#arma3_config

1 messages · Page 39 of 1

hard chasm
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@pastel fog is saying you should have:
class captnspan_fart {

pastel fog
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Exactly

hard chasm
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every one and their dog can override a fart by idiocy, but never a captn_fart

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you might think this tedious, it's bullet proofing. Ignore at your risk.

unique obsidian
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even like, variable names?

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after doing this, do i need to run Project drive management or mount p drive to properly get it setup for arma or is it good to go as of right now?

wintry fox
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They also use a different build system, I doubt many people just learning modding will use hemtt (although I have seen a lot now). They're probably using addon breaker and are just using the default pbo prefix (i.e. folder name)

Even then, it's for file patching, which you're probably also not using when you start off

unique obsidian
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pbo breaker..?

wintry fox
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It's a nickname, addon builder tends to not catch or ignore very obvious errors

Hence, addon breaker

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It lets a lot of things slide that it really shouldn't

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class Something {
    displayName = Display Name
};

This class has two errors, the value is not an array and it cannot be saved as a number. Therefore it should be wrapped in quotes to mark it as a string.

Addon builder won't warn you about it, it will just wrap it in quotes automatically.

It is also missing a semicolon, and will instead leave it as-is. You'll then later get a warning in your rpt (log file) saying that there's a missing semicolon

#

Mikero's tools also aren't up to my standards, personally. I hate anything that will alter your project without saying anything.

For example, it will automatically add all public classes to your CfgPatches. That's a nice feature, but it will also add two unused properties for public magazine and ammo classes. These do nothing in CfgPatches.

Something else that gave me a headache is that will automatically replace "true" with 1 because a bad vanilla standard.

This can cause issues when you have something like an sqf condition in config. Which then makes you do things like using a macro just to wrap something in quotes

tall rune
#

@wintry fox hi dart, after trying over and over the mod is not working do you know why?

lean bloom
#

When it comes to the destruction of actual vehicles, are there any differences compared to static weapons? I have followed the process that worked well for destroying and applying damage textures to statics, but in the case of a vehicle it does not seem to work anymore:

  1. Damage textures don´t get applied It somehow started working, I have no clue why
  2. The "wreck" has no collision, but its FireGeometry still works (blocks bullets)
  3. It sinks into the ground by some arbitrary margin Fixed by lowering GeoPhysX

I currently do not have a wreck LOD. Do I need one?

nimble sequoia
# lean bloom When it comes to the destruction of actual vehicles, are there any differences c...

Use destrType = "DestructDefault"; if you don't want to use a wreck model, or destrType = "DestructWreck"; if you do. Pro's and Con's to both approaches.
If you don't have a wreck model, then apply animations to the "alive" model to make it look damaged (hide some parts, move others to make them look broken, apply destruction textures).
Wreck collision works identically to normal models - alive model has a Wreck LOD with a single proxy triangle, pointing to wreck p3d.
Wreck p3d has a Geometry LOD; closed, convex, named ComponentsXX and with mass.

lean bloom
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Thanks boss

toxic solar
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What are the factors that determine a tanks speed when climbing hills and what angle hills it can climb
or better yet is there a wiki page, I dont recall there being one for this specifically

lean bloom
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Ah, please, should I be removing Cargo proxies from a vehicle´s ViewDriver / ViewGunner LODs if the players occupying these slots have no way of seeing the players occupying the "Cargo" slots?

lean bloom
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Thanks!

wintry fox
toxic solar
wintry fox
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They could potentially just use the default value, i.e. 3

toxic solar
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ill try

nimble sequoia
# toxic solar What are the factors that determine a tanks speed when climbing hills and what a...

The answer is similar to considering the question in real life and is a combination of factors.
You need enough peakTorque applied at low rpm through the torqueCurve[], with sufficient enginePower to move the vehicles mass when in low gear gearboxRatios[] and transmissionRatios[].
The moi of the wheels is important.
Lastly, you need enough grip frictionVsSlipGraph[] to be able to put down all that power without wheel spin.

lean bloom
#

Is "component hiding" a mod specific feature, or is it also something supported by vanilla Arma? Can this be made to work without any scripting? catdespair

novel lava
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see animationsources

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basically if you give an animationsource a display name it shows up in the component list in garage

lean bloom
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I´ll check it out, thanks a lot

lethal shuttle
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how can i make the character model not appear in a proxy, except when it is turned out in-game? for vehicles

teal spindle
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Need help with Commander in Pip not showing in thermals in game, but the config has it with thermal selected (renderVisionMode = 2): class commander_display
{
renderTarget = "rendertarget0";
class CameraView1
{
pointPosition = "commanderview";
pointDirection = "commanderview_dir";
renderVisionMode = 2;
renderQuality = 2;
fov = 0.305731;
turret[] = {0,0};
bboxes[] = {"pip0_tl","pip0_tr","pip0_bl","pip0_br"};
};
};

nimble sequoia
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I've had some issues with renderTargets not updating in moveable turrets, when bboxes are used.
So as a suggestion, try commenting out:
//bboxes[] = {"pip0_tl","pip0_tr","pip0_bl","pip0_br"};

teal spindle
nimble sequoia
grand zinc
#

ticket

finite cloud
#

Hi there! How do I change the armour values of a uniform and of a vest?

pastel fog
lean bloom
#

Uhm, I don´t think I am unsure if I understand correctly, but if I set up a custom hit component with a passthrough of 0, then theoretically I can keep shooting into this component until it breaks and it will not deal any damage to the actual vehicle hull?

#

(given there is no splash involved)

lean bloom
hearty sandal
#

@nimble sequoia looks like we need to put together a wish 😄

lean bloom
nimble sequoia
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I only want 1 thing and that's more bones in the skeleton. Denied. 😦

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I tried animating the buoyancy LOD objects btw and didn't notice any effect.

hearty sandal
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:C

lean bloom
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What is wrong, what does the "hitpoint" entry when using source = hit actually refer to? sadcat

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it isnt on the wiki, and the sample car doesnt define any animation sources in cfgVehicles for the destruction of its windows

nimble sequoia
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So the AnimationSource hitpoint = links to the class HitPoints and the rest is as already described to you #arma3_config message

lean bloom
#

Ah it links to that bit, I see. I couldnt figure it out looking at the vanilla hatchback config ingame.

I guess I should have figured that out at this point, but I guess 8 hours of blender turned my brain off copium

#

Thanks for allowing me to alt f4 it finally

toxic solar
toxic solar
nimble sequoia
toxic solar
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🫡 okay will do

lean bloom
#

Uhm, is it possible in any way to have a FG component behave in a way where it would allow bullets to penetrate it, but not actually deal damage to the component itself?

I want to set up an anti-drone cage in a way where:

  1. Lower caliber weapons do not cause damage to it, but are still going to penetrate it (because, well, it is just a wire mesh which can´t be "shot up" by rifle rounds or 50 cals, but does not actually protect anyone behind it from bullets).
  2. Keeping the above mentioned in mind the mesh must still fullfill its anti-drone function.
  3. Large caliber rounds need to be able to destroy the cage.

I thought about increasing minimalHit, but I assume this will cause lower caliber bullets to be fully stopped by it.

Basically if I use a sturdy enough material to stop the bullets it adds unrealistic protection, and if I use some thin metal sheet material it gets destroyed and removed by 50 cals.

What do? uncannysmoke

novel lava
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CfgArmorSimulations

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probably could get away with just Default and AP hit being 0

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and speed being 1

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which should get what you want, piercing ammo goes through deals no damage

lean bloom
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Thanks a lot, I will take a look 🙂

novel lava
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do note minimalHit etc don't cause anything to 'stop'

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its how much damage the component is required to take to deal hitpoint damage

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you can have things pierce a hitpoint, deal zero damage to it, and hit something else

lean bloom
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Ah, okay, I did not know that, cheers

lean bloom
#

I tried three different ways:

Using the animationSource used for destruction
Creating a different animation source with "hide" animation and a separate hide bone
The way it is shown on the wiki

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But the result is the same every time

ashen chasm
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does not compute

lean bloom
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so do I need to have one source for hiding, and one source for unhiding?

ashen chasm
#

you don't need to use forceAnimate if you don't need to animate other things related to this (i.e. hide tent when cargo box underneath it is hidden or something)

lean bloom
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Well, I looked at the rhs bmd ingame and tried using the same, but the result is still the same (can´t tick box)

            {
                source = "user"; 
                mass = 1;
                displayName = "TEST";
                initPhase = 0;
                animPeriod = "1e-06";
            };```
#

it works in OB only

novel lava
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rename the class copecage_hide_source

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garage uses animationPhase for detection so it looks for a particular animation name/class

lean bloom
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Ahhhhh

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Thanks

bitter osprey
#

So i have my animations done, and i tried to implement them into the game - the reload animations work without an issue, but my hands look like i am a spider with the NewCode XD
With my OldCode my hand and reloadAnim looks good, but with the NewCode it just does not work 😦

Is the OldCode okay to use? Only thing i would want to do is also add an "EmptyReload" animation where the character interacts with the bolt

hearty sandal
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its just path to the rtm

bitter osprey
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Yeah, but that breaks my handAnim for some reason

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Then i look like a spider

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reloadAnimations work fine

hearty sandal
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yeh but dont add anything nonsense extra in your config

bitter osprey
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What is "nonsense extra"?

hearty sandal
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hand anim gestures config

bitter osprey
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But how do i fix it? It is not broken if i have it in male state, if i dont have it its broken :/

hearty sandal
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its just this

bitter osprey
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Bcs i have it like this???? handAnim[] = {"OFP2_ManSkeleton","\MP41\Animations\MP41_HandAnim.rtm"};

hearty sandal
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yes that is all it uses

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I dont know how else to say it

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more clear

bitter osprey
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wow - ill give that a try

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Thought i can make the config more compact that way

hearty sandal
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but the spider hands typically mean your source rig did not have the weapon bone the same name as it is in the model.cfg that is next to your rtms containing the character skeleton

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or your weapon bone was not positioned at the shoulder at all

bitter osprey
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super weird since i use the same handAnim in Old and NewCode config (yes ofc its config.cpp in my source folder)

hearty sandal
#

do you have model.cfg with the character skeleton defined in it next to the rtms?

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rtms should be in their own folder

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with that model.cfg

bitter osprey
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RTMs are in MP41\Animations - Model and model.cfg is in MP41\Model

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This is my model.cfg - very basic since i did not really understand it yet

hearty sandal
bitter osprey
#

Ye that i know

hearty sandal
#

you also need the chracter model.cfg you put next to the rtms in their folder

#

you can copy the one from the sample character

bitter osprey
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what, there is a model.cfg for animations?! where do i read all of this...... no tutorial i have found showed a model.cfg for animations...

hearty sandal
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well im telling you now

bitter osprey
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So, a samle model.cfg for animations is enough, yes?

hearty sandal
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no

bitter osprey
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😄 funny

hearty sandal
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the one with the character skeleton

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goes next to the rtms

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one you have made for the gun

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goes next to the gun p3d

bitter osprey
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Yes i know

hearty sandal
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they are not the same

bitter osprey
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Is a sample model.cfg for the animations enough to copy and paste?

hearty sandal
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yes

bitter osprey
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ahhhhh lovely 😄

hearty sandal
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it contains the character skeleton definition

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that is needed to properly binarize the rtm

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also youll want to pack your mod with mikeros pboProject

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if you dont already

bitter osprey
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Oh - i was using Addon thing from Arma 3 Tools - that usually worked

hearty sandal
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as far as I know that does not properly do rtms

bitter osprey
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oh.

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Alr - thank you for your input 😄
Ill give that all a try 🙂

hard chasm
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addon breaker can only do human skeleton rtms. for bridges, cranes, bulding rtms you need them binarized by pboProject.

round bluff
#

@wintry fox Continuation of my issue, added the magazineLocation, and ammo handling is there, but no option to load rounds

wintry fox
#

You'd need to show your weapons and magazines as well

round bluff
#
    class Launcher;
        class Launcher_Base_F: Launcher {
            class WeaponSlotsInfo;
        };
    class rhs_mortar_81mm;
    class habfuze_mortar_81mm: rhs_mortar_81mm {
        magazines[] = {"rhs_1Rnd_m821_HE","rhs_12Rnd_m821_HE", "8Rnd_82mm_Mo_Flare_white","8Rnd_82mm_Mo_Smoke_white","8Rnd_82mm_Mo_guided","8Rnd_82mm_Mo_LG", "habfuze_81mm_12Rnd_WP"};
    };

    class rhs_weap_m284;
    class habfuze_weap_m284: rhs_weap_m284 {
    magazines[] = {"rhs_mag_155mm_m795_28","rhs_mag_155mm_m825a1_2","rhs_mag_155mm_485_2","rhs_mag_155mm_m712_2","rhs_mag_155mm_m731_1","rhs_mag_155mm_raams_1","rhs_mag_155mm_m864_3","habfuze_32Rnd_155mm_WP", "habfuze_32Rnd_155mm_HC"};
    };

    class RHS_weap_M119;
    class habfuze_weap_M119: RHS_weap_M119 {
    magazines[] = {"RHS_mag_m1_he_12","rhs_mag_m314_ilum_4","habfuze_105mm_smoke_12Rnd"};
    };

    class habfuze_mortar_81_carry: Launcher_Base_F {
        scope = 2;
        modes[] = {};
        class ACE_CSW {
            type = "weapon"; // Use "weapon" for weapons or "mount" for tripods - see below
            deployTime = 10;  // How long it takes to deploy the weapon onto the tripod
            pickupTime = 10;  // How long it takes to disassemble weapon from the tripod
            class assembleTo {
                // What tripod can this weapon deploy onto, and what vehicle will it spawn when it is deployed
                ace_csw_mortarBaseplate = "hab_fuze_rhsusf_m252_d";
            };
        };
        class WeaponSlotsInfo: WeaponSlotsInfo {
                    // One WeaponSlot with a positive value for iconScale forces game to use icon overlay method
                    // Required, because the inventory icon has no accessory variants
                    class MuzzleSlot {
                        iconScale = 0.1;
                    };

                    // Don't forget to set mass to a reasonable value
                    // We use mass in pounds * 10
                    mass = 300; // 84 lb / 38 kg
                };

    };


    class habfuze_mortar_81mm_proxy: habfuze_mortar_81mm {
        magazineReloadTime = 0.5;
    };
};```
#
{
    class 32Rnd_155mm_Mo_shells;
    class habfuze_32Rnd_155mm_WP: 32Rnd_155mm_Mo_shells {
        scopeCurator=2;
        scopeArsenal=2;
        author="habitual";
        displayName="M109A6 155mm WP Smoke";
        displayNameShort="WP";
        displayNameMFDFormat="WP";
        count=32;
        ammo="habfuze_155mm_SMOKE";
    };
    class habfuze_32Rnd_155mm_HC: 32Rnd_155mm_Mo_shells {
            scopeCurator=2;
            scopeArsenal=2;
            author="habitual";
            displayName="M109A6 155mm HC Smoke";
            displayNameShort="HC";
            displayNameMFDFormat="HC";
            count=32;
            ammo="habfuze_155mm_SMOKE_HC";
        };

    class rhs_mag_m60a2_smoke_4;
    class habfuze_105mm_smoke_12Rnd: rhs_mag_m60a2_smoke_4 {
        scopeCurator=2;
        scopeArsenal=2;
        author="habitual";
        displayName="M119 105mm WP Smoke";
        displayNameShort="105mm WP";
        displayNameMFDFormat="105mm";
        count=12;
        ammo="habfuze_105mm_smoke";
    };

    class rhs_12Rnd_m821_HE;
    class habfuze_81mm_12Rnd_WP: rhs_12Rnd_m821_HE {
        scopeCurator=2;
        scopeArsenal=2;
        author="habitual";
        displayName="81mm WP";
        displayNameShort="WP";
        displayNameMFDFormat="WP";
        ammo="HabFuze_A_82mm_SMOKE";
    };
};```
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I also don't get an ace dissassemble option

wintry fox
round bluff
wintry fox
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No
Because the conversion doesn't check parent classes

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Even then, the csw mags would inherit from the same class as you, it wouldn't inherit from your class

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You'll need to set up carryable versions of all of your magazines, and set up the conversions

round bluff
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I'm not seeing any of that in the RHS ACE compat. They just add it to ace_csw_groups

wintry fox
round bluff
wintry fox
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Yeah, that's how CSW works

round bluff
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Then why do vanilla RHS mortars work with CSW when dropped? I'm checking their compat, I'm not seeing anything different or some weird init'

wintry fox
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That's odd
Never used RHS, only briefly to check a compat. The behavior you described with yours is how I've always seen it

round bluff
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Yeah, its driving me crazy, lol

wintry fox
mighty horizon
#

does anyone know a way to overide a mod that is deleting spotlight? ive tried tinkering with the loadorder, but its not working for me

wintry tartan
#

Do you mean you want to undo the delete?

hearty sandal
mighty horizon
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ive tried it with just "A3_Data_F_Decade_Loadorder"
and with both "A3_Data_F_Decade_Loadorder", "FIR_AWS_CustomCutscene_F"

mighty horizon
wintry tartan
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So yes you say

#

Pull some config from official config and put it into your config. Unfortunately there is no wise way to do

mighty horizon
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ive tried putting in a dummy class to stop the other mod from deleting it, but just not seeing a change
class Spotlight;
class MY_SpotlightNoDelete: Spotlight {};

wintry tartan
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It doesn't really do anything

mighty horizon
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any ideas then, because im lost with this one lol

hearty sandal
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Copy paste the original classes back in your mod

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To revert the delete

mighty horizon
wintry tartan
mighty horizon
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i dont know what else to pull from the original mod, as there arent any other classes that i can think of using.

wintry tartan
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We're not talking about the Mod that deletes them, but the original (vanilla) config

mighty horizon
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ahhhh, i dont even know where i would find that lol

hearty sandal
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Ingame config viewer works too

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Easier with leopards advanced developer tools mod

wintry tartan
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"P:\a3\ui_f\config.cpp"

mighty horizon
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ahh sick, found it,

mighty horizon
wintry tartan
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Implement?

mighty horizon
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did not work lol, got the game to start and all but no dice on the spotlight actually working lol

mighty horizon
wintry tartan
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No

mighty horizon
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worth a shot lol

wintry tartan
#

Nobody can troubleshoot somebody's issue without knowing the issue or specific info

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What do you got, errors, configs, etc

mighty horizon
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not getting any errors, but here is the config for what ive done, with the IPs and stuff removed.

abstract crypt
#

Can someone explain to me why or how inventory items get rotated by 90 degrees from their position in the p3d?

Example: I have a model for something and i make a static prop out of it that i can place through editor or whatever. I then use the same model but make it as a inventory item that you can use through the arsenal. When i take that item and drop it on the ground its rotated by 90 degrees.
I assume this is something that is done so when you for example drop a gun that it doesn't stand upright or something like that. But where in the config is this defined?

lean bloom
#

Is there any sample available where passengers of a vehicle can fire their weapons while in the vehicle?

wintry tartan
#

Search FFV

wintry tartan
hearty sandal
#

The holder itself is different object with proxies for the items in it

mighty horizon
#

ok so i figured it out, i rearranged it all and had a mate stand in as a rubber duck, here is an example version so anyone can use it if they need, works as of posting for FIR AWS(AirWeaponSystem)

wintry tartan
#

What am I supposed to understand from your last post

mighty horizon
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pretty much that i worked it out?

wintry tartan
#

You didn't state your current issue after the config

mighty horizon
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the issue previously was that the spotlight still wasnt showing after the implementation of the vanilla config, after rearanging the config and adding/removing some lines, it worked.

wintry tartan
#

Okay so you've finished your project? Your last post didn't seem to state it clearly enough to me

toxic solar
#

in the handsWeapon blendAnims the end part of it has

....all the stuff before,"Spine", 1, "Spine1", 1, "Spine2", 1, "Spine3", 1, "pelvis", "MaskStart"

pelvis doesnt have a number next to it, what does it not having a value mean?

ashen chasm
#

may (or may not) use the value from hpp class BlendAnims { class MaskStart { weight=0.85000002; }; tanking

toxic solar
#

oh

abstract crypt
hearty sandal
bitter osprey
#

I have fixed the issue i was working onm for 2 weeks..
in my class CfgModels i only had zasleh in the sections, i missed magazine, bolt and trigger......... it is finally solved 😄

hearty sandal
#

Sections is for texture swap things

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Like how engine hides muzzleflash

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Or hiddenselections can change texture via config

bitter osprey
hearty sandal
#

Just telling how things work.

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Putting them into sections has no effect.

bitter osprey
#

Oh
HOW on earth is it working now even when i have removed magazine, trigger and bolt from sections??????

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It did not work before - wth man.. XD

hearty sandal
#

😅

bitter osprey
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XD i dont get that 😄
Ty for mentioning that though! i removed them from sections!
Is there a way to switch between a regular reload (still bullets in the mag and bolt) to an empty reload (no bullets in mag and/or bolt)?

hearty sandal
#

But you can animate moving parts with multiple animations

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There are different animation sources for different states of gun

bitter osprey
#

Oh... but thats something only veteran modders can or should do right? I should just be happy that my reload is working for now 😄

hearty sandal
lean bloom
#

I also don´t understand why is this icon empty when that slot is actually not occupied

bitter osprey
#

Hey, what could be my issue here?
When i place my recoil code in my weapon i get this error: "Size: ´bin\config.bin/CfgRecoils/Recoil_MP41/´ not an array"
I also tried placing it in class Full: Mode_FullAuto but this just gave me this error: "Size: ´bin\config.bin/CfgRecoils/recoil_default/´ not an array"
I also tried using the cfgRecoilsLegacy and cfgRecoils from the TestWeapon and this did not work either..

bitter osprey
#

Ok fixed - testWeapon was wrong once agaion....

devout venture
#

Has anyone tried making a config for 40mm grenade launchers to be in the Launcher slot? I'd like to make a config for cup launchers like the mgl 32 and the eglm to be in the launcher slot but im wondering if its even possible since no one has done it yet?

hearty sandal
#

It would basically break the animations

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Technically possible. Should it be done, no

wintry tartan
#

But theoretically it can happen without gamebreaking issue anyway

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It can be done just by having type = 4;

hearty sandal
#

Might need to change the ammo to some sort of rocket too

wintry tartan
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Nah. type 0, 1, 2, 4 (am I recall right) can accept all of them almost finely

devout venture
#

thanks for the info, ill give it a shot tomorrow

lean bloom
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Are drones physX simulated objects? 🤔

wintry tartan
#

Drones are nothing different than regular vehicles

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But just a few config lines

lean bloom
#

So if I want a drone cage to actually work properly, I assume I need to include Geometry there as well, for the drone to collide with? Since I assume a drone will not collide with FireGeometry?

wintry tartan
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Like I said, nothing is really different

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A drone is essentially just a vehicle with invisible AI

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So, yes, every P3D requirements for regular vehicles still applies

lean bloom
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Uhm, but I am not attempting to create a drone. I am wondering how to properly set up a "cope cage". As I want the drone to collide with it before colliding with the vehicle.

But if a drone works the same way as a vehicle, then I need to add the cope cage into Geometry PhysX LOD instead of just Geometry, in order for it to collide?

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Since technically, there is collision between two physx simulated objects happening?

wintry tartan
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Well, how do you attach that cage?

lean bloom
#

I am not attaching it. It is created on the model level.

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Can be hidden / unhidden in the garage, that´s about it

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The more I think about it the more of a headache seems to be, because in case of an FPV drone I would need it to explode colliding with Geometry/Geometry physX (dont know which one yet) while not transferring any damage to the vehicle, but at the same time it ought to transfer damage to the component of the the cage itself

wintry tartan
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Then I'm not sure what your question is. A drone is not different than regular vehicle, every P3D requirements are still there for the drone. Or the caged vehicle

hearty sandal
lean bloom
lean bloom
#

Could someone please point me to where should I be troubleshooting this?

Most of the proxies´ fire geo works correctly, some of them dont work at all, and for some of them I can shoot them in the body, but their heads dont register any hits. Or there is one proxy that only registers hits from the back.

I have copied all the proxies over to FG at the same time, so I can´t fathom why would some of them not work.

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I didnt to any checks in OB that could break the proxies

lean bloom
#

Okay there is some giga strange issue...

#

I can only kill certain passengers if I kill different ones before them?

hearty sandal
#

The crew hit detection might be somehow simplified

lean bloom
#

Ah its super strange

#

The people in the back cant be hit until I kill some other passengers

hearty sandal
#

Cant say I've noticed such behavior anywhere else though

lean bloom
#

I also haven´t, which leads me to believe I fucked something up

hearty sandal
#

But there are less such open top passengers in vanilla

#

Or passengers on tracked vehicles.

#

Oh

#

How accurate is your cage firegeometry?

lean bloom
#

It only collides at the top

hearty sandal
#

Is it each beam or big box?

lean bloom
#

I can kill everyone in the vehicle eventually. But I need to kill them in specific order. This is the issue.

#

The hitboxes work on all the proxies "eventually"

hearty sandal
#

Must admit sounds weird.

lean bloom
#

There are two things on my mind. One is if these numbers here have any effect on anything

#

I kept repeating 1 through 4 because number 5 started giving errors

hearty sandal
#

The different numberings of cargo proxies in some vehicles is used for showing different posed crew in buldozer view

#

But by default cargo is enough

#

The config defined cargo Action is what defines what pose the unit has

#

Does your hitgeometry have component names right

#

For each beam and the roof

#

I would make the roof from beams too honestly

lean bloom
#

The other thing I see I did wrong, but I think has no effect, is that I used the same proxy location for multiple different proxies. The leftmost yellow circle has about 10 proxies in it. I did it because it was easier to not have to move the model constantly in the rig, but rather only change the position of the rig itself.

This seems to cause everyone who is dead to get thrown into this position though, which is wrong and I´ll need to redo it, but I dont think this should be the reason for this particular problem

lean bloom
lean bloom
#

Well, the above picture is firegeo

lean bloom
hearty sandal
#

Each proxy in its right place and the animation needs to be made ON the proxy, not wide offset from it

hearty sandal
lean bloom
#

Oh well, I guess I´ll need to redo like 15 of them then

nimble sequoia
lean bloom
#

Good idea, will try that first

#

Also: From the front the bullets fly through both characters with no effect, I change the angle and the bullets hit them

#

But I´ll try reverting to vanilla first

lean bloom
#

Well, the vanilla poses do kinda work, so the issue is very likely the wrong proxy placement.

robust dune
#

For a vehicle config, is there a way to add an init script to it?

hearty sandal
lean bloom
lean bloom
#

But I mean, no matter what I do there has to be some offset, no?

#

Or have I been somehow doing it wrong the past year?

bitter osprey
#

I want to pack my project with pboProject but i always get this warning:
Subskeleton index out of range. There seems to be a SubSkeleton index that is greater than the number of sub skeletons, this should not be happening. Please report it with reproduction steps/files.
Yes it was said to ignore it since its "not true" but how can i pack it then?

lean bloom
#

Ignore it

bitter osprey
#

its not packing it bcs it fails there

lean bloom
#

Ah, it is some new bug introduced lately I think

#

I use hemtt and he doesnt care about it blobdoggoshruggoogly

bitter osprey
#

So there is no way to tell pboProject to "ignore" it?
I use Addon Builder but for some reason he says that my sounds are missing even though the Path is correct XD

#

Error: File: mp41\sounds\mp41_close_1.wss not found !!!
Path: P:\MP41\Sounds\MP41_Close_1.wss

ofc i have it without P: - just wanted to give the entire path

lean bloom
thorn anchor
#

hey, i'm doing a small aux mod and for some reason the base class vehicle is being affected and removing it's parents? did i do something wrong when defining it?

#

showcase of no parents

#

config itself

wintry fox
#

Because you're breaking inheritance
You're updating ML700_Basalisk_ARTY_base to inherit from nothing, instead of whatever it used to inherit from

thorn anchor
#

oh wait i am?

wintry fox
#

Yes

thorn anchor
#

how would i go to defining it properly without updating?

wintry fox
#

You need to get what ML700_Basalisk_ARTY_base inherits from, and then update your inheritance

#

You'll need to do the same thing for Turrets if that also inherits from another class

pastel fog
#

There's a launcher that fits under the arm in RHS I think (might be CUP, but I think its RHS)
Might give you some ideas as to a pose that might work

devout venture
#

nvm thats not what oyu emant

#

you meant launcher animation

#

idk which one, SMAW kinda has an alright one

pastel fog
#

Not the grenade launcher
It's like a WWII or early cold war RPG
Small tube under the arm
I though it might be closer than most of the launcher animations

#

It would probably need reworking for a rifle shaped grenade launcher though

devout venture
#

Which attribute do I have to change, the handAnim?

pastel fog
#

Not certain, I haven't done animation yet

devout venture
#

oh that could actually work well

nimble sequoia
lean bloom
#

Uhm, but how do I then fine tune his position?

nimble sequoia
#

Move the proxy if you need to

lean bloom
#

Hm. What I did was I would add a proxy to my vehicle, import this into the arma rig. Then set my model´s origin to the base of the proxy triangle and then move this to the world origin. After that I would move the rig around as required and do with it whatever. I thought that was the process harold

#

I can´t really imagine how would I try to perfectly align peoples´ hands and feet if I needed to first create the pose blindly, and then move the triangle around

#

So the default position of the rig must be maintained, correct? I can only move the rig´s bones, not the rig itself?

#

I looked at some more videos later, and in one the person first moved to rig to align its feet with the Z 0 line in blender

nimble sequoia
#

For example, here is the driver animation I made for the SOG M48 Patton tank.
The origin is through the middle of his torso.
Then I place a copy of the tank interior over the top and adjust his pose to fit the seat and controls.
Finally the driver proxy is placed on the seat in the tank p3d.

ashen chasm
#

friendly reminder about diag_drawmode "FireGeometry" in diag builds of dev branch

lean bloom
lean bloom
#

Because it ought to work then...

nimble sequoia
lean bloom
#

No, they are just freely sitting for now

#

I haven´t figured out FFV yet

nimble sequoia
#

No, as in, are they defined inside class Turrets?

#

or as cargo proxies?

lean bloom
#

They are cargo proxies

#
cargoAction[] = {"mtlbcargo1","mtlbcargo2","mtlbcargo3","mtlbcargo4","mtlbcargo5","mtlbcargo6","mtlbcargo7","mtlbcargo8","mtlbcargo9","mtlbcargo10","mtlbcommander","mtlbcargo12","mtlbcargo13","mtlbcargo14","mtlbcargo15","mtlbcargo16","mtlbcargo17","mtlbcargo18","mtlbcargo19","mtlbcargo20","mtlbcargo21","mtlbcargo22","mtlbcargo23","mtlbcargo24","mtlbcargo25","mtlbcargo26","mtlbcargo27"};
cargoProxyIndexes[] = {1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27}; ```
#

But I dont think there are any issues there

#

On the other hand, the vanilla .rtms all worked correctly, althought their positions were screwed up because of the offset I have on my proxies. So it most likely is a me issue.

nimble sequoia
#

You CAN translate the character pose away from 0,0 but it probably needs to move the skeleton pivot points at the same time - I know HOW to do it in OB, but not exactly WHY it works.

lean bloom
#

I think the issue is related to this, yes. Tomorrow I will try recreating the rtms properly one by one, and see what happens. It might fix the issue.

nimble sequoia
#

Far better to leave the character t-pose where it's supposed to be and move the proxy in the vehicle.

lean bloom
#

Yep 👍

#

The thing is I used to create proxies this way for static artillery pieces, and it was simply easier to do it this way and there were never any issues since there is always only one guy sitting in it blobdoggoshruggoogly

#

But likely the process does not translate well into proper vehicles

nimble sequoia
#

Did you ever test whether you could shoot the gunner in the static though?

lean bloom
#

Yes, it worked well every time

#

I think the screwup is in stacking 15 proxy triangles in one spot and then creating rtms with different offsets from this point to save time harold

#

I thought I found a smart way of saving time

hearty sandal
#

so things go poop

#

is at least my educated guess

bitter osprey
#

Sound: Error: File: mp41\sounds\mp41_shoot_2.wss not found !!!
Why is it, that when i pack my Addon with Addon Builder, he does not find the sounds anymore..
When i pack my addon to pbo with pboman the sounds are there, but i get a trigger.axis error..
I cannot pack with pboProject since i guess it has a bug currently? I always get this error, but yes it got said to ignore it:
Subskeleton index out of range. There seems to be a SubSkeleton index that is greater than the number of sub skeletons, this should not be happening. Please report it with reproduction steps/files.

How can i finish my project without any issues? 😄

wintry fox
bitter osprey
#

AH

wintry fox
#

Yep

*.pac;*.paa;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.bisurf;*.sqm;*.ext;*.dbf;*.prj;*.shx;*.shp;*.jpg;*.rvmat;*.inc;*.xml;
bitter osprey
#

ty!

wintry fox
#

That should get all the important stuff

bitter osprey
#

legend 🙂

strange egret
#

dont exactly remember, but yes i think the resolution will be alot lower

lethal shuttle
#

how do i disable the animation (make it invisiible) for this driver? I stil want it to the model to appear when turned out.

calm pilot
hearty sandal
#

edit fail? blobcatsweats

calm pilot
hearty sandal
#

anyway

calm pilot
#

Yeah lol

hearty sandal
#

you need to model all turrets point forward

#

and in the turrets config you make its init turn be 180

#

and limit its turns in config

#

in model.cfg animation it needs to be 360 both X Y

#

rear ramp turret in SOGPF CH47

calm pilot
#

That was what I was going to ask

#

Damn

#

Ok

#

So model and mem points should face forward

hearty sandal
#

yes

calm pilot
#

Then it’s all model cdg and config work

hearty sandal
#

the config then turns the weapon to point where it needs to point

calm pilot
#

Ok ok

hearty sandal
#

also the gunner proxy may need to be modeled behind the gun

calm pilot
#

-pain-

hearty sandal
#

and then given an animation to turn it 180 around the turret axis

hearty sandal
calm pilot
#

Got it

#

Thanks

hearty sandal
#

yep this is the gunner

#

looking forward

hearty sandal
#

you need separate bone for it though

#

as if you just tie it to the turret it will float around with it

hearty sandal
#

player gunners can shoot as they want but AI needs the config setup for turret direction to know where it points at in relation to the rest of the vehicle

#

as well as how the view stuff is made Id suppose

#

lot of systems turrets rely on are just made like this

#

could it be better

#

yes

#

but it is what it is

calm pilot
#

Would it work if i just roteate the proxy, the gun model and the mem points to -180? So I don’t do it from scratch?

hearty sandal
#

if around the turret axis then yes

calm pilot
#

Ofc adding the gunner bone too

hearty sandal
#

thats all it needs

calm pilot
calm pilot
#

It’s not the same one for the main turret I suppose?

hearty sandal
#

and you make the animation start with 180 rotation

#

angle0 is rad180

#

the animation is not ever touched beyond that

#

its purpose is just to align the gunner

calm pilot
#

Kk

lean bloom
#

If I am creating different variants of a vehicle with different classnames, do I need a separate model.cfg for each of them?

ashen chasm
#

no, you need a model.cfg per model (p3d), and CfgVehicles classes don't require unique models 🤷‍♂️

lean bloom
#

well, I do have different P3Ds for these vehicle variants

hearty sandal
#

each p3d will need a model.cfg class then

lean bloom
#

Can I put everything into a single model.cfg, or do I need to somehow separate stuff into folders?

hearty sandal
#

single one works

opal crater
#

can be single one

lean bloom
#

cheers, I will try

hearty sandal
#

and you can inherit from the first class too

#

or make a common baseclass to inherit common parts from and put each variants unique things in the variant classes

opal crater
#

game looks for the class named as the model in <model name>.cfg, model.cfg

lean bloom
#

makes sense, thank you 🙂

calm pilot
#

animation source i used is "user", gonna show u in a sec

#

is there something im missing?

hearty sandal
#

you need to give it angle0 = rad 180

#

oh right this is config not model.cfg

hearty sandal
#

for this animation

#

animperiod for it can be 0

calm pilot
calm pilot
calm pilot
#

here is the pic

#

oh its probably anim period being 0

boreal surge
#

im having problems with overwriting the sound with ACRE2 mod, i tried getting the files from ACRE, but it still dosent change the sound

#include "script_component.hpp"

class CfgPatches {
class CustomACRESounds {
name = "Custom ACRE Sounds Mod";
units[] = {};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {"acre_main"};
author = "Your Name";
authors[] = {"Your Name"};
};
class ADDON {
name = COMPONENT_NAME;
units[] = {};
weapons[] = {};
requiredVersion = REQUIRED_VERSION;
requiredAddons[] = {"acre_main", "acre_sys_rpc", "acre_sys_core", "acre_sys_io"};
author = ECSTRING(main,Author);
authors[] = {"Jaynus", "Nou"};
url = ECSTRING(main,URL);
VERSION_CONFIG;
};
};

#include "CfgEventHandlers.hpp"
#include "CfgAcreSounds.hpp"

class CfgSounds {
class ACRE_PTT_Custom {
name = "Custom PTT Sound";
sound[] = {"\acre_custom_sounds\sounds\radio_sound.ogg", 1, 1};
titles[] = {};
};
};

class ACRE_Settings {
pttSound = "ACRE_PTT_Custom";
};

hearty sandal
hearty sandal
calm pilot
boreal surge
calm pilot
hearty sandal
hearty sandal
nimble sequoia
hearty sandal
#

the behave oddly sometimes in my experience

#

👆 in turrets config

calm pilot
#

alright, testing

nimble sequoia
#

It's an odd one, found out by experiment.

#

and as HG says, use rotation with 2 point axis

class mg3_turret
{
    source = "mg3_turret";
    type = "rotation";
    selection = "mg3_otocvez";
    axis = "mg3_otocvez_axis";
    minValue = "rad -360";
    maxValue = "rad 360";
    angle0 = "rad -360";
    angle1 = "rad 360";
};
// turret elevation
class mg3_gun: mg3_turret 
{
    source = "mg3_gun";
    type = "rotation";
    selection = "mg3_otochlaven";
    axis = "mg3_otochlaven_axis";
};```
calm pilot
#

just tested and now it works correctly, only thing off is the actual 1st person view, maybe because i miss the view gunner class in the main turret. Testing rn

calm pilot
#

gunnerview is tied to the otochlaven by the model cfg, but it doesn't follow it right

#

i got a view gunner lod, but looks like it gets ignored

#

im out of cards to play

nimble sequoia
#

Other thing that comes to mind. Set in the turret config
stabilizedInAxes = 0;

calm pilot
#

part of the problem was that somehow the gunner uses view pilot, while i thought it used view gunner. What remains is indeed the gunnerviwe issue. I tried to remove the mem points from the otochlaven selection and leave the bones. I should test the other way around indeed. And yep, stabilized in axis is 0

nimble sequoia
#

Check this is being set by looking in the in-game config
memoryPointGunnerOptics = "gunnerview";

calm pilot
#

it is yep

nimble sequoia
#

in-game config, not what you write in your config

calm pilot
#

ah right, okk

nimble sequoia
#

Bitter experience has taught me that sometimes things we put in our configs don't always end up where we expect when in-game for a number of reasons, so always good to verify that what we think is present, is actually present.

nimble sequoia
#

Try memoryPointGunnerOutOptics = "gunnerview";

calm pilot
#

ok

nimble sequoia
#

sometimes the in/out status is not always clear

#

probably not the fix, but easy to check

#

Why is there a ViewGunner class in the Turrets?

calm pilot
#

by any chance, what the cameraDir token does?

calm pilot
nimble sequoia
#

ViewGunner should be a sub class of Main and/or Copilot

calm pilot
#

or at least, that's how i think i added it

calm pilot
nimble sequoia
calm pilot
calm pilot
#

Fixed

calm pilot
hallow umbra
#

so when you look at, for example, a helmet in the arsenal, it has stats for things like ballistic protection, hearing protection, etc. these are all defined in the config, right?

#

is it possible to add something that’s not actually a stat but gets displayed as one? like IIRC there’s a mod that adds a black beret with an “eliteness” stat which is of course total nonsense

wintry fox
hallow umbra
#

ty

wintry fox
#

👍

hallow umbra
#

alright, I've run into an issue when trying to tie together all the stuff I've been making thus far into one mod. I have like 8 things - one facewear and 7 hats - and I wanted them to be part of one mod so I had pboProject compile them all at the same time. they all worked correctly when I compiled them separately, but putting them all together has issues.

#

to be clear, pboProject seems to take no issue with it, bc it compiled it and the game loaded the mod just fine

#

but basically only 3 of the items work, the facewear item and 2 of the hats. one of the hats doesn't show up in the arsenal at all, and the last 4 (all color variants of one hat) for some reason use the view model of one of the hats that does work, even though their config shouldn't include anything from that hat's p3d

#

the only thing I can think of is that I wrote the configs wrong and they're sharing a variable that means some things are getting overwritten

#

like this is, afaik, the only thing any of the configs have in common:

class CfgPatches
{
    class JSM_headgear
    {
        weapons[]={JSM_stetson_brwn};
        addonRootClass="A3_Characters_F";
        requiredAddons[]=
        {
            "A3_Characters_F"
        };
        requiredVersion=0.1;
    };
};

where class JSM_headgear is at the top of every individual config.cpp (each type of hat has its own folder, subfolders, and config file)

tall rune
wintry fox
wintry fox
calm pilot
#

Hey folks, what could be the reason behind a rotor (main one) taking irreversible damage only when taking off or landing on surface? I even tried removing the geo of the rotors from the geo lod, but nothing changed. I fixed this problem in the previous heli i ported by removing the rotor's hub geometry from the geo lod. But with this one, it didn't worked. I suspect because it is an intermeshing rotor heli, gonna post some pics of it

calm pilot
hearty sandal
calm pilot
#

Yes it should be, i can double check it

hearty sandal
#

or have you accidentally made huge combined rotor geometry

calm pilot
hearty sandal
#

if you have many components in a shared componentXX namedselection they count as 1

calm pilot
#

Ok, i see, but i removed rotor geometry (but not the selection names to be honest), so maybe that’s the issue?

calm pilot
#

i removed them together with their geo apparently

#

the only thing i guess may be the rotors in the fire geo?

#

does fire geo have collision?

#

if it does, then that's probably why the rotor get damaged

hearty sandal
#

no it should not

calm pilot
#

mm

#

then i don't have anymore clues

nimble sequoia
calm pilot
nimble sequoia
calm pilot
nimble sequoia
#

Standard/Advanced Flight Model

calm pilot
#

rotor get damaged only when landing or taking off from the surface

#

in flight it behaves correctly

nimble sequoia
#

in which flight model?

calm pilot
nimble sequoia
#

It's an in-game setting

calm pilot
#

i never touched it, so it definitely is SFM i guess

nimble sequoia
#

switches between standard flight model and the rotorlib Advanced Flight Model

#

Have a look please, no point guessing at solutions if you don't know which

calm pilot
nimble sequoia
calm pilot
#

can only think of the geo lod

nimble sequoia
#

If I remember right, it's all config based, as many physx car/plane/boat stuff is.

#

This is an unfiltered list of helicopter flight sim params which you might want to experiment with:

airFrictionCoefs0[] = {0,0,0};
airFrictionCoefs1[] = {0.1,0.05,0.006};
airFrictionCoefs2[] = {0.001,0.0005,6e-005};
altFullForce = 2000;
altNoForce = 6000;
backRotorForceCoef = 0.5;
backRotorSpeed = 1.0;
bodyFrictionCoef = 1.0;
cyclicAsideForceCoef = 0.2;
cyclicForwardForceCoef = 0.5;
fuelCapacity = 500;
fuelConsumptionRate = 0.138 ;
gearRetracting = 0;
liftForceCoef = 1.65;
limitedSpeedCoef = 0.22;
mainBladeCenter = "rotor_center";
mainBladeRadius = 9.1;
mainRotorSpeed = 1.0;
maxBackRotorDive = 0.0;
maxFordingDepth = 10.65;
maxMainRotorDive = 0.0;
maxSpeed = 241;
minBackRotorDive = 0.0;
minMainRotorDive = 0.0;
neutralBackRotorDive = 0.0;
neutralMainRotorDive = 0.0;
numberPhysicalWheels = 4;
simulation = "helicopterRTD";
startDuration = 20;
tailBladeCenter = "rotor_02_center";
tailBladeRadius = 9.1;
tailBladeVertical = 0;
washDownDiameter = "40.0f";
washDownStrength = "1.0f";
waterLeakiness = 0.01;```
calm pilot
nimble sequoia
#

So what do you have for the mainBladeCenter and tailBladeCenter params, and do you have those named points in your Memory LOD?

calm pilot
#

same mem points i used for the other heli. which are rotor_center and rotor_02_center

nimble sequoia
#

and where are they in your mem LOD?

calm pilot
#

rotor rotation axis point

#

main and tail respectively

nimble sequoia
#

not enough info

calm pilot
#

1 sec

calm pilot
nimble sequoia
#

As you don't have the background res LOD showing under your memory points it's impossible to guess where they actually are.
However, assuming that you've put them close together, and have set tailBladeVertical = 0;
and mainBladeRadius and tailBladeRadius mean that the rotors might overlap, have you tried moving the rotor_02_center point way back as an experiment?

calm pilot
nimble sequoia
calm pilot
#

lol, okok

#

ok tailBladeVertical=0

#

fixed it

hearty sandal
wintry cairn
#

Hi, i have the logos in the right folder,in the game picture,is the error before i added dr_ to the logos name, in the config everything is right and checked,idk why it can't find the logos

wintry fox
ashen chasm
#

pbo name has nothing to do with path the files would be available at, though. Check PBO Prefix

wintry fox
#

So your structure should be like:

mod.cpp
meta.cpp
logo_whatever_ca.paa
addons/...
wintry cairn
wintry fox
wintry fox
wintry cairn
wintry fox
#

Yes

#

Do that, then update your mod.cpp to just be the files names

ashen chasm
#

ah, mod.cpp

wintry cairn
#

let me try

#

it works ! Thanks @wintry fox !

wintry fox
#

👍

bitter osprey
#

Hey, i have a drySound for my weapon, but when its empty and i hear the drySound it clips and sounds really bad.. how can i fix this?
drySound[] = {"\MP41\Sounds\MP41_EmptySound.wss", 1, 1, 10};

hallow umbra
wintry fox
#

It's CfgWeapons

There's nothing stopping you from using the same name for an addon as a helmet (or whatever piece of gear), but defining the same class in CfgPatches twice is an error and will be logged to your rpt

hallow umbra
#

I realize this is probably too open ended a question but what would be appropriate instead to put as a class name in cfg patches

hard chasm
#

class mytag_anything

pastel fog
#

Preferably something obvious to you

hard chasm
#

the engine could not care less if you typed a class in cyrillic, all you need to care about is it won;t be used by any other person

wintry fox
hallow umbra
#

ah. guess I’m sticking all the hats into one thing then instead of having them all be separate

wintry fox
#

You can use whatever structure you want

molten musk
#

Hello,
If I want to create a little light that would blink, is there some guide/ example form that?
Can I just create x dummy object and with x values set reflector / light to that?

wintry tartan
#

You mean blink?

molten musk
#

yeah!

#

Like ace ir light etc, but didn't understand how config is created and how it should be done.

wintry tartan
#

IIRC "strobe" eg formation light on the wingtip surely can be blinked, not really sure reflectors

potent loom
#

please dont jit me, but i have a confesion to make... i use pbo manager to pack my pbos 🫠

i saw every mod had a structure well made, with CBA macros and other stuff... so i decided its time to do the things right... what tool i should use and there is some guide ( ive looked in the biki failed to found it)

wintry tartan
#

Addon Builder (Addon Breaker duh), pboProject or HEMTT

potent loom
#

ive started to use pbo manager when Addon Breaker stated to do its thing lol

hearty sandal
bitter osprey
#

Hey!
When adding a drySound, how can i make it not instantly repeat and distort itself?
Is there any guide for this? I was never able to find something on the wiki

wintry fox
#

Sounds like a bad conversion

#

Make sure you use a wav file before converting to wss

bitter osprey
#

bad conversion? If i click slowly, it works, but when clicking fast it just insta repeats

wintry fox
#

Oh is that just you spam clicking?
I thought drySound just stopped and re-played if you clicked again, but I can't find any vanilla weapons with a long enough sound to test

bitter osprey
#

yeah i was spam clicking, and i want to get rid of it - i was using testWeapon as reference, and cannot find anything to make it not instantly repeat again :/

gentle quiver
#

Hello, so I'm having a bit of an issue with getting the cockpit doors to hide correctly on our Black Hawk. We have the selection in the garage to "Hide Cockpit Doors" but when you click on it, nothing happens. We had both doors tied to the source "Cockpitdoors_Hide" in the model.cfg (which #includes a Cockpitdoors.hpp in the Animation class).

In our "AnimationSourcesInherit.hpp" and "cfgAnimationSources" we had only Cockpitdoors_Hide listed as AnimationSources.

Our MH-60 successfully spawns without doors via an ANIM_INIT macro in it's cfgVehicles but when you open the garage options, the "Hide Cockpit Doors" box is not selected. And when you toggle it, it doesn't check or uncheck the box and the doors stay hidden.

#

I've managed to separate the individual doors into their own sources (Door_LF_Hide and Door_RF_Hide) and listed the appropriate AnimationSources accordingly. When I go into the garage, I can hide each door individually, no issue

#

But I'm stuck on how to tie the doors together into one option. Additionally, when I try adding a specific Cockpitdoors_Hide animation source, suddenly the MH stops spawning with doors off

#

I'm pretty green when it comes to messing with these configs so any help for a newbie is appreciated 😅

nimble sequoia
gentle quiver
#

Right, so I had actually seen some previous posts about that, I think what's messing me up is how do I get both selections of the doors to be tied to Cockpitdoors_Hide

#

Because from what I've tried, you can't put two selections inside the animation source

nimble sequoia
#

You're right, it's tricky. I think it can be done but I'm not at my pc to check previous examples.
You might just have to go with hiding the doors individually in the VG.

#

Look up the use of forceAnimate in regards to the VhC

gentle quiver
#

Yeah I think I got it working once by having one door inherit from the other somehow but I was dumb and didn't commit the working change before changing other stuff 😅

#

Now I can't remember how to get back to what I did to make it work

nimble sequoia
#

Skeleton

"door1", "doors_hide",
"door2", "doors_hide"```

Animate doors_hide bone with a hide animation will hide both together.
gentle quiver
#

This goes in the model.cfg?

#

Or would I put it in our cockpitDoor file?

class Animations
{
  #include "modelConfig\pavehawk.hpp"
  #include "modelConfig\cockpitDoors.hpp"
lean bloom
#

Ah is there a sample to look at in order for certain vehicle doors to open / close when players get in / get out of specific slots?

#

Is that some sort of an EH?

hearty sandal
gentle quiver
#

Okay, so the bone stuff just goes in the cfg itself?

hearty sandal
gentle quiver
#

Okay cool, I'll take a look at that

#

Okay so we have this:

"cockpitdoor_left", "",
"cockpitdoor_right", "",
"cockpitdoors_hinges", "",

So I just need to add

"cockpitDoors_hide", "", //dummy bone
"cockpitdoor_left", "cockpitDoors_hide",
"cockpitdoor_right", "cockpitDoors_hide",

I made it "cockpitDoors_hide" since that's the source we already reference

#

Unless those shouldn't be the same

hearty sandal
#

I would recommend doing something bit more basic as introduction into model.cfg instead of trying to alter existing thing

#

And also read the wiki about model.cfg

gentle quiver
#

Okay sounds like it's a little more involved to fix, then. I at least got the individual doors to work which I think is sufficient for now.

abstract isle
#

Anyone got any ideas on this? Probably a question for a BI dev that might know how the game engine deal with it. And how the values can be converted.

#arma3_scripting message

#

its kind of a mix between conifg and scripting question

nimble sequoia
#

Other values are interpolated from the envelope curve.

abstract isle
wintry fox
nimble sequoia
#

I have always assumed the array defines a curve and other values are interpolated but that might not be the case. Could experiment with a array of only 3 values and see if there is a step change to performance.

abstract isle
abstract isle
nimble sequoia
#

0,1,1
No lift from 0 to 62.5% max speed
Full lift from 62.5 to 125% max speed
Should be obvious result in game

abstract isle
#

ok thanks ill give it some testing

abstract isle
nimble sequoia
#

that's good news

#

Would be interesting to see how they're plotting a function from the array.

graceful sparrow
#

can anyone explain to me how to do an ilsdirection, i have a runway with a heading of 172, ive got the position correct but i cant seem to get the direction or length correct

nimble sequoia
graceful sparrow
nimble sequoia
graceful sparrow
hearty sandal
#

if you look up BI forums and how to setup runway there might be some topics written about it

#

@graceful sparrow

#

oh and PMCwiki might also have a page about that

graceful sparrow
# hearty sandal if you look up BI forums and how to setup runway there might be some topics writ...

all i could find on BI and PMC were like this
BI
https://community.bistudio.com/wiki/Arma_3:_CfgWorlds_Config_Reference

PMC
Instrument Landing System (ILS) is basically landing autopilot. This is quite complicated config and there has been various tutorials how to configure airfield runways and taxiways so AI (or player using “Landing Autopilot”) can use them. Not a guide how to setup ILS config but some words about secondary airports.

but no examples of how to work out the values and all the ones i could find just linked to a excel calculator by ofp which just says bandwidth exceeded if i click on the link

hearty sandal
#

yeah thats the one I recalled

graceful sparrow
#

for some reason couldnt find it on google had to go to chatgpt and ask it to search for a tutorial for ILSDirection in arma 3 for me to find it laughing

hearty sandal
lime wigeon
#

I have created a single 3D object that I want to use as a particle trail for a projectile with effectsfly. I am trying to get each generated particle of this effect to have the same alignment to the path of travel, but despite setting all the variables in the CfgCloudlets class I can find, there is still randomization that is throwing off the alignment. Is there anything aside from the below values that I am missing or is this not achievable?

particleFSIndex=0;
particleFSFrameCount=1;
particleFSLoop=1;
particleType="spaceobject";
angle = 0;
angleVar = 0;
moveVelocity[] = {0, 0, 0};    
rotationVelocity = 0;
rubbing = 10;    // no success with low or high values here    
randomDirectionPeriod = 0;
randomDirectionIntensity = 0;        
position[] = {0, 0, 0};
positionVar[] = {0, 0, 0};
positionVarConst[] = {0, 0, 0};        
moveVelocityVar[] = {0, 0, 0};    
moveVelocityVarConst[] = {0, 0, 0};
rotationVelocityVar = 0;
randomDirectionPeriodVar = 0;
randomDirectionIntensityVar = 0;        
ignoreWind = true;    ```
toxic solar
#

in a cfgWeapon what purpose does soundBullet[] serve? wouldnt that be something handled by cfgAmmo?

wintry fox
#

The effect used (i.e. cartridge) is also defined in the weapon

Probably would make more sense for ammo though

toxic solar
bitter osprey
#

I am breaking once again....
I have a muzzle proxy using muzzle_flash_rifle_Mk20.p3d
I have assigned a vertex group of zasleh to it
I have copy pasted the zaslehROT model.cfg entry from TestWeapon into my model.cfg
The muzzle flash rotates around in a circle........ i do not know how to fix this - i have been playing around with the values for about 40 minutes now.
Yes i am pretty sure that all other parts are properly setup. i have double checked with TestWeapon - Geometry has the named Property of autocenter 0, and i doublechecked that my muzzle proxy is actually assigned to zasleh.
All LODs in blender are at a position and rotation of 0, 0, 0 and the scale is 1.000 - Proxies are left alone

For some reason TestWeapon does not have zasleh declared anywhere in the p3d, but uses zasleh in the model.cfg (lol)

class zaslehROT
{
type="rotation";
source="clockMinute";
sourceAddress="loop";
selection="zasleh";
begin="usti hlavne";
end="konec hlavne";
memory=1;
minValue=0.0166665;
maxValue=0.016666666666666666666666666666667;
angle0="rad 0";
angle1="rad 360";
};

nimble sequoia
# bitter osprey I am breaking once again.... I have a muzzle proxy using muzzle_flash_rifle_Mk20...

The samples are once again poorly made in this respect and confusing for new modders.

  1. Firstly, the muzzle flash selection name is defined in the config, line 111
    selectionFireAnim = "muzzleFlash";
    As you can see, it's not actually called zasleh in this particular sample, although use of the Czech word is probably more common among modders.

  2. Next we look in the p3d and find the muzzle flash proxy has a selection name of muzzleFlash which matches the config parameter.

  3. Now to the model.cfg where the animation takes place.
    Ignore occurences in their code of zasleh as we know that is not used, but look for muzzleFlash.

3a. Defined as a bone so it can be rotated, line 15 "muzzleFlash", "",
3b. Defined as a section so it can be hidden by the engine between firing, line 206 sections[] = {"muzzleFlash","Camo"};
3c. Animated to rotate, line 318 class muzzleFlashROT

#

Regarding rotation, personally I would recommend placing two memory points to create a muzzleFlash_axis and change to:

{
    type = "rotation";
    source = "ammoRandom";
    sourceAddress = "loop";
    selection = "muzzleFlash";
    axis = "muzzleFlash_axis";
    minValue = 0;
    maxValue = 4;
    angle0 = "rad 0";
    angle1 = "rad 360";
};```
bitter osprey
nimble sequoia
# bitter osprey Okay, i will take a look at this once im home again! Thank you for the great exp...

You need just two points to make an axis.
Imagine drawing a line between the points, then your objects will rotate about that axis, like an axle on a car.
On a gun, the muzzle flash will be coming out of the barrel end, and will normally be made to rotate around, so the axis for rotation is along the barrel. You could even use the existing konec_hlavne/usti_hlavne points, but I'd recommend creating two new points and naming them muzzleFlash_axis if nothing else than for practise and understanding.

bitter osprey
#

Roger 🙂

round bluff
#

Trying to make a laser seeking artillery shell, using ACE lasers. Everything looks right to me, but its not tracking any lasers

class habfuze_155mm_m712: Sh_155mm_AMOS
                {
                    manualControl = 0;
                    ace_frag_skip = 1;
                    ace_vehicle_damage_incendiary = 1;
                    hit=1000;
                    caliber=155;
                    indirectHit=10;
                    indirectHitRange=6;
                    dangerRadiusHit=-1;
                    suppressionRadiusHit=15;
                    submunitionAmmo = "rhs_ammo_spall";
                    submunitionConeType[] = {"randomcenter",30};
                    submunitionDirectionType = "SubmunitionModelDirection";
                    submunitionInitialOffset[] = {0,0,-0.4};
                    submunitionInitSpeed = 200;
                    submunitionParentSpeedCoef = 0;
                    CraterEffects="MissileCrater";
                    CraterWaterEffects="ImpactEffectsWaterHE";
                    ExplosionEffects="ExplosionEffects";
                    artilleryCharge=0.50999999;
                    class ace_missileguidance {
                        enabled = 1; // Explicit enabling of the system

                        pitchRate = 30; // How many degrees/second the missile can pitch
                        yawRate = 30; // How many degrees/second this missile can yaw

                        canVanillaLock = 0;          // Can this default vanilla lock? Only applicable to non-cadet mode

                        // Guidance type for munitions
                        defaultSeekerType = "SALH"; // Default seeker type
                        seekerTypes[] = { "SALH" };

                        defaultSeekerLockMode = "LOAL"; // Default lock mode
                        seekerLockModes[] = { "LOAL"};

                        defaultNavigationType = "Direct"; // Default navigation type
                        navigationTypes[] = { "Direct" }; // Navigation types this missile can use

                        seekLastTargetPos = 0;      // seek last target position [if seeker loses LOS of target, continue to last known pos]
                        seekerAngle = 70;           // Angle in front of the missile which can be searched
                        seekerAccuracy = 1;         // seeker accuracy multiplier

                        seekerMinRange = 1;         // Minimum range from the missile which the seeker can visually search
                        seekerMaxRange = 3000;      // Maximum range from the missile which the seeker can visually search

                        // Attack profile type selection
                        defaultAttackProfile = "hellfire"; // Default attack profile
                        attackProfiles[] = {"hellfire"}; // Possible attack profiles

                        // State machine defining what navigation type to use in this missiles phase
                        class navigationStates {
                            class initial {
                                transitionCondition = ""; // Condition needed to transition to next state
                                navigationType = "Direct"; // Navigation type to use in this state
                            };

                            // transitions from initial -> termimal
                            states[] = {"initial"};
                        };
                    };
                };
frozen bluff
#

I think off the top of my head it has to be a missile for it to use it, not a shell that guides by laser. In the ACE3 GitHub somewhere you can find the mortar rounds that are laser guided, as that may help. Also you may want to try their Discord too.

#

Laserlock=1 or something like that.

#

Anyway, I'm trying to get my units to wear civil clothes, but use the BLUFOR template. I inherit from B_Soldier_F and it's giving me the default MTP uniform even though I specify a uniform for the unit. Any way to force it to use it?

wheat sluice
#

Not all civilian uniforms can be worn by BLUFOR/REDFOR/INDFOR units. You need to make sure that the uniform you assign to your units actually has all sides enabled (modelSides[] = {0,1,2,3,4,5,6,7};) and not just modelSides[] = {3}; (which cannot be worn by non-civilian units).

This is the reason why you can wear any variant of the CBRN Suit regardless of your unit's side, whereas regular civilian uniforms like the Commoner Clothes or Driver Coveralls can't be worn as a BLUFOR/REDFOR/INDFOR unit.

frozen bluff
#

Okay thanks man, I'll muck with it

wheat sluice
frozen bluff
#

Okay thanks for that

lean bloom
#

Is there any way I could rewrite this condition to point to a **specific **cargo slot instead of the commander slot? For example, cargo 11?

wintry tartan
#

It is more of SQF question

nimble sequoia
lean bloom
#

ohhhh

#

cheers, I am very bad at sqf meowsweats

opal crater
#

Since 2.16 use focusOn instead of player to have the actions Zeus compatible.

nimble sequoia
ashen chasm
#

ah, my bad

potent loom
#

hello im wantin to use the path of the mod with $PBO$ but for some reason failed

picture = "z\clvarg\addons\radios\boafeng_uv_5r\ui\boafengUV5R_item_ca.paa" <- this is what i want

This is what i have in$pboprefix$:
z\clvarg\addons\radios

and this is the folder structure:

CLVARG
└───addons
    └───clvarg_radios
        │   $PBOPREFIX$
        │   config.cpp
        │   radio_ids.hpp
        │   script_component.hpp
        │   stringtable.xml
        │   uiDefines.hpp
        │
        └───boafeng_uv_5r
            │   CfgVehicles.hpp
            │   CfgWeapons.hpp
            │
            └───ui
                    boafengUV5R_item_ca.paa
                    boaf_uv5r.hpp
                    UV-5R.paa

it should be z\CLVARG\addons\clvarg_radios ?

hard chasm
#

$pboprefix$ is irellevant, the prefix is established from the \path\to\config.cpp

wintry fox
#

But I'm guessing your issue is from a missing leading slash for the picture. picture requires \path\to\image_ca.paa

hard chasm
#

picture= is the only property that MUST have a preding \

prime ocean
#

Can anyone instruct me on how to configure a helicopter to have a co-pilot camera akin to the Wildcat's? To specify, the helicopter as of now has no weapons or a camera.

potent loom
# wintry fox What are you using to build

ive tryed to use addonbuilder, but since i had a lot of includes from other mods ( cba and tfar) i ended up paking it with pbo manager

the mod works, but for some reason the cfgvehiles >> myradio >> picture is remplaced with this route

but when i use z\clvarg\addons\radios\boafeng_uv_5r\ui\boafengUV5R_item_ca.paa this route is correctly used instaed

potent loom
wintry fox
#

If you don't, arma looks in a specific directory

#

Also don't use pbo manager for mods, it doesn't binarize/ ratify anything which means the game has to do it when you launch, which gives you longer load times

wintry fox
#

IMO you should definitely use hemtt, it has a lot of QOL features and error checking

potent loom
#

yea ill need to learn how to use HTMTT

#

i dont know how HEMTT handles the includes from other mods

wintry fox
#

You just need to copy the file and put it in an include folder, then match the file structure

#

So if you wanted to include a file from the vanilla ui addon, you would put it in:
include\a3\ui_f

potent loom
#

but still dont understund how $pboprefix$ works
for example this is the mod.cpp of tfar...
picture = "\z\tfar\addons\core\task_force_arrowhead_logo.paa";

wintry fox
#

tfar is built on an old version of mikero's iirc
The path to a pbo is going to vary by build system.

Addon Builder uses whatever you put in, or folder name if empty. HEMTT requires to explicitly set a prefix in a file called $PBOPREFIX$. I don't know how Mikero's does it

#

I don't know what pbo manager uses, but you can always open the pbo itself and click the gear(?) icon to check settings of the pbo itself

potent loom
#

tfar is built on an old version of mikero's iirc
it uses armake i think

#

ohh you mean in the building of the pbo itself, this can change

wintry fox
#

Yes

hard chasm
#

$pboprefix$ wa invented by kegetys and nyself to decode xbox elite pbos. it's only intention at that time was to provide information of the properties header of xbox pbos.

#

one of thosoe properties was prefix=

potent loom
#

the code is right, but HEMTT flag me en error there

hard chasm
#

pboproject will add the properties you state in your $pboprefix$ file. some axanples:
version = 1234
author= i am famous
pboproject ignores the prefix= entry because the source can only ever be p:\some\where\config.cpp

potent loom
wintry fox
#

At least that is a issue, not sure if that's what is casuing your exact issue there

molten musk
# potent loom the code is right, but HEMTT flag me en error there

Doing with example from GUI config?

#define COLOR_HALF_BLACK { 0, 0, 0, 0.5 }

class MyDialog
{
    idd = -1;
    movingEnable = 1;
    objects[] = {};
    controlsBackground[] = { MyDialogBackground };

    class MyDialogBackground : RscText
    {
        colorBackground[] = COLOR_HALF_BLACK;
        x = 0.7;  y = 0.1;
        w = 0.25; h = 0.15;
    };
};
wintry fox
#

Yeah hemtt won't build that

#

Some other tools will just automatically wrap quotes around values that can't be parsed as something else, HEMTT is going to tell you it's an error (because it is)

potent loom
#

well, i put the quotes, and it didnt work anyways lol

#

i mean, same error

wintry fox
#

Probably going to be other issues too

#

Like all of those x/y/w/h properties are missing quotes as well

potent loom
#

this is why i hate this tools lol

hard chasm
#

0000000000000000000000000002.

wintry fox
#

HEMTT isn't going to let you build a mod with errors in it

potent loom
#

yea but i build the addon with pbo manager, this ui works fine, also if i put it in a mission

wintry fox
#

Yea, because arma will automatically wrap any property that can't be parsed as a number, array, etc. in quotes

It's still an oversight and an error on the user's end, and thus should be fixed

potent loom
#

i mean, no errors in HEMTT

#

ill use the tool that tfar uses... ive started to fight more the tool usage, than the coding itself

#

its just the dialogs

opal crater
#

HEMTT is opinionated and forces you to write better code.

wintry fox
#

You can use a deprecated tool, wouldn't reccomend it though

#

I don't think armake has been touched in like, 6-7 years at this point

opal crater
#

does not matter, pbo format hasn't changed either

#

armake does absolute minimum tho, it packs, rapifies and binarizes and that's it.

wintry fox
#

I know, I just mean in terms of support, features, etc.

potent loom
#

and its completly unnecesary, all the dialogs are done the same way, why force you do something diferent

wintry fox
#

You also didn't show your full config, just a small ss

potent loom
wintry fox
opal crater
#

In some situations autoquote leads to unintended/unexpected behaviours

#

that's why support for it was dropped.

wintry fox
opal crater
#

so no, it's not unnecesary to not support it.

#

So deal with it or use different tool.

potent loom
#

iguess it was just the "" in x,y,w,h...

#

idk if the gamefiles dont have it in quotes... at least should be toggeble

wintry fox
#

It's not an option for the reasons that veteran said before

"In some situations autoquote leads to unintended/unexpected behaviours
that's why support for it was dropped."

lean bloom
#

Is it possible for me to inherit one section of a config from one class, and another section of a config from another class?

For example I´d want to inherit the entire base class from vehicle X, but then I´d want to take class Turrets and class MainTurret from a different vehicle completely?

hearty sandal
#

thats where you need to copy paste

lean bloom
#

Hmmmm, I have a base unarmed vehicle, and then I have a static AT gun in a different mod that I wanted to mount on this vehicle. Sadge.

But I reckon I can´t even copy paste my AT gun config, since that is also inheriting stuff from a base class, which will not carry over if I simply copy paste it, ugh

nimble sequoia
lean bloom
#

Oh, I think I never used the NewTurret class up until now yoba_zampolit

#

I don´t assume this is present in the samples?

nimble sequoia
#

lol

lean bloom
#

Hey I have no idea, I only model stuff, but my config guy is lazy

nimble sequoia
#

There's nothing magic about MainTurret or CargoTurret or any of the other common ones, just some config param setting differences, so it's good to learn about them.

lean bloom
#

Okay, I see, I´ll take a look, cheers

nimble sequoia
#

I was laughing that the samples might contain some best practise, or even correct, info.

rancid lotus
#

Hey! Out of curiosity, how does the config for the T100X Futura work? Could that gun be transplanted onto other MBT systems? I'm hoping to find a way to transplant a charge-based system onto an infantry launcher system 😄

hearty sandal
#

it is a scripted solution basically

rancid lotus
#

I thought it was config-based

austere prism
#

does anyone know how to prevent factions showing in the editor?

#

in the config

#

or is this even possible

hearty sandal
rancid lotus
hearty sandal
rancid lotus
#

Copy

#

Thanks for the help!

grand zinc
#

afaik you can set the scope i think scope=1; hides it in editor? dont know of the top of my head

austere prism
#

unfortunaty no. scope = stuff doesn't work ...

lean bloom
#

Is there any way to make a turret inaccessible? I can´t find a config entry that would prevent a player from getting into the gunner slot. Or is it hard coded that if a vehicle has a turret defined, then it must also have a gunner slot?

ashen chasm
#

i believe RHS just locks the seats with scripted event handler of vehicle init or something

#

although that's for 3den-configurable seats

lean bloom
#

Hmm. I see. So it isn´t "simple" to disable the gunner slot harold

#

I´ll see what I can do, cheers!

ashen chasm
#

i mean, the usual inheritance seems to go from no turrets to few turrets to all turrets, not the other way around blobcloseenjoy

lean bloom
#

Yoinks, ACE obviously still allows the user to switch seats

#

It´s fine, I´ll just have to do the thing I did not want to do svinface

lean bloom
# ashen chasm i mean, the usual inheritance seems to go from no turrets to few turrets to all ...

Well I have an unarmed vehicle that inherits from a base tracked class, and on the base of this unarmed vehicle I wanted to create armed variants, and I just wanted to be lazy and find a way to at least inherit the turret basics from the base tracked class onto the base unarmed class, from which I would then inherit on the armed variants.

But I guess I´ll just have to make the turet config from scratch then

ashen chasm
lean bloom
#

Which I really wanted to avoid, because anytime I exported a turret config it made me want to puke with 75 percent of it seemingly being some undocumented nonsense, 5 types of some MgunClouds and GunClouds, 5 different whatever viewoptics, etc

ashen chasm
#

"base tracked" as in "Tracked_APC" or something? Don't all (most?) classes have "NewTurret" subclass defined for that matter?

lean bloom
#

Yeah I am looking into it now how to use it, since the shortcut did not work yoba_zampolit

lean bloom
#

Uhm, if I am using customs .rtm for passenger poses, do I also need to create .rtms for when the passenger is killed? Currently everything seems to return into some default dying lying-on-the-ground pose

#

Do I need to somehow define these in cfgMoves?

opal crater
#

yes

#

eg.

configFile >> "CfgMovesBasic" >> "Actions" >> "passenger_bench_1Actions"

// points to States, aka animations
default = "passenger_bench_1_Aim";
die = "passenger_bench_1_Die";
lean bloom
#

Ah I see, cheers

modest surge
hearty sandal
#

(it is mod issue)

nimble sequoia
austere prism
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e.g. IND_G_F is not visible in CfgGroups and editor but they exist

thick lance
#

So I'm trying to make a weapon which uses ammunition from another mod (obviously I will use that mod as a dependency and will not just copy their work)
but I'm trying to be able to view the config files of some base Arma 3 ammo to copy it's properties to my own, but I can only view it in game and can't copy it at all

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is that intentional or is there a config file I can access out of game?

wintry tartan
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Probably just use Ctrl+C

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...Depends on which config viewer you use

thick lance
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Splendid

wintry tartan
#

Which is incredibly junk viewer, but should be able to Ctrl+C

thick lance
#

negative

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not the code, at least

wintry tartan
#

Are you sure you're in SP

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Not MP

thick lance
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I'm viewing it in 3den

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I just want to use the G_40mm_HE files and convert it to my own round, maybe change the velocity etc

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Additionally, the snowball grenade from "Christmas Pack" addon makes players ragdoll into the air, which I would also like to add

#

but that is secondary

wintry tartan
#

I can do it very finely
3den = 1;

thick lance
#

that's line by line though

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Say I want a preset file for grenades

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where do i find that

wintry tartan
#

You didn't mentioned that that's what you need though

thick lance
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I apologise

thick lance
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thank you!

thick lance
#

Can you edit a mod's config while the game's open, and see the effects take place?

lean bloom
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We dont do that here

thick lance
lean bloom
#

I hope you have an SSD yoba_zampolit

thick lance
#

Let's just say...my drimve is solid state

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hehe

thick lance
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While I'm here, does anyone have a link to Arma's config rules?

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like how exactly to format defining a weapon's model in config.cpp

proud brook
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One question, if i would build an own CfgPatches Loadorder config do i need to take care in which order i put the requiredAddons[] = or can it be a little bit mixed up?

wintry tartan
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It shouldn't matter

sullen fulcrum
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factions are shown when at least one unit they have would be present (scope = 2/public)

#

CfgGroups has nothing to do with that though

#

There is a difference between groups and other objects/units/vehicles. What are you trying to do?

austere prism
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I made an config that adds the the classes motorized, armored, etc to the insurgent faction from rhs in cfggroups. unfortunately alive doesn't work with the present config. the thing is , it would be nice if my groups will not show up in editor.

wooden crow
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This may not be the right spot, but I'm trying to either find a mod for an ALICE pack with LR and a large capacity, or figure out how to edit an existing one. The current one I"ve found only has a carrying capacity of like ~30lbs

sullen fulcrum
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wait...

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Nope, you can't hide them

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If you really know what you are doing

#

Then you could maybe

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maybe...

austere prism
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duplicate each unit and scope it to 0 ?

sullen fulcrum
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add onLoad scripts to the editor dialog and manipulate the list boxes

austere prism
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ah ok

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ha but the IND_G_F faction has propably a script like this running so i will dig into the bis pbos ^^

sullen fulcrum
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factions != groups

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I'm in the allinone 1.54 config and there is no IND_G_F group in CfgGroups

austere prism
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ah yes sry. now i get it

proud brook
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But i've got another Question, my modified Vehcile will not show up in Zeus only in 3den. Did i may miss something? faction, editorCategory and editorSubcategory are set in the parrent and are inherited:

class gme_ge_army_marder1a2_pb21_a: gme_ge_army_marder1a2_pb21_base
{
    displayName = "SPz Marder 1A2 - I/2./212 A";
    scope = 2;
    scopeCurator = 2;
    gm_LicensePlateDefaultDigits = "Y-205450";
    gm_TacticalNumbersDefaultNumber = "210";
    gm_InsigniasDefaultFormation = "gm_insignia_formation_A_yel";
};
wintry fox
proud brook
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Ah no they are not listed there. I am using Hemtt by now and was use Mikero before and was get used that Mikero build the units array automaticly 🙂

wintry fox
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I hate that mikero's does that, doesn't teach people that its required

Also randomly adds magazines and ammo properties, which don't do anything

proud brook
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But if you type many class names you get sometimes errors in typo so some automation is nice to have.

wintry fox
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Why write it out, just copy/paste

proud brook
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Also an potential error point, missing one or copying twice. And also an anoying job if you have more then 40 vehicles in just one configuration.

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But yes i am a lazy boy in this kind and was used to some automation in this regard.

proud brook
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Ok thankyou now it's working. Just to be sure if i make a patch Config that just patches existing classes from another Mod/DLC do i need to include this in the units array too?

wintry fox
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Just new classes

proud brook
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Ok thank you very much

wintry fox
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👍

wooden crow
hard chasm
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@proud brook yes you do because your addon has the 'new' ones.

#

bare in mind tho, that there is never a good reason to alter an existing class.

proud brook
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Eben Not to add for example ACE or ACRE values to this class to make it compatible with the correct values for the vehicle for example?

hard chasm
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nope. you make a new class that >is< compatible.

#
class my_class:old_class
{
   change anything you want to.
};```
proud brook
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So you basically saying that mods like ace and acre doing it wrong because they patch existing classes at some point.

hard chasm
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they don't. afaik.

proud brook
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Correct me if I’m wrong but I see Arma default classes

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And I see such patches a lot in different mods

hard chasm
#
    class Boat_Armed_01_base_F : Boat_F {
        class AcreRacks {```
not something i would do. That's a poor design decision.
chilly tulip
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ACE does it routinely for compatibility mods.

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Otherwise each weapon would have ACE and non-ACE versions in the arsenal.

hard chasm
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ok.

chilly tulip
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I wouldn't say it's a good thing anyway, but I think it was the only way that they could disable the vanilla ranging.

proud brook
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The same thing I do myself just for basic compatibility. If I would do deeper changes that goes further I do create own classes

hard chasm
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you do it for a cheap solution.

opal crater
wintry fox
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That's just foolish to even say

#

Of course there are reasons to edit an existing class

wintry fox
# hard chasm you do it for a cheap solution.

If every mod created their own classes, then you could never have two mods add features to a single vehicle.

For example, ACE would make their own copy of a vehicle to change refuel/rearm/etc. properties. TFAR would make a new one to add intercoms and radios. ACRE would make a new class for their own radio system.

You wouldn't be able to have a vehicle that uses ACE's systems and TFAR/ACRE's

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Even your own tools modify files before they're packed into pbos, e.g. automatically putting public class names into CfgPatches arrays. Is that not the same premise?

wintry fox
wheat sluice
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Not editing BI superclasses is a sensible thing to do. But there's nothing wrong with editing anything else that's derived from them.

wintry fox
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As in stuff like Air, Plane, Helicopter, etc?

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Or do you mean like All / Default?

wheat sluice
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Mostly Default, but can also apply to those as well.

#

Just derive your own subclasses from them. It's pretty much what the CDLCs do.

wintry fox
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If you're adding new vehicles, I would agree. I would disagree if you're adding scripted features, i.e. mods like ace

opal crater
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Context always matters, if you're adding an event handler adding it as high as possible only makes sense.

wintry fox
hard chasm
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it's an example of why altering a base class is necessary.

wintry fox
thick lance
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Hello everyone, is is a common problem that pboProject starts not responding every time you try and crunch a pbo for the second time?

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After every crunch I have to restart the app

potent loom
molten musk
tawdry coral
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How does one set the range for artillery? min/max distance for close, med, far on the mortar for example

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might have just found it. Is it discreteDistance[]?

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no-

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That's a thing for one artillery thing, but not all

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oh, is it the main turret's weapon's config?

potent loom
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also i should include:
#include "XEH_PREP.hpp"
in all this files, isnt it?

XEH_postInit.sqf
XEH_preInit.sqf
XEH_preStart.sqf

this is from CBA or ACE? bc i saw CBA having all functions in the "root" of the pbo

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I think i prefer the good old way lol

molten musk
wintry fox
wintry fox
opal crater
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use CfgFunctions, honestly

opal crater
potent loom
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CfgFunctions ftw

wintry fox
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Worse recompiling though

slow smelt
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Hello! Thinking about restructuring our community mod to have less hard dependencies, is there a way to use #ifdef or something similar to only load certain functions or addons if another separate mod is loaded? Using HEMTT build tool.

wintry fox
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Just use skipWhenMissingDependencies in CfgPatches

slow smelt
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That is aweome, missed it when I was looking. Thank you!

wintry fox
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👍

thick lance
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Addon builder keeps on telling me I need a string after 'class Rifle', why?

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No other weapon configs I've seen do

wintry fox
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What do you mean it needs a string

hard chasm
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@slow smeltyou can also use #if __hasinclude

slow smelt
rapid sparrow
#

I'm trying to recreate the MT round for the MAAWS: a tandem warhead structural round that's designed to punch through the wall with the first charge and then detonate inside with the second.

There's a mod I found today from Rat Works that appears to achieve the effect, but the files are so messy and rife with Cyrillic characters that all I can figure out is that they use an event handler to recreate the projectile at the point of initial impact with the same velocity, but I can't figure out how that's called.

I've also heard it may be possible to achieve the effect through submunitions, but like I mentioned I don't understand anything about the projectile system so I don't know which would be best. I do know that I want the second explosion to be different than the first.

Which system would work better, and how does coding projectiles work in the first place?

#

I've worked with configs for vests/helmets/uniforms, so cfg coding isn't completely new to me, but I'm completely lost in the sauce with projectiles

novel lava
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do it with submunitions

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look at the vanilla heat projectile for the maaws

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you can basically take that as is and change it from being a pure penetrator to be an explosive

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i did a similar thing with the mortar shells in spearhead they penetrate a little bit and detonate on a delayed fuze, on observation its nearly instant but it allows for the shells to go through roofs etc before detonating

#
    class SPE_Sh_M43A1_81_HE_Submunition: ShellBase
    {
        explosive = 0.6;
        explosionTime = 0.1;
    };

these two lines in particular are important for that - explosive < 0.7 allows it to penetrate

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on the parent shell

        triggerOnImpact = 1;
        submunitionAmmo = "SPE_Sh_M43A1_81_HE_Submunition";
        submunitionDirectionType = "SubmunitionModelDirection";
        submunitionInitialOffset[] = {0,0,-0.1};
rapid sparrow
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So I'm inferring that triggerOnImpact means it initiates the submunitionAmmo when it hits something, positioned at the submunitionInitialOffset position?

novel lava
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yeah

rapid sparrow
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Purely out of curiosity (though not likely relevant to my case), how do they behave when they hit the ground? The downward offset is small enough that it works normally?

novel lava
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it doesn't matter

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the offset isn't down its behind

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basically its spawning 10cm behind the impact

rapid sparrow
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Ahhh fascinating

novel lava
#

whoops I was correct the first time, it's 10cm

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parameter submunitionInitialOffset (array) sets spawning offset of submunition. i.e. {0,0,-0.2}; will spawn projectile 20 cm before impact position if it is coupled with SubmunitionModelDirection for example.

#

i'd leave it like that as 0,0,0 might cause it to clip

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and bypass whatever its hitting

rapid sparrow
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I thought that was the point. Going through the object you initially hit?

#

Also thanks; I was looking at the cfgAmmo BI wiki page but I think that page is the stuff I was missing

novel lava
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no because that would mean it would have unlimited penetration

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rockets cant penetrate so you want the submunition to penetrate and then explode

rapid sparrow
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Because a rocket would have to be explosive >= 0.7?

novel lava
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yeah but its also a simulation limitation

rapid sparrow
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Ahhh

#

So you're saying have the rocket impact and explode (?), then spawn a submunition right behind it that isn't a rocket that penetrates and then explodes

novel lava
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yep

rapid sparrow
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Ok I think I can figure that out

#

Thanks again

thick lance
ashen chasm
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Posting the actual error message and all (or at least more) of config can help people help you blobdoggoshruggoogly

thick lance
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Yeah I understand, found a workaround anyway so it's null anyway

thick lance
#

anywayyyy

#
class BaseSoundModeType
            {
                weaponsoundeffect = "DefaultRifle";
                closure1[] = {"a3\sounds_f\weapons\gm6lynx\gm6_lynx_hlaven.wss", 3.16228, 1, 500};
                closure2[] = {"a3\sounds_f\weapons\gm6lynx\gm6_lynx_hlaven.wss", 3.16228, 1, 500};
                soundclosure[] = {"closure1", 0.5, "closure2", 0.5};
                begin1[] = {"vm_candygun_mod\sound\thunk", 2.51189, 1, 1200};
                begin2[] = {"vm_candygun_mod\sound\thunk", 2.51189, 1, 1200};
                begin3[] = {"vm_candygun_mod\sound\thunk", 2.51189, 1, 1200};
                soundBegin[] = { begin1, 0.33, begin2, 0.33, begin3, 0.34 };

            }
            class StandardSound : BaseSoundModeType // Sounds inside this class are used when soundTypeIndex = 0, according to sounds[]
            {};
#

Does this look correct for giving a weapon fire sound? I'm only hearing the closure, not the firing

tawdry coral
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If I do an include, would I then be using the included file's directory?

#

weird- using an include, it acts funny, but then putting it directly into the mission description, it's fine- I have a file of testing scripts in singleplayer, like an infinite ammo and health script (Plus sometimes it's fun to just unleash while standing in the middle of all the enemies haha)
Instead of copying to each senario, I just add the functions to the description file, referencing a folder under my user profile. But was curious if I could put the functions in a hpp file and just include that in the functions, so if I'm testing something on a scenario someone else made-

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oh wait- can you just- back out of the mission directory? ../../common_debug_functions/ ?

little phoenix
#

even when stationary its bobbing like crazy

nimble sequoia
little phoenix
#

even when stationary it bobs up and down like crazy

nimble sequoia
little phoenix
#

it still bobs like crazy in turns even with almost 0 waves

nimble sequoia
#

"stationary" and "in turns" are not the same thing

little phoenix
#

it bobs like crazy in turns and when moving

#

way too much for the waves its in