, and thanks for your tip remind me to check the cfgweapons
How do you tell if weapon is silenced? In A2OA specifically.
Значит украл мой мод и посмел просить помощи как у меня в социальной сети, так и в официальном дискорде игры?)
Save
At least you thought of redrawing textures
Is it visibleFire and audibleFire of ammunition? What about non-silenced weapons using SD mags then?
english in the chat please so we can understand each other
is there a config making related question here?
star wars mods are not allowed due to IP issues
ok so tranlsated that. and
- your mod is against the rules anyway since you dont have permission to use Star wars IP
- this is not the channel to even talk about such things, even if you were making a mod that you have permission to make.
nope
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 :
Will pylons work for vehicles that have more then 1 gunner? so pylon the weapons for driver and then 2 gunners
yes but 3den is buggy with them
and will assign the pylons to random turrets, you can fix it with scripting
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
oh great heavens
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?
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;
};
};
};
};
};
if i want to make a vehicle easily overturn what parameters affect it?
weight or dampers in the p3d itself
ty
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.
Is it possible to create my own derived unit classes that would have different gear than the original just within a mission scenario? Thanks
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?
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
you cant have most of the other cfgXXXX inside mission config
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
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
Why does my grenade icon is not showing up in inventory but in arsenal it does?
Any error messages
no
howabout if you try it in editor?
yea now error showed up but in config everything is alright
Add \ prefix into the picture
thank u for the explanation
that's good to know
it worked, thank you
ah okay, well I guess time to make my own zeus/eden ui for pylons with 3+ turrets lol
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
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"
There's several independent uniforms
AAF
Do you mean the combat fatigues? There's still like 15 AAF uniforms
Yes combat fatigues
If you do, then no, you can't. The model only has one hiddenSelection (other than the insignia one)
Ok thanks
how do i change an object weight ? i tried with geometry lod and in the config but it doesn't do anything ...
weight in what sense?
inventory space
normal or ACE?
Ace
best to check ACE documentation. 😅
I dont remember how that was done off the top of my head
for cfgMagazine items shoud be that mass value there afaik
alright imma gonna fight ace wiki now
I don't think ACE adds their own inventory masses.
may be true. I just recall there was something done regarding that
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
👍
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.
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
You also need some hit AnimationSources in config.cpp.
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";
};
};```
That worked, thanks legend
indeed.
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
No
You can do very little through mission
Mostly mission config is just for the missions stuff. It does not touch game configs
What it does mean work fine for ace but no result on my side
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?
Well i will share it tonight
Not an "infinity", i made a 250 g bomb i just want it to Have its real mass
Right now it weight 1 kg 😅
0.1 = 0.1
huh
so how does it weigh 1 kg and 0.1 at the same time
That is a ace item i took for exemple
so what does ur config look like then...?
I Will share it tonight i'm at my job
ok
Guys for making a faction can I use different config file?
What do you mean by different config file
I have a config that has uniform,vest, etc
So i can use separate config for factions
Same thing. You can put everything into one or maybe multiple
But I must give uniform address for soldiers?
What?
How I must give my uniforms for soldiers?
What it does mean
If it's separate
?
For making faction u give soldiers equipments right?
Nvm
It does mean you failed to elaborate?
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
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
Did you do that With ace active ?
I did something similar and the result is still 0.91
When i get home i Will check that
Correct. It represents weight AND volume and is not measured in any particular units.
Attempting to put "real" mass values on objects is a mistake.
So a large block of styrofoam might have a big number because although it doesn't weigh much, it does take up a large amount of space in your backpack, reducing the quantity that can be carried.
@molten musk
it work
now i wonder if i lack some sleep or if Arma is trolling me
here is the "banana"
Yeah, paint it to yellow
it's still not ripe 
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
Seems those aren't explained wiki.
Hmm.
I would say.
Time.
Pitch.
Distance.
yeah this is usually what it is for sounds iirc
Volume, pitch, distance
No?
Most four element arrays for a sound are in that format, such as CfgSounds
https://community.bistudio.com/wiki/Description.ext#CfgSounds
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
It's the same class, you can just defined CfgSounds in mod and mission configs
soundHit is also already documented:
https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#soundHit[]
...there's nothin there lmao
Oh I was looking at supersonicCrackNear[]
Either way, most (if not all) sound arrays in config are ["filePath", volume, pitch, distance]. Although sometimes distance isn't defined because it defaults to volume * 1000 (https://community.bistudio.com/wiki/Description.ext#CfgSounds)
this was what I also hit on
I bet there are values that soundhit use.
Maybe someone can confirm this? And add to wiki?
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
};
Hey guys I'm trying to add a "shemagh" but it won't show in headgear list in game
first step to debug is to look into the config viewer in game and see if your class for it exists
I'm using the characters_f_gamma for model
thats not a model file but a folder
The model was in that
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)
About "hiddenselection" it's camo for shemagh?
no idea
if you inherit the original class then that parameter will also be correct and you dont even need to know it
I didn't see the original
I just saw the class name
Classname is "H_Shemagh_khk"
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
};```
I did all of this
My other helmets worked correctly
Except this shemagh
well then you just got some mistake that you didnt do before
compare to the stuff that works
I copy pasted from those helmets
Just changed some stuff
Also I retextured a t-shirt to red but in game is blue
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 
make sure you actually have right name for it
U kidding?
Great site
where did you get it from?
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!
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
but I figured I'd post a message here as well
#rules say no
6. No to any : Advertising, Spam (includes Duplicate/Cross-Post)
I dont seem to be able to find it on this list either
you had extra h
Didn't worked with H_Shemagh_olive_hs
I don't use that generalMacro thing
Mine is
Class my factionname_Shemagh: H_Shemagh_olive
.
look again
Why u don't use H?
it's only a crosspost because because I was asking for an alternative within the config, as opposed to a script
but alright, I'll leave it be
@hearty sandal
I dont know what to tell you man
but there is no H
and no H in the vanilla configs
I see you've also gone ahead and removed my message there. Thanks.
now that my original message asking for a script is gone, is there anyone in here that could help out with this?
no, user action is the right way to do it
ah alright, that at least sends me in the right direction, thanks
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
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?
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
I'm trying to have a seperate turret that is not a pilot or co-pilot call an action that is bound to the pilot seat
I don't mind waiting, all help is appreciated!
I'll take a look at those two links in a minute, thanks
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
Ah great! Thanks
ok?
When i select its red for 0.01 then change to blue
What?
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
It's B_Soldier_F
It didn't messed the other stuff I added
What resolution is the texture? Colour shifting can happen from using non valid image sizes
good call 
613 × 613
Isn't that the arma's default resolution ?
