#arma3_config

1 messages ยท Page 38 of 1

brazen merlin
#

i didnt even know such a thing is possible :p

#

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

nimble sequoia
brazen merlin
#

sadly cant test anymore right now

balmy sable
#

: 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?

royal falcon
#

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

balmy sable
#

Yeah, but doing : DefaultEventhandlers would guarantee mod1 was hidden.

strange egret
#

how do you determine wether mod1 is in it or not?

royal falcon
#

config viewer

#
  • I can see the results of the actual mod
#

but predominantly config viewer

strange egret
#

ok just making sure... i just know that some community config viewers dont show all parent/inherited classes

royal falcon
#

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

balmy sable
#

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.

royal falcon
#

well

dapper nebula
#

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

royal falcon
#

I think I'm onto something, hang on.

wintry fox
dapper nebula
wintry fox
#

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
};
dapper nebula
dapper nebula
wintry fox
#

You would have to create an entirely new mod, not put something in RHS itself

dapper nebula
#

Yea this is my mod

wintry fox
dapper nebula
#

Bet

dapper nebula
#
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

royal falcon
#

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

dapper nebula
#
class TAG_SlowerZsu23: rhs_zsu234_aa {
    reloadTime 0.5f;
};```
hold on?
balmy sable
#

Oh, yeah, that.

royal falcon
#

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

balmy sable
#

Oh?

royal falcon
#

mod 2 happens to be Ryan's zombies & demons mod

#

and mod 1 is a flamethrower mod that I'm making

dapper nebula
#
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

royal falcon
#

I don't want ryan's zombies&demons to depend on my flamethrower...so instead I'll have to create an optional pbo

dapper nebula
#

Also while we're here i want to increase mag to 200

dapper nebula
royal falcon
#

life would be easier if that requiredAddons thing wasn't necessary ๐Ÿ˜›

balmy sable
#

You can't get away from it, ARMA has to know what order to merge configs in.

royal falcon
#

maybe an optionalAddons

#

xD

#

yeah I guess its optional config time then....sigh

wintry fox
balmy sable
#

However, what you can do is modify an EventHandler base instead of creating a new one.

dapper nebula
#

Either way I literally dont have space for arma tools so yeah

wintry fox
#

That'll be an issue, you need Addon Builder and Binarize from the A3 Tools

royal falcon
#

hm?

balmy sable
#

My "Man" >> "EventHandlers" doesn't have a base class, does yours?

royal falcon
#

I don't think so

balmy sable
#

Are you running with ACE3?

royal falcon
#

Nope...just the two mods I have + CBA (I turned CBA off earlier though to test if that was the problem)

balmy sable
#

Ah, yeah, it's from CBA. I have the two in the same mod folder.

royal falcon
#

what do you mean? What's CBA doing?

balmy sable
#

I think CBA is where EventHandlers is first defined.

#

Just looking for it now...

sharp stone
#

CBA is XEH

#

theres stacked EH in some form in the base game now

#

Sanchez is trying to use those

royal falcon
#

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

balmy sable
#

CBA is where EventHandlers is first defined for Man/Land is what I'm saying.

#

Not that he's trying to use XEH.

royal falcon
#

and yeah @balmy sable i am also looking for those eventhandlers atm, just to see what they modify...curiosity

balmy sable
#

Do the zombies have CBA as requiredAddons?

royal falcon
#

absolutely not :p

#

it doesnt depend on anything

#

which is why its so popular probably

balmy sable
#

Not to mention much of the player base having been brought into the game via zombies. ๐Ÿ˜‰

royal falcon
#

yep...lol

balmy sable
#

Yeah, CBA/XEH defines "EventHandlers" in "All".

royal falcon
#

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

balmy sable
#

So your configFile >> "CfgVehicles" >> "someRandomHumanClass" >> "EventHandlers"; with CBA loaded, does it have animChanged = _this call SLX_XEH..." in it?

royal falcon
#

Yep

#

and it also has >> ryanzombies ofc

#

or i should say

#

mod2

#

which is the subclass

balmy sable
#

Hmm, curious.

royal falcon
#

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)

balmy sable
#

class EventHandlers : DefaultEventhandlers
{
class mod1
{
init = "_this execVM blablabla";
fired = "_this execVM blablabla";
};
};

#

Is that your mod, in CABaseMan?

royal falcon
#

mod1 modifies up to Man actually, not CaBaseMan

balmy sable
#

Yeah, Man I mean; is that your mod?

royal falcon
#

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')";
        };
    };
};```
fleet ether
#

fired = "_this spawn (compile preprocessFileLineNumbers '\sanchez_flamethrower\scripts\fired_EH.sqf')"; what the F

royal falcon
#

its the same as execVM basically

#

lol

balmy sable
#

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.

fleet ether
#

for everyShot someone fire you create a new thread wow

balmy sable
#

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".

fleet ether
#

by by FPS

balmy sable
#

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.

royal falcon
#

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

fleet ether
#

@royal falcon did you use CBA?

royal falcon
#

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

fleet ether
#

if you use CBA than you must use XEH else you break it

#

ok than you break XEH

royal falcon
#

I..doubt that

#

but I can run without CBA atm

balmy sable
#

You don't break XEH if you do it how MrSanchez has done it.

royal falcon
#

just to see if there's any difference...even though I already did that before ๐Ÿ˜›

fleet ether
#

oh yeah i see but its never work

#

because he use CBA and ArmA mix

royal falcon
#

well

#

I'm using stacked EHs

balmy sable
#

Yeah, the issue I described would happen with vanilla too.

royal falcon
#

just to show how my EH class looks like right now - when its NOT working as intended:

#

in config viewer

fleet ether
#

but than you make it for the Dev Branch

balmy sable
#

MrSanchez: what does running:

inheritsFrom (configFile >> "CfgVehicles" >> "RyanZombieCivilian_F" >> "EventHandlers")

give you?

royal falcon
#

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

fleet ether
#

nop

royal falcon
#

well they do because it works already :p

#

@balmy sable bin\config.bin/CfgVehicles/All/EventHandlers

fleet ether
#

search in SpotRep

balmy sable
#

Yeah, see, it's skipping your CAManBase like I said and going straight for All.

fleet ether
#

there are not in the Change log

royal falcon
#

bottom.

fleet ether
#

sitRep

#

not SpotRep

royal falcon
#

I've got it to work with the requiredAddons thing though

fleet ether
#

SpotRep is also Know as Changelog

balmy sable
#

MrSanchez: That's because if zombies run after your mod, they do find the entry in CAManBase.

royal falcon
#

right

#

so thats where the cheeky thing with adding an EH to 'all' would come in

balmy sable
#

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.

royal falcon
#

which wouldn't be pretty ofc

balmy sable
#

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.

severe marlin
#

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

royal falcon
#

good explanation...makes sense

#

so CAmanbase doesn't have an EH class, right? (default)

balmy sable
#

Nope, when you look for "EventHandlers" in CAManBase it isn't there, so A3 then checks "Man", then "Land", etc, until it hits "All".

royal falcon
#

son of a biatch

#

well cheers for clearing that one up

balmy sable
#

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.

royal falcon
#

@fleet ether "Added: Support for nested classes in CfgVehicles >> (vehicleclass) >> EventHandlers (allowing stacking)"

#

1.54*

fleet ether
#

oh ok never mind ๐Ÿ˜„

royal falcon
#

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 ๐Ÿ˜„

balmy sable
#

ryanzombies won't be the only addon that skips your one though.

royal falcon
#

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 ๐Ÿ˜„ 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 ๐Ÿ˜‰ cheers

balmy sable
#

No problem. You didn't happen to do a flamethrower for A2 by any chance? ๐Ÿ˜‰

royal falcon
#

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

balmy sable
#

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"};
};
};
};

sullen fulcrum
#

XEH will not die, because the class eventhandlers BI made cannot replace it.

royal falcon
#

@balmy sable alright I'll give it a shot

balmy sable
#

MrSanchez: You've got something in your requiredAddons[] = ?

royal falcon
#

i've got requiredaddons[] = {"A3_Weapons_F","A3_Characters_F"};

#

for flamethrower

sullen fulcrum
#

I'm currently rewriting extended event handlers to "modernize" the code.

balmy sable
#

Ah, yeap.

royal falcon
#

@balmy sable - you intended this, right; class CfgAddons { class PreloadAddons { class sanchez_flamethrower { list[] = {"sanchez_flamethrower"}; }; }; };

sullen fulcrum
#

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

balmy sable
#

Yeap.

sullen fulcrum
#

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.

balmy sable
#

Yes, but making the hash table in every game object larger than what's probably the default hash table size doesn't sit right. ๐Ÿ˜‰

sullen fulcrum
#

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.

balmy sable
#

Does it set variables on map Land_ classes too? I can't remember.

royal falcon
#

@balmy sable doesn't seem like preloadAddons made any difference

balmy sable
#

Yeah, there's a note in the tracker about that being broken now.

royal falcon
#

go figure

#

when aren't things broken >.<

balmy sable
#

You could also try:

requiredaddons[] = {};

In your mod.

royal falcon
#

that sounds...too easy

#

suspiciously easy

balmy sable
#

Yeah, probably shouldn't mention it, people will assume it'll fix all config issues. ๐Ÿ˜‰

sullen fulcrum
#

Can you give me the fill config.cpp, MrSanchez?

royal falcon
#

you....you...you want my baby?

sullen fulcrum
#

only cfgvehicles

royal falcon
#

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')";
        };
    };
};


};```
sullen fulcrum
#

Yeah thats wrong

royal falcon
#

i'm not using XEH

sullen fulcrum
#

gimme a minute

fleet ether
#

@sullen fulcrum i only say fired = "_this spawn (compile preprocessFileLineNumbers '\sanchez_flamethrower\scripts\fired_EH.sqf')"; ๐Ÿ˜„

sullen fulcrum
#

shh joko

fleet ether
#

๐Ÿ˜„

#

0 fps after 10 min ๐Ÿ˜„

royal falcon
#

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

fleet ether
#

but you create for every shot that is fired a spawn

royal falcon
#

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 ๐Ÿ˜„

#

so a minigun with a ROF of 2000rpm....well...would kill the game (handheld, by KA weapons pack)

latent monolith
#

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:

royal falcon
latent monolith
#

not posting all the different pics as ill clog up the server lmao

royal falcon
#

@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?

balmy sable
#

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.

sullen fulcrum
#
class CfgVehicles {
    class Land;
    class Man: Land {
        class EventHandlers;
    };

    class CAManBase: Man {
        class EventHandlers: EventHandlers {
            class sanchez_flamethrower {
                init = "";
                fired = "";
            };
        };
    };

};
balmy sable
#

By Characters/Weapons I mean "A3_Weapons_F" and "A3_Characters_F" specifically.

sullen fulcrum
#

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

royal falcon
#

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)?

sullen fulcrum
#

No and BI has a habit of adding new ones every ooatch.

#

patch*

royal falcon
#

lovely

sullen fulcrum
#

Yup.

balmy sable
#

Wouldn't those classes break CBA too then?

sullen fulcrum
#

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

royal falcon
#

@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?

sullen fulcrum
#

My XEH rewrite will add debug messages on game start listing all incompatible classes. soonTM

#

Yes.

#

I gotta go. Back in 1 hr

royal falcon
#

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 ๐Ÿ˜›

balmy sable
#

Did you find an AAF/Civ override to test it with?

royal falcon
#

testing

balmy sable
#

Actually, yeah, anything Preload'ed will run before you.

#

(Assuming that still works at all)

royal falcon
#

For testing, I found C_journalist_F - it overrides my EHs as Commy2 predicted

balmy sable
#

Yeah:

class C_journalist_F: C_man_1
{
            ...
    class EventHandlers{};

Clap clap.

#

Aint no fixing that, no matter how early you load.

royal falcon
#

wow

#

lazy fix on bohemia's side eh

balmy sable
#

It isn't a fix.

royal falcon
#

well

#

i assume they wanted to get rid of randomization for the journalist character

#

so they just did that instead of doing it properly

balmy sable
#

Oh, good point.

#

Wait, where was randomization hooked?

royal falcon
#

im atm looking at an allinoneconfig from 1.10.....that ain't gonna cut it....I'm guessing class C_man_1

balmy sable
#

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;};";
    };
teal spindle
#

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!

sleek yew
#

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.

balmy sable
#

A proper arma3p set up and an editor/full text search on every .cpp in it works well. ๐Ÿ˜‰

faint spruce
nimble sequoia
balmy sable
#

Are you doing the fire damage with the particle effect flag that enables damage?

hearty sandal
#

gun? tank? tanks gun?

#

have you previewed all animations in buldozer?

royal falcon
#

sorry - was prepping christmas dinner - holdon let me check (i havent worked on this project for 2 months until today :p

balmy sable
#

(e.g. damageType = "Fire" in the CfgCloudlets)

untold temple
#

probably no autocenter property

hearty sandal
#

@silk epoch ๐Ÿ‘† strong contender for answer

untold temple
#

is that in the geometry LOD?

hearty sandal
#

lets keep the rest of this topic here

#

and not move around channels

untold temple
#

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

hearty sandal
#

is it in the right place?

royal falcon
#

The main stream of ignited fuel is scripted and the particles I use are the A3 universal ones

untold temple
#

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

royal falcon
#

the main stream does not have damagetype fire, the after fire does however

hearty sandal
#

not an excuse

#

ripping is 110% forbidden

royal falcon
#

after fire = explosionEffect with fire smoke and light classes, one of which does have type = "SmallFireF"

balmy sable
#

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.

royal falcon
#

But to what are you referring?

balmy sable
#

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. ๐Ÿ˜‰

royal falcon
#

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 ๐Ÿ˜„ )

#

thats how it currently looks

balmy sable
#

You can give the particles an initial velocity; not sure what it is relative to in the case of a weapon though.

royal falcon
#

yeah....I'm not sure how many hours I want to put into this flamethrower thing any further trying to figure that out, haha ๐Ÿ˜„

#

I think I invested a small 15 hours already.....(+3 hours today)

balmy sable
#

By the way, if you fire it under a heli does the flame get blown to the floor and back to you? ๐Ÿ˜‰

royal falcon
#

oh shiet

#

I hope not ๐Ÿ˜„

balmy sable
#

It might do; there's a CfgCloudlets setting that sets up how much wind/rotor wash affects the particles.

royal falcon
#

yeah actually

#

I just tested

#

the blades of a helicopter do affect my particles a lot ๐Ÿ˜‰

#

anyway, thanks for the help. I'm headed for dinner. Cya

balmy sable
#

Night, have a merry christmas!

royal falcon
#

you too ๐Ÿ˜ƒ

hard chasm
#

@sleek yewpls tell me THE error it reports in the logs.

#

If it's related to Goat's answers I won't be helping.

hard chasm
#

also it doesn't have texture missing message

where were you exoecting this? in my tools or the .rpt?

hard chasm
#

It's not a tough questiion. what did you mean by that?

severe marlin
#

It was like that

hard chasm
#

ok

severe marlin
wintry fox
severe marlin
wintry fox
#

Okay, could you show your config though?

severe marlin
wintry fox
severe marlin
#

@wintry fox

wintry fox
#

Oh you had the big one, that's right

severe marlin
lethal shuttle
#

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

ashen chasm
#

i'd assume selection or proxy in the model for the precise positioning ๐Ÿค”

lethal shuttle
#

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

ashen chasm
#
    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 ![tanking](https://cdn.discordapp.com/emojis/700311400098299944.webp?size=128 "tanking")
lethal shuttle
#

damn, guess i have to redefine the effect classes because some of them are using the same one

ashen chasm
#

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

hearty sandal
latent monolith
#
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

wintry fox
#

Missing prefixes on those classes

latent monolith
wintry fox
#

Yeah
They don't sound like vanilla classes, naming wise at least

latent monolith
#

thats just a config hygiene issue lmao getting it working first then can tidy it up and make it logical what have you later

wintry fox
#

But why, it's easier to just prefix it at the start

hearty sandal
#

is fine as long as we get a prefix in the end xD

fervent mica
#
    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?
hearty sandal
fervent mica
#

Wait, which parent?

hearty sandal
#

well you can remove that because you dont use it

fervent mica
#

yeah

hearty sandal
#

also your are addinmg your thing into FlagBase

#

well that does not exist in vanilla so at least you dont overwrite anythin vanilla

fervent mica
#

And how should I change that? I've never really done much with arma configs and this config was copied from the forum

hearty sandal
#

buut like give it some unique name and use modding tag_

#

argh

fervent mica
#

ah, I see

hearty sandal
#

this is the parent class you inherit from

fervent mica
#

The issue is apparently that the game can't find Flag_Blue_F

fervent mica
hearty sandal
#

thats not vanilla class either

#

oh it is

#

sorry

#

had a space after it in search

#

anyway

fervent mica
#

Oh alright I was getting confused haha

#

it's the nato flag iirc

hearty sandal
#

you need to declare the parent class above your new class

fervent mica
#

I tried inheriting from FlagCarrierCore

hearty sandal
#

id recommend checking out the wiki page about config structure

fervent mica
#

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

hearty sandal
#

at least you got the cfgPatches pretty decent

fervent mica
#

since, you know, there are no includes or anything

hearty sandal
#

all configs are compiled together on game start

#

they get connected then

#

when right classes are defined

#

in the configg

fervent mica
hearty sandal
#

that connects addons loadorder

fervent mica
#

Alright

hearty sandal
#

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

fervent mica
#

Oh, alright

#

You reckon it's better to use that if I know what I'll be using anyways?

hearty sandal
#

yes

#

good practise

fervent mica
#

Ah I see

#

It's just that with that method it's certain that anything vanilla will properly link, right?

hearty sandal
#

yes

#

your mod loads after all vanilla addons

fervent mica
#

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?

hearty sandal
fervent mica
#

Alright, thanks. I guess I'll read the documentationโ„ข 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.

hard chasm
#

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.

brazen merlin
#

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

nimble sequoia
brazen merlin
#

and then it explodes always?

#

looks like i dont have any calss hitpoints with destructioneffects as child

hearty sandal
#

any inherited destruction effects?

#

funny that the default behavior is big boom ๐Ÿ˜…

brazen merlin
#

nah, just checked config browser. all hitpoints are without class destructioneffects

hearty sandal
#

could probably add some then ๐Ÿค”

brazen merlin
#

regular ones and the ones in turret class

#

but the hunter for example doesnt have them either

nimble sequoia
#

iirc destrType = "DestructWreck"; behaves differently to destrType = "DestructDefault"; as well

hearty sandal
#

probably could also be simulation type related

brazen merlin
#

i use DestructDefault

nimble sequoia
#

Hunter has class DestructionEffects though in main config

brazen merlin
#

yeah, i already copy&pasted that whole thing. it's inherited from cars. but made no difference

nimble sequoia
#

and explosionEffect = "FuelExplosion";

brazen merlin
#

hm. this might be worth a try

#

currently using explosionEffect = "FuelExplosionBig";

nimble sequoia
#

so you made a modded copy of Hunter to experiment with, and putting class DestructionEffects {}; in main config didn't help?

brazen merlin
#

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

nimble sequoia
#

So...

  1. empty class DestructionEffects {} in main
  2. add ammoExplosionEffect = ""; to any DestructionEffects in Hitpoints
  3. explosionEffect = "";
#

maybe also fuelExplosionPower = 0; somewhat guessing as I can't exactly remember what I did

brazen merlin
#

ok explosionEffect = "FuelExplosion"; no different

brazen merlin
nimble sequoia
#

oh I see

brazen merlin
#

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.

nimble sequoia
#

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.

brazen merlin
#

kinda wondering if this is an engine thing

#

all wheeled vehicles explode even with 0 ammo

#

all tracked vehicles dont explode with 0 ammo

nimble sequoia
#

hmm, let me check, I was working on a wheeled vehicle damage model a few days ago, will test again

brazen merlin
#

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

nimble sequoia
#

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)

brazen merlin
#

basically, what i want to do is have an apc explode as usual even with 0 ammo

nimble sequoia
#

I wonder what the class FxExplo {} does in Bobcat (access = 1)

brazen merlin
#

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

teal spindle
small crater
#

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

wintry tartan
#

characters_f_mark

small crater
#

Is it just the threads and uniform textures that put it altogether?

wintry tartan
#

Urm what?

#

What exactly you look for? Texture or its path?

small crater
#

Textures

#

I'm pretty sure I am in the right place

#

Path wise

wintry tartan
#

Then check in-game config, if you really mean you want the path not PAA

small crater
#

I think I found it

toxic solar
#

what does sprungMass = -1 mean?

hard chasm
#

Default

toxic solar
#

ty

#

wait what does default mean, like auto calculated to something?

nimble sequoia
toxic solar
#

Cool that's wat I'm doing for a tank, one less thing to calculate.:)

warped perch
#

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?

wintry tartan
#

Whichever it comes first with weapons[] has the priority

warped perch
#

Unfortunately that is already the case

wintry tartan
#

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

warped perch
#

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.

warped perch
#

Scuffed work around worked. Thanks for the help

wintry tartan
#

Curious what it could be

shy knot
#

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]; ";
            };```
nimble sequoia
shy knot
nimble sequoia
#

but your userAction does not animate plowframe?

#

so do you have it animated somewhere else, like in the VG?

shy knot
lean bloom
#

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 homer

fervent mica
#

What am I doing wrong?

#

Wait, I might've fixed it, hold on a sec

#

let me check

molten musk
fervent mica
fervent mica
rain scarab
#

I think he means the of folders, not the .paa suffix.
I.e. maybe it should be:
texture = "\addons\brmb_insignia\assets\asuka.paa";

fervent mica
#

ah, I see

fervent mica
rain scarab
#

If it's in P:\goaty\brmb_insignia\assets\asuka.paa then yes

fervent mica
#

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

rain scarab
#

Oh, yeah I'm not sure then. Sorry

fervent mica
#

but, in other words, I just put the root folder of the mod as the path start?

rain scarab
#

Yeah that should do it.

fervent mica
#

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

molten musk
# fervent mica listen, does anyone have a mod template or something?

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.

fervent mica
#

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?

molten musk
fervent mica
#

they used to work though

#

now they don't

#

for some reason

molten musk
#

And what program do you use to pack?

fervent mica
#

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

molten musk
#

make sure you have file type included in direclty

fervent mica
#

this is what I have

lean bloom
#

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

fervent mica
#

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.

rain scarab
#

Try texture = "\BrmbPatches\assets\asuka.paa"; if that matches your folder structure.

fervent mica
#

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

nimble sequoia
nimble sequoia
fervent mica
#

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

rain scarab
#

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.

fervent mica
#

ok, now at least it'll compile with the right stuff

nimble sequoia
fervent mica
#

what should I use for a patch?

rain scarab
#

If your patch has transparency, you could use _CA for partial transparency or _CO for 1-bit alpha

rain scarab
#

Partial transparency being anything between 1-99% opacity, 1-bit alpha being either 0% opacity or 100% opacity. Think alpha blending vs. alpha masking

fervent mica
#

opened the unit attributes and there were no warnings

#

good sign

#

It works

#

Thanks guys, hallelujah

nimble sequoia
#

check your RPT log to be sure

fervent mica
#

so, what does this suffix do exactly? Does it just change the way in which arma parses the texture?

fervent mica
#

so it's something that I should add BEFORE converting to paa, right?

rain scarab
#

Yes

nimble sequoia
fervent mica
#

alright

lean bloom
fervent mica
#

looks like I lost the original images, sooo yeah... next time I guess I'll keep in mind what you said above

#

whoops

nimble sequoia
#

You only need a memory point and tiny bit of config to experiment ๐Ÿ˜‰
But no, it will go in all directions as noted.

rain scarab
fervent mica
#

I don't remember whether or not TexView worked

lethal shuttle
#

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

  1. Removed class civil_car and moved its skeletonbones to class car instead. Also removed the skeleton name civil_car in my own class model. Leads to all animations stopping to work.

  2. Only removed skeleton name civil_car in my own class model. also breaks animations

hearty sandal
lethal shuttle
#

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

hearty sandal
#

personally I dont use any of the "basic" skeletons from examples

#

faster way is to not copy paste stuff ๐Ÿ˜…

#

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

nimble sequoia
# lethal shuttle i feel like there should a faster way of just getting rid of `civil_car` no? the...

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.
lethal shuttle
#

i will try that

trail wraith
#

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"

strange egret
#

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;
};
};

dry frost
#

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>

trail wraith
#

is the fov value 0 to 1 value?

strange egret
#

i think 1.0 = 90ยฐ FOV

#

you can go higher then 1 (too much results in fish eye though)

trail wraith
#

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?

strange egret
#

dont remember...

trail wraith
#

ok. Not trying to be challenging. Just want to know for future reference. Thank you for the information.

bitter osprey
#

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 ๐Ÿ˜ฆ

hearty sandal
#

either muzzleflash rotation animation is messed up or it lacks autcenter property in geometry lod

#

animation might lack proper axis for example

strange egret
#

value/system is the same as used for weapon view settings

#

1.0 is zoomed out very far

storm river
#

can someone help with the reskin config?

trail wraith
#

ok. I think it might be bugged. I will play around with it though.

strange egret
#

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

trail wraith
#

so, if it looks way zoomed in, which way should I change the value? I'm guessing a higher number?

strange egret
#

yeah

trail wraith
#

ok, I can work with that. Thank you very much.

strange egret
#

0.7 is default value i think, but dont quote me on that

trail wraith
#

That is the only number I've seen

strange egret
#

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...

trail wraith
#

I understand.

dapper nebula
#

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.

wintry fox
dapper nebula
wintry fox
#

That's a turret, not a weapon, I assume you mean rhs_weap_2A14, the weapon class used by the main turret?

dapper nebula
#

Does that change it universally? like with the trucks ones and stuff

wintry fox
#

If you just change the weapon, it would affect anything that uses rhs_weap_2A14

dapper nebula
#

Ok are you able to see its reloadTime now?

wintry fox
#

Yeah, manual (the fire mode for players) has a reloadTime of 0.03 seconds

dapper nebula
#

๐Ÿ’€ thats wild

#

0.11 would be good please

#

And for ai too

wintry fox
#

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
        };
    };
};
dapper nebula
dapper nebula
wintry fox
dapper nebula
#

Thank you for going out of your time for this ๐Ÿ™

#

Oh wait I can directly edit the pbo no

dapper nebula
#

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

wintry fox
#

Oh I read your message wrong
Thought it said gref

wintry fox
#

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

dapper nebula
wintry fox
#

It would if there's a lot of config, but this is so small it wouldn't be noticeable

dapper nebula
#

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

wintry fox
#

That'd be the bullets caliber as well as other factors like how fast its travelling at time of impact

dapper nebula
#

Uh ig nvm that'll probs mess up smth

wintry fox
#

It's not rapified / binned so you can just edit the files directly and save it

#

@dapper nebula ^

dapper nebula
#

Oh sorry I was eating

wintry fox
#

You're good, just pinged in case someone else posted stuff

dapper nebula
#

Huh I wha

#

Do I need uh usaf too

wintry fox
#

Oh that's weird, it did copy the wrong thing
I might not have saved the file before packing that

dapper nebula
#

Oh fuck yeah

wintry fox
dapper nebula
#

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

wintry fox
#

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
    };
    // ...
};
dapper nebula
wintry fox
#

I use the in-game config viewer

#

It looks different here because I'm using a mod called Advanced Developer Tools

dapper nebula
#

Ah

#

๐Ÿ™ sorry but whats the command for ammo capacity? magazineCapacity?

wintry fox
#

That's defined in the magazine used

#

And just called count

dapper nebula
#

Aw man

#

I mean its organized but I like all my weapons stats to be in 1 thing yknow

wintry fox
#

If everything was defined in a single class then having multiple types of magazines for a weapon would be a pain to work with

dapper nebula
#

Do I need to repack it to save the files inside

#

Trying to edit it but to no avail doesnt save

wintry fox
#

PBO Manager should just let you edit the files in-place

dapper nebula
#

He said no I aint allowing it

#

edited

#

Closed and opened it

wintry fox
#

Weird
Also in that first one you're putting the magazineReloadTime in the manual class

dapper nebula
#

Oh sorry I fixed it lol

#

I am literally dragging it in.

#

It resets what

#

Finally got it to work sorry

hearty sandal
#

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

wintry fox
#

Hence the different addon name, short config, etc.

dapper nebula
#

Yes as what the professional said

hearty sandal
#

๐Ÿ‘

bitter osprey
hearty sandal
#

You've been too fast.

bitter osprey
#

Ill check them out again, but first of all i wanted a working gun ๐Ÿ˜„ ill add all the LOD things later when i am happy with my gun and the animations

hearty sandal
#

they can be simple ones for testing

#

and refined later

#

but you still need them

bitter osprey
#

Do they have to look similar to the test_weapon_01?

hearty sandal
#

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

bitter osprey
#

Roger

bitter osprey
hearty sandal
#

for geoemtry and such thats all it needs

bitter osprey
#

But yeah, that fixed my muzzle ๐Ÿ˜„

boreal surge
#

does anybody knows if acre supports a config that changes the sound beep for the radios?

bitter osprey
#

Probably, if you dig in the ACRE config

boreal surge
#

true, didnt dig around there

bitter osprey
#

If you then make the patch name a requiredAddon in your config and overwrite the sound it should work

hallow umbra
#

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

#

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.

hard chasm
#

httmin max and friends are erroneous, they don't belong in a model.cfg

#

pls define 'crashes'

hallow umbra
#

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

nimble sequoia
hallow umbra
#

ah thank you

mortal pumice
#

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?

wintry tartan
#

Script it is

mortal pumice
#

Any clue where the script is? functions_f or something?

wintry tartan
#
        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;";
        };```
mortal pumice
#

Found it, \a3\functions_f_enoch\CargoPlatform

Just incase anyone else is looking

#

Thank you ๐Ÿ™‚

full patrol
#

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

placid jay
#

@full patrol Ask on the official ace discord

full patrol
#

Right how do I get there

#

Nvm got it

inner skiff
#

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?

pastel fog
#

Try moving class Turrets; above the first time you call MainTurret

idle ether
#

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

pastel fog
# inner skiff

Also check the inheritance of all of your classes, you have MainTurret in two different scopes

inner skiff
pastel fog
#

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

inner skiff
#

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

hard chasm
#

pls show how you are defining the external classes of turrets and MainTurret

inner skiff
hard chasm
#

it's not clear from aboves that you are inheriting from staticMG

inner skiff
#

tried both and neither seemed to work

#

and it threw the undefined error at me again sadly

hard chasm
#

you are not inheriting from staticMG so why are you surprised?

inner skiff
#

OH!

#

so

#

hold on

#

this

#

is what i want?

hard chasm
#

how would I know?

inner skiff
#

lets seeee

hard chasm
#

trying to magically paste turrets anywhere does'n't end well. do your homework where they exist in the autocannon parent etc

inner skiff
#

i have figured out the main error of my ways, this is my first time trying to do nested inheritances

wintry fox
inner skiff
#

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

wintry fox
#

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

hard chasm
#

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.

glacial spear
#

how would i go about configing class wheels to free roll, like a unpowered go kart down a hill, just needs to free roll

nimble sequoia
novel lava
toxic solar
#

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

nimble sequoia
#

Get it working without ACE first.

balmy sable
#

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?

devout venture
#

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?

hearty sandal
#

dont think thats possible

#

Im fairly sure there are other ways to restrict it though

#

Zeus is meant to be overall game master though

pastel fog
#

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

devout venture
# hearty sandal no.

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

hearty sandal
#

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

devout venture
hearty sandal
#

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

tall rune
wintry fox
#

CfgSounds is the same for a mod or a mission

wintry fox
#

There's no difference in the class itself, you would just make a mod and put it there

tall rune
wintry fox
tall rune
wintry fox
#

You don't have to delete the music class if you don't want to

tall rune
#

here's a screen what i have in config

wintry fox
#

I linked the wiki page on how to set it up

tall rune
#

or i need to do it manually?

wintry fox
#

Probably not
You can just copy/paste from the wiki though, it has exampls

tall rune
#

like this?

wintry fox
#

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};
    };
};
tall rune
#

do i need to change a db+0 and these numbers?

wintry fox
#

I copied that from yours

tall rune
#

and a sound0 is a name of exact sound right?

tall rune
wintry fox
#

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

tall rune
#

and can i add in one class VSRFSong0 all of sounds?

#

@wintry fox

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

tall rune
wintry fox
#

I don't remember now, and some quick googling didn't give any results

tall rune
#

alright, ill wait if you remember something and i try to search an video guidance too, by the way thanks for help

tall rune
#

@wintry fox how its going? do you find how to do it?

tall rune
#

@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"?

lean bloom
#

Is there a source that checks if vehicle engine is on or off?

hearty sandal
#

script command, yes

novel lava
#

you can usually use rpm but its not perfect but usually Good Enough

lean bloom
#

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

hearty sandal
#

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

nimble sequoia
# lean bloom where theyยดd be at 0 when the engine is off, and then at some set value when the...

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.

wintry fox
lean bloom
#

Iยดll use my script guy for it

tall rune
wintry fox
#

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

tall rune
#

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!

tall rune
#

without // and explaining text

rain scarab
wintry fox
tall rune
wintry fox
#

Yes

tall rune
#

like this?

wintry fox
#

No, there should only ever be one root class

#
class CfgSounds {
    class VSRFSound0 {
        ...
    };
    class VSRFSound1 {
        ...
    };
};
#

It should be setup like that

tall rune
#

oh

wintry fox
#

You're still closing CfgSounds before you add the second one

rain scarab
#

Remove that

wintry fox
#

Not remove, just move it

#

It should be below your second class

tall rune
#

my internet died and im still here, so i just move like this?

wintry fox
#

No
It should be below VSRFSong1

tall rune
wintry fox
#

That's not below

tall rune
#

my english is bad by the way so i can't understand properly..

#

here?

wintry fox
#

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

tall rune
#

oh i understand it now

#

thanks

wintry fox
#

You're welcome

tall rune
#

@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

wintry fox
#

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

tall rune
wintry fox
tall rune
#

but i don't ssed it in play sound i sse it in music section with no sound

wintry fox
#

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
    };
};
wintry fox
tall rune
#

i know and in play sound there was not of any sounds

#

that i added

#

and either in music section too

wintry fox
tall rune
wintry fox
#

Don't put the #include in a CfgSounds, just put it after your CfgPatches.

class CfgPatches {
    // ...
};

#include "FileListWithMusicTracks.hpp"
tall rune
#

like this?

wintry fox
#

No

tall rune
#

?

wintry fox
#

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"
tall rune
#

if im wrong could you give me a example of it how it to be right?

#

@wintry fox

wintry fox
#

The only difference is that I didn't put the stuff you have in your CfgPatches

wintry fox
#

No

class CfgPatches {
    class VSRFradio {
        name = "VSRF Radio";
        author = "Gruzin";
        requiredVersion = 1;
        requiredAddons[] = {};
        units[] = {};
        weapons[] = {};
    };
};

#include "FileListWithMusicTracks.hpp"
tall rune
#

alright i copy pasted it and check it again

#

checking it again

#

@wintry fox nothing happened

#

it isnt in play sound

wintry fox
#

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

tall rune
#

nope

tall rune
#

do you know what's the issue?

#

@wintry fox

lean bloom
#

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

nimble sequoia
lean bloom
#

Cheers, I will try. The first entry I donยดt even have in the config at the moment

nimble sequoia
lean bloom
#

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

nimble sequoia
#

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.

lean bloom
#

Haha I literally just tried an rhs BMD for comparison, and got stuck running in a circle

lean bloom
#

It seems to have worked well enough, thanks.

hearty sandal
#

though there might not be reliable animation source for that

nimble sequoia
#

Perhaps as a user action driven manual animation source

hearty sandal
#

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

hearty sandal
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alt surface and propeller might have some possibilitites too

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but the question is like you said how the water is determined

nimble sequoia
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altSurface only for carx, many amphibs are tankx

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good idea though, I'll try it out

hearty sandal
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@grand zinc can we have altSurface as animationSource for all vehicles ๐Ÿ™

unique obsidian
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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 ๐Ÿ˜€

hard chasm
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@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.

hearty sandal
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mod folder structure does not need @modname\addons folders at all

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thats where the pbos go to be used by the game

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this is unfortunately very common mistake that circulates in various guides now

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preferable structure is something like P:\yourmoddingtag\thatTag_yourproject\other folders and files prefixed with your "tag"

hard chasm
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i suspect it's due to a stanard extraction which puts it in the same @folder. pboManager eg has a lot to answer for.

unique obsidian
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Is there a resource I can go to to get my p drive set up correctly? Again, apologies, I'm just a newbie lol

hearty sandal
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ace and cba also do the addons folder in their structure which may confuse lot of people

hard chasm
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bzzzzzzzt

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you are better than just right about that, you're enforcing ALL his projects in the same parent folder.

hearty sandal
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keeps P root bit more tidy

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especially if you do a lot of stuff ๐Ÿ˜…

hard chasm
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damn right it does. imagine cwr3 from the root drive or even ace!

hearty sandal
hard chasm
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@unique obsidianam tyying to find a readme that explains how to set up a p: drive. I think the pmc tutorial has one.......

unique obsidian
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i deeply appreciate it, ty

hard chasm
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  1. make a an empty folder off your c:\drive
    2)open a cmd console and type the magic words:
    subst p: c:\that_folder
  2. MOVE your current project there
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  1. your folder must be:
    p:\my_tags\my_tag_project_name\config.cpp
unique obsidian
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ive seen something about going to a website to get a personal tag, is that true?

hard chasm
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your pbo will called
my_tag_project_name.pbo

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ofpec

hard chasm
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if you have a D drive yes

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prolly from arma tool chest

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@unique obsidianstep 3 and 4 are where you need to be

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my_tag for YOU should be sth like spkn or captspn

pastel fog
hard chasm
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you are ensuring no one else will ever use your folders for their pbos

unique obsidian
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I see

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so

hard chasm
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don't get overwhelmed by all this. once done. it's finished

unique obsidian
pastel fog
hard chasm
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sure, IF it makes sense to you. and YES ^ to above

pastel fog
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I'm of the view that using it everywhere entirely avoids the chance of classname conflicts, rather mostly avoids

hard chasm
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absoultely

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your sqf should be captspn_whatever.sqf

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and your p3ds
and your sounds
and your maps