#arma3_config
1 messages · Page 33 of 1
well you got to fix those too
Hi there,
If you have a chance, could you please look up those arguments you mentioned?
No rush.
Thanks!
beep boop initiating satellite scan
dun dun, dun dun dun
There are no arguments for unload vehicle/unload all vehicles.
The action must be performed on the vehicle itself. So ... probably
driver _vehicle action ["UnloadAllVehicles", _vehicle];
action syntax is a bit not well documented.
Its either
target action ["actionName"]
or
actionUser action ["actionName", target (, arguments...)]
It seems this action doesn't even need a user. So probably
_vehicle action ["UnloadAllVehicles"]; would also work
Ah great! I'll give it a go, thanks!
Does action work even if there is no unit on seat to do the action?
For some actions, it should
just to confirm, this should work in the useraction statements line right?
_vehicle action ["UnloadAllVehicles"]; didn't work for that
I had it listed like this
class airdrop
{
displayName="Airdrop Cargo";
position="pos cargo";
onlyForPlayer=1;
showWindow=0;
hideOnUse=1;
radius=15;
condition="this animationPhase ""ramp_top"" >= 0.5 ";
statement= _vehicle action ["UnloadAllVehicles"];
};```
maybe there's something I'm doing wrong
I had the line in quotations at first like the rest of the UserActions, but that gave me an error when loading the game and force closed it
_vehicle doesnt exist
use this instead
also put quotes around it
ie.
statement= "this action ['UnloadAllVehicles']";
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 action ["UnloadAllVehicles"];
};```
I was slowly heading that direction with my last test, which complained about a missing `;`
when I put quotes around it, it throws me an error that there is a " where a = is expected
I'll give this a whirl, thanks!
because you would have had "["UnloadAllVehicles"]"
you need to double quote when quotes are inside quotes or use ' '
oh so I needed it to be single quotations or double it up for it to work in that case
because otherwise it would've ended after [
makes sense
so I tried this, but it's still not working
it's not throwing me any errors either
try statement= "this action ['UnloadAllVehicles',this]";
will do!
havent tested it but worth a shot
didn't work sadly
I do see mentions of _veh in the spawn script for the extended debug console, I thought _veh and _vehicle would be two of the same
maybe _veh will work in the line Dedmen sent
no it wont since its not defined
you may need to read a bit about scripting basics here
@fiery frost , what is the error you are getting now? and pls don't say 'like the other one'
well that's one hell of an improvement
on one hand, yeah, it's nice not getting an error
on the other, no error means it doesn't tell me where it's going wrong
now, all it boils down to is poor useage
read the documentation for the sqf you're trying to use
I'm not using any sqf file as this is in the config, but if you mean the documentation for UnloadAllVehicles, there is none
first we start form here
if you read the statement description it tells you how "this" is handled in script code written to the line
I'll take a look, thanks
so "this" is the vehicle
ah gotcha
I thought "this" was referring to the user that ran the UserAction at first, hence why I thought adding _veh could perhaps be a fix
but _veh does not exist unless you define what _veh is
which is why you cant just randomly add things
gotcha
You can get pretty easy.
statement = "systemChat str this";
And if that is under
class UserActions:UserActions {
class airdrop {
...
On my test that results in the vehicle when you interact with action outside of the vehicle,
But when you are in a vehicle it will return the player.
And vehicle this return player
Object parent this return player.
And objectParent player return player
Don't know why, it shouldn't? Or should?
It's still the vehicle, but when a vehicle is displayed as a string it shows the driver's name
Do typeOf if you want to check
I will, thanks.
Also why not just use this setVehicleCargo objNull?
you're a fucking lifesaver
that did everything I wanted it to do
thank you!
I was too focused on trying to call that function
excellent that is indeed solid way to do it!
Is there any direct or known reason why a tank would be gaining momentum when letting go of the throttle on a flat surface?
I'm hoping it can be solved with a config adjustment
If you press W and move forward slightly and then let go, the engine RPM settles but the tank continues to gain speed and roll as if youre going down a steep hill. It does it both in F and R
there may be issues on models side too
Ah this was my fear
I tried removing everything they had in relation to physics in the config and it still persisted, the only thing that changed was the maximum speed it reached
if its not model you made, then it may not be possible to fix
I made them aware it may be model issue, I never got into that side of things lol they can do that 
I'm gonna mess with the config in the meantime, they said they got help for it, but it smells like chatgpt
sounds a bit weird setup
Yeah at first, it would speed up very quick to 60 km/h, then on the recent update it was even worse and now goes 160kmh.
I was reviewing other similar tracked vehicle mods in an attempt to use as a reference to compare the configs since its slightly similar in the way it should drive, and the config is a mess. Even after cleaning it up it still behaved irregularly and left me stumped
The author is open to receiving help but I'm no good beyond the cfg
well you meant config not model.cfg. BUT, it is possible via an snimation to bingle a vehicle's movement. Look at the baked in model.cfg via eliteness to see anything strange (or not)
Hello, when I upload a modded mission file to my server, it gives an error in the Arma 3 console. error: Bad vehicle type tmt_patrolback_1.
I don't know how to fix it can you help me
Are you the author of the mod which includes the vehicle "tmt_patrolback_1"? If not, it sounds more like a question for either the mission_makers channel, or a question for the mod maker himself.
No, I'm just a user and I didn't know where to post this problem.
But since the mods it contains are made from the server mod file, I wrote them here in case anyone knows.
when in doubt, start from #arma3_questions
this is kinda wrong channel for it
Is it possible in the config to swap out one tanks turret for another? For example putting the Kuma turret on the Slammer chassis
Yes, go to the turret class in the vehicle you want and change its weapons and magazines
No not change the weapons but change the physical turret itself.
Or are we talking about the same thing?
no, not possible
turret model is not separate thing
Hello all, my brain aint braining today. How would I go about manually setting a TFAR intercom to be usable inside a vehicle (including the ace interactions and all that jazz). TFAR isn't adding it to the vehicle automagically like it does with our other modded vehicles
I have looked at the TFAR wiki on github, but it only tells me how to add a radio, i need the intercom
I've pulled this code from an old mod I worked on - can't promise it's still correct, but might be what you need:
tf_hasLRradio = 1;
tf_isolatedAmount = 0.1;
tfar_additionalLR_cargo[] = {0, 1};
tfar_hasIntercom = 1;
class ACE_SelfActions : ACE_SelfActions {
class TFAR_IntercomChannel {
displayName = "Intercom";
condition = "true";
statement = "";
icon = "";
class TFAR_IntercomChannel_disabled {
displayName = "Disable";
condition = "((vehicle ACE_Player) getVariable [format ['TFAR_IntercomSlot_%1',(netID ACE_Player)],0]) != -1";
statement = "(vehicle ACE_Player) setVariable [format ['TFAR_IntercomSlot_%1',(netID ACE_Player)], -1, true];";
};
class TFAR_IntercomChannel_1 {
displayName = "Crew";
condition = "((vehicle ACE_Player) getVariable [format ['TFAR_IntercomSlot_%1',(netID ACE_Player)],0]) != 0";
statement = "(vehicle ACE_Player) setVariable [format ['TFAR_IntercomSlot_%1',(netID ACE_Player)], 0, true];";
};
};
};```
@nimble sequoia to the rescue, Yet again.😎
lol, just returning favours for all the help I received when learning the ropes, nice to give back a little
Thanks very much legend, I will give it a go and report back
@nimble sequoia let me do something about with a freebie subscription,....
i must have made something wrong because after posting it on the workshop and trying it with friends i'm the only one to have the texture
@molten musk
maybe wrong file
whats this referencing?
maybe explain the issue again. its a bit hard to follow the history
alright
i have my mod like this
after completing the config i turned it into a pbo
and then published it
now when we try the mod with my friends
i can see the object texture but none of my friends can
i precise it is a mod that bring french explosives into Arma
do your friends load the mod?
how do you pack the pbo?
do the contents of the pbo match the paths you set?
I mean
the paths need to match to folders what you have in the pbo
that must be it
with the standar tool from arma tool
and do you use P drive?
i didn't put it in the P drive but the P drive is still active
then yea most likely what you pack in does not match the paths you set
using P drive is simple way to make proper pbos
you should use it
you are in this instance far better off using pboProject, it will instantly tell you if file\paths are wrong.
you should only ever make addons ON the P drive. I very much doubt anyone can help you nail issues if you don't
could someone give me an example for texture path ?
folder\folder\folder\folder\texture.paa
folders corresponding to the mod folder structure you pack into pbo
ok i will try with pboproject
File paths shouldn't start with P:
starting from the mod folder ?
It should start with your addon path, which by default (in addon builder at least), is the folder name
this is the difference
so yes no P: in any config or model paths
No, there shouldn't be a colon either
Hey, I've got an issue regarding either model?, config?, or physX?. My tracked vehicle isn't driving in a straight right - at some point during the acceleration it suddenly starts going sliiightly into either the left or ride side. Diag shows a difference between the left & right wheels avg rotation speed
There's a number of possible reasons. Let's start with the p3d memory LOD.
Check you have two points for each wheel axis, closely spaced and centred over the tracks.
Check you have a single boundary point for each wheel, directly under the wheel axis points.
Name them wheel_1_1_axis (wheel_1_1_bound) etc but always have the last wheels as wheel_1_9_axis (wheel_1_9_bound) even though there aren't 9 wheels.
When you've checked/tested that, come back for more advice.
Guys, hello. Does anyone know how to link your custom silencer to a specific weapon from another mod? I made a silencer, but I don’t understand how to attach it to an AK from RHS
I did that now, issue persists
You would make a compatibility patch mod that would edit the compatibleItems list of said weapon.
What is the total mass in your Geometry LOD, and check that the CofG is in the centre?
Try using sprungMass = -1; in your class Wheels for a tracked vehicle.
What is your springStrength and springDamperRate?
Wow, looks like this is more complicated than I thought, thanks, I'll try to figure it out. Do I understand correctly that my attachments are not compatible with the RHS mod?
sprungMass = 1225;
springStrength = 95000;
springDamperRate = 5000;
8 on each side, 2 without land contact (it's a bmp-2)
in wheels class i have got L1,2,3,4,5,6,7 and L9. And the same for right
Not automatically, that's why you have to modify the weapon's compatibleItems for the specific slot to add it
Try:
springStrength = 91875;
springDamperRate = 10609;```
Set
`maxDroop = 0.01;`
`maxCompression = 0.01;`
on wheels 1_1, 2_1, 1_9 and 2_9
by default no, everything always needs setting up to be compatible
if RHS config is done in same fashion as vanilla they will have simiilar muzzleslot that my screenshot shows
editting that is a bit more easier than going deeper into the weapon itself
did those, same issue
If you keep maximum thrust on, what speed is reached?
my droop & compression where just at 0.0 before. Should I revert to them or keep 0.01?
30 km/h
Best to keep them at 0.01 in my experience
i wanted to fix turning before fixing max speed
What do you have for moi, dampingRate and dampingRateInAir?
your mass center is offset
MOI = 7.1; - calculated it by biki formula
dampingRate = 120;
dampingRateInAir = 120;
It is, but I'm not sure that's enough to warrant the problem - it's usually an uncontrolled config physx with high speed
already moved it in the exact center - no difference
👍 at least can rule that out
furthermore - it moves both left and right, not just one sided
You're doing all the right things... we'll find it eventually
Try
dampingRate = 2370;
dampingRateInAir = 2370;```
If that's too slow, reduce the dampingRates.
Sometimes higher moi's help with odd physx
Next can you show your Geo Phys LOD (4 views) please?
wheel difference got a lot worse and maximum speed is now 3 km/h
wheel difference? you mean the pull off to one side or the other?
yikes
No wheels in Geo Phys.
Track base should be higher than max compression point.
Don't model gun barrels.
Aim for 15 components or less.
For your test, try removing tracks and wheels for now (re-find ComponentXX)
but I have no wheels and no barrel in geo physics, and this is only 3 components
You said this was your Geo Phys
#arma3_config message
yes
Ah, colours...yellow is background from LOD 1?
yup
right, you can see compared to my set-up why it looked like you had more modelled
Ok... if you want to DM me the files needed to build your project I'll take a look for you.
I am part of dev team, so these are not fully my files - so I am not authorised to share
get permission. youll want his expertise on this 😄
ok, i'll try
phl3121 problem with tank physx solved, hopefully OP will give details in due course
I got a problem where in my custom civilian unit config I give them my custom hat and in Eden it shows the hat, but when you test the unit in game, it is one of the random ones that can be given to a civilian. How do I force just my custom hat? The hat is just a retexture of the vanilla civ cap.
does the unit have randomization eventhandler?
would be a init= type
no but it inherits from a civ. Can I disable that?
I dont have init=type in my code
I have identityTypes[] = {"Head_NATO"}; is that the same thing or no?
it would not show in your config if its inherited
but it would be in class eventhandlers if it is
I recall identity types would only touch headtype, voice and glasses.
not headgear
its most likely inheriting this
Ok. Im not seeing anything like this.
would show up in the ingame config viewer
thats basically only thing I can think of that would do what you see
I see it is loading a headgear list in the ingame config viewer. Is their a way to tell it not to do that?
headgearList[] = {} with all the hats listed
Ok, will give it a try
That worked, thanks for the help.
👍 👍
I was wanting to put a inventory point on my building. I know you can use:
memoryPointSupply = " ";
supplyRadius = 3;
But I don't know where to put this. I have a memory point named but confused if this is for the model.cfg or the config.cpp?
these are for config
you can refer to crate configs for example I believe
I would be correct that I would put the name of the memory point in quotations?
yes
Well it refuses to work. Do I put it under building class or underthe sub UserActions class?
in the building class
how have you positioned it compared to the rest the model?
and is it small thing like crates are
or big building?
Its inside a structure. Im trying to have an inventory if you walk up to some cabinets that are in the structure.
is the view geometry to look at there?
at least I recall it might need view geometry too to recognize the object
and what did you use as supply radius?
no. I was under the impression I could just do a memory point for like an general area zone
2 is the radius
Is there any geometry there at all? in any geometry lod
not anything linked to it
it does not need linking
just a memory point
but something for the engine to see there is a thing here
yeah, a cabinet is there
try put the geometry blob for it into view geometry lod
and hit geometry lod too if that does not exist
timetolive
what is a good balance between frames and letting people snipe with the ammo?
bc ik some people do crazy shots at like 6.5km
and some just shoot at like less than 20 meters
so would the best choice to make a custom ammo type for “long range” that just has a long time to live and a normal ammo with an average time to live
another thing all I see was that this was on a 2015 dev branch, any idea if this wiki entry is just out of date
one type is enough
wiki is incomplete unfortunately

rip that feature
would be cool to let AI gun down vehicles the same as infantry even if their weapons aren’t effective
I think they still might not fire if they know they cant do damage
any way to trick them
scripting to force fire is possible (and take aim)
Bc I hate seeing AI just refuse to shoot a helicopter bc it’s a helicopter
and only have AA specific troops engage it
Im at a loss. Guess I just wont have it work.
I dont remember seeing a building type object with inventory. Crates etc are ThingX simulation I think. so there may be some simulation type related restrictions there. dont remember for sure though
they are all vehicles since they are cfgVehicles sub classes
simulation type is the next thing that differentiates all of them
CUP has a gas station that has inventory in it so got the idea from that.
You could just look at the config then
yeah that may give some clues on what is needed
Yeah, tried that, could't find it since its a binarized
Just use the config viewer
All you need is the class name
Also all config files themselves should be binarized for an actual release
@wintry foxwhile a straightforward sensible statement, it's not always possible. The reason being an increasing number of modders (not bis) use variables that are only known during game load time. A poor example?
var=rand();
note load time. not game time. One way or other the var must finally produce a constant before then.
fyi: pboProject will still process the cpp looking for errors. It will scream it's head off if the var cannot be known at that time. eg
var= player blah blah
Gday all, having dramas with my gunner in this ASLAV-PC, while turned in his model follows the angle of the turret,
Is there an easy way to disable the turret traverse whilst turned in? i don't want to hide the model as the rear ramp opens so you can see the crew,
Cheers
One channel only pls.
i had a similar issue with the half tracks for spearhead
I just did:
class TurnIn
{
limitsArrayTop[] = {{-0, 0}};
limitsArrayBottom[] = {{-0, 0}};
};
usually this is used for FFV but it works for regular turrets too and forces it to face forward when turned in
Rogie, apologies!
Thanks mate ill give that a crack now
this goes in the turret config btw
Cool, are there any other references for the turnin/out classes? Or is it essentially whats in the turret one
what do you mean?
Are there any other parameters for turn in/out that might be handy to know
nah you can see the explantion for it here:
https://community.bistudio.com/wiki/Arma_3:_Cars_Config_Guidelines#Firing_from_vehicles
its real purpose is for adding 'curves' to the turret limits so you can't aim at your own vehicle or the guy infront of you for ffv etc
Ahh yes, wicked, should probably put that in too haha, im guessing you can then bound that to be activated by a specific hatch opening as well, like the LAV25s turret spinning around over its rear hatches
that'd be the dynamicviewlimits but it can be a bit limited in what you can do
Cool, ill see what i can do,
This worked, cheers bud, with those arrays i see it crates an upper and lower curve, not quite sure how that works?
Yeah i did have a read but didnt quite get it, thanks again mate
Huge thanks to @nimble sequoia for the help, issue was solved by those steps:
in p3d:
- cleaned non closed components;
- fixed weighting on boundary memory points (some points had 25% weight);
in config: - removed obsolete entries, added missing width and maxBrakeTorque;
- changed suspTravelDirection[] for straight up and down;
- changed sprungMass from 120 to -1;
- increased springDamperRate
- reduced latStiffX and latStiffY to 1.5 , 30;
- increased longitudinalStiffnessPerUnitGravity to 12000;
- changed frictionVsSlipGraph[] to {{0, 0.5}, {0.1, 1.5}, {0.5, 0.9}};
- added non-zero suspension movement to sprocket and return wheels (0.01)
usePip = 2; decouples the gunners head from the turret position
Hey - I get this error message when i add a modded item to a units inventory and try to save the missionfile in the editor.
[...]
CfgPatches/murshun_cigs_hotfix/not an array
Never noticed it cause we simply hand out those items via an arsenal and havent encountered this issue before.
Im kind of clueless how to fix it, any advise?
https://github.com/OverlordZorn/Immersion-Cigs-Hotfix/issues/9
https://github.com/OverlordZorn/Immersion-Cigs-Hotfix/blob/master/addons/murshun_cigs_hotfix/config.cpp
Issue resolved
author[]= {"Mr Zorn [CVO]"}; was bad.
author = "Mr Zorn [CVO]";
authors[]= {"Mr Zorn [CVO]"};
did the trick
authors[] is not vanilla things I belive
not quite sure what uses it
if anything
could be just something people add
right! 👍 that explains it 😄
Is there a config setting to remove the 3 center banners on the main menu?
main menu is defined somewhere in there yeah
just simple setting, no dont think so
turns out rather straightforward actually
just need to call config delete on the needed UI elements in the config file
class RscStandardDisplay;
class RscDisplayMain: RscStandardDisplay {
enableDisplay = 0;
delete Spotlight;
class controls {
delete Spotlight1;
delete Spotlight2;
delete Spotlight3;
delete BackgroundSpotlightRight;
delete BackgroundSpotlightLeft;
delete BackgroundSpotlight;
delete SpotlightNext;
delete SpotlightPrev;
};
class ControlsBackground {
delete MouseArea;
};
};
Which line of code is for the icon in inventory for a weapon or clothing? Also is it with quotation or without?
quotes are rarely needed. they are used when a "space between words" would be misunderstood
picture = "\path\to\your\icon_ca.paa".
Note the leading backslash (\)
Technically correct, since Addon Breaker will automatically wrap any non-number / array value in quotes, but that leads to bad habits. Also causes issues if/when modders change to a far better packing tool and having to go through and quote a bunch of previously unquoted values.
It also causes confusion, here's an example.
class someClass {
someProperty = true;
};
Without further context, you can't tell whether this value is supposed to be a string with missing quotes, or if it's using the BIS true/false macros which are 0/1 respectively.
If using a different packing software, some decide to swap the data type by replacing "true"/"false" in configs with 1/0, which causes more confusion on what the value it is actually supposed to be.
THANKS!
How do I get a magazine to show up in the placeable objects list? Right now it only shows in loadout.
As in for Zeus and the editor? You need to create a dedicated holder vehicle for it:
class Weapon_Base_F;
class Magazine_Base: Weapon_Base_F
{
editorSubcategory = "EdSubcat_Magazines";
vehicleClass = "Magazines";
model = "\A3\Weapons_F\DummyItemHorizontal.p3d";
};
class Magazine_MyMagazineClass: Magazine_Base
{
author = "colemanerik";
scope = 2;
scopeCurator = 2;
displayName = "My Custom Magazine Class";
class Transportmagazines
{
class _xx_MyMagazineClass
{
magazine = "MyMagazineClass";
count = 1;
};
};
};
Note that vanilla A3 doesn't have a editor subcategory for EdSubcat_Magazines and Magazines vehicle class so you'll need to define those yourself (if they don't already exist from another mod).
Thanks!
Can you delete a class in cfgVehicles? Seems its protected, no error in RPT, no children class warning
class CfgPatches
{
class test_removeVehicleClass
{
requiredAddons[]={"A3_Soft_F_Exp_MRAP_01"};
units[]={};
};
};
class cfgVehicles
{
delete B_T_MRAP_01_gmg_F;
};
I tried to delete classes inside B_T_MRAP_01_gmg_F before deleting B_T_MRAP_01_gmg_F, but I got a Member already defined error
Is there a way to alter proxies using the config.cpp? So that I can change them on the fly using scripting instead of binarizing the proxies with the p3d?
no
I have made a faction with alive orbat creator.
Apparently randomized facewear etc can be modified. How can i open these files and what files i have to modify?
Can they be used to randomize voices and pitch as well?
It's something like all child classes need to be deleted first, before you can delete the parent. Maybe.
I deleted all subclass in TransportWeapons, then got an error when trying to delete this TransportWeapons, what could be wrong
class cfgVehicles
{
class B_T_MRAP_01_gmg_F //success. stops inheritance of properties
{
delete SimpleObject; //success, SimpleObject deleted
class TransportWeapons
{
delete _xx_arifle_MX_khk_F; //success, _xx_arifle_MX_khk_F deleted
}; //ERROR: /cfgVehicles/B_T_MRAP_01_gmg_F.TransportWeapons: Member already defined.
delete TransportWeapons;
};
};
class B_T_MRAP_01_gmg_F //success. stops inheritance of properties```*Success*?
yep
well, i successfully deleted TransportWeapons by deleting it in another addon 🙂 trying to find a better way
success means it stops inheritance of parent properties
What about my second question
my goal is delete the B_T_MRAP_01_gmg_F, before that i need to empty all children class inside.
I still don't know why but why don't you just delete B_T_MRAP_01_GMG_F?
because https://community.bistudio.com/wiki/Class_Inheritance#Delete said
Classes from which other classes derive cannot be deleted unless the child classes are deleted first.
and TransportWeapons is not inherited class, so it should be deleted first
Okay I guess I don't think I understand how it works correctly but you also don't. In the first place, why you need to delete a vanilla class?
start small and iterate: a vanilla one is less complicated, and if it could be deleted then other class in mods could too
I am asking what is your goal. Why you want to do this in the first place
Because there is near to no reason to delete a vanilla class
Just add scope = 1; if you don't want the object to be visible
acutually im trying to block vehicle spawn in Hearts And Minds, and I find a easier way:
//remove 9P129-1M
btc_type_motorized=btc_type_motorized-["b_afougf_9k79_1","b_afougf_9k79_Base"];
btc_type_motorized_armed=btc_type_motorized_armed-["b_afougf_9k79_1","b_afougf_9k79_Base"];
Just do a overwrite and do
class TransportMagazines{};```
So no Weapons or Magazines anymore
Their goal was just to remove it from some spawn list, which they did by just updating the array
all in all an interesting discussion
i last time i ever looked at this (prolly arma2) delete was only used to remove obsolete Xbox Elite rscPanels. Have scanned arma3 configs and it's used everywhere. I look forward to the next installment <grin>
Hi All,
I've created a unit in orbat with the following:
class I_ORepublicofNogova_Rifleman_01 : cwr3_i_soldier_OCimport_02 {
author = "nickl";
scope = 2;
scopeCurator = 2;
displayName = "Rifleman";
side = 2;
faction = "o_republicofnogova";
identityTypes[] = {"Head_Euro","LanguageCZ"};
They are supposed to speak Czech but for some reason it's American now? Anyone know why? Not sure if it's a load order thing as i have the same with Malden uits that are supposed to speak French
class I_MaldenArmed_Forces_Rifleman_01 : cwr3_b_fia_soldier_OCimport_02 {
author = "nickl";
scope = 2;
scopeCurator = 2;
displayName = "Rifleman";
side = 2;
faction = "i_maldenarmedforces";
identityTypes[] = {"Head_Enoch","CUP_D_LanguageFRE_F","Head_GUE","NoGlasses"};
I've asked in Alive discord but not got a reply so thought i'd share on here. I'm using all DLC's (apart from the new one) plus mods but nothing language related and it's changed suddenly 😦
Is anyone interested in making custom ifaks for advanced combat medical?
@wind magnetwhat updates have occured since it last worked including any addons (mods)
there is no LanguageCZ anything in the base game
trying to get physx wheels to work
the suspension seems to work, but the animation only works on the rear damper
the wheels dont spin at all, and the phyxs system wont let them free roll
an im sure the animations are set up right and work, if i put the rear source in the animation it moves
please, im so knee deep in this im blind
Im trying to change the sounds of a rotary cannon but when i fire the gun the audio file is played for each round fired. Example, if i fire 5 rounds, then 5 instances of the audio is played. The aforementioned audio files is a 2 second seamless loop. I'm having trouble identifying where the problem is.
//External Sound Shaders
class M61A2_Ext_SoundShader
{
samples[] = {{"js_jc_fa18\sounds\External\M61A2_Ext_firing", 1}};
frequency = 1;
volume = "14*camPos";
range = 5000;
rangeCurve = "M61A2_Distant_SoundCurve";
loop = 1;
};
// Internal Sound Shaders
class M61A2_Int_SoundShader
{
samples[] = {{"js_jc_fa18\sounds\Internal\M61A2_Int_firing", 1}};
frequency = 1.03;
volume = "3*(1-camPos)";
range = 10;
loop = 1;
};
//Soundset
class M61A2_Ext_SoundSet
{
soundShaders[] = {"M61A2_Ext_SoundShader"};
volumeFactor = 1.15;
volumeCurve = "M61A2_Distant_SoundCurve";
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
distanceFilter = "weaponShotDistanceFreqAttenuationFilter";
spatial = 1;
doppler = 1;
speedOfSound = 1;
occlusionFactor = 0.2;
obstructionFactor = 0;
};
class M61A2_Int_SoundSet
{
soundShaders[] = {"M61A2_Int_SoundShader"};
volumeFactor = 1.25;
sound3DProcessingType = "WeaponMediumShot3DProcessingType";
spatial = 0;
};```
class m61a2: Gatling_30mm_Plane_CAS_01_F
{
scope = 1;
displayName = "M61A2 20mm";
displayNameMagazine = "M61A2 20mm";
shortNameMagazine = "M61A2 20mm";
magazines[] = {"js_m_fa18_m61"};
modes[] = {"LowROF","close","short","medium","far"};
nameSound = "cannon";
shotFromTurret = 0;
autoFire = 0;
burst = 1;
textureType = "fullAuto";
class LowROF: Mode_FullAuto
{
sounds[] = {"StandardSound"};
class StandardSound
{
SoundSetShot[] = {"M61A2_Int_Soundset","M61A2_Ext_Soundset"};
};
soundContinuous = 0;
soundburst = 1;
autoFire = 1;
flash = "gunfire";
flashSize = 0.1;
recoil = "Empty";
ffMagnitude = 0.5;
ffFrequency = 11;
ffCount = 6;
burst = 0;
showToPlayer = 1;
reloadTime = 0.015;
};
};```
The sound plays each time you fire
If you want to have a sound that is separate from the firing itself, you'd have to script it
well, vanilla does it like hpp class LowROF: Mode_FullAuto { displayName="$STR_A3_Gatling_30mm_Plane_CAS_01_F0"; sounds[]= { "StandardSound" }; class StandardSound { begin1[]= { "A3\Sounds_F\arsenal\weapons_vehicles\gatling_30mm\30mm_01_burst", 5.6234136, 1, 1500, {25704,32159} }; soundBegin[]= { "begin1", 1 }; }; soundContinuous=1; burst=20; ... where i suppose the sound contains spool-up, 20 shots, spool-down, and{25704,32159} are timestamps of shooting beginning/end 
wait, those are time stamps? i though they were frequencies or something
i couldnt find the definition for those
Never seen a 5th element for sounds, that would be interesting
so thats telling to loop between 2.5 second mark and 3.2 second mark?
as long as the weapons is being fired ?
or between 25704th and 32159th samples. Or some other meme. I don't know
volume, pitch, distance afaik
Also, i have two soundsets, how do i include both, since this is pointing at a .wss
i don't know. I only look at the config dumps 
and vanilla config dump only contains 4 instances of soundContinuous=1, none of which seem to do anything with separate inside/outside sound sets
wss is the default sound file.ext for arma.
am aware, my bad if wasnt clear. What i ment was that the sample is only pointing at one .wss file, where as i want to include to sounsets
guessing
{
"begin1",1,
"begin3",1
};
Looking for a better answer for you
begin2[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Katiba_short_02",3.1622777,1,1800};
begin3[] = {"A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Katiba_short_03",3.1622777,1,1800};
soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin2",0.34};```
From soundsets_f_exp
2nd begin2 is probably a typo on bi's part. easy slip of the fingerZ
0.33 is % of playtime , not .33 seconds
im getting the picture now
im guessing that its defining the loop start position in the audio?
@hard chasm Also, Will it still work if i replace "A3\Sounds_F\arsenal\weapons\Rifles\Katiba\Katiba_short_01" with a soudset?
nope, cant replace it with a soundset
Sound sets use soundSetShot[] = {...}, it's separate from soundBegin
that was the first method i used :
SoundSetShot[] = {"M61A2_Int_Soundset","M61A2_Ext_Soundset"};
but, it plays the audio clip for every round fired. So if i fire 10 rounds, there will be 10 overlapping instances of the audio being played
No, it's the "chance" that each sound is played. That setup there will play begin1, begin2, then begin3, and then repeat.
Not sure, looked at the wiki for sound sets and there is a loop property, however it just says it's wip and not sure how it works
https://community.bistudio.com/wiki/Arma_3:_Sound:_cfgSoundSets#loop
After forgetting about it for a while, I'm attempting to get a retextured helmet working. Wrote a new config based off a tutorial, however it doesn't want to appear in game when I go to either the Virtual Arsenal or Edit Loadout. Any pointers on where I could've gone wrong? https://pastebin.com/4WGYTDJa
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Why are you changing the model? If you're inheriting from the helmet you want to retexture then there's no reason to do that
And what do you mean by "it doesn't want to appear in game"?
Do you mean the helmet doesn't appear in the arsenal? Do you mean your custom texture doesn't load?
It doesn't appear in the arsenal, which I've gotten it to do in the past. Not sure what I've done differently this time.
I also fixed it to just inherit the model
Open your class in the config viewer, your config there seems fine
I've been looking for it, but, unless I'm looking the wrong place, the "rpg_tkcw_m1" doesn't appear in the config viewer
Is your addon even being loaded then?
I guess it's a possibility, even though I added it as a local mod in the launcher
Show your folder setup for your mod and how you're packing it
Sorry for the late reply, but the folder is set up as P:@Takistani_Civil_War\addons\tkcw_equipment\data\headgear\m1_takistan_co.paa
the config.cpp is located next to the data folder
and then I have it following that file path (minus the .paa at the end) when I binarize it into a pbo
I meant what folder are you packing in addon builder, or whatever build system you're using
Oh, I have the source directory set as P:@Takistani_Civil_War\addons\tkcw_equipment\data\headgear
That's why
You're packing a folder in your addon, not your addon.
The source directory is your addon's folder, i.e. tkcw_equipment
Oh, I see. Sorry, it's been a while since I've done any modding
I just tried to implement the legacy fatigue thing into my addon. It fails with overriding the CfgMovesFatigue values. I just copied
class CfgMovesFatigue
{
staminaDuration = 180;
staminaCooldown = 30;
staminaRestoration = 90;
aimPrecisionSpeedCoef = 0;
terrainDrainSprint = 0;
terrainDrainRun = 0;
terrainSpeedCoef = 1;
};
into my config.cpp. Did I missed something?
👍
Log has no visible errors/messages
requiredAddons?
god, forgot about this, thanks 😄
I did try adding loop = 1; in soundsets and it changed nothing, I'm still getting the same issue
bump this, is there something im missing, cap matching or anything?
Hi folks, i'm trying to make an at hand grenade, namely the rpg43. So far so good, it explodes only on impact as intended, but i miss the part on how i can make my submunitions work, because it looks like they don't. I tried to use the same "caliber" token calculation i used for my at launchers, but here with the handgrenade is a different story, since i do not have the speed available (unlike in the at rocket ammo). I saw ifa used the shotShell simulation in their RPG6 at hand grenade, but i can't understand how that is supposed to work. There is someone here who can give me some tips on this subject? Following the cfgAmmo line of code
wonderful, i can't past it in the messages for some reason
i will use pastebin
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Forgot to add this line: class tno_penetrator_120mm_rpg43: gm_penetrator_base
{
caliber=500;//con 400 sarebbero 96mm con una velocità di 16 initspeed mag, ossia vcaliber15(valore di penetrazione metallo)/1000
hit=50;//400
};
hey, is it possible to do config entries what only runs if another addon is not loaded?
i would need to add some config entries, if the other is not loaded but i dont want to overwrite those
Yes, but I think only if you don't binarize.
#if __has_include("\z\ace\addons\main\script_component.hpp")
// file exists! Do something with it
#else
// file does not exist
#endif
Also tricky with EBOs because you don't know what's in them.
It's better if you can refactor so you only add config if another addon is loaded.
ok, thank you.
my problem is that one optional mod add some colors and it causes issues when some players have those and some not. So i think only way is to make compatibility mod what only runs when other is not present.
Or just use skipWhenMissingDependencies
Just make a separate addon for the changes that depends on the mod you want to make a compat for, and then add skipWhenMissingDependencies = 1 to its CfgPatches
I don't think you read the question.
Ah just missed the "not"
my config keeps giving me an error message im super new to skeleton making this is my first attempt and im just trying to get it working but cant get it to pack.
Model Config below:
class CfgSkeletons
{
class Skeleton
{
isDiscrete=1;
skeletonInherit="";
skeletonBones[]={"MainTurret","MainTurretAxis","MainGun","MainGunAxis","MainGunRecoilAxis"};
};
};
class CfgModels
{
class TankModel
{
htMin=60;
htMax=1800;
afMax=200;
mfMax=100;
mFact=1;
tBody=250;
skeletonName = "Skeleton";
sectionsInherit = "";
sections[] = {""};
class Animations
{
class MainTurret
{
type = "rotation";
source = "user";
selection = "MainTurret";
axis = "MainTurretAxis";
angle0 = 0;
angle1 = 3.14159;
minValue = -1;
maxValue = 1;
};
class MainGun
{
type = "rotation";
source = "user";
selection = "MainGun";
axis = "MainGunAxis";
angle0 = 0;
angle1 = -0.785398;
minValue = -1;
maxValue = 1;
};
class MainGunRecoil
{
type = "translation";
source = "reload";
selection = "MainGun";
axis = "MainGunRecoilAxis";
offset0 = 0;
offset1 = -0.1;
minValue = 0;
maxValue = 1;
};
};
};
};
if its a problem on the model i cant seem to understand where its going wrong?
the code seems fine afaik
but thought id ask here first rule it out and then move to the appropriate channel
There's #arma3_model
Model maker can be used for further questions, but your skeleton definition is wrong. I recommend start with one bone and one animation
One bone means 1x bone, parent definitions
Also your class in CfgModels should have a tag / prefix and should match the model name itself (minus the .p3d obviously)
Tagging ones files and folders is good practice yeah
ok but what does that mean? im sorry if im being like super dull here but i dont understand why its not working.
Im using Chat GPT to try and help me so far its been pretty good up until now where its completely stumped and so am i.
according to chat Gpt:
class CfgSkeletons
{
class SimpleSkeleton
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] =
{
// Define a simple bone with a parent.
{"MainTurret", "MainTurretAxis"} // MainTurret is the child, MainTurretAxis is the parent
};
};
};
but ive tried that even with just 1 bone it still gives me the error
Don't use chatgp for God's sake
It don't know shit about this stuff

neither do i lmao
so the blind leading the blind then XD
but you can learn it
By going to right sources
Instead of nonsense making machine
😅
So first stop is googling Arma3 wiki model config
A d check g out the explanations of model config structure there
You are not super far to be honest. But chatgp is not the place to ask this stuff at all
dammit i didnt get the chance to post it
Nope
I'm on mobile. I would have to Google it myself to copy paste you a link
Better you practice that
yeah im capable of google
||famous last words of an idiot||
damn gpt lied to me
i think ive got a basic thing for the main turret working.
skeletonBones[]={"mainturret", "", "maingun", "mainturret"};
this was just looking at the example file and trying to work backwards
yes the bone definition works in pairs
it can be easier to see if you write them in separate lines
skeletonBones[]=
{
"mainturret", "",
"maingun", "mainturret"
};
messing with the physx wheels on a tripod heli, wheel 1 and 2 are the left/right
for some reason evan with identical values, is biased to tipping right
maybe that your geometry mass center is offset
or axis memorypoints etc points are not even on both sides
Did you say it's a helicopter? (simulation = helicopterrtd)
There are no class Wheels {} for helicopters and those other parameters are mostly not relevant either.
Take a look at a standard BI class helicopter config for an example of what physx there is.
just fixed that now
well i got it working,
just tuning it
you should see rhs, they turn towed weapons into helicopters to give them wheels
You can pack your config full of any nonsense you like, it'll just be ignored for the most part.
well im looking around for what is in helicopter
most of them just have
driveOnComponent[] = {"Wheels"};
cant find the definition
"wheels" should be a named selection containing the wheels mesh in your Geometry Phys LOD
well if its meant to work or not im using cfgwheels
https://gyazo.com/fb76c0a59e70d972b8f1e2dfe9c4023f.mp4
im figuring out what works along the way
Not sure what cfgwheels is, but if it includes a class Wheels {}, you can safely delete it and see no change
that entire video is powered by class wheels, i delete it, and it stops working
Let's try another approach - find a vanilla helicopter with a class Wheels.
yet they still work
yes
what does that tell you
im not hear to debate if class wheels works on helicopters, it does
im just here to get physx help
I'm trying to give you that help, but you apparently know better, so I'll wish you good luck.
yes i know base game helicopter do this without class wheels, but i want more than what that provides, which is just animated wheels dampers, im wanting to get this thing to taxi in sfm
and you cant taxi base game helicopters in sfm
and i cant see anything beyond defining that the helicopters wheels on base game helicopters
and i will never in my life say i know better, every rock i look under, someone knows what i do not
one of my points was off by 0.003, and this seems to have it wanting to be level now
Hi guys.
After spending a lot of work on creating a small GUI with custom selectable loadouts for my community for our mission templates, Id like to include it as an addon for us, to recude the template size and so on. The point is that im having some issues moving it from script version to addon version. The way i did it, is that i moved all the description.ext lines which are GUI related and created a config.cpp file, while moving the gui files inside the pbo folder. And now im figuring it out, how to make it work, since i get a "Resource xxx not found" msg
Dont want to paste in here all the stuff, cause its probably too much to paste, so if someone could help me figure it out, just get in touch with me.
while making a mod of mine to change another's mod faction from IND-for to BLU-for i usually just inherit the original units/classes and change side, but i noticed that causes several errors in the rpt,
'/' is not a value
[]: '/' not an array
there are so many lines of this, how can i fix it and what would the problem be?
they are related to many things like
PilotSpec, predictTurnSimul, predictTurnPlan, enableWatch, enableRadio
this is how the whole code looks like
this is the errors that appear with my mod
these and many others for all units
and they only appear with my mod
it's a Pilot unit
i just create mine with _B in the middle of my class, and inherit the original
And are you sure the original is loaded for sure?
you mean this?
Yes and no. Are you sure the Mod that adds these classes, is loaded into your game
Yes
the pbo does build and in-game all units are there the way they should be
but in the start of the game and in the .rpt there are these errors
Check these class in ingame Config Viewer
unless i'm missing something on "sure the mod is loaded"
ok, good point, i f'd up something and idk what, i'll brb with a conclusion
@tender fiber'/' is not a value
these are typical syntax errors where you haven't used open{ } closing brackets on a class
Use eliteness or pboProject or rapify to quickly locate the line causing this syntax error
it's my code, i updated it recently to remove a unit that was no longer in the BRAF mod and i f'd up something making most of them disappear, i'm trying to resolve it here, but i found out the problem in the end
replying with the fix would help others in similar situations.
will do, the current problem is
in the original code i did
Class Uniform_Base;
Class InheritedClassname: Uniform_Base //Original Inherited class
{
modelSides[] = {3,2,1,0};
};
Class MyClassName: InheritedClassname
{
faction="BRAF_B_BRAF_Bluforce";
side=1;
};
i did this to try to change their uniform so anyone could wear it, i will later try to add the modelSide[]= to MyClassName, to see if that will affect the original uniform (i think it should but idk)
i'll try that later and edit this message probably informing if it fixed it
oh right, and only the Units with : Uniform_Base aren't showing up, even tho in the original code(old version pbo) they do, i'll try to fix it later
pastebin it
config.cpp http://pastebin.com/Sb4rpHzy
defines.hpp http://pastebin.com/p7y87FTj
BWIDefines.hpp http://pastebin.com/nxQ9jW3z
BWIArmory.hpp http://pastebin.com/RjGM5ZeT
looked exactly the same inside the mission folder, but instead of config.cpp it was included in desc.ext
Am i missing CfgPatches?
That is a requirement
The class you give your mod in cfgPatches is how you refer to it with your resources as well
Unless you use $PBOPREFIX$
Just figured it out as well. Now im getting errors from missing images and function files - thats a progress 😄
Thanks! Got it working 😃
put your changes first then make the other addon a requiredaddon= of this one. if it doesn;t load your changes remain in effect
Don't put the classes you've got in defines.hpp in.
Those classes should already exist.
The reason you use it in missions is due to missions not having things like RscText defined; but the game config does have them defined.
Instead just tell your config they exist externally with:
class RscText;
class RscButton;
Most defines.hpp's also don't remotely resemble what's in the game config either, so merging the classes in it would probably cause some nasty issue.
attempting to get a uniform retexture working, but got this error message upon trying to test it in the editor. Have a few theories as to what might have gone wrong, but would appreciate a second opinion. Will also include my config
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
is it in the config where you could take tires of a vehicle and give JUST the tires extra HP?
@vagrant basin
class rpg_tkcw_bdu_full : cwr3_b_uniform_og107_noflag
the cwr3_b_uniform_og107_noflag is faulty
it is missing the basics required, such as a side=.
this happens when it's inheritence is wrong.
the code you pasted has nothing to do with the error.
Alright, I'll check in with the cwr3 discord to see what the proper inheritance is & such
Just look at the class in the config viewer
get leopards advanced developer tools for nicer config viewer interface
What does that allow me to do in this scenario? Very much new to modding, so this is a genuine question
The config viewer is an in-game tool that lets you look at any given class, its parents, classes inside of it, etc. You could copy the class name of the uniform you are trying to retexture, and look at its different properties and classes it inherits from.
This picture is of the config viewer in Advanced Developer Tools mod by Leopard20, (https://steamcommunity.com/sharedfiles/filedetails/?id=2369477168). It's a must-have because the vanilla ones are ass.
ok, I see now. Thank you
Well, I looked, and cwr3_b_uniform_og107_noflag doesn't appear to have any parent it's inheriting from
at least, as far as I can tell
If you try to inherit from a non-existent class it will make an empty class with that name
Just go to the arsenal and grab the class name from there
looking again, I discovered that cwr3_b_uniform_og107_noflag does inherit from something called "cwr3_b_uniform_base"
So, in that case, I need to set my uniform to inherit from that in CfgVehicles, correct?
depends what you;re trying to 1) modify or 2) create something new.
why don't you ask wolle in the cwr3 team?
trying to make a retexture of the BDU, so I guess it's it's own item
Attempted to ask on the CWR\CUP, but haven't received a response yet. Can @ him if all else fails
tried switching the og107 to cwr3_b_uniform_base, but didn't fix anything
i used the term 'modify' in a bad way. you are indeed modifying by makiing new class inheriting from the old (very very standard practice) . typically you would NOT inherit a base class for this because there's insufficient info. so yes, you're inheriting an existing class and modifying it, indirectly. all good.
now for the bad part.
the text you pasted above is NOT causing that error message.
make sure this uniform class is not the cfgWeapons item
uniforms need 2 parts
the mentioned item in cfgWeapons and a unit that represents what it looks like when put on in cfgVehicles
It is not, made sure it's in CfgVehicles.
Did read something about how some uniforms need to have labeled parts listed, so the game knows where to put what part of the texture where.
Could that be the problem?
The problem you currently have is a syntax error. There's no point pushing the envelope with whether you have this, that, or the other 'right'. You first need to correc the bad syntax in a config.cpp that you have NOT shown here before you are even able to test the envelope.
repack your pbos (plural) again until you find the one causing above error. A certainty is, it is NOT the config.cpp you've shown. For all I know you have mutliple configs in the same pbo. And i tire of 2nd guessing very quickly.
Yes. You can make tyres have more health or reduce it via config.
You can use the (old) default method that multiplies base armor * hitpoint armor:
armor = 100; // <-- global vehicle armor
class HitPoints
{
class HitLFWheel
{
[...]
armor = 2.5; // <-- 100 * 2.5 = 250 health
[...]
};
};
or the new negative health method that was introduced with the Tanks DLC's platform update to set it to a fixed value independent of the global armor value:
armor = 100; <-- global vehicle armor
class HitPoints
{
class HitLFWheel
{
[...]
armor = -250; // <-- fixed health of 250
[...]
};
};
Just make sure your inheritance chain + CfgPatches is correct or else the values won't override properly.
Alright, appreciate the help. Sorry for being bothersome, very new Arma modding so I'm flying by the seat of my pants so to speak.
Yo! I would like to make an addon, which will duplicate Nightstalker scope but it will be cofigured for ASP-KIR => distance increment will be 25m.
What do I have to do to achieve that? I am a total newbie with configs and addon making.
Do you have any tutorials on that?
Im currently configuring a pistol and in the cfgRecoils.hpp I have the following http://pastebin.com/ACpASQ0P but when I load my game I am getting an error saying cfgRecoils.recoil_single_BRP_Glock_17:Member already defined.
then you have duplicate tokens in the same class
Thats the point though I am looking in the file and I don't see any duplicates, its even sillier I am using a modified config from the sample weapon config and all I changed in it was a class name but thats not the issue
whats hiding in #include bla ?
see? 😛
FailFish
ty
For some reason now I am getting the error Unfefined base class 'BRP_Glock_17_Base' even know it is defined perfectly like 15 lines or so above (checked spelling etc)
anyone knows how i would go about making wheels on my vehicle indestructible?
have no hitpoints for them
aight thx!
Anyone got any ideas?
Hello again. I got the GUI working nicely as an addon. Now i'm trying to create a module which will add addAction to the synced object, to enable the GUI.
Could somebody go over my config.cpp for the module?
You'll want to fix your category so it goes inside the BWI: Modules category you created (Change from "Modules" to "bwi_Modules" (The class you created in CfgFactionClasses)).
I would also recommend using a base class to inherit for each module to make creating additional modules in the future a bit easier http://pastebin.com/wfQrWZY6
I think I messed that pastebin example though.. sec
Aight, thanks!
So that's why it didnt show up in the editor during my first test run, couple of seconds ago
Ok, I believe this should work: http://pastebin.com/ttU0QX5J
so im assuming this is a config issue but my gun fires everywhere but in a straight line it seems, see video:
Your init function should be pretty simple as well: http://pastebin.com/e0VTXc1L
could be both config having poor ammo setup and weapon itself having the gun barrel memorypoints not straight
one moment will post my ammo config and get a screen of the memory points
class CfgMagazines
{
class CA_Magazine;
class XCOM_HeavyLas_Battery: CA_Magazine
{
author = "Papafox";
scope = 2;
displayName = "Heavy Las Battery";
ammo = "XCOM_HeavyLas_Round";
count = 400;
initSpeed = 10000;
tracersEvery = 1;
lastRoundsTracer = 400;
descriptionShort = "[Experimental] High Power Energy Battery";
mass = 60;
scopeArsenal = 2;
scopeCurator = 2;
};
};
class CfgAmmo
{
class B_65x39_Caseless;
class XCOM_HeavyLas_Round: B_65x39_Caseless
{
author = "Papafox";
timeToLive=8;
hit = 60;
indirectHit = 0;
indirectHitRange = 0;
caliber = 2.0;
model = "\XcomProps\Weapons\Creatures_Tracer_red.p3d";
tracerScale = 3;
tracerStartTime = 0;
tracerEndTime = 8;
airFriction = -0.001;
impactEffects = "ImpactMetal";
casing = "";
};
What about CfgWeapons
ill grab that now one moment
thats my memory points
You mean the bwi_fn_ModuleArmory.sqf?
cfg weapons Part 1 of 2:
class CfgWeapons
{
class Rifle_Base_F;
class XC_Heavy_Laser: Rifle_Base_F
{
author = "Papafox";
scope = 2;
displayName = "Xcom Heavy Laser";
magazines[] = {"XCOM_HeavyLas_Battery"};
initSpeed = 10000;
reloadTime = 0.1;
magazineReloadTime = 5;
autoReload = 0;
canLock = 0;
recoil = "recoil_mmg_01";
reloadMagazineSound[] = { "\XcomProps\Weapons\HeavyReload.ogg", 1.7, 1, 25 };
drySound[]=
{
"\XcomProps\Weapons\Robotic_voice_Empty.ogg",
1.6,
1,
20
};
selectionFireAnim = "muzzleFlash";
scopeArsenal = 2;
scopeCurator = 2;
BaseWeapon = "XC_Heavy_Laser";
descriptionShort = "[Experimental] XCOM Laser HMG";
model = "\XcomProps\Weapons\XC_LASHMG_2.p3d";
handAnim[]=
{
"OFP2_ManSkeleton",
"\XcomProps\Weapons\Anim\zafir.rtm"
};
muzzles[]=
{
"this"
};
ejectShell = 0;
reloadAction="SCI_FI_ARVER2_Reload";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = { "" };
modes[] = { "Single", "FullAuto" };
class Single: Mode_SemiAuto
{
sounds[] = { "StandardSound" };
class StandardSound
{
begin1[] = { "\XcomProps\Weapons\Laser_Heavy_machine_.ogg", 1.0, 1, 1200 };
soundBegin[] = { "begin1", 1 };
};
class SoundTails
{
class TailInterior
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_interior", 1.5848932, 1, 1000 };
frequency = 1;
volume = "interior";
};
class TailTrees
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_trees", 1, 1, 1000 };
frequency = 1;
volume = "(1-interior/1.4)*trees";
};
class TailForest
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_forest", 1, 1, 1000 };
frequency = 1;
volume = "(1-interior/1.4)*forest";
};
class TailMeadows
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_meadows", 1, 1, 1000 };
frequency = 1;
volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
};
class TailHouses
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_houses", 1, 1, 1000 };
frequency = 1;
volume = "(1-interior/1.4)*houses";
};
};
recoilProne = "recoil_single_prone_gm6";
dispersion = 0.001;
minRange = 50;
minRangeProbab = 0.3;
midRange = 200;
midRangeProbab = 0.7;
maxRange = 350;
maxRangeProbab = 0.05;
aiDispersionCoefX = 0;
aiDispersionCoefY = 0;
aiRateOfFire = 2;
aiRateOfFireDistance = 500;
};
class cfg weapons part 2 of 2:
class FullAuto: Mode_FullAuto
{
sounds[] = { "StandardSound" };
class BaseSoundModeType
{
closure1[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\closure_pdw2000_01", 0.50118721, 1, 10 };
closure2[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\closure_pdw2000_02", 0.50118721, 1.1, 10 };
soundClosure[] = { "closure1", 0.5, "closure2", 0.5 };
};
class StandardSound
{
begin1[] = { "\XcomProps\Weapons\Laser_Heavy_machine_.ogg", 1.0, 1, 1200 };
soundBegin[] = { "begin1", 1 };
};
class SoundTails
{
class TailInterior
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_interior", 1.5848932, 1, 1000 };
frequency = 1;
volume = "interior";
};
class TailTrees
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_trees", 1, 1, 1000 };
frequency = 1;
volume = "(1-interior/1.4)*trees";
};
class TailForest
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_forest", 1, 1, 1000 };
frequency = 1;
volume = "(1-interior/1.4)*forest";
};
class TailMeadows
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_meadows", 1, 1, 1000 };
frequency = 1;
volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
};
class TailHouses
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_houses", 1, 1, 1000 };
frequency = 1;
volume = "(1-interior/1.4)*houses";
};
};
recoil = "recoil_auto_primary_3outof10";
recoilProne = "recoil_auto_primary_prone_3outof10";
dispersion = 0.001;
minRange = 1;
minRangeProbab = 0.7;
midRange = 100;
midRangeProbab = 0.7;
maxRange = 200;
maxRangeProbab = 0.05;
aiDispersionCoefX = 1.5;
aiDispersionCoefY = 2;
aiRateOfFire = 1e-06;
aiRateOfFireDistance = 200;
};
};
};
dispersion = 0.001; too big it seems
but thats small unless does it count - values?
minus values?
Yeah
Actually, maybe not, I've just red multiple vanilla configs - some are actually like bigger than that
However, MX's dispersion is
dispersion=0.00086999999;
ill give it a go see if it does anything if not ill have a look at reseting my memory points
make it use vanilla ammo -> you can see if the weapon config needs tweaking if those also go wide
I'd try dispersion = 0 to see if it is actually the issue
good shout and im guessing the vanilla ammo is test to see if its the ammo or the gun thats the issue?
worth a shot
Yeps
🥁 📡
Knowing where is actually the issue by isolating some parts is a part of fix
Exactly. Knowing is half the pain, other is wasted braincells
Aight, looks like i learned a lot in a matter of 30min. I was trying to figure it out on my own for the whole day.
I had issues understanding the modules framework and what should I or shouldn't include in it.
Yeah it can be complicated at first. Pretty easy once you get a working module out though 😃
Yea, next step though will be making those more complicated scripts. Because for now i can only do the simple ones.
Thanks for the help. Much appreciated. Probably im gonna visit this place a lot more often now 😃
Test #2 incoming.
i played around with it got it to a sensible level also didnt help that i think it was using the recoil of the GM6 Lynx on an automatic weapon
And it works perfectly. Thanks again for the help.
NP! Glad it worked
Had some errors popping out though with missing fnc file.
But yea, figured it out. It wanted me to rename the fnc file from "bwi_fnc_ModuleArmory" to "fn_ModuleArmory"
I left both of them, just in case, lol.
Yeah, your Cfgfunctions will automatically add the bwi_fnc_ to each fn_functionname inside file = "BWI_Modules\functions";
Cool, so it means that i can delete the "bwi_fnc_xxx"?
yep
Aaah, one more question before i go to sleep.
Just fn_ then the function name and it should be fine
is it zeus compatible?
Like, able to place the module via Zeus?
Yes. I guess its more work, cause it would have been too easy that way 😄
Not a clue really! I don't use Zeus much anymore
It's probably not too much work
Can't find any information on the wiki about it, might be worth loading up zeus and checking
Me neither, but the addon is for my community. Though I'll surprise them with it.
I prefer the "oldschool" way of creating missions.
I prefer starting missions, getting a good idea, scrapping the mission, then creating a new script with no mission to use it in 😃
Heh, sounds familair. Aight, thanks again. You have really explained a lot to me today. Another step in my learning process. Regarding the zeus compatibility, I'll check out the Ares code for it and maybe ask again in here - depends if I'll figure it out.
Gotta go to bed. EU time sucks and yes - scripting makes you forget about how fast the time can pass.
I lost track of time 2000 hours ago 😉
Yea i already lost 1500h in arma
Thanks one more time. See ya next time 😉
...alltough "lost" might be a wrong word.
cause i enjoyed it.
hmmm not sure. I have CUP loaded but they haven;t updated in years. I tried uninstalling and reinstalling the mod and now the Spanish has changed to US English
maybe a silly question, but has anyone tried assigning a soldier a minDamageThreshold property, and if so, did it do anything?
Hiya, I've been at it for way to long and I can't figure it out. So here goes:
I seem to have made a mistake somewhere as I can't get my mod to load a simple function. I was wondering if you guys could help me find the mistake. I'm using hemtt to build. The error I get is Script \main\functions\fn_testScript.sqf not found
Here's an info dump, if you need anything more, let me know.
The file structure (excluded .hemttout for legibility):
CAS
│ Get Latest Log.bat
│ LICENSE
│ mod.cpp
│
├───.hemtt
│ │ project.toml
│ │
│ └───missions
│ └───Development.VR
│ mission.sqm
│
└───addons
└───main
│ $PBOPREFIX$
│ cfgFunctions.hpp
│ config.cpp
│ script_version.hpp
│
└───functions
fn_testScript.sqf
config.cpp
class CfgPatches
{
class cas_main
{
units[] = {};
requiredAddons[] = {};
author = "Selier";
};
};
class CfgFunctions
{
#include "cfgFunctions.hpp"
};
cfgFunctions.hpp
class cas
{
class functions
{
file = "\main\functions";
class testScript{};
};
};
project.toml
name = "Customizable Arsenal System"
author = "Selier"
prefix = "cas"
mainprefix = "z"
[version]
git_hash = 0
[hemtt.launch.default]
workshop = [
"450814997", # CBA_A3's Workshop ID
"463939057", # ACE
]
parameters = [
"-skipIntro",
"-noSplash",
"-showScriptErrors",
"-debug",
"-filePatching",
"-noPause",
]
executable = "arma3" # Default: "arma3_x64"
mission="Development.VR"
$PBOPREFIX$
z\cas\addons\main
edit: added pboprefix
class FunctionsViewer
{
file = "x\enh\addons\main\functions\GUI\functionsViewer";
class functionsViewer_copy;
class functionsViewer_fillCtrlTV;
This is how my cfgFunctions looks
Well that was infuriatingly simple. Thanks!
Don't worry. Did the same mistake the first time
It's just hard to debug ;-;
Hi, so i was checking SOG's M79 searching for the magazines[] array, and I saw it was empty.
Im trying to add an additional UGL magazine to it, so I suppose I just
class vn_m79;
class vn_m79: vn_m79 {
magazines[] += {"my_custom_magazine"};
}; ?
It's probably using magazine wells? Should work if so.
the classes are not right
you just declare vn_m79
if you want to edit it that is.
you cant have same class twice
There's no inhertiance?
no in a thing like this
unless you define its original parent too
that could be needed in some cases
if you made a new class then you would inherit from the original
vn_m79_shot_muzzle is the actual class that holds the real magazines[] property.
Its parents are vn_m79_muzzle, anything I should worry about?
or can I just throw the new magazine to it
Sure
Nothing
what exactly was you were trying to do?
Adding another buckshot round type to SOG's M79
I think im getting around with this;
class cfgWeapons {
class Rifle_Base_F
class vn_rifle: Rifle_Base_F {
class vn_m79_muzzle;
class vn_m79_shot_muzzle: vn_m79_muzzle {
magazines[] += { "sogfield_40mm_576_buck_mag" };
};
};
};
I would maybe recommend doing stuff with this only after the upcoming update
there is a bit of design flaw in there which gets fixed in it
cant really say when it happens though
uh
After the code, it still doesnt update
there's gotta be a way, right??
it may be you dont have config completed with cfgPatches that would tell the game to load your config after the VN config so it can actually patch it
As explained here (requiredAddons) https://community.bistudio.com/wiki/CfgPatches
They already had that, they ended up just updating the magazine. Sog people didn't know either
They were also talking in the ace discord
altering someone else's class directly is a foolish noob mistake.
@rocky trail reccomend you learn to do it properly before it bites you.
I have a question can you give the mass value in config float values
I want to make an item for a mod and want it to be under 0.1lb (45 grams, mass = 1)
ah, misread
do the fractions matter that much? Do you want players to carry hundreds/thousands of them?
yes you can use floats
although personally i've never gone below 1 but i've done like 1.### or whateveer
and 0 is also valid
I want to make rp items like usb sticks, floppy disk as inventory items
the mimimum possible value for floats in Bis is 10cm.
that gives you 100 of them to play with, (0.01 -> 1.00)
thanks
you will of course 'see' much longerrrrrrrrrrrrr values when decoding, simply because IEEE math is only accurate to 6 digits. It is impossible to store exact values in 32 bits. Everything is an approximation to the truth. When decoding it can only list the value it sees. (0.09999999999999999999) etc
I will keep it above 0.01 mass
I want to add some gemstones in the mod and 0.01 is around 20 carats or 4.5 grams. Also can just do it as bags of raw gemstones for them
so it works for me. It's for a mercenary roleplay server
do ingame floats differ from config ones? Because the game (say, coordinates) isn't limited to 0.01 meter for sure
add the gemstone bag as a magazine and count individual gems as bullets 🙃
coordinates) isn't limited to 0.01 meter for sure
any map larger than 21km suffers 10cm gaps in it's roads. Ditto walls etc. (lower left corner)
you are mistaking the ability to store large numbers accurately
as stated, anything larger than 6 digits cannot be stored exactly..
configs dumped from game are full of values like 0.15000001, but i seem to see exact 0.1/0.2. Did that "10 cm" mean 0.1 value (one tenth, not hundredth) then? Floats are fun 
but then there's a bunch of audibleFire=0.30000001;/midRangeProbab=0.40000001; and such 
.01 == 10cm
rounded, the bis engine disregards any digits after 0.xx
note the following
0.144 == .44 rounded
2 x 0.144 == 0.29
I leave you to figure out why.
eh, it's either me heavily misreading or harmless typo somewhere.
Thanks for taking time explaining.
Bear in mind that float <-> text conversion methods can disagree too.
Also some fractional numbers can be precisely and unambiguously represented in floating point. 0.1 is no good, but 0.125 is fine. Although if Arma is rounding to 0.01 anywhere then that may not be the case.
What I am seeking: "Auto-Zeroing" function of a turret i/e on a armored vehicle where you just press "T" to have the turret calculate the range and adjust accordingly.
The only think I was able to find was ballistics computer, in which case had no effect. I attempted to reference configs of other vehicles with the same systems but no joy.
Could anyone provide some insight on how I can achieve this effect please
Im having a brain fart
To adjust a UGL precision all i change is the position of the CameraPoint?
@chilly tulip0.1 is no good, but 0.125 is fine
thru happenstance. 0.125 is merely one of the few values from the enormous range of floats that can be stored exactly. Values either side of it cannot.
the one thing to be aware of is you can never, not never compare equality. Eg
thingy == 1.125; // for this or any other value.
you can only ever use
0.125 or <.0125
the reason being, thingy can be the result of a math operation such as a+b which almost inevitably produces residue.
You need a combination of two things:
turretInfoTypein the vehicle's turret class that links to anRscUnitInfo-based classname that has zeroing as an element for itscontrols[]. If you don't know how to set this up or just need basic zeroing, you can use one of the existing vanilla classnames.FCSMaxLeadSpeedandFCSZeroingDelaydefined in the weapon class. The former determines the maximum speed limit of the target e.g.FCSMaxLeadSpeed = 126;means that you can't autolead against a target moving faster than 126 m/s (453.6 km/h). The latter determines how long you have to wait before autolead calculations are done (e.g.FCSZeroingDelay = 10;means you have to wait 10 seconds for the fire control system to autolead).
https://community.bistudio.com/wiki/Arma_3:_Targeting_Config_Reference#FCSMaxLeadSpeed
I'm having an issue where my Armored SUV only works on roads. I'm trying to give it some offroad capability just so it doesn't get slowed down immensely by grass and the like. How do you make it work offroad? I'm not sure if it's a config or model issue, but trying to resolve it.
terrainCoef = 1;
Thanks
Trying
What is the proper way to 'patch' a mod class?
I also didnt manage to change the damage of the buckshot despite updating the ammo
I also tried changing the submunitions but it didnt work either
I checked the class in-game and it was being updated
So I just gave up at that point, nothing I did seemed to work
patching a class needs you to use the same classname and have requiredAddons in cfgPatches header set up so that your mod loads after the original one thus overwriting it
if class in game does not update then it could be something else overwrites it afterwards
you might be able to check the rpt log for what updtaes those classes
The problem im facing currently is that the class updates - but for some reason changing the buckshot's munition and submunition hit and caliber, doesnt inflict more damage on infantry.
My original problem - on the other hand (XY problem) was that I was trying to create a new buckshot magazine with custom ammo using the original buckshot round as inheriting.
But for some reason, despite all my attempts to add the new magazine class to the class, nothing worked and it stayed the same.
All of the basics (involving cfgPatches etc...) have been covered.
Here is my last attempt at making a new magazine for the m79
may I ask why you got all those xeh files and all that in there?
this feels so overly complex setup for small thing like this
with a glance cant really spot anything glaring
at least from what I can put together from all the separated files
cba for hemtt template
no big deal
it becomes a big deal when you over complicate something.
hard to see why or how hemtt is involved in this. As HG has already pointed out there shouldn't be a reason for XEh.
as i've mentioned several times before on different occasions, directly altering existing classes is foolishness.
sometimes its still valid to do if you want to change something that applies to other places where that thing is used
like he wants to change the damage, thats fine.
Im just curious why the changes dont apply
The inheritance for the muzzle in CfgWeapons is wrong. Not sure how much it matters.
vn_m79_shot_muzzle is defined in vn_rifle, not vn_m79, and inherits from vn_m79_muzzle, not vn_ugl.
Surprised it doesn't result in some (probably broken) config change though.
it does, theres a fix done in the upcoming hotfix
there is the last SOGPF hotfix coming up that changes some of that stuff
Confirmed code is working as written if not as intended:
magazines[] = {"vn_40mm_m381_he_mag","vn_40mm_m406_he_mag","vn_40mm_m397_ab_mag","vn_40mm_m433_hedp_mag","vn_40mm_m583_flare_w_mag","vn_40mm_m661_flare_g_mag","vn_40mm_m662_flare_r_mag","vn_40mm_m695_flare_y_mag","vn_40mm_m680_smoke_w_mag","vn_40mm_m682_smoke_r_mag","vn_40mm_m715_smoke_g_mag","vn_40mm_m716_smoke_y_mag","vn_40mm_m717_smoke_p_mag","vn_40mm_m651_cs_mag","sogfield_40mm_576_buck_mag"};
What's the classname for adding CBA_A3 to required addons?
I think it might be "CBA_main_a3" but I'm not certain
Check pinned
It's "cba_main_a3"
Thanks for writing that pin, very useful
You can just use cba_main. Fairly certain that cba_main_a3 is from very old versions that was kept for BWC
cba_main_a3 basically just seems to call cba_main from what I can see on the github
Probably is one of those backwards compatibility things
Ah,
Never seen that short form before
me neither, but certainly reduces a double word mouthfull
Im not trying to add it to the main muzzle
This is the problem im having; tldr
I changed the classes as you mentioned; will test again
class cfgWeapons {
class vn_rifle;
class vn_m79: vn_rifle {
class vn_m79_muzzle;
class vn_m79_shot_muzzle: vn_m79_muzzle {
magazines[] += { "sogfield_40mm_576_buck_mag" };
};
};
};
^ This didnt work either
Solved the issue - cfgWeapons wasnt included in config.cpp
Excellent!
Ah, I tested by dumping the contents of the CfgWeapons into my test mod :P
Good morning,
I modified the main menu screen, and I got this type of error.
Do you know how to fix this?
Knowing that I removed the InfoNews part of my config for example
Probably broke inheritance
Via config.cpp or description.ext
So addonfile or mission file
They already modified the main menu
Also how would you modify the main menu screen in a mission file, after you're past the main menu
I can't figure out which ones lol
Load Arma 3 with just Advanced Developer Tools (just because it a far nicer config viewer), and look at the inhertiance for the classes you're modifying
Then replicate that in your mod
Never knows.
Same error comes when you are using class in description.ext , where you should use import to get classes imported.
I take "parents" ?
Yeah, there's a button to the right of that list that will open up the tree view
Also showing your config would help
So i have to put
class RscStandardDisplay;
class RscDisplayMain : RscStandardDisplay
What classes are you making changes to, including classes inside RscDisplayMain
The error looks like you're trying to change the InfoNew's background control
The problem is that I removed the InfoNews class
Just show your intended config
With the changes you want to make
Here is
Oh yeah you're just deleting stuff
Don't do that
Just make the w/h 0 or something
Or move it off screen
You're also redefining so much stuff
Ohhh ok
So like for example:
class RscControlsGroupNoHScrollbars;
class RscStandardDisplay;
class RscDisplayMain: RscStandardDisplay {
class controls {
class InfoMods: RscControlsGroupNoHScrollbars {
class Controls {
class Background;
};
};
class InfoNews: InfoMods {
class Controls: Controls {
class Background: Background {
x = cornerOfTheUniverse;
y = theOtherCorner;
};
};
};
};
};
Ok I try
I currently have an issue in which a pistol I am configuring is spawning in fine and I can see the model on the floor but when I equip the gun it is slotting yet it will not go into the players hands as a weapon?
Works! thx
Hello everyone ! I want to change the cutscenes present in the main menu. When I launch the game, the main menu has a frozen image, and the mission does not seem to be loaded (although in the logs, yes)
Do you know how to fix this?
is this on your own map or a bis one?
In VR
BIS
requiredADDONS={nameOFmap};
class CfgMissions
{
class Cutscenes
{
class whatever_mission_they_have
{
directory = "MyProject\nameofNEW\mission_folder";
};
};
};
put your mission.sqm in that folder (and a desc,ext)
VR = Virtual Reality (BI blank map)
he wants to change the cutscenes on a blank map????
Just enable the static main menu setting
i have issues with an error mentioning nameSound in a few different things i'm doing, from what i've searched using generalMacro should automatically create them, how do i use it? _generalMacro = "MyMacro";, _generalMacro = "ExistingMacro";? and if that doesn't solve it how do i use _generalMacro anyways? i'm interested to know
_generalMacro does nothing to do with modding/end user's experience. There is no reason to do
There's a mod i just started helping develop they have the _generalMacro = "MyMacro"; does that really do nothing?
No
they have a new class
class weapon1macro;
class weapon2 : weapon1macro
{
_generalMacro = "weapon2macro";
};
that copies an old class
class Itemcore;
class weapon1 : itemcore
{
_generalMacro = "weapon1macro";
};
and they used the _generalMacro to try and inherit the config, it is busted then?
As I said, it does nothing
k ty
Some config properties are generated automatically (e.g.,
nameSound, which sets how to unit appears in radio protocol, is computed based on unit's role and equipment, so coders won't need to set it manually)._generalMacroproperty is added to all objects which underwent this process to help with debugging.
https://forums.bohemia.net/forums/topic/179378-what-does-_generalmacro-do/
whats the difference with HitBody and HitHull?
and how should the hull hitpoints look like? should they be the same as karoserie?
I was making an ALIVE faction mod for myself and got this error but I don't see anything wrong here
Show more of your config, the line numbers aren't always accurate
oop
Just means you have some array that's {"1", "2" {"3"...}
Hi, its me again. I've looked up on Ares how its all structured and built. I've created something out of it on my own, but unfortunately it doesnt show up in the zeus. Could somebody go over my config files again? I had issues finding any documentation on how to create a mod which adds new zeus modules. Yesterday, I created a module for the editor, with your help as well, so i though that you guys will maybe help me out with this as well. Pasting the files...
does indirectHitRange have any effect on mines? I tried playing around with some values of 10, 20, 30, 40 and from wat I can see after 10 meters I dont take any damage, something else I am missing maybe?
it definitely does - what type of mine? is there anything between you and the mine?
the indirecthit stuff can act a bit funky with like a small wood fence protecting you from a 500lb bomb going off
nothing between me and mine, on VR map
doing a little experimenting the mine was simulation = "shotBoundingMine"; but when I changed to simulation = "shotMine";
that seems to have worked 
hmm, maybe the bounding mines are subprojectile based so you're editing the wrong class.
@hearty sandal so for this gun ive created an sqf and an eventhandler but it its not actually working in game ive goofed up somewhere evidently but unsure what ive goofed.
// onWeaponFire.sqf
private _weapon = _this select 0;
private _shooter = _this select 1;
// Check if weapon is fully charged
if (_weapon animationPhase "Charging" < 1) then {
hint "Weapon is still charging!";
_shooter setWeaponMode ["Single"];
} else {
_weapon animate ["Charging", 0];
};
Line 381
like I mentioned before the weapons cant be animated with external sources.
so any sequence you want it to do youll have to drive with the engines own sources for weapons
so you would use sources like reload or magazinereload etc
you could have kept this in the animation channel too since its so closely animation related. but its fine here too
so in essence what im trying to achieve is:
make a gun that is hold to charge/fire like the T100X-Futura
when its charging it extends its barrel
this takes 5s for animation to complete
Upon animation completion a single shot is fired
Then an animation which launches the barrel backwards into the gun signfiying significant recoil is played instantly.
Repeat with a cooldown between shots.
now i know alot of this can be achieved just through timings like for example set the weapon reload to 6 seconds for example
so it takes 6 seconds in between shots
that cant be done
no
theres no animation source for it
only thing you can do is use existing sources
for things happening between shots you have reloadMagazine source
and Revolving
is there any way i can smoke and mirrors this so it looks like its doing it even thought we know its not
and ammo count related stuff
figure out if any of the engine sources play in suitable phase of firing.
their was one i discovered called "weapon"
apparently its related to the different state a weapon is in
you can make the barrel pull back on firing and then move back "charging" before the gun is ready for its next shot
so that would just be timing then basically
im fairly sure thats not a animation source for weapons
your probably right at this point it feels like im throwing paint at a wall and hoping it sticks XD
"reload" would probably work for you
it plays between shot and when gun is ready to fire again
so basically its the mechanism cycling new shot in
so lets walk through it:
the animation for the barrel extending could be reload and it takes 5 seconds like this code here for example:
class WBK_SCIFI_AR_Reload: Default
{
speed=-3.8;
file="XcomProps\Weapons\Anim\SCI_FI_AR_Reload.rtm";
disableWeapons=1;
disableWeaponsLong=1;
interpolationRestart=2;
enableOptics=1;
weaponIK=1;
looped=0;
leftHandIKBeg=1;
leftHandIKCurve[]={0,1,0.1,0,0.916,0,0.951000001,1};
leftHandIKEnd=1;
rightHandIKBeg=1;
rightHandIKCurve[]={1};
rightHandIKEnd=1;
canReload=0;
mask = "handsWeapon";
headBobStrength=-0.3;
headBobMode=1;
};
then once the gun has fired it will play another anim?
am i getting this right at all
no you are going wrong direction
and follow a similar process or is it completely different
the actions/states are for the man animations
ok im going to shut and try and stop jumping the gun ill let you take over
like moving hands when you realod weapon
right ok
what happens to the weapon is set only in the model.cfg
all of its parts move with the animation classes you have already started making
ah based as hell
so how do i make it do the recoil action when firing then in the model cfg?
"reload" animation source
and time different movements to happen between 0 and 1 phase
for example if barrel move back between 0 and 0.1
and then moves back forward from 0.1 to 1.0
its 2 animation classes that then play one after other
you can set the speed of an animation in model cfg right?
like playback speed
for engine sources the time it takes to happen is usually defined elsewhere
like time between shots comes from weapons own config
ah ok so thats where the rate of fire code snippet comes in ok i think its starting to make sense now
||maybe 😅 ||
Is there a way in the config to make the door gunner miniguns operable by the pilot? Hatchet Mod seems to have done that, and was able to do it. Is there some kind of command for that? If so what is it?
Okay thanks. It looks like I have to maybe go into their config and find out too.
How would you go about using a macro in a string list? Like if I had a macro with an argument like this:
compatibleItems[]=
{
#COMPONENT_CLASS(NSR_NGAL_DEVICE_LASER),
#COMPONENT_CLASS(NSR_NGAL_DEVICE_VISLASER),
#COMPONENT_CLASS(NSR_NGAL_DEVICE_FLASH),
#COMPONENT_CLASS(NSR_NGAL_DEVICE3_LASER),
#COMPONENT_CLASS(NSR_NGAL_DEVICE3_VISLASER),
#COMPONENT_CLASS(NSR_NGAL_DEVICE3_FLASH)
};
edit: Solution was creating a quote macro:
#define QUOTE(arg) #arg
Is there a better formula for generating the value for hit in arma 3?
I found the formula that was probably used for approximate values in arma 2, but it seems a bit inconsistent
As far as I can tell, based on 6.5 and 5.56, weight is in kg and speed is in m/s
For ArmA we used as help
FMJ bullet energy hit = sqrt(weight/2)*speed/5
This works for small arms fire, not that well for SABOT rounds or High explosive artilery shells.
First using of this equation was in ČSLA 2.2 for OFP. In BI games is since ArmA 1.05.
``` From https://community.bistudio.com/wiki/Weapons_settings
It seems moderately close for 5.56 and 6.5
But the 5.7x28 for the p90 calculates as about half of the value used ingame
The projectile I'm trying to balance is a 3.5mm solid tungsten round (G7 bullet shaped) travelling at 800~700 m/s
Don't over think it.
First you could consider the existing ammo in the game and if there is an equivalent you could use as base to tweak a bit higher or a bit lower depending on how you want it to perform.
This is a game, not simulator, so all values are strong approximation and while they have real life reference and example, they are still just game mechanics.
Yeah,
I've been trying to get it within a reasonable balanced state,
Best I could get is that the hit value should be somewhere between 4 and 8
The ammo for the p90 is 8
5.56 is 9
6.5 is 10
Probably I should try 6 and an appropriate caliber value, and just iterate until it works as desired
I'm trying to make a weapon with a UGL, the problem is that UGL has it's sight on top of the weapon and when getting to 400~500 meters the sight points to the weapons itself, i can fix that by using source="zeroing.0"; and animate each zero, but since the gl_sight is on the top when i stop using the GL and go back to the weapon the sight will still be there
i'm trying to use source="weaponMuzzle"; and type="hide"; and creating the sight 2 times one being sight_gl and the other sight_gla, in model.cfg to fix that, one when i'm using the weaponMuzzle to unhide it and other when switching back to the weapon hiding it
class sight_gla_flip
{
type="hide";
source="weaponMuzzle";
selection="sight_GLA";
minPhase=0;
maxPhase=1;
minValue=0;
maxValue=1;
memory=0;
hideValue=1;
unHideValue=2;
};
class sight_gl_flip
{
type="hide";
source="weaponMuzzle";
selection="sight_GL";
minPhase=0;
maxPhase=1;
minValue=0;
maxValue=1;
memory=0;
hideValue=0;
unHideValue=1;
};
i do have sight_GLA on skeletonBones[]= as "sight_gla", "", and on buldozer the sights alternate correctly but in-game they do not, why?
issue fixed, there was another model.cfg with the same skeleton classname somewhere else overwriting my skeletonBones[]=
class my_tag_gorrilla tends to remove this problem because only you can use this unique mytag and, skeleton names only have a meaning when binarising rtms. (the engine is agnostic). The reverse is also true you and other modders who know what they're doing would never create a skeleleton simply called 'gorrilla'. For those that don't know this, or don't understand it, let them squabble among themselves.
plastering mytags with and on everything you do is the best insurance you can have yout mod will work. Even bis use the _f mytag for things arma3. Even your p3ds need unique names if they're going to be used in maps. (due to land_xxx classes)
so im making my script for this charging laser sniper rifle right using an event handler (EH = "Fired) and a user action.
but im encountering an error would someone mind looking at the config and sqf and see whats going wrong?
config
{
class Rifle_Base_F;
class XC_LASER_SNIPER: Rifle_Base_F
{
author = "Papafox";
scope = 2;
displayName = "Xcom Laser Sniper Rifle";
effectsFire="ChemlightLight_Red";
magazines[] = {"XCOM_SNIPER_Battery"};
initSpeed = 2554;
reloadTime = 6;
magazineReloadTime = 5;
autoReload = 0;
canLock = 0;
recoil = "recoil_mmg_01";
reloadMagazineSound[] = { "\XcomSniper\HeavyReload.ogg", 1.7, 1, 25 };
drySound[] = { "\XcomSniper\Robotic_voice_Empty.ogg", 1.6, 1, 20 };
selectionFireAnim = "muzzleFlash";
scopeArsenal = 2;
scopeCurator = 2;
BaseWeapon = "XC_LASER_SNIPER";
descriptionShort = "[Experimental] XCOM Laser Sniper";
model = "\XcomSniper\XC_SNIPER_1.p3d";
handAnim[]=
{
"OFP2_ManSkeleton",
"\A3\Weapons_F\Rifles\MX\data\Anim\MX_afg.rtm"
};
muzzles[]=
{
"this"
};
ejectShell = 0;
reloadAction="SCI_FI_ARVER2_Reload";
hiddenSelections[] = {
"camo1",
"camo2",
"camo3",
"camo4"
};
hiddenSelectionsTextures[] = {
};
modes[] = { "Single"};
class Single: Mode_SemiAuto
{
sounds[] = { "StandardSound" };
class StandardSound
{
begin1[] = { "\XcomSniper\SNIPERFIRE.ogg", 1.5, 1, 1200 };
soundBegin[] = { "begin1", 1 };
};
class SoundTails
{
class TailInterior
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_interior", 1.5848932, 1, 1000 };
frequency = 1;
volume = "interior";
};
class TailTrees
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_trees", 1, 1, 1000 };
frequency = 1;
volume = "(1-interior/1.4)*trees";
};
class TailForest
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_forest", 1, 1, 1000 };
frequency = 1;
volume = "(1-interior/1.4)*forest";
};
class TailMeadows
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_meadows", 1, 1, 1000 };
frequency = 1;
volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
};
class TailHouses
{
sound[] = { "A3\Sounds_F\arsenal\weapons\SMG\PDW2000\pdw2000_tail_houses", 1, 1, 1000 };
frequency = 1;
volume = "(1-interior/1.4)*houses";
};
};
recoil = "recoil_single_gm6";
recoilProne = "recoil_single_prone_gm6";
reloadTime=0.079999998;
dispersion=0.00073000003;
minRange = 0;
minRangeProbab = 1;
midRange = 350;
midRangeProbab = 1;
maxRange=700;
maxRangeProbab = 1;
showToPlayer=1;
};
class EventHandlers {
class Fired {
fired = "[_this select 0] execVM 'XcomSniper\Scripts\fn_handleFireDelay.sqf';";
};
};
class UserActions {
class ChargeAndFire {
displayName = "Charge and Fire";
position = "gesture";
radius = 1;
condition = "this getVariable ['canFire', false]";
statement = "[this, this, currentMuzzle this] execVM 'XcomSniper\Scripts\fn_animateAndFire.sqf';";
};
};
};
};```
Tried this instead?
fired = "[_this select 0] execVM 'XcomSniper\Scripts\fn_handleFireDelay.sqf';";
};```
no but im gonna 😅
tried it no bueno
i think the event handler is "silent failing"
ive put hints in the sqfs to try and show ok it works but im getting nothing
the scripts work though i can get em to work if i remote execute em
start simple
Oh I misread, thought it was a vehicle.
make the fired event do something like simple "hello" hint
Do weapons even have Eventhandlers?
it was added relatively recently
None of the vanilla rifles has it - wonder if tiberius is barking up the wrong tree
i mean its possible
yeah Im fairly sure it works. Even though in vanilla stuff its been used only on vehicle weapons
Why are you using execVM on something you, seemingly, have compiled to a function?
Just use call and the function name
so this?
};
class EventHandlers {
fired = "[this select 0] call 'XcomSniper\Scripts\fn_handleFireDelay.sqf';";
};
No, that's the file path
You should compile your functions with CfgFunctions
But did you try Goat's suggestion of just a hint, nothing else?
oh you mean this?
ah ok
so i was looking at the TX100 Futuras scripting and thats how i came across this
these are the corresponding sqfs
pretty much im trying to put that functionality into a handheld rifle
First of all you have to find out whether a fired EH is actually a thing for a weapon, by just putting something simple like a screen hint in there. Then when you know that works worry about the function execution.
The error message he's getting is usually seen when a class is defined but doesn't exist
So if it was me I'd do a simple check to verify it one way or another
might take all of 2 minutes
How would i change the name of a weapon, not the display name but the Name underneath it when you hover over it with ace arsenal?
That's the class name
no worries ive changed over now anyways like @hearty sandal goat said start small so ive managed to do this instead and tbh im happy with it
i suffer from whats known as "icarus syndrome" there is no cure only heartbreak 😅
Guys, where i can find mbt_02 (t-100 varsuk) "MBT_02_Engine_RPM0_EXT_SoundSet" settings,
Like i cant find anything about RPM/0/1/2/3, soundSets and soundShaders settings for them. They only defined soundSetsInt/soundSetsExt, but i cant find settings for them.
What are you looking for?
Sound sets are defined in CfgSoundSets which has sound shaders.
Sound shaders are defined in CfgSoundShaders
I know this, but I found soundSets and soundShaders for all vanilla tanks except the gas turbine T-100 varsuk (mbt_02), I ask for help in finding the settings for its soundSets and soundShaders, since it describes at what rpm speed they start and so on. Their frequency/volume, settings.
soundSetsExt[]={"MBT_02_Engine_RPM0_EXT_SoundSet","MBT_02_Engine_RPM1_EXT_SoundSet","MBT_02_Engine_RPM2_EXT_SoundSet","MBT_02_Engine_RPM3_EXT_SoundSet","MBT_02_Tracks_01_EXT_SoundSet","MBT_02_Tracks_02_EXT_SoundSet","MBT_02_Tracks_03_EXT_SoundSet","MBT_02_Tracks_04_EXT_SoundSet","MBT_02_Tracks_05_EXT_SoundSet","MBT_02_Tracks_06_EXT_SoundSet","MBT_02_Rain_EXT_SoundSet","MBT_02_Tracks_Brake_Hard_EXT_SoundSet","MBT_02_Tracks_Brake_Soft_EXT_SoundSet","MBT_02_Tracks_Turn_Hard_EXT_SoundSet","MBT_02_Tracks_Turn_Soft_EXT_SoundSet","MBT_02_Drive_Water_EXT_SoundSet","MBT_02_Drive_Dirt_EXT_SoundSet","","MBT_02_Turbine01_Ext_Front_Tonal_SoundSet","MBT_02_Turbine01_Ext_Rear_Tonal_SoundSet","MBT_02_Turbine01_Ext_Front_Noisy_SoundSet","MBT_02_Turbine01_Ext_Rear_Noisy_SoundSet","MBT_02_Servo01_Ext_SoundSet","MBT_02_Servo02_Ext_SoundSet","Tracks_Movement_Dirt_Ext_01_SoundSet","Tracks_Surface_Soft_Ext_SoundSet","Tracks_Surface_Squeaks_Soft_Ext_SoundSet","Tracks_Surface_Sand_Ext_SoundSet","Tracks_Surface_Squeaks_Soft_Ext_SoundSet","Tracks_Surface_Squeaks_Hard_Ext_SoundSet","Tank_General_Collision_SoundShader"}
"MBT_02_Engine_RPM0_INT_SoundSet","MBT_02_Engine_RPM1_INT_SoundSet","MBT_02_Engine_RPM2_INT_SoundSet","MBT_02_Engine_RPM3_INT_SoundSet","MBT_02_Tracks_01_INT_SoundSet","MBT_02_Tracks_02_INT_SoundSet","MBT_02_Tracks_03_INT_SoundSet","MBT_02_Tracks_04_INT_SoundSet","MBT_02_Tracks_05_INT_SoundSet","MBT_02_Tracks_06_INT_SoundSet","MBT_02_Interior_Tone_Engine_Off_SoundSet","MBT_02_Interior_Tone_Engine_On_SoundSet","MBT_02_Rattling_INT_SoundSet","MBT_02_Rain_INT_SoundSet","MBT_02_Tracks_Brake_Hard_INT_SoundSet","MBT_02_Tracks_Brake_Soft_INT_SoundSet","MBT_02_Tracks_Turn_Hard_INT_SoundSet","MBT_02_Tracks_Turn_Soft_INT_SoundSet","MBT_02_Drive_Water_INT_SoundSet","MBT_02_Drive_Dirt_INT_SoundSet","","MBT_02_Turbine01_Int_Tonal_SoundSet","MBT_02_Turbine01_Int_Noisy_SoundSet","MBT_02_Servo01_Int_SoundSet","Tracks_Surface_Squeaks_Soft_Int_SoundSet","Tracks_Surface_Squeaks_Hard_Int_SoundSet","Tanks_Material_Strain_Int_SoundSet","Tank_General_Collision_Int_SoundSet"```
yes, but where are they defined? Where defined their settings, like frequency/volume?
RPM soundSets
MBT_02_Engine_RPM0/1/2/3_EXT_SoundSet
i can find for mbt_01/03/04, but no for mbt_02 
seems without 0, ah misunderstood. Huh they are not exist in config file at all
Ye, varsuk engine sound sound sets do not work because their classes are not exist. You found issue, please create FT ticket https://feedback.bistudio.com/project/view/1/
okay, thanks))!!
@hot pine https://feedback.bistudio.com/T184104 I think you will find it interesting
Out of wonderment, isn't the soundset imprinted on the config.bin? I mean that's how I get the sounds for the helos, unless the tanks are different?
Easiest way is to get a all in one config dump file to search through without need to find right file
or use one of the better ingame config viewers like leopards advanced dev tools
Uh, thanks
howdy peeps so im attempting to get a scope in game but its not showing up in arsenal ive done goofed somewhere im just tripping up with as to what?
config
class CfgPatches
{
class XC_SCOPE_LR
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Weapons_F","cba_main"};
};
};
class cfgWeapons
{
class ItemCore;
class InventoryItem_Base_F;
class InventoryOpticsItem_Base_F;
class XC_SCOPE_LR: ItemCore
{
scope = 2;
displayName = "[XCOM] Long Range Scope";
author = "Papafox";
model = "\XcomSniper\XC_SNIPER_SCOPE.p3d";
descriptionShort = "Sniper Laser Scope";
picture = "\XcomSniper\gear_acco_Arco_CA.paa";
weaponInfoType="RscWeaponZeroing";
class ItemInfo: InventoryOpticsItem_Base_F
{
mass = 8; // whatever "Weight" you want...its mass/encumberance but whatever
opticType = 1;
optics = 1;
reticleTexture = "\XcomSniper\Optics_Gunner_MTB_01_N_CA.paa";
class OpticsModes
{
class LowMagnification
{
opticsID = 1;
useModelOptics = 1;
opticsPPEffects[] = {"OpticsRadialBlur1","OpticsBlur1"};
opticsFlare = 1;
opticsDisablePeripherialVision = 1;
opticsZoomMin = 0.0623;
opticsZoomMax = 0.0623;
opticsZoomInit = 0.125;
memoryPointCamera = "eye";
visionMode[] = {"Normal", "NVG", "TI"};
distanceZoomMin = 100;
distanceZoomMax = 500;
};
class HighMagnification
{
opticsID = 2;
useModelOptics = 1;
opticsPPEffects[] = {"OpticsRadialBlur1","OpticsBlur1"};
opticsFlare = 1;
opticsDisablePeripherialVision = 1;
opticsZoomMin = 0.125;
opticsZoomMax = 0.125;
opticsZoomInit = 0.125;
memoryPointCamera = "eye";
visionMode[] = {"Normal", "NVG", "TI"};
distanceZoomMin = 500;
distanceZoomMax = 2000;
};
};
};
inertia = 0.2;
};
};
model config
{
class Skeleton
{
isDiscrete=0;
skeletonInherit="";
skeletonBones[]={};
};
};
class CfgModels
{
class XC_SNIPER_SCOPE
{
htMin=0;
htMax=0;
afMax=0;
mfMax=0;
mFact=0;
tBody=0;
skeletonName="Skeleton";
sectionsInherit="";
sections[]={};
class Animations
{
};
};
};```
if people are wondering where i got the code from got it from the A3 forums from a post in 2023
scopearsenal = 2 and may need to list it in the weapons array of the cfgpatches class
copy copy ill give that a go
some guides about all in one config dump file?
cause i founded one, but old one
the script command page for it should have the info on how to use it
lol , its still not defined
i got all in one config dump file, but still no settings for mbt_02_engine_rpm0/1/2/3, lmao
looks like it dont exist then
yeah i created FT ticket
is this why my scope wont allow me to aim down it?
no but the properties dont belong there
hmmm