#arma3_config
1 messages ยท Page 38 of 1
i guess it should be possible, since soldier class head movement is tied to freelook. but from technical point of view, i have no idea how that works
It might be caused by enableManualFire. Try experimenting with 0 and 1.
sadly cant test anymore right now
: DefaultEventhandlers would be wrong since you're defining a new entry in someRandomHumanClass, not updating an existing entry.
If you look at CAManBase, is mod1 defined in it?
yep
DefaultEventhandlers is an arma 3 thing
but it didn't really matter :p
i tried modifying mod1's default eventhandler to EventHandlers too....no effect
Yeah, but doing : DefaultEventhandlers would guarantee mod1 was hidden.
how do you determine wether mod1 is in it or not?
config viewer
- I can see the results of the actual mod
but predominantly config viewer
ok just making sure... i just know that some community config viewers dont show all parent/inherited classes
this is just the arma 3 default one....i think that one works right?
I suspect stacked eventhandlers don't work the way I expect them to.....I expected them to accumulate properly
Your issue isn't specific to EventHandlers, the way configs work is the same for everything inside a config.cpp.
At some point in the chain of base classes the chain is either being broken or going off somewhere else.
well
Hey guys how can I lower the firerate of the zsu-23 in the RHS AFRF pack?
It is way too fucking fast
I dont care about multiplayer or any of that i only play singleplayer
I might just need to know where its config file is
I think I'm onto something, hang on.
You'll have to make a mod that changes the reloadTime (seconds between each shot) in the firemode(s) of the gun
Oh fuck noo man
Ig not
Ok just 1 question, how do I inherit from the zsu23
If you want to edit the gun itself, you don't
If you want to make your own version of the gun, then you would reference the class and then change what you want
I.e. something like:
class rhsgref_zsu23ClassName; // You would have to check this
class TAG_yourZsu23: rhsgref_zsu23ClassName {
// your changes here
};
Yea thats what I ment, I just dont know how to inerhit zsu23 to adjusts its reloadTime
Ok but like where do I put it exactly? I have no idea about any modding stuff. In addons? what would the file name be
You would have to create an entirely new mod, not put something in RHS itself
You should take a look at https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
Bet
So in config.cpp?
class TAG_SlowerZsu23: rhs_heavyweapons {
reloadTime 0.5f;
};```
This is what I came up with
zsu23's config is in a bin format idk how to see that
So...I got it to work but only when mod 2 has mod 1's cfgpatches name in it's requiredAddons list it seems like
class TAG_SlowerZsu23: rhs_zsu234_aa {
reloadTime 0.5f;
};```
hold on?
Oh, yeah, that.
yeah..
This however isn't going to work with what I want so I guess I'll be finding a different way of doing things
Oh?
mod 2 happens to be Ryan's zombies & demons mod
and mod 1 is a flamethrower mod that I'm making
class CfgWeapons
{
class:RHS_ZU23_base;
class Mode_FullAuto;
{
class SlowerZU23: RHS_ZU23_base
{
reloadTime = 0.5;
};
};
}
I dont know bro im just writing shit
I don't want ryan's zombies&demons to depend on my flamethrower...so instead I'll have to create an optional pbo
Also while we're here i want to increase mag to 200
I'm going to sleep, whoever sees this please just fix my shit, Like fix the code and tell me if putting it in config.cpp is write. I just want my zu-23 to fire slower I dont want to learn all this
life would be easier if that requiredAddons thing wasn't necessary ๐
You can't get away from it, ARMA has to know what order to merge configs in.
The .bin means binarized, it's an optimization to decrease load times
However, what you can do is modify an EventHandler base instead of creating a new one.
Yeah I know im just stating I might not have the correct one lol
Either way I literally dont have space for arma tools so yeah
That'll be an issue, you need Addon Builder and Binarize from the A3 Tools
hm?
My "Man" >> "EventHandlers" doesn't have a base class, does yours?
I don't think so
Are you running with ACE3?
Nope...just the two mods I have + CBA (I turned CBA off earlier though to test if that was the problem)
Ah, yeah, it's from CBA. I have the two in the same mod folder.
what do you mean? What's CBA doing?
CBA is XEH
theres stacked EH in some form in the base game now
Sanchez is trying to use those
I was hoping that the stacked EH in BIS work more similar to the ones in CBA....basically all eventhandlers that use CBA are stacked together....without the need of requiredAddons or stuff like that
but I'd rather not modify mod 2 (aka ryanzombies) to a CBA dependency...I'd piss off hundreds if not thousands
CBA is where EventHandlers is first defined for Man/Land is what I'm saying.
Not that he's trying to use XEH.
and yeah @balmy sable i am also looking for those eventhandlers atm, just to see what they modify...curiosity
Do the zombies have CBA as requiredAddons?
absolutely not :p
it doesnt depend on anything
which is why its so popular probably
Not to mention much of the player base having been brought into the game via zombies. ๐
yep...lol
Yeah, CBA/XEH defines "EventHandlers" in "All".
but yeah...I'm just trying to allow my flamethrower (which works splendidly) to work on zombies too, without dependencies.....if I can't get this shit to work then I'll have to write a painful optional PBO
So your configFile >> "CfgVehicles" >> "someRandomHumanClass" >> "EventHandlers"; with CBA loaded, does it have animChanged = _this call SLX_XEH..." in it?
Yep
and it also has >> ryanzombies ofc
or i should say
mod2
which is the subclass
Hmm, curious.
with requiredAddons mod1 it works absolutely fine...just as you'd expect
but yeah....the dependency is then made...
so unless anyone has a better idea...I guess I'm limited to writing an optional pbo (which I hate doing as distribution of it is meh)
class EventHandlers : DefaultEventhandlers
{
class mod1
{
init = "_this execVM blablabla";
fired = "_this execVM blablabla";
};
};
Is that your mod, in CABaseMan?
mod1 modifies up to Man actually, not CaBaseMan
Yeah, Man I mean; is that your mod?
yeah
As experiment, I tried removing the DefaultEventhandlers thing...as I hadn't tried that yet...noany difference
so the code in full looks like
class Man: Land
{
class EventHandlers // tried : DefaultEventhandlers and also tried : Eventhandlers
{
class sanchez_flamethrower
{
init = "_this execVM '\sanchez_flamethrower\scripts\man_init.sqf';";
fired = "_this spawn (compile preprocessFileLineNumbers '\sanchez_flamethrower\scripts\fired_EH.sqf')";
};
};
};```
fired = "_this spawn (compile preprocessFileLineNumbers '\sanchez_flamethrower\scripts\fired_EH.sqf')"; what the F
Yeah, so the problem is that if Zombies load before your mod, when they do:
class zombie
{
class EventHandlers : EventHandlers { }
}
They are attaching to BIS' original EventHandlers in "All".
When the zombie does ": EventHandlers" it searches CAManBase, Man, AllVehicles and then All, and finds "EventHandlers" in there.
for everyShot someone fire you create a new thread wow
Then when your mod loads later on and puts an "EventHandlers" into "Man", the zombies won't see it because they've already attached to the copy that lives in "All".
by by FPS
One not very attractive option is for you to update "All" and check every init to see if the class is a "Man" or greater.
I don't care about the script part just yet....I want it to work on all units first....then I care about performance and shiet
@royal falcon did you use CBA?
my flamethrower ATM uses some CBA elements but I intend to get rid of them as remoteExec got a lot nicer recently
it does not use XEH or anything like that
You don't break XEH if you do it how MrSanchez has done it.
just to see if there's any difference...even though I already did that before ๐
Yeah, the issue I described would happen with vanilla too.
just to show how my EH class looks like right now - when its NOT working as intended:
in config viewer
but than you make it for the Dev Branch
MrSanchez: what does running:
inheritsFrom (configFile >> "CfgVehicles" >> "RyanZombieCivilian_F" >> "EventHandlers")
give you?
waitw ait wait
@fleet ether - thats what I thought. But the CUP guys (i'm part of CUP) used it for the LHD and they told me 1.54 already introduced the stacked eventhandlers
nop
well they do because it works already :p
@balmy sable bin\config.bin/CfgVehicles/All/EventHandlers
search in SpotRep
Yeah, see, it's skipping your CAManBase like I said and going straight for All.
I've got it to work with the requiredAddons thing though
SpotRep is also Know as Changelog
MrSanchez: That's because if zombies run after your mod, they do find the entry in CAManBase.
When you inherit from a base class, when your config is being merged in it searches for that base class in your bases, and then, if it doesn't find any, in your parents.
which wouldn't be pretty ofc
However if another mod comes along later and adds entries to your bases/parents, you won't see those, because you've already "bound" to the original entry.
In the case of ryanzombies it searches for ": EventHandlers" and finds nothing until it hits "All", because your class EventHandlers isn't merged into the game yet.
Hey guys I kinda fixed that vest problem but 1 problem left
I added contact dlc vests and the kipchak vests are working fine
And for Modular carrier vests it shows them in arsenal list but they are kinda invisible
Also it doesn't have texture missing message
good explanation...makes sense
so CAmanbase doesn't have an EH class, right? (default)
Nope, when you look for "EventHandlers" in CAManBase it isn't there, so A3 then checks "Man", then "Land", etc, until it hits "All".
Wonder if XEH will die now. Hope so, it defines dozens of variables on every single game object using up god knows how much memory.
@fleet ether "Added: Support for nested classes in CfgVehicles >> (vehicleclass) >> EventHandlers (allowing stacking)"
1.54*
oh ok never mind ๐
you know how requiredAddons pops up an error if the dependency is missing (I'm not sure if it prevents the game from loading) - it'd be cool to have something like optionalAddons which does the same except that it's silent and doesn't throw errors ๐
ryanzombies won't be the only addon that skips your one though.
I guess I could add an EH to 'all', switch all the files to unscheduled code to not create a new thread and make sure it exitWiths for all classes not Man
true true
It's the only one I care about though, hahaha ๐ jk
well great thanks for explaining this to me, you config wizard. I spent 2ยฝ hours on this config stuff and now I feel like it wasn't in vain ๐ cheers
No problem. You didn't happen to do a flamethrower for A2 by any chance? ๐
No but for some of the code I looked at Invasion 1944's flamethrower...so...if you really want to use a flamethrower...boot that up
I believe Hell in the Pacific has the same flamethrower
Yeah, I might be thinking of the I44 one.
Hey, for a laugh, try adding this:
class CfgAddons
{
class PreloadAddons
{
class the_name_of_your_mod_as_it_is_in_CfgPatches
{
list[] = {"the_name_of_your_mod_as_it_is_in_CfgPatches"};
};
};
};
XEH will not die, because the class eventhandlers BI made cannot replace it.
@balmy sable alright I'll give it a shot
MrSanchez: You've got something in your requiredAddons[] = ?
I'm currently rewriting extended event handlers to "modernize" the code.
Ah, yeap.
@balmy sable - you intended this, right; class CfgAddons { class PreloadAddons { class sanchez_flamethrower { list[] = {"sanchez_flamethrower"}; }; }; };
Also the memory useage is neglible for performance. In almost every case it's beneficial to trade memory for computing time
in SQF at least
Yeap.
The event handler classes from BI can be used to enhance XEH. It can greatly improve "XEH-compatibility without dependance" as I call it. I can't give any details now as it's not finished yet.
Yes, but making the hash table in every game object larger than what's probably the default hash table size doesn't sit right. ๐
Which is a topic here.
There are no hash tables in XEH
Anyway. My XEH WIP full rewrite uses less object namespace vars. I don't think that in itself is a benefit though. It's just a side effect from the huge simplifactions I made.
Does it set variables on map Land_ classes too? I can't remember.
@balmy sable doesn't seem like preloadAddons made any difference
Yeah, there's a note in the tracker about that being broken now.
You could also try:
requiredaddons[] = {};
In your mod.
Yeah, probably shouldn't mention it, people will assume it'll fix all config issues. ๐
Can you give me the fill config.cpp, MrSanchez?
you....you...you want my baby?
only cfgvehicles
at the very moment its this
class CfgVehicles {
class Land;
class Man: Land
{
class EventHandlers: EventHandlers
{
class sanchez_flamethrower
{
init = "_this execVM '\sanchez_flamethrower\scripts\man_init.sqf';";
fired = "_this spawn (compile preprocessFileLineNumbers '\sanchez_flamethrower\scripts\fired_EH.sqf')";
};
};
};
};```
Yeah thats wrong
i'm not using XEH
gimme a minute
@sullen fulcrum i only say fired = "_this spawn (compile preprocessFileLineNumbers '\sanchez_flamethrower\scripts\fired_EH.sqf')"; ๐
shh joko
its a flamethrower...won't be used that much...and atm i'm spawning it because there's suspension in the EH code and it's not all that much.....I'll look into it later
but you create for every shot that is fired a spawn
well
what if i call the code instead and from the called code i spawn
would that make a difference?
its like 3x2 and 2x3
oh yeah holdon
i did forget
shiet
ur right
i forgot the fired EH runs on every gun ofcourse ๐
so a minigun with a ROF of 2000rpm....well...would kill the game (handheld, by KA weapons pack)
what do i need to get custom cartridges to show up in game?
ive got the p3d models of my cartridges and im trying to get my code to recognize them but to no avail.
im obviously missing something but dont know what. Code Snippet below:
but ssssshhh...we're in #arma3_config
@balmy sable that worked -_-
zombie EH now inherits from bin\config.bin/CfgVehicles/Man/EventHandlers
so is this a magic fix in a sense that once everyone starts to use it it doesn't work anymore?
Yeah, don't tell anyone about it, they'll be all retarded with it. It only works in your case because I'm pretty sure A3 force-loads Characters/Weapons first anyhow.
class CfgVehicles {
class Land;
class Man: Land {
class EventHandlers;
};
class CAManBase: Man {
class EventHandlers: EventHandlers {
class sanchez_flamethrower {
init = "";
fired = "";
};
};
};
};
By Characters/Weapons I mean "A3_Weapons_F" and "A3_Characters_F" specifically.
This will NOT work on certain classes that overwrite the event handler class, like several Civilians and AAF soldiers.
You HAVE to use CBA XEH if you want it on work on them.
BI class event handlers is no replacement for XEH, sry
do you by any chance have a classname of one of those CIVs or AAF soldiers so I can see (clearly now, that the rain is gone)?
lovely
Yup.
Wouldn't those classes break CBA too then?
No. CBA secifically adds event handlers to these classes again
Thats what he'd have to do.
But thats why certain soldier mods are incompatible with XEH
@sullen fulcrum - by any chance are you talking about the stuff in @CBA_A3\addons\cba_xeh_a3\x\cba\addons\xeh_a3\cfgEventHandlers.hpp?
My XEH rewrite will add debug messages on game start listing all incompatible classes. soonTM
Yes.
I gotta go. Back in 1 hr
alright take care
to be frank
Looking at commy's code.....I wonder how that would fix it (if it wasn't for the requiredAddons magic-fix)
but
idk ๐
Did you find an AAF/Civ override to test it with?
testing
Actually, yeah, anything Preload'ed will run before you.
(Assuming that still works at all)
For testing, I found C_journalist_F - it overrides my EHs as Commy2 predicted
Yeah:
class C_journalist_F: C_man_1
{
...
class EventHandlers{};
Clap clap.
Aint no fixing that, no matter how early you load.
It isn't a fix.
well
i assume they wanted to get rid of randomization for the journalist character
so they just did that instead of doing it properly
im atm looking at an allinoneconfig from 1.10.....that ain't gonna cut it....I'm guessing class C_man_1
Ahh, yeah:
class C_man_1: Civilian_F
{
class EventHandlers: EventHandlers
{
init = "if (local (_this select 0)) then {[(_this select 0), [], nil] call BIS_fnc_unitHeadgear;};";
};
I need help - I created a Leopard2A4M within my mod. I used the Arma 3 MBT3 as my template for the config, Physx and model.cfg. the weight is the same and practically every bone is the same, however, all works but when I let go the thrust the vehicle keeps going and speeds up on its own then collides and bounces around. I can control it at low speeds but once it speeds up it goes berserk!
Hey so my mikero tools just started to act up specifically pbo project. Mods that packed fine 4 weeks ago no longer pack and throw a generic config error. I've updated my tools and nothing. Any ideas.
A proper arma3p set up and an editor/full text search on every .cpp in it works well. ๐
Did you set the mass of the geometry in your p3D ? Did you extended the class of your vehicle from MBT3 class or did you entirely rewrited the class ?
Welcome to the joys of physx. Expect to spend 10 hours+ getting it to work properly.
So many interconnecting parts need to be right in the p3d and config.
Start with damperRate and damperRateInAir, try increasing them.
Are you doing the fire damage with the particle effect flag that enables damage?
sorry - was prepping christmas dinner - holdon let me check (i havent worked on this project for 2 months until today :p
(e.g. damageType = "Fire" in the CfgCloudlets)
probably no autocenter property
@silk epoch ๐ strong contender for answer
is that in the geometry LOD?
what's the difference between the weapon in the first video and the second one? Attachments? Looks alright in the second one
I can see that. But they look like the same model. I'm asking what is actually different between them
is it in the right place?
The main stream of ignited fuel is scripted and the particles I use are the A3 universal ones
So is the second model not yours or what? Just copy the setup from the working one if it is
So you're ripping someone else's model to edit it?
I'm not helping you with that
the main stream does not have damagetype fire, the after fire does however
after fire = explosionEffect with fire smoke and light classes, one of which does have type = "SmallFireF"
Yeah, maybe you can get the Ammo to do it, can't imagine the particles created from CfgAmmo are simulated too differently to a manual particle source.
But to what are you referring?
I'm wondering if your flame thrower is a weapon if you can abuse the Ammo class to have it do the particles (and configure the particles to do fire damage).
(e.g. RPG's usually have back blast particles)
Never looked into it though, could be a dead end. ๐
oh right
Except the back blast particle of a RPG is static...it doesn't follow a path like a bullet (or a stream of highly-pressured, ignited fuel does ๐ )
thats how it currently looks
You can give the particles an initial velocity; not sure what it is relative to in the case of a weapon though.
yeah....I'm not sure how many hours I want to put into this flamethrower thing any further trying to figure that out, haha ๐
I think I invested a small 15 hours already.....(+3 hours today)
By the way, if you fire it under a heli does the flame get blown to the floor and back to you? ๐
It might do; there's a CfgCloudlets setting that sets up how much wind/rotor wash affects the particles.
yeah actually
I just tested
the blades of a helicopter do affect my particles a lot ๐
anyway, thanks for the help. I'm headed for dinner. Cya
Night, have a merry christmas!
you too ๐
@sleek yewpls tell me THE error it reports in the logs.
If it's related to Goat's answers I won't be helping.
Hello?
also it doesn't have texture missing message
where were you exoecting this? in my tools or the .rpt?
What?
It's not a tough questiion. what did you mean by that?
U know when u don't give texture to object it's kinda invisible
It was like that
ok
Idk why they are invisible they have textures
Could be a bad texture path, could you show your config?
It doesn't have texture missing message
Okay, could you show your config though?
I don't have the file on phone
U can look the last one I sent
It doesn't look like you sent one, unless it's further up than #arma3_config message
@wintry fox
Oh you had the big one, that's right
Line 13042
Ldf Modular vests
which code line determines where this muzzle flash is located?
tried memorypointgun but didnt work. i deleted most of the related muzzleflash animations in model.cfg to see if it has changed but it didnt either
i'd assume selection or proxy in the model for the precise positioning ๐ค
i dont have any proxies related to muzzle flashes atm
and the memory point that is located there is called usti hlavne3
the problem is, is that this animation appears on an unrelated turret, one that is supposed to be using the memory point usti hlavne2
this is the turret class
usti hlavne3 is supposed to be for the commanderoptics
usti hlavne2 is supposed to be the coaxial for the gunner
class LMG_Minigun2: LMG_Minigun
{
class GunParticles
{
class effect1
{
positionName="machinegun2_eject_pos";
directionName="machinegun2_eject_dir";
effectName="MachineGunCartridge1";
};
class effect2
{
positionName="machinegun2_end";
directionName="machinegun2_beg";
effectName="MachineGun1";
};
};
};``` part of CfgWeapons in vanilla config dump 
damn, guess i have to redefine the effect classes because some of them are using the same one
i mean, there are like 3 classes there that use same effectName with only position/direction differing. LMG_Minigun2/LMG_Minigun_Transport/LMG_Minigun_Transport2
so i'd assume that defining 2/4 mempoints in the model and getting a class that links gunfire ("MachineGun1" seems to be that?) and casing particles to them may be enough
nvm figured it out!
what was your solution? it can help someone else later on
un momento ill grab it now
class Spicy_Rounds : Shocking_rounds_isntit
{
cost = 1;
hit = 20;
simulationStep = 0.0001;
cartridge = "FxCartridge_SpicyMoss";
submunitionAmmo = "Spicy_Rounds_isntit_Deploy";
submunitionConeType[] = {"poissondisc", 19};
submunitionConeAngle = 8;
triggerSpeedCoef[] = {0.85, 1.0};
triggerTime = 0.001;
};
class Spicy_Rounds_isntit_Deploy : BulletBase
{
airFriction = -0.0067;
hit = 6;
indirectHit = 0;
indirectHitRange = 0.0;
typicalSpeed = 360;
deflecting = 35;
};
class B_762x51_Ball;
class Slug_round: B_762x51_Ball
{
cartridge = "FxCartridge_SlugMoss";
airFriction = -0.0067;
hit = 6;
indirectHit = 0;
indirectHitRange = 0.0;
typicalSpeed = 500;
deflecting = 35;
};
};
class cfgVehicles
{
class ThingEffect;
class FxCartridge_65;
class FxCartridge: ThingEffect{};
class FxCartridge_BuckshotMoss: FxCartridge
{
author = "Papafox";
model = "\01AnvilForgeTestingMod\Myshotgun\Data\Ammo\Mossberg_Buck.p3d";
};
class FxCartridge_SlugMoss: FxCartridge
{
author = "Papafox";
model = "\01AnvilForgeTestingMod\Myshotgun\Data\Ammo\Mossberg_Slug.p3d";
};
class FxCartridge_SpicyMoss: FxCartridge
{
author = "Papafox";
model = "\01AnvilForgeTestingMod\Myshotgun\Data\Ammo\Mossberg_Spicy.p3d";
};
};
Have to create the model and then use it as a cartridge fx for the ammo. the actual casing is defined in cfgVehicles as shown
Missing prefixes on those classes
what as in mod prefixes?
Yeah
They don't sound like vanilla classes, naming wise at least
thats just a config hygiene issue lmao getting it working first then can tidy it up and make it logical what have you later
But why, it's easier to just prefix it at the start
is fine as long as we get a prefix in the end xD
class insignia_addon {
units[] = {};
weapons[] = {};
requiredAddons[] = {"A3_Structures_F_Mil_Flags"};
version = "1.0.0";
author[] = {"Goaty1208"};
authorUrl = "http://insignia.alex109.de/";
};
};
class CfgVehicles {
class FlagCarrierCore;
class FlagBase: Flag_Blue_F {
author = "Goaty1208";
class SimpleObject
{
eden=0;
animate[]=
{
{
"flag",
0
}
};
hide[]={};
verticalOffset=3.977;
verticalOffsetWorld=0;
init="''";
};
editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\Flag_NATO_F.jpg";
scope=2;
scopeCurator=2;
hiddenSelectionsTextures[]=
{
"\A3\Structures_F\Mil\Flags\Data\Mast_mil_CO.paa"
};
hiddenSelectionsMaterials[]=
{
"\A3\Structures_F\Mil\Flags\Data\Mast_mil.rvmat"
};
};
};```
Hey folks, why won't this config for a custom flag pole work?
you dont declare the parent class
So I have to remove the FlagCarrierCore declaration and then what else?
Wait, which parent?
well you can remove that because you dont use it
yeah
also your are addinmg your thing into FlagBase
well that does not exist in vanilla so at least you dont overwrite anythin vanilla
And how should I change that? I've never really done much with arma configs and this config was copied from the forum
ah, I see
this is the parent class you inherit from
The issue is apparently that the game can't find Flag_Blue_F
yup
thats not vanilla class either
oh it is
sorry
had a space after it in search
anyway
you need to declare the parent class above your new class
I tried inheriting from FlagCarrierCore
Oh, I see
id recommend checking out the wiki page about config structure
probably a great idea
As a C++ programmer (Although a bad one) I was confused as to where that class was supposed to come from
at least you got the cfgPatches pretty decent
since, you know, there are no includes or anything
all configs are compiled together on game start
they get connected then
when right classes are defined
in the configg
And that happens via the cfgPatches?
that connects addons loadorder
Alright
each config has a cfgPatches class and the name of that class is used in requiredAdons array to define what addons your addon loads after
right now you have the flag config in there
but you could also use the vanilla data loadorder class
which can be found in the pinned messages
Oh, alright
You reckon it's better to use that if I know what I'll be using anyways?
Ah I see
It's just that with that method it's certain that anything vanilla will properly link, right?
Oh, so in the way I am doing it I am loading it WITH vanilla?
Anyways, now the game launches but placing a flag crashes the game so I guess I still have work to do
The community standard for modding tags is OPFEC, right?
yes. though it can be any length you want
Alright, thanks. I guess I'll read the documentationโข a bit so that I will actually know what I am doing. As of now, the patches I made won't work and the flags crash the game, so I might want to fix this stuff.
The name of the class in cfgPatches is >THE< addon name. Be aware It has absolutely nothing to do with name of pbo or nameOF mod. Neither of the others have any effect in engine.
so today i've learned that if you remove all ammo from a vanilla APC and destroy it, there won't be a big boom anymore
however, if you do the same with e.g. the unarmed hunter, they still explode no matter their ammo value
anyone can tell me what exactly controls it?
for a moment i thought that class DestructionEffects would handle that, but seems it doesnt
Any class Hitpoint that has a child class DestructionEffects, put a ammoExplosionEffect = ""; inside it.
and then it explodes always?
looks like i dont have any calss hitpoints with destructioneffects as child
any inherited destruction effects?
funny that the default behavior is big boom ๐
nah, just checked config browser. all hitpoints are without class destructioneffects
could probably add some then ๐ค
regular ones and the ones in turret class
but the hunter for example doesnt have them either
iirc destrType = "DestructWreck"; behaves differently to destrType = "DestructDefault"; as well
probably could also be simulation type related
i use DestructDefault
Hunter has class DestructionEffects though in main config
yeah, i already copy&pasted that whole thing. it's inherited from cars. but made no difference
and explosionEffect = "FuelExplosion";
hm. this might be worth a try
currently using explosionEffect = "FuelExplosionBig";
so you made a modded copy of Hunter to experiment with, and putting class DestructionEffects {}; in main config didn't help?
nah, i copy&pasted everything from hunter that i thought might affect it into my tank class
in a way it's a nice effect that apcs without ammo dont furiously explode, but it clashes with cars which always furiously explode. that's annoying my ocd a bit
So...
- empty class DestructionEffects {} in main
- add
ammoExplosionEffect = "";to any DestructionEffects in Hitpoints explosionEffect = "";
maybe also fuelExplosionPower = 0; somewhat guessing as I can't exactly remember what I did
ok explosionEffect = "FuelExplosion"; no different
but i want my vehicle to explode if ammo is empty :p
oh I see
right now it just flips to destroyed texture and spawns fire and smoke
you can actually test this on any apc. kamysh, panther,.. set ammo to 0 and then run setdamage 1 on them.
I had these issues mostly with the bicycle, which really shouldn't explode under any circumstances. Think I never did succeed in stopping the after-death secondary explosion, because it was using wreck.
kinda wondering if this is an engine thing
all wheeled vehicles explode even with 0 ammo
all tracked vehicles dont explode with 0 ammo
hmm, let me check, I was working on a wheeled vehicle damage model a few days ago, will test again
just tested slammer. same there.
ok, my theory has holes. the bobcat keeps exploding even with 0 ammo.
but it's a repair truck, maybe that's related
I have a carx vehicle that I have got NOT exploding on destruction - not sure if that's of interest
except about 30 seconds later there is a small explosion (secondary)
basically, what i want to do is have an apc explode as usual even with 0 ammo
I wonder what the class FxExplo {} does in Bobcat (access = 1)
ok, panther does not explode if i set fuelcargo and ammocargo to 0
so yeah. i almost think this is an engine issue
"issue" -- probably intended behavior
You are a genious and bang on! I adjusted in increments the Damper rates and it now works like a charm... Thank you so much for the help!

Not sure where to ask, but I am trying to use base Arma full ghillie suits, but I can't seem to find the textures for it. Anybody know where I might find them?
I will say that I did find the threads for it, but I'm not sure if that is all I need for it
characters_f_mark
Is it just the threads and uniform textures that put it altogether?
Then check in-game config, if you really mean you want the path not PAA
I think I found it
what does sprungMass = -1 mean?
Default
Yes, some sort of auto calculation.
-1 works well on tankx.
Cool that's wat I'm doing for a tank, one less thing to calculate.:)
I have a vehicle with a main cannon and coax where the coax is active first. Is there any way to make the cannon the default selected weapon?
Whichever it comes first with weapons[] has the priority
Unfortunately that is already the case
You sure your vehicle has no script or anything? Just that?
Also you sure your turret is configured properly if you have one?
Check in-game config viewer is one thing you can do also
Looks correct in config viewer. Do have an init script to lock some FFV and handle some other interaction logic but nothing that messes with main turret gun selection. May try scripting it to swap to cannon on init.
Scuffed work around worked. Thanks for the help
Curious what it could be
Hello, I've been trying to get this user action to only show when a certain selection is enabled, but have been unable to get it working. I currently have it where it'll still show when not showing, but wont work until it is showing. I'd like to hide this user action and the text until the selection plow or plowframe are selected in the customization menu for the vehicle
class lower_plow
{
userActionID=50;
displayName="Lower plow";
radius=10;
showIn3D=17;
priority=1;
position="gunnerview";
onlyForPlayer=1;
condition="this animationSourcePhase 'plow' < 0.5 && Alive (this) && driver this == player && this animationSourcePhase 'plowFrame' < 1";
statement="this animateSource ['plow', 1]; playSound3D [""adf_wheeled\adfrc_boxer\sound\skid_extend.ogg"", this, false,(this modelToWorld (this selectionPosition ""plow_axis"")), 5, 1, 25]; ";
};
class raise_plow: lower_plow
{
userActionID=51;
displayName="Raise plow";
condition="this animationSourcePhase 'plow' > 0.5 && Alive (this) && driver this == player && this animationSourcePhase 'plowFrame' > 0";
statement="this animateSource ['plow', 0]; playSound3D [""adf_wheeled\adfrc_boxer\sound\skid_extend.ogg"", this, false,(this modelToWorld (this selectionPosition ""plow_axis"")), 0, 0, 0]; ";
};```
Do you really have two animationSources plow AND plowFrame?
Because you're only animating plow with the userAction, so plowFrame will not change.
plowframe is the name for hiding the plow. Was trying to use a check of if plowframe was 1
but your userAction does not animate plowframe?
so do you have it animated somewhere else, like in the VG?
Itโs an action that appears after the vehicle is spawned. It shows up regardless of the plow being equipped or not. Itโs animated in animation sources and model.cfg
How should I troubleshoot compartmentLights not working?
I have defined the vertices in the memory lod.
I have defined the cargo, driver and gunner compartment in the config.
I am getting nothing in the .rpt, but the lights do not work.
I am using inherited values from a base class, which means to the model I only added the memory points with the correct names
Okay the issue was solved by actually packing the modified P3D instead of forgetting to pack it and constantly reopening the old version 
"Prefix\brmb_insignia\assets\asuka.paa"
You need to define prefix when you are using texture from addon.
nevermind
oh, even if the file name doesn't have it?
I think he means the of folders, not the .paa suffix.
I.e. maybe it should be:
texture = "\addons\brmb_insignia\assets\asuka.paa";
Prefix\ ...
ah, I see
so (goaty is my prefix):
goaty\brmb_insignia\assets\asuka.paa
?
If it's in P:\goaty\brmb_insignia\assets\asuka.paa then yes
oh, right forgot to mention a thing
I don't have the P drive as I am on linux
so it's a bit of a bodgy mess right now
Oh, yeah I'm not sure then. Sorry
but, in other words, I just put the root folder of the mod as the path start?
Yeah that should do it.
ok
nope, still not working it seems
this isn't even what I wrote in the config though
listen, does anyone have a mod template or something?
This is incomprehensible
I am not sure of where I am supposed to put files
nor what the directory is supposed to be
from Addon site
@My_Mod // Mod folder. The @ sign is not required, but it helps distinguish mods from official content.
|__Addons // Addons folder, containing all addons and their signatures (if signed)
| |__addon_name.pbo
| |__addon_name.pbo.key_name.bisign
| |__other_addon.pbo
| |__other_addon.pbo.key_name.bisign
|
|__Keys // Keys folder (if the mod is signed)
| |__key_name.bikey
|
|__mod.cpp // (Optional) mod.cpp contains the mod description, icon, hover icon, etc.
|__mod.paa // (Optional) mod icon
|__my_extension.dll // (Optional) extension that was created as part of the mod, if any
|__my_mod_readme.pdf // (optional) Documentation file (not loaded by the game)
I assume you get how it goes.
and from you pic your stucture should be correct.
thank you
where does the cfg go in all of this?
like, this is what I am supposed to get at the end
but what about during development?
Does your mod works, do you have anything else defined in your mod?
Ok, thanks
Nothing, just a few textures declared like the one I showed you
they used to work though
now they don't
for some reason
And what program do you use to pack?
BI's official tool
I think that by setting a prefix in that program's settings I screwed things up
let me check real quick
this is what I have
Is there any way I can modify the Compartmentslightsยด angle? They only seem to emit light in 360 degrees, and do not seem to support innerAngle and outerAngle, like reflectors do
????
what on earth is it doing now?
why is it doing this
I've been trying to do this for like 5 days now
and it still. won't. work.
Try texture = "\BrmbPatches\assets\asuka.paa"; if that matches your folder structure.
but the path the game is giving me isn't even in my config
I have no idea of where it's getting it from
No, they're omnidirectional.
But you can change their attenuation (how far they shine).
Unlike reflectors they benefit from only existing in the internal compartment so do not bleed outside the model, and are performance friendly.
Because linux and no p drive makes it far more complicated. Not many will be using that set-up for modding.
So I have to give up on my 12 hours of work?
it used to work
I got it to work in the past with no problems
and now it won't even compile what I ask it to compile
I'm assuming you have your asuka.paa file at:
C:\users\steamuser\desktop\BrmbPatches\assets\asuka.paa
And your config.cpp for this mod is in:
C:\users\steamuser\desktop\BrmbPatches
Then you should point the config to:
texture = "BrmbPatches\assets\asuka.paa";
If it doesn't work, try adding or removing a \ before BrmbPatches.
I'll try checking
ok, now at least it'll compile with the right stuff
If you get the pathing sorted out, be aware that asuka.paa isn't a valid texture name; needs a suffix adding to your source before conversion to paa.
https://community.bistudio.com/wiki/Texture_Map_Types
oh, ok
what should I use for a patch?
If your patch has transparency, you could use _CA for partial transparency or _CO for 1-bit alpha
alright
Partial transparency being anything between 1-99% opacity, 1-bit alpha being either 0% opacity or 100% opacity. Think alpha blending vs. alpha masking
opened the unit attributes and there were no warnings
good sign
It works
Thanks guys, hallelujah
check your RPT log to be sure
makes sense
so, what does this suffix do exactly? Does it just change the way in which arma parses the texture?
Will read, thanks
so it's something that I should add BEFORE converting to paa, right?
Yes
Says that here #arma3_config message
alright
I see, thanks.
Is the light affected by the ShadowLOD? ๐ค I havenยดt created it yet.
Iยดd prefer the light to not bleed "over" the bulb and on to the roof
looks like I lost the original images, sooo yeah... next time I guess I'll keep in mind what you said above
whoops
You only need a memory point and tiny bit of config to experiment ๐
But no, it will go in all directions as noted.
You can open .paa files in TexView, then (if there is an equivalent to this on Linux) you can save as -> all types -> manually add .png as the extension.
Oh, I see
I don't remember whether or not TexView worked
need to get rid of this error. Not sure exactly what to do. All efforts seems to lead to the whole animation getting broken. Here's what ive tried
-
Removed
class civil_carand moved its skeletonbones toclass carinstead. Also removed the skeleton namecivil_carin my own class model. Leads to all animations stopping to work. -
Only removed skeleton name
civil_carin my own class model. also breaks animations
rewrite the model.cfg so it works ๐
i feel like there should a faster way of just getting rid of civil_car no? the class is isolated with only a few skeletonbones, which i figure could just be transfered to class Car instead. furthermore, the only other instance of "civil_car" is in skeletonname, which i believe can be changed with a new name too
personally I dont use any of the "basic" skeletons from examples
faster way is to not copy paste stuff ๐
the thing here is that you have done something wrong in the process
now it needs to be fixed
how much time that takes is unknown and irrelevant
Simplify your model.cfg so that it has this structure:
class ptni_badak_skeleton {
isDiscrete = 1;
skeletonInherit = "";
skeletonBones [] = { your bones };
};
};
class CfgModels {
class ptni_badak {
skeletonName = "ptni_badak_skeleton";
sectionsInherit = "";
sections[] = [ your sections ];
class Animations {
your animation classes
};
};
};```
Remove the entries `htmin, htMax, afMax, mfMax, mFact, tBody`, they are config related and incorrectly placed in model.cfg.
i will try that
When using renderTargets to configure Picture in Picture, for side and rear view mirrors, is there a was to adjust the depth of view. The way they are now, it seems they are very "zoomed in"
increase field of view then, i.e.
fov=0.7;
class RearCam
{
renderTarget="rendertarget3";
class CameraView1
{
pointPosition="rearcam_r2t_pos";
pointDirection="rearcam_r2t_dir";
renderVisionMode=4;
renderQuality=2;
fov=0.7;
};
};
is there an entry to make a modded keybind (added in 2.06) fire on each frame while being held?
similar to this flag in a cba_keybind?
_holdKey Will the key fire every frame while down <BOOLEAN>
is the fov value 0 to 1 value?
i think 1.0 = 90ยฐ FOV
you can go higher then 1 (too much results in fish eye though)
ok. so fov is based on like 360 degrees, but obviously 180, or slightly less would be more practicle.
Where did you get 1 = 90 degrees, if you don't mind me asking?
dont remember...
ok. Not trying to be challenging. Just want to know for future reference. Thank you for the information.
Hey, how could i fix this muzzle flash not aligning correctly?
I am pretty sure that my configs are setup properly, since when i hit "Center All" in Object Builder, its fixed, but my gun is in the ground and not my hands ๐ฆ
either muzzleflash rotation animation is messed up or it lacks autcenter property in geometry lod
animation might lack proper axis for example
value/system is the same as used for weapon view settings
1.0 is zoomed out very far
can someone help with the reskin config?
ok. I think it might be bugged. I will play around with it though.
it also depends on how your UV of the render to texture object is. If the UV is distorted, you will have to use different FOV
so, if it looks way zoomed in, which way should I change the value? I'm guessing a higher number?
yeah
ok, I can work with that. Thank you very much.
0.7 is default value i think, but dont quote me on that
That is the only number I've seen
it really depends on the UV of the texture that is rendered. If the UV is only an extremely small part of the UV Square, you will have only a tiny fraction of the viewing angle of the RTT camera displayed, making it seem as if it's extremely zoomed in
which would likely be the case for 3rd party vehicles...
I understand.
God damn I want that vehicle
Could anybody help me with a change firerate config? I think I have the code it's just I dont have arma tools and I use mobile data, can't really download it.
Sure, what gun (preferably the class name) and what mod
Zu23, RHS AFRF
RHS_ZU23_base
(Not 100% sure, ill hop in game rn to make sure)
That's a turret, not a weapon, I assume you mean rhs_weap_2A14, the weapon class used by the main turret?
I guess yeah
Does that change it universally? like with the trucks ones and stuff
If you just change the weapon, it would affect anything that uses rhs_weap_2A14
Ok are you able to see its reloadTime now?
Yeah, manual (the fire mode for players) has a reloadTime of 0.03 seconds
@dapper nebula
It's essentially just:
class CfgWeapons {
class CannonCore;
class rhs_weap_azp23: CannonCore {
class manual;
class close;
class short;
class medium;
class far;
};
class rhs_weap_2a14: rhs_weap_azp23 {
class manual: manual {
reloadTime = 0.11; // Original: 0.03
};
class close: close {
reloadTime = 0.11; // Original: 0.024
};
class short: short {
reloadTime = 0.11; // Original: 0.024
};
class medium: medium {
reloadTime = 0.11; // Original: 0.024
};
class far: far {
reloadTime = 0.11; // Original: 0.024
};
};
};
Amazing, thank you so much!!
Ah I kinda did that expect all the other classes
Here's the original config in the off chance you edit and re-build it
I will probably revisit it to tweak it and see if its too slow or smth
Thank you for going out of your time for this ๐
Oh wait I can directly edit the pbo no
Hold on why does it rely on gref and not afrf?
Alright so I do see theres less bullets coming out but the ammo is still being consumed in a second, to fix that will that be complicated
I can do it myself since I have the pbo now
Oh I read your message wrong
Thought it said gref
No, the .hpp file in the pbo isn't what it's used by the game
The content of that file is included in the config.cpp file, and then binarized.
Editing the .hpp would do nothing
Although I guess I could make you a build without binarizing it, then you could edit it easier
The game would just bin it on game start
Aw
Sure unless it causes lag or increases loading tme by a lot
It would if there's a lot of config, but this is so small it wouldn't be noticeable
Yeah sure sure
Also just a question, can I increase wall penetration thru configs?
I love using my dshk to realistically break through 4 houses yes
That'd be the bullets caliber as well as other factors like how fast its travelling at time of impact
Uh ig nvm that'll probs mess up smth
There you go
It's not rapified / binned so you can just edit the files directly and save it
Source files
The addon.toml is just a HEMTT thing to disable rapify and binarize, you can ignore it
@dapper nebula ^
Oh sorry I was eating
You're good, just pinged in case someone else posted stuff
Oh that's weird, it did copy the wrong thing
I might not have saved the file before packing that
Oh fuck yeah
Now I feel the firerate change
Ok im going to do my first change
if I just add MagazineReloadTime next to the reload time will that change the reload time
Nah magazineReloadTime is defined in the weapon, not the firemode
So you'd do:
class rhs_weap_2a14: rhs_weap_azp23 {
magazineReloadTime = someNumber; // Original: 9
class manual: manual {
reloadTime = 0.11; // Original: 0.03
};
// ...
};
How do you see the original one, I cant find 2a14 in the rhs files
I use the in-game config viewer
It looks different here because I'm using a mod called Advanced Developer Tools
Aw man
I mean its organized but I like all my weapons stats to be in 1 thing yknow
If everything was defined in a single class then having multiple types of magazines for a weapon would be a pain to work with
Do I need to repack it to save the files inside
Trying to edit it but to no avail doesnt save
PBO Manager should just let you edit the files in-place
Weird
Also in that first one you're putting the magazineReloadTime in the manual class
Oh sorry I fixed it lol
I am literally dragging it in.
It resets what
Finally got it to work sorry
You should not be packaging RHS mod again, you should be making a new config patch mod that reads after RHS mods and applies the changes on top
It is another addon that loads after
Hence the different addon name, short config, etc.
Yes as what the professional said
๐
Okay - ill try adding a autocenter property - i dont think that i have a geometry LOD yet
Check out the sample weapon for the essential parts.
You've been too fast.
Ill check them out again, but first of all i wanted a working gun ๐ ill add all the LOD things later when i am happy with my gun and the animations
you need the technical lods for other things to work right
they can be simple ones for testing
and refined later
but you still need them
Do they have to look similar to the test_weapon_01?
they got to fit your weapon
in similar fashion they fit the test weapon
you can use the ones from test weapon for testing purposes
Roger
Is there any guidance on how the "refined" versions should look like? the test_weapon_01 stuff looks pretty "basic" - like this?
for geoemtry and such thats all it needs
But yeah, that fixed my muzzle ๐
does anybody knows if acre supports a config that changes the sound beep for the radios?
Probably, if you dig in the ACRE config
true, didnt dig around there
If you then make the patch name a requiredAddon in your config and overwrite the sound it should work
trying to put together the configs for a hat and whatever I have right now keeps crashing pboProject. I am probably missing something but I have no idea what
this is what I have in the config.cpp
class CfgPatches
{
class JSM_headgear
{
weapons[]={JSM_stetson_brwn};
addonRootClass="A3_Characters_F";
requiredAddons[]=
{
"A3_Characters_F"
};
requiredVersion=0.1;
};
};
class CfgWeapons {
class HeadgearItem;
class class H_HelmetB;
class JSM_stetson_brwn : H_HelmetB {
author = "E-Squid";
displayName = "Stetson (Brown)";
model = "\JSM\stetson\data\stetson_brwn.p3d";
scope=2;
class ItemInfo: HeadgearItem
{
mass = 1;
uniformModel = "\JSM\stetson\data\stetson_brwn.p3d";
class HitpointsProtectionInfo {
class Head {
hitPointName = "HitPointHead";
armor = 1;
passThrough = 0;
};
};
};
};
};
path for the p3d is P:\JSM\stetson\data, p3d name is stetson_brwn.p3d
and this is what I have for a model.cfg
I tried finding a config.cpp in the a3 files but couldn't find one for just hats, I had to borrow from the one for the blufor helmets.
httmin max and friends are erroneous, they don't belong in a model.cfg
pls define 'crashes'
the model.cfg is unchanged from what I copied out of the a3 folder except for the line at the end class JSM_headgear: ArmaMan{};
and by crashes I mean I hit crunch and it immediately closes
I had the same problem when I was trying to put together a gun and it turned out the issue was incorrect bone hierarchy, I think
The class name in the model.cfg (CfgModels) must match the p3d name, so try switching
line 162
class JSM_headgear: ArmaMan{};
for
class stetson_brwn: ArmaMan{};
ah thank you
Hopefully quick question, how are snapping points handled in a3? For example the ones on the cargoplatform (\a3\Structures_F_Enoch\Military\Camps\CargoPlatform) I can see the snapping points being defined in the model cfg but theres nothing in the cfg to do with them, nor in the house_f or housebase classes. So im just curious how the implementation works?
Script it is
Any clue where the script is? functions_f or something?
class EventHandlers
{
dragged3DEN = "_this call bin_fnc_CargoPlatform_01_update;";
registeredToWorld3DEN = "_this call bin_fnc_CargoPlatform_01_update;";
killed = "_this spawn bin_fnc_CargoPlatform_01_destruction;";
};```
Found it, \a3\functions_f_enoch\CargoPlatform
Just incase anyone else is looking
Thank you ๐
Hi!
Does anyone here know the new ace3 guidance system?
I've got a unit mod and we had missiles working but they broke when Ace went through and redid it all
@full patrol Ask on the official ace discord
i'm having issues properly defining Turrets for a in house modification (with permission) of a existing modded turret so i can increase the hitpoints armor and allow nvg in the optics
would anyone be able to point out how to properly define it in my context?
Try moving class Turrets; above the first time you call MainTurret
how do i code a class to be able to spawn with any of a select group of weapons? like place a rifleman down and have one spawn with an akm and another with an aks74u, etc
Also check the inheritance of all of your classes, you have MainTurret in two different scopes
i'm not sure i understand what you mean by two scopes and i feel like that might be the crux of my issues
You have MainTurret by itself and MainTurret inside Turrets
It looks like the MainTurret that is by itself is doing nothing
I haven't done vehicle modding before, so mostly check that you have all the classes inherited properly
Sometimes how the inheritance works isn't clear, especially with the nested classes
that seems to be my problem, i even managed to get the game to open without throwing a error so i'm just confused as to why i don't see it as a option to spawn in editor
update, removing the turrets part make the whole thing work, proving that it is indeed some sort of class inheritance error that i can't wrap my head around fully
this being what i removed
pls show how you are defining the external classes of turrets and MainTurret
it's not clear from aboves that you are inheriting from staticMG
tried both and neither seemed to work
and it threw the undefined error at me again sadly
you are not inheriting from staticMG so why are you surprised?
how would I know?
lets seeee
trying to magically paste turrets anywhere does'n't end well. do your homework where they exist in the autocannon parent etc
i have figured out the main error of my ways, this is my first time trying to do nested inheritances
It can be a pain when starting out
The advanced developer tools mod will let you copy/paste the whole tree for a given class, however you can simplify it the vast majority of the time
oh would you mind if dm'ed you about it? i have advanced developer tools for a bit but still green to all's it's features
You can just ask here
I sent this as well but I guess my service cut out
Also make sure to check for updating base class errors, there will be 99 from vanilla. So if you have more, then you (or another mod) is breaking something
there was a time in a1 and a2 where NO class errors were forgiven. Bis don;t appear to care much now. They seem to have reverted to the tried and trusted formula of if it appears to be working in game, ignore it.
how would i go about configing class wheels to free roll, like a unpowered go kart down a hill, just needs to free roll
You can try experimenting with some or all of these values, but I suspect at least some initial thrust will be required to get it moving:
dampingRateZeroThrottleClutchEngaged = 0.15; // engine braking with thrust 0
dampingRateZeroThrottleClutchDisengaged = 0.15; // engine braking in neutral/open clutch
brakeIdleSpeed = 1.78;```
can also try a scripted method with https://community.bistudio.com/wiki/disableBrakes
I have a bit of a interesting problem. I have a bullet that is inheriting off the B_12Gauge_Pellets_Submunition. Firstly here is the config, in magazine the initSpeed is 600 m/s
class mybullet: B_12Gauge_Pellets_Submunition
{
airFriction = -0.0008525;
sideAirFriction = 1;
hit = 10;
caliber = 1;
triggerTime = 0.077;
simulation = "shotBullet";
submunitionAmmo = "mysubmunition";
submunitionConeType[] = {"poissondisc", 5};
triggerSpeedCoef[] = {0.8, 1.1};
submunitionConeAngle = 0.2;
};
class mysubmunition: B_12Gauge_Pellets_Submunition_Deploy
{
airFriction = -0.0008525;
sideAirFriction = 1;
caliber = 0.525;
hit = 8.5;
model = "\A3\Weapons_f\Data\bullettracer\tracer_yellow";
tracerScale = 1.5;
typicalSpeed = 600;
tracerStartTime = 0;
tracerEndTime = 15;
deflecting = 45;
};
I know the image isnt the best but I can make a video if need be but basically I see with the bullet trace that aimming basically in the same direction the bullet before triggering submuntion goes left and right, and after. Is this weird behavior something on my end? I am using shotBullet because I noticed with shotSubmunition that zeroing didnt seem to effect. I am using ACE but I have all of ace advance ballistic off so could be that. Has anyone experienced this behavior
Get it working without ACE first.
Does making it a small part of the UV square hurt resolution? Or does ARMA rescale your UV to the render buffer so it isn't wasting pixels?
Hey guys, im trying to make a Zeus that only has limited objects available for placement. Since Zeus works off of CfgPatches, does anyone know if I could basically create a custom CfgPatches entry in my mission config that would contain references to existing Arma 3 vehicles/objects? Could this work without conflict?
no.
dont think thats possible
Im fairly sure there are other ways to restrict it though
Zeus is meant to be overall game master though
You could do stuff with Zeus cost,
Set the cost for items you don't want placed to an absurdly high value, and everything else to a low value
I wish there was a better way to filter Zeus content other than CfgPatches. I have found CfgPatches entries exactly for this with sandbags, bunkers and stuff but they are outdated.
Luckily the game already has a lot of entries like this one configfile >> "CfgPatches" >> "CuratorOnly_Structures_F_Mil_BagFence" so i can still achieve what i need
right so you can then use that new mod as the restrictor, right got it. You'll then probably need to add everything you want to allow in there as you still cant remove things from other cfgpatches
I was hoping to be able to do it trough missionconfigfile >> "CfgPatches" but unfortunately it only seems to read configfile >> "CfgPatches". Don't want to add any addon dependencies to the mission as it's supposed to be a plug and play sandbox
mission config can add very little
cfgpatches is a mod config thing
as well as most other config stuff
mod can contain a mission
mission cant contain a mod
i want to a sound mod to add multiply in zeus not for one mission where i need to create a config for it
CfgSounds is the same for a mod or a mission
i mean like a this mode https://steamcommunity.com/sharedfiles/filedetails/?id=2461386136
There's no difference in the class itself, you would just make a mod and put it there
If you're asking how to make a mod, then check out https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
do you have some video that can say how to convert music into the sound "Play Sound"?
Oh that's something different
The Play Sound module uses CfSFX classes
and i have a ready music mode|| "there are radio chatter's and i don't know how to add in "play sound"|| and how do i convert it? can i just change a config of it?
You don't have to delete the music class if you don't want to
i don't want to radio chatter be in music section, i wanted to make it in 'play sound' but i don't know how to do it properly
here's a screen what i have in config
I linked the wiki page on how to set it up
are there some app that converts from music section to the sound?
or i need to do it manually?
Probably not
You can just copy/paste from the wiki though, it has exampls
like this?
Yes
e.g.
class CfgSFX {
class VSRFSong0 {
sounds[] = {"sound0"};
sound0[] = {"path\to\your\sound", "db+0", 1, 1000, 0.2, 0, 15, 30};
empty[] = {"", 0, 0, 0, 0, 0, 0, 0};
};
};
do i need to change a db+0 and these numbers?
I copied that from yours
and a sound0 is a name of exact sound right?
okay
The sounds is a list of properties it will check for
So doing sounds[] = {"sound0"} will tell the game to look for the sound0 property in your sound effect
and if i change an VSRFSong0 to "chatter-1" in the zeus i will see a "chatter-1" right?
and can i add in one class VSRFSong0 all of sounds?
@wintry fox
Actually wait
Play Sound might actually use CfgSounds classes. I don't remember now
Probably too late for me on this anyway, been a while since I touched sounds
so.. what i actually use? or are there a video guidance to properly understand?
I don't remember now, and some quick googling didn't give any results
alright, ill wait if you remember something and i try to search an video guidance too, by the way thanks for help
@wintry fox how its going? do you find how to do it?
@novel lava sorry to bother you, could you help on my issue? i want to make a compatibility with music and zeus "play sound" how can i do that? for now i have only in music and how to add a compatibility to zeus "play sound"?
Is there a source that checks if vehicle engine is on or off?
animation source, no
script command, yes
you can usually use rpm but its not perfect but usually Good Enough
Yeah I wanted to give other indicators than speed and rpm at least some animation, so they arenยดt stuck in place all the time
where theyยดd be at 0 when the engine is off, and then at some set value when the engine is on
yeah engineOn source would be useful
probably simplest way would it to go from 0 to 1 when engine is on
and anitmations that do stuff with it could hidden/unhidden
I use an event handler engine = to call a function which sets the animation state of a user animationSource.
Mostly used for engine start-up sequence, typically over 5-10 seconds, during which time switches can activate and instrument needles slowly spin up using that source, before something like rpm takes over.
If you want a needle jitter on top of a fairly fixed position, you can use things like gmeter in a two stage animation.
Okay yes it is CfgSounds
It was way too late for me to have been doing Arma modding
CfgSounds is easy though
class CfgSounds {
class VSRFSong0 {
name = "Name"; // Name that appears in the Play Sound module
sound[] = {"path\to\sound", 1, 1, 100}; // File path, volume, pitch, max distance (meters)
titles[] = {}; // Subtitles, leave blank to not have them
};
};
https://community.bistudio.com/wiki/Description.ext#CfgSounds
Thanks boss, but too complicated for me at the moment ๐
Iยดll use my script guy for it
you are my savior, and one more question i have a 7 sounds and do i just copy them and change name and path will be there a problem with config or i need to change classVSRFsong0 to song1?
I just copied the first music class you had and set up a sound for it
The class names just have to be unique
You could just name them VSRFSong0, VSRFSong1, VSRFSong2, etc. etc. like how you have them in CfgMusic
oh okay, i will change it know and let you know if it's working or will be an issues on this, anyways thank you!
so it's need to look like this right?
without // and explaining text
You are missing closing quotation marks on the filepath for the sound, I think you need to add a " after the .ogg
oh really i forgot about that
Your second sound isn't inside CfgSounds
all needs to be in Cfg Sounds?
Yes
No, there should only ever be one root class
class CfgSounds {
class VSRFSound0 {
...
};
class VSRFSound1 {
...
};
};
It should be setup like that
You're still closing CfgSounds before you add the second one
Remove that
my internet died and im still here, so i just move like this?
No
It should be below VSRFSong1
That's not below
Your indentation is making it more difficult to see where things should be as well
class CfgSounds {
class VSRFSong0 {
name = "Name"; // Name that appears in the Play Sound module
sound[] = {"path\to\sound", 1, 1, 100}; // File path, volume, pitch, max distance (meters)
titles[] = {}; // Subtitles, leave blank to not have them
}; // Close VSRFSong0
class VSRFSong1 {
name = "Name";
sound[] = {"path\to\sound", 1, 1, 100};
titles[] = {};
}; // Close VSRFSong1
}; // Close CfgSounds
The closing brace } for CfgSounds should be after all of your sounds
You're welcome
this is how it looks like, i will check now in game
@wintry fox i can't see it on game and in config.cpp, this is and what i need to typew in cfgmusic classes
?
i edited from top class cfgmusic to cfg sounds
here's full screen
You can't have two of the same class
You have two CfgSounds classes there
You can just delete that second one, it's doing nothing for you
Is this FileListWithMusicTracks.hpp?
yes
but i don't ssed it in play sound i sse it in music section with no sound
Yeah, because you're putting a CfgSounds class inside of CfgSounds
So your config actually looks like this
class CfgSounds {
class CfgSounds {
// Your sound classes are here
};
};
i know and in play sound there was not of any sounds
that i added
and either in music section too
Your issue is because of this
i deleted it so if i relaunch and reload a pbo it should work?
Don't put the #include in a CfgSounds, just put it after your CfgPatches.
class CfgPatches {
// ...
};
#include "FileListWithMusicTracks.hpp"
No
You originally had this in your config.cpp
class CfgSounds {
#include "FileListWithMusicTracks.hpp"
};
Just remove the CfgSounds part that's around the include statement
#include "FileListWithMusicTracks.hpp"
It should look like this
The only difference is that I didn't put the stuff you have in your CfgPatches
like this?
No
class CfgPatches {
class VSRFradio {
name = "VSRF Radio";
author = "Gruzin";
requiredVersion = 1;
requiredAddons[] = {};
units[] = {};
weapons[] = {};
};
};
#include "FileListWithMusicTracks.hpp"
alright i copy pasted it and check it again
checking it again
@wintry fox nothing happened
it isnt in play sound
Do they appear in the list?
If they appear in the list but just don't play a sound, then you have a filepath issue
nope
they don't appear in the list
do you know what's the issue?
@wintry fox
Ah, which config entry is making my vehicle freak out in the water like this? At 0:14.
It only freaks out if I press W + A or D. If I reverse or only press A or D it works fine.
I thought it was damping-related, but certain vehicles have damping values of 0 and others of, for example, 5. So I am thinking this is not it.
I donยดt think it is a LOD issue
Try messing with these:
engineShiftY = 1;
waterAngularDampingCoef = 10;
Cheers, I will try. The first entry I donยดt even have in the config at the moment
Ref engineShiftY; as we usually say, look at the config in-game using the config viewer, as although it may well not be in "your" config, it will likely be inherited from the parent, if you've chosen well. So you might benefit from knowing what it's default value is set to.
I looked with the advanced dev tool, and it actually is not there at all
APC_Tracked_01_base_F also doesnt seem to have it for some reason
maybe because the vanilla tracked APCs arenยดt amphibious I guess
Possibly that, yes
We're doing much stuff that wasn't intended, so getting it to work just right is a challenge.
If you discover the secret for reliably exiting the water onto a beach without sometimes going into a u-turn and heading back to sea, I'd like to know please.
Haha I literally just tried an rhs BMD for comparison, and got stuck running in a circle
It seems to have worked well enough, thanks.
ive been thinking if the new animated boyancy lod things could be used to lift the boyancy up when not in water and thus give wheels more contact?
though there might not be reliable animation source for that
That might be the issue, depends how inWater is determined
Perhaps as a user action driven manual animation source
altSurface(A3) Altitude above land surface (ignoring water). Usable for wavebreakers on amphibious vehicles or possibly water depth indicators for ships. CarX + ?
propeller Animation of propeller in water. Activates only when in water. Dependant on travel direction of vehicle and thrust or speed. CarX, BoatX, TankX, + ?
inWater Returns 1 when vehicle is in water Vehicles
an option too yeah
alt surface and propeller might have some possibilitites too
but the question is like you said how the water is determined
altSurface only for carx, many amphibs are tankx
good idea though, I'll try it out
@grand zinc can we have altSurface as animationSource for all vehicles ๐
I just recently started making addons (today, lol) and I am having issues on a quite simple thing. Moving past the name of the addon... every time I start the game with the mod loaded it gives me:
Script \@RandomFarts\Addons|Scripts|fn_randomFart.sqf not found
Now the weird part is that @RandomFarts\Addons|Scripts|fn_randomFart.sqf is alive and well (see attached screenshot)
I am using A3 Tools Addon Builder to create my PBO and I have Mikeros tools installed, yet I havnt touched them (should I?)
Here is my config file:
class CfgPatches {
class RandomFarts {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class CfgSounds {
class fart {
name = "fart";
sound[] = {"\@RandomFarts\Addons\Sounds\fart.ogg", db+0, 1};
titles[] = {};
};
};
class CfgFunctions {
class RandomFarts {
class Functions {
file = "\@RandomFarts\Addons\Scripts"; // Path to your Scripts folder
class randomFart {}; // Make sure this matches the .sqf filename exactly
}; // <-- This closing brace was missing
};
};
And here is my sqf:
// randomFart.sqf
// Random time interval between 0 and 300 seconds (5 minutes)
_time = random 300; // Random time between 0 and 300 seconds (5 minutes)
// Get the player object
_player = player; // Use 'player' to target the local player
// Schedule the fart sound to play at the random interval
[] spawn {
_time = random 300; // Random time between 0 and 300 seconds (5 minutes)
sleep _time; // Wait for the random time
// Play the fart sound attached to the player
_player playSound "fart"; // Play the fart sound on the player's character
};
Since this is my first time im sure I did something wrong! Please lmk so i can learn ๐
@unique obsidianyour pboPrefix is wrong. pls paste the windows folder of your p:\drive where your config.cpp is.
as for my tools. it would already have told you.
looks like you are building the addons straight in the Arma 3 folder and not the P drive development environment
mod folder structure does not need @modname\addons folders at all
thats where the pbos go to be used by the game
this is unfortunately very common mistake that circulates in various guides now
preferable structure is something like P:\yourmoddingtag\thatTag_yourproject\other folders and files prefixed with your "tag"
i suspect it's due to a stanard extraction which puts it in the same @folder. pboManager eg has a lot to answer for.
Is there a resource I can go to to get my p drive set up correctly? Again, apologies, I'm just a newbie lol
ace and cba also do the addons folder in their structure which may confuse lot of people
bzzzzzzzt
you are better than just right about that, you're enforcing ALL his projects in the same parent folder.
damn right it does. imagine cwr3 from the root drive or even ace!

@unique obsidianam tyying to find a readme that explains how to set up a p: drive. I think the pmc tutorial has one.......
i deeply appreciate it, ty
- make a an empty folder off your c:\drive
2)open a cmd console and type the magic words:
subst p: c:\that_folder - MOVE your current project there
- your folder must be:
p:\my_tags\my_tag_project_name\config.cpp
ive seen something about going to a website to get a personal tag, is that true?
๐ ?
if you have a D drive yes
prolly from arma tool chest
@unique obsidianstep 3 and 4 are where you need to be
my_tag for YOU should be sth like spkn or captspn
Not exactly required, but the community standard to avoid classname conflicts has been OFPEC https://www.ofpec.com/ for a while now
Easier if everyone works from the same tag database
you are ensuring no one else will ever use your folders for their pbos
don't get overwhelmed by all this. once done. it's finished
p:\captspn\captspnSillyMod\config.cpp?
Also use your tag throughout your mod for every class
sure, IF it makes sense to you. and YES ^ to above
I'm of the view that using it everywhere entirely avoids the chance of classname conflicts, rather mostly avoids