#arma3_config
1 messages · Page 39 of 1
Exactly
every one and their dog can override a fart by idiocy, but never a captn_fart
you might think this tedious, it's bullet proofing. Ignore at your risk.
even like, variable names?
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?
Global variables should be prefixed yes, but that's a scripting thing
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
pbo breaker..?
It's a nickname, addon builder tends to not catch or ignore very obvious errors
Hence, addon breaker
It lets a lot of things slide that it really shouldn't
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
@wintry fox hi dart, after trying over and over the mod is not working do you know why?
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:
Damage textures don´t get appliedIt somehow started working, I have no clue why- The "wreck" has no collision, but its FireGeometry still works (blocks bullets)
It sinks into the ground by some arbitrary marginFixed by lowering GeoPhysX
I currently do not have a wreck LOD. Do I need one?
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.
Thanks boss
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
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?
Yes
Thanks!
There's terrainCoef, I don't remember what all it affects but it is an overall measure of how good the vehicle it is at climbing hills
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#terrainCoef
I dont think that on tanks cause the merkava and other tanks dont have that field and in AIO i only see it on like cars not tanks
They could potentially just use the default value, i.e. 3
ill try
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.
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? 
see animationsources
basically if you give an animationsource a display name it shows up in the component list in garage
I´ll check it out, thanks a lot
how can i make the character model not appear in a proxy, except when it is turned out in-game? for vehicles
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"};
};
};
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"};
Thank you for the feedback Apollo, I added the bboxes to see if it would help with no joy, so stays normal view with and without bboxes 😖
So everything works as you expect except that normal colour, rather than thermals?
ticket
Hi there! How do I change the armour values of a uniform and of a vest?
Here's the wiki reference, probably a good starting point if you already know how to make a mod
https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection
The hitpoint locations and names are defined in the model, and are usually not modifiable
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)
Ah damn it just occurred to me: I assume components like these only function on the resolution LOD level?
As in, I can not have a hideable component form part of fire geometry and hitpoints LOD?
No, you can
yes animations do apply on all lods
@nimble sequoia looks like we need to put together a wish 😄
Ah, hm. Okay, I will try to make it and see how it works then
I only want 1 thing and that's more bones in the skeleton. Denied. 😦
I tried animating the buoyancy LOD objects btw and didn't notice any effect.
:C
What is wrong, what does the "hitpoint" entry when using source = hit actually refer to? 
it isnt on the wiki, and the sample car doesnt define any animation sources in cfgVehicles for the destruction of its windows
So the AnimationSource hitpoint = links to the class HitPoints and the rest is as already described to you #arma3_config message
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 
Thanks for allowing me to alt f4 it finally
Okay thank u I will experiment with these
at https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#latStiffY
latStiffY = __EVAL(0.3125 * (180.0 / Pi));
what does the 0.3125 mean/what is it a ratio of? like how with reload for guns u can calculate it as reloadTime = __EVAL(60/600), with 600 is is the rate of fire
I guess they are converting radians to degrees.
There are 2 x Pi radians in a circle (360 degrees).
So 1 radian, expressed as degrees is = 360/(2*Pi) = 180/Pi
Where the number 0.3125 comes from, I'm unsure.
Unless you know exactly what you're doing here, ignore the EVAL equation and just put in a number ranging from 15 to 180.
🫡 okay will do
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:
- 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).
- Keeping the above mentioned in mind the mesh must still fullfill its anti-drone function.
- 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? 
CfgArmorSimulations
probably could get away with just Default and AP hit being 0
and speed being 1
which should get what you want, piercing ammo goes through deals no damage
Thanks a lot, I will take a look 🙂
do note minimalHit etc don't cause anything to 'stop'
its how much damage the component is required to take to deal hitpoint damage
you can have things pierce a hitpoint, deal zero damage to it, and hit something else
Ah, okay, I did not know that, cheers
I can´t "tick the tick", I keep pressing it but nothing happens 😦
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
But the result is the same every time
does not compute
so do I need to have one source for hiding, and one source for unhiding?
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)
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
rename the class copecage_hide_source
garage uses animationPhase for detection so it looks for a particular animation name/class
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
the hand anim does not need a gestrures male state config
its just path to the rtm
Yeah, but that breaks my handAnim for some reason
Then i look like a spider
reloadAnimations work fine
yeh but dont add anything nonsense extra in your config
What is "nonsense extra"?
hand anim gestures config
But how do i fix it? It is not broken if i have it in male state, if i dont have it its broken :/
Bcs i have it like this???? handAnim[] = {"OFP2_ManSkeleton","\MP41\Animations\MP41_HandAnim.rtm"};
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
or your weapon bone was not positioned at the shoulder at all
super weird since i use the same handAnim in Old and NewCode config (yes ofc its config.cpp in my source folder)
do you have model.cfg with the character skeleton defined in it next to the rtms?
rtms should be in their own folder
with that model.cfg
RTMs are in MP41\Animations - Model and model.cfg is in MP41\Model
This is my model.cfg - very basic since i did not really understand it yet
yes this is model.cfg for the weapon
Ye that i know
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
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...
well im telling you now
So, a samle model.cfg for animations is enough, yes?
no
😄 funny
the one with the character skeleton
goes next to the rtms
one you have made for the gun
goes next to the gun p3d
Yes i know
they are not the same
Is a sample model.cfg for the animations enough to copy and paste?
yes
ahhhhh lovely 😄
it contains the character skeleton definition
that is needed to properly binarize the rtm
also youll want to pack your mod with mikeros pboProject
if you dont already
Oh - i was using Addon thing from Arma 3 Tools - that usually worked
as far as I know that does not properly do rtms
addon breaker can only do human skeleton rtms. for bridges, cranes, bulding rtms you need them binarized by pboProject.
@wintry fox Continuation of my issue, added the magazineLocation, and ammo handling is there, but no option to load rounds
You'd need to show your weapons and magazines as well
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";
};
};```
I also don't get an ace dissassemble option
You don't show any CSW versions of the magazines, or the conversion for them
But considering it uses a base RHS mortar where the rounds already load properly for CSW, should that be an issue?
No
Because the conversion doesn't check parent classes
Even then, the csw mags would inherit from the same class as you, it wouldn't inherit from your class
You'll need to set up carryable versions of all of your magazines, and set up the conversions
I'm not seeing any of that in the RHS ACE compat. They just add it to ace_csw_groups
Are you wanting to just use the normal ace 1 round mags?
In that case, you still need to add your mags to ace_csw_groups
https://github.com/acemod/ACE3/blob/master/addons/csw/CfgMagazineGroups.hpp#L53-L58
So turns out its a completely different issue. CSW looks like it isn't initializing when I drop it with zues/eden, but if I make it from a baseplate and gun bag, everything works fine
Yeah, that's how CSW works
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'
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
Yeah, its driving me crazy, lol
Might be best to just check in the ace discord itself?
I can't check your stuff super in-depth because I'm on my phone, but it looks fine
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
Do you mean you want to undo the delete?
Load order does nearly nothing. Cfgpatches required addons array dictates what config your config loads after.
ive tried it with just "A3_Data_F_Decade_Loadorder"
and with both "A3_Data_F_Decade_Loadorder", "FIR_AWS_CustomCutscene_F"
im just wanting my custom spotlight to actualy work lol
So yes you say
Pull some config from official config and put it into your config. Unfortunately there is no wise way to do
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 {};
It doesn't really do anything
any ideas then, because im lost with this one lol
This
so putting in this should theoretically work? but it doesnt.
class RscStandardDisplay;
class RscDisplayMain: RscStandardDisplay
{
class Spotlight;
class DontDeleteSpotlightPlease: Spotlight {};```
No. It is same thing you've posted before
i dont know what else to pull from the original mod, as there arent any other classes that i can think of using.
We're not talking about the Mod that deletes them, but the original (vanilla) config
ahhhh, i dont even know where i would find that lol
Same way you found the mods config but with vanilla pbos.
Ingame config viewer works too
Easier with leopards advanced developer tools mod
"P:\a3\ui_f\config.cpp"
ahh sick, found it,
ok so i think ive isolated the part of the config where it defines the spotlight and all of its stuff, what do i do now?
Implement?
did not work lol, got the game to start and all but no dice on the spotlight actually working lol
do you reckon youd be able to jump into a voice chat with me so you can tell me how stupid i am lol
No
worth a shot lol
Nobody can troubleshoot somebody's issue without knowing the issue or specific info
What do you got, errors, configs, etc
not getting any errors, but here is the config for what ive done, with the IPs and stuff removed.
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?
Is there any sample available where passengers of a vehicle can fire their weapons while in the vehicle?
Search FFV
So... what do you get after this config? Are you sure your Mod is loaded?
Ground holders have the items on their side
The holder itself is different object with proxies for the items in it
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)
^^^
What am I supposed to understand from your last post
pretty much that i worked it out?
You didn't state your current issue after the config
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.
Okay so you've finished your project? Your last post didn't seem to state it clearly enough to me
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?
may (or may not) use the value from hpp class BlendAnims { class MaskStart { weight=0.85000002; }; 
oh
So you just make a p3d with a proxy in it to the original item and then flip that proxy on its side to make it right side up?
You can make your own ground holder object yes. I don't remember the exact specifications for them though
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 😄
Magazine bolt and trigger should not be in sections. But in cfgSkeletons
Sections is for texture swap things
Like how engine hides muzzleflash
Or hiddenselections can change texture via config
This is my setup and it works flawlessly
Oh
HOW on earth is it working now even when i have removed magazine, trigger and bolt from sections??????
It did not work before - wth man.. XD
You fixed whatever the error was elsewhere by accident
😅
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)?
No it's always same reload
But you can animate moving parts with multiple animations
There are different animation sources for different states of gun
Oh... but thats something only veteran modders can or should do right? I should just be happy that my reload is working for now 😄
I mean no it's just little bit further animating stuff
I also don´t understand why is this icon empty when that slot is actually not occupied
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..
Ok fixed - testWeapon was wrong once agaion....
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?
Does not really work since the hand pose is different from rifle pose.
It would basically break the animations
Technically possible. Should it be done, no
But theoretically it can happen without gamebreaking issue anyway
It can be done just by having type = 4;
Might need to change the ammo to some sort of rocket too
Nah. type 0, 1, 2, 4 (am I recall right) can accept all of them almost finely
thanks for the info, ill give it a shot tomorrow
Are drones physX simulated objects? 🤔
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?
Like I said, nothing is really different
A drone is essentially just a vehicle with invisible AI
So, yes, every P3D requirements for regular vehicles still applies
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?
Since technically, there is collision between two physx simulated objects happening?
Well, how do you attach that cage?
I am not attaching it. It is created on the model level.
Can be hidden / unhidden in the garage, that´s about it
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
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
You'll likely need to play with scripted damage and collision eventhandlers

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.
I didnt to any checks in OB that could break the proxies
Okay there is some giga strange issue...
I can only kill certain passengers if I kill different ones before them?
The crew hit detection might be somehow simplified
Ah its super strange
The people in the back cant be hit until I kill some other passengers
Cant say I've noticed such behavior anywhere else though
I also haven´t, which leads me to believe I fucked something up
But there are less such open top passengers in vanilla
Or passengers on tracked vehicles.
Oh
How accurate is your cage firegeometry?
It only collides at the top
Is it each beam or big box?
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"
Must admit sounds weird.
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
It can be just cargo.
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
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
Yes, the fire geometry is working correctly
That's not good then
Well, the above picture is firegeo
Yeah, I am just wondering if this could be somehow related, but I don´t think so
Each proxy in its right place and the animation needs to be made ON the proxy, not wide offset from it
Definitely is likely the cause
If you're using your own character animations (rtm) for the cargo passengers, temporarily switch them in config back to BI vanilla anims and retest.
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
Well, the vanilla poses do kinda work, so the issue is very likely the wrong proxy placement.
For a vehicle config, is there a way to add an init script to it?
Yes. The eventhandlers class
Is....it a problem if the pose is offset like this? 
Yes
Quite likely
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?
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?
Ignore it
its not packing it bcs it fails there
Ah, it is some new bug introduced lately I think
I use hemtt and he doesnt care about it 
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
Am I **NOT **supposed to be moving the ArmaRig when creating a pose?
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
Because you're breaking inheritance
You're updating ML700_Basalisk_ARTY_base to inherit from nothing, instead of whatever it used to inherit from
oh wait i am?
Yes
how would i go to defining it properly without updating?
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
seems fixable
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
yeah the M320 in handgun slot
nvm thats not what oyu emant
you meant launcher animation
idk which one, SMAW kinda has an alright one
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
Which attribute do I have to change, the handAnim?
Not certain, I haven't done animation yet
Panzerfaust 60 from RHSGREF
oh that could actually work well
You leave the man where he is, shape him as required, then in the vehicle place his proxy on his seat.
Uhm, but how do I then fine tune his position?
Move the proxy if you need to
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 
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
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.
friendly reminder about diag_drawmode "FireGeometry" in diag builds of dev branch
Hm, I see. I will see what I can do. I think I know what you mean, and I don´t like the implications it has for me 
Amazing, thanks for the tip. Unfortunately it shows that the FG is correct, which is kinda not what I was hoping for. 
Because it ought to work then...
I´ll try redoing the proxies correctly, seems like that is my last chance to fix this
Are those characters all in turrets?
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.
If the vanilla rtm's worked, it indicates to me that you have a disconnect between the character visible position and his fire geometry, or hitpoints, or something.
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.
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.
Far better to leave the character t-pose where it's supposed to be and move the proxy in the vehicle.
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 
But likely the process does not translate well into proper vehicles
Did you ever test whether you could shoot the gunner in the static though?
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 
I thought I found a smart way of saving time
geometry technically is in right place but its animated way beyond the on proxy glued characters sphere of simulation
so things go poop
is at least my educated guess
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? 😄
You probably don't have the file type listed in your "Files to copy directly" (or similarly named) list
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;
ty!
That should get all the important stuff
legend 🙂
dont exactly remember, but yes i think the resolution will be alot lower
how do i disable the animation (make it invisiible) for this driver? I stil want it to the model to appear when turned out.
Yep
Of fuck
anyway
Yeah lol
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
That was what I was going to ask
Damn
Ok
So model and mem points should face forward
yes
Then it’s all model cdg and config work
the config then turns the weapon to point where it needs to point
Ok ok
also the gunner proxy may need to be modeled behind the gun
-pain-
and then given an animation to turn it 180 around the turret axis
yes
you need separate bone for it though
as if you just tie it to the turret it will float around with it
it is tied to how AI works
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
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?
if around the turret axis then yes
Ofc adding the gunner bone too
thats all it needs
Ok
What animation source for this to take place?
It’s not the same one for the main turret I suppose?
no, just a custom one
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
Kk
If I am creating different variants of a vehicle with different classnames, do I need a separate model.cfg for each of them?
no, you need a model.cfg per model (p3d), and CfgVehicles classes don't require unique models 🤷♂️
well, I do have different P3Ds for these vehicle variants
each p3d will need a model.cfg class then
Can I put everything into a single model.cfg, or do I need to somehow separate stuff into folders?
single one works
can be single one
cheers, I will try
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
game looks for the class named as the model in <model name>.cfg, model.cfg
makes sense, thank you 🙂
hey HG, so mg rotation works, proxy rotation works too in buldozer, but in game is still like this
animation source i used is "user", gonna show u in a sec
is there something im missing?
whats the model.cfg like?
for this animation
animperiod for it can be 0
I had to shut off the pc, i alt tabbed “vigorously”, gonna show the model cfg in a sec
that is some vigor
here it is, i have to send it in its entirety, otherwise it would take a bit before c++ loads up because of the aio config being always open there. It is the first animation on the list though
here is the pic
oh its probably anim period being 0
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";
};
no maske angle0 thed 180 not angle1
is acre_main the cfgPatches of the thing you want to overwrite
Kk
i tried with multiple configs, one time with the main config, one time with the sound config.cpp config and once time i tried but nothing changed with the sound when i press caps lock
in game(turret reverts to pointing forward) vs in editor (ok)
well it indicates you didnt put the changes in right place. I dont know exactly where it should go to though
id recommend using "rotation" type instead of roationx roationy types
minTurn = -225;
maxTurn = -135;```
aaah i had a feeling i messed up that
alright, testing
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";
};```
yeah 2 point axis, always
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
and nope, i got this last problem...i can't describe it other than with a short clip here: https://imgur.com/a/FazPhy5
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
How is the gunnerview memory point "tied" to otochlaven? As a bone in the skeleton?
Try:
- check gunnerview mem point is not currently in any other named selection
- add gunnerview mem point to the
otochlavenselection - remove gunnerview from the skeleton
Other thing that comes to mind. Set in the turret config
stabilizedInAxes = 0;
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
Check this is being set by looking in the in-game config
memoryPointGunnerOptics = "gunnerview";
it is yep
in-game config, not what you write in your config
ah right, okk
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.
sadly, it is
Try memoryPointGunnerOutOptics = "gunnerview";
ok
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?
by any chance, what the cameraDir token does?
config wise, gonna show it in a sec
ViewGunner should be a sub class of Main and/or Copilot
it should be
or at least, that's how i think i added it
am i wrong, or does the viewgunner class doesn't show itself as sub class of the main turret?
Open up something like the BI Hunter class and have a look
hunter is land vic?
looks like it
Fixed
It needed cameraDir
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
Those are from the ACE Arsenal but yes, they can added via config as well as script
https://ace3.acemod.org/wiki/framework/arsenal-framework.html#51-adding-stats-via-config
ty
👍
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)
You shouldn't re-use addon names, each addon should have a unique class in CfgPatches
That's likely a specific issue with your config, no one's going to be able to help you unless you post it
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
last two pics are geo and view geo/fire geo
is your component naming right?
Yes it should be, i can double check it
or have you accidentally made huge combined rotor geometry
Mm, huge combined rotor geo?
if you have many components in a shared componentXX namedselection they count as 1
Ok, i see, but i removed rotor geometry (but not the selection names to be honest), so maybe that’s the issue?
no main rotor or tail rotor selections
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
no it should not
Do you have a Geo Phys LOD (answer should be "yes")?
Make sure you don't have rotors modelled in the Geo Phys.
Yes, i do have geo physx lod, and do not have rotors in the geo physx lod
Damage is happening in AFM only, or SFM as well?
afm/sfm as flight models?
Standard/Advanced Flight Model
rotor get damaged only when landing or taking off from the surface
in flight it behaves correctly
in which flight model?
no clue, i just inherit from helicopter base h class
It's an in-game setting
i never touched it, so it definitely is SFM i guess
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
i tested afm and sfm, still get damaged
ok, if it was only AFM it could be different set of solutions, but SFM also narrows it down
Ok, if its not the geo lod, not the geo physx, what it narrows it down to?
can only think of the geo lod
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;```
I find it strange, because the config i use is the same as the other working helicopters, and almost 90 percent of these values are the same, and the rest of them don't get mentioned but inherited from the base class
So what do you have for the mainBladeCenter and tailBladeCenter params, and do you have those named points in your Memory LOD?
same mem points i used for the other heli. which are rotor_center and rotor_02_center
and where are they in your mem LOD?
not enough info
1 sec
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?
tailblade vertical is interesting, sadly nothing can be found in the bi wiki, i will try to use that token. Main and Tail Blade radius have the same value, they might overlap indeed in this intermeshing helicopter. Should i test with just the tailBladeVertical = 0; (i wonder what it does) or should i additionally move the tail rotor mem point back too?
It does what it says it does, lol.
tailBladeVertical = 1 is how "most" helicopters are configured with 1 main rotor providing lift and the vertical tail rotor providing anti-torque stability.
tailBladeVertical = 0 is for helicopters with contra-rotating twin main rotors, such as Chinook, where both blades spin in the horizontal.

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
Mod logos aren't packed into a pbo, so there shouldn't be a pbo prefix
pbo name has nothing to do with path the files would be available at, though. Check PBO Prefix
So your structure should be like:
mod.cpp
meta.cpp
logo_whatever_ca.paa
addons/...
That's not relevant to their issue
Copy the logo files and put them next to your mod.cpp
in the paa format?
ah, mod.cpp
👍
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};
can that be the same name as what is declared later under cfgHeadgear? (I think, or cfgWeapons? I can’t check bc I’m at work right now)
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
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
class mytag_anything
Preferably something obvious to you
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
Usually TAG_ and then whatever feature, equipment, etc. the addon adds.
For example, if you had all of your custom helmets in a single addon, you could name it TAG_helmets.
If you had all of the gear for a single faction, then maybe TAG_equipment_factionName
ah. guess I’m sticking all the hats into one thing then instead of having them all be separate
You can use whatever structure you want
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?
You mean blink?
yeah!
Like ace ir light etc, but didn't understand how config is created and how it should be done.
IIRC "strobe" eg formation light on the wingtip surely can be blinked, not really sure reflectors
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)
Addon Builder (Addon Breaker duh), pboProject or HEMTT
ive started to use pbo manager when Addon Breaker stated to do its thing lol
Both of these basicalky just chug files into the pbo without much consideration on the validity of the files.
Which can work if you feed them gold quality.
Pboproject and hemmt on the other hand have inbuilt error checking.
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
bad conversion? If i click slowly, it works, but when clicking fast it just insta repeats
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
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 :/
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 😅
The Virtual Garage is a bit of a pain in that you have to match the class name of the animationSource with the class name of the animation in model.cfg.
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
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
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
Skeleton
"door1", "doors_hide",
"door2", "doors_hide"```
Animate doors_hide bone with a hide animation will hide both together.
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"
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?
Hpp files are just separate code that the include command copy pastes into the main file when compiled.
They are just a way of organizing config files so their content could be just written straight in.
Okay, so the bone stuff just goes in the cfg itself?
Depends entirely how your files are set up..
Bones are defined in the cfgSkeletons part
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
Source is different thing from bone
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
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.
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.
its kind of a mix between conifg and scripting question
In the envelope[] array the first value is the lift at 0% max speed, and the last value is the lift at 125% of max speed.
Entries in between are evenly distributed between 0 and 125% of max speed.
Other values are interpolated from the envelope curve.
thanks, I was aware but I am not sure if these values are checkpointed, e.g it uses the 0% value until you reach 12.5% of the max speed then it uses the 12.5% value or will it take the 0% value (say 0.5) and the 12.5% (say 1) and if im at 6% max speed will it use 0.5 or 0.75
All of those variables are global by the way
You need to name them starting with an underscore
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.
thanks yes i know its only for debug testing once I get the code finalized it will be properly localized 🙂
ah okay, yeah im not sure how I would test which value is being used, to be honest im not sure those values mean for how maneuverable the aircraft is.
Any ideas how I can convert these values or other values from the flight model values into something that makes sense in value for addforce?
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
ok thanks ill give it some testing
from testing the answer is its an array curve as you though. As I was getting lift before 62.5% of max speed.
that's good news
Would be interesting to see how they're plotting a function from the array.
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
You can use
source = "customWaypointDirection"; // player waypoint
source = "WaypointDirection"; // group waypoint
im not entirely sure i get what you mean with that tbh
Those are game-engine sources you can use in model.cfg Animations to move things like ILS needles
oh my bad maybe i should have specified this is for cfgWorlds for the airport direction not for a model.cfg
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
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
finally found the page with the calculation on
https://community.bistudio.com/wiki/Arma_3%3A_Dynamic_Airport_Configuration?utm_source=chatgpt.com
yeah thats the one I recalled
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 

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; ```
in a cfgWeapon what purpose does soundBullet[] serve? wouldnt that be something handled by cfgAmmo?
Sound of the ejected bullet shell hitting the ground iirc
The effect used (i.e. cartridge) is also defined in the weapon
Probably would make more sense for ammo though
oh okay well soundshaders handle that now so I guess no need for this then
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";
};
The samples are once again poorly made in this respect and confusing for new modders.
-
Firstly, the muzzle flash selection name is defined in the config, line 111
selectionFireAnim = "muzzleFlash";
As you can see, it's not actually calledzaslehin this particular sample, although use of the Czech word is probably more common among modders. -
Next we look in the p3d and find the muzzle flash proxy has a selection name of
muzzleFlashwhich matches the config parameter. -
Now to the model.cfg where the animation takes place.
Ignore occurences in their code ofzaslehas we know that is not used, but look formuzzleFlash.
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";
};```
Okay, i will take a look at this once im home again! Thank you for the great explanation 🙂
The muzzleFlash_axis i create in the memory LOD placing/adding vertex points to the top, right, left and bottom of my muzzle just like the eye for the camera or trigger_axis for the trigger animation - correct? 😄
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.
Roger 🙂
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"};
};
};
};
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?
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.
Okay thanks man, I'll muck with it
Of course, you can bypass the restriction with the forceAddUniform scripting command but that means that you can't put the civilian clothes back on once you drop them for whatever reason.
https://community.bistudio.com/wiki/forceAddUniform
Okay thanks for that
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?
yes
(this turretUnit[0] == player)
replace the 0 with the desired turret index
Since 2.16 use focusOn instead of player to have the actions Zeus compatible.
[0]? 
Turret index starts with 0.
ah, my bad
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 ?
$pboprefix$ is irellevant, the prefix is established from the \path\to\config.cpp
What are you using to build
But I'm guessing your issue is from a missing leading slash for the picture. picture requires \path\to\image_ca.paa
Depends on the build system
picture= is the only property that MUST have a preding \
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.
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
but path to config is \pboname\path\to\img.ppa isnt it? or there is a \x\addons\modname\pboname\path\to\image.paa route? because i saw it in other mods
You need to use a leading \
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
It depends on your setup
Addon Builder defaults to folderName. HEMTT requires you to specify it
IMO you should definitely use hemtt, it has a lot of QOL features and error checking
yea ill need to learn how to use HTMTT
i dont know how HEMTT handles the includes from other mods
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
It's all documented on https://hemtt.dev/
Everything you need to build Arma 3 mods with HEMTT
thank you
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";
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
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
Yes
$pboprefix$ 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=
the code is right, but HEMTT flag me en error there
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
any ideas @wintry fox
?
Yeah, background in the controlsBackground needs to be in quotes
At least that is a issue, not sure if that's what is casuing your exact issue 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;
};
};
im quite sure that in that case dont https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/addons/handhelds/anprc152/ui/anprc152.hpp
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)
this works
oh
well, i put the quotes, and it didnt work anyways lol
i mean, same error
Probably going to be other issues too
Like all of those x/y/w/h properties are missing quotes as well
this is why i hate this tools lol
0000000000000000000000000002.
You're using a different tool than what tfar was built with
HEMTT isn't going to let you build a mod with errors in it
yea but i build the addon with pbo manager, this ui works fine, also if i put it in a mission
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
ok but i replaced the code with this and it worked
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
HEMTT is opinionated and forces you to write better code.
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
does not matter, pbo format hasn't changed either
armake does absolute minimum tho, it packs, rapifies and binarizes and that's it.
I know, I just mean in terms of support, features, etc.
is just the dialogs... also dont flag where the error is...
and its completly unnecesary, all the dialogs are done the same way, why force you do something diferent
You also didn't show your full config, just a small ss
is basically this, with the background changed, and some buttons in a diferent position
For the same reason that hemtt warns when you do someProperty = value; (i.e. missing quotes), there's something wrong, and it should be fixed
In some situations autoquote leads to unintended/unexpected behaviours
that's why support for it was dropped.
Yeah and that file has a lot of stuff that hemtt is going to complain about. Mostly missing quotes
so no, it's not unnecesary to not support it.
So deal with it or use different tool.
iguess it was just the "" in x,y,w,h...
idk if the gamefiles dont have it in quotes... at least should be toggeble
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."
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?
no
thats where you need to copy paste
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
I'd generally recommend you build your turrets based on NewTurret each time.
Oh, I think I never used the NewTurret class up until now 
I don´t assume this is present in the samples?
lol
Hey I have no idea, I only model stuff, but my config guy is lazy
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.
Okay, I see, I´ll take a look, cheers
I was laughing that the samples might contain some best practise, or even correct, info.
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 😄
you can look at its functions in the in game function viewer
it is a scripted solution basically
Oh really? Cool, okay
I thought it was config-based
does anyone know how to prevent factions showing in the editor?
in the config
or is this even possible
there is some config part to it too
Do you know what needs to be done?
not specifically.
afaik you can set the scope i think scope=1; hides it in editor? dont know of the top of my head
unfortunaty no. scope = stuff doesn't work ...
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?
i believe RHS just locks the seats with scripted event handler of vehicle init or something
although that's for 3den-configurable seats
i suppose if you want to create a locked-turret variant of the vehicle you can kinda get it with https://community.bistudio.com/wiki/Turret_Config_Reference#hasGunner_=_true+https://community.bistudio.com/wiki/Turret_Config_Reference#gunnerCompartments_=_"Compartment1"+https://community.bistudio.com/wiki/Turret_Config_Reference#dontCreateAI_=_false (prevent from entering from outside/move to unique compartment to prevent entering from inside/don't spawn AI gunner) 
Hmm. I see. So it isn´t "simple" to disable the gunner slot 
I´ll see what I can do, cheers!
i mean, the usual inheritance seems to go from no turrets to few turrets to all turrets, not the other way around 
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 
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
well, ACE seems to check for locked turrets (https://github.com/acemod/ACE3/blob/13ddde07715be3f9038c63e358bd7a162ebceb61/addons/common/functions/fnc_canGetInPosition.sqf#L23), so locking the turret from init EH should work question mark
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
I´ll check it, cheers
"base tracked" as in "Tracked_APC" or something? Don't all (most?) classes have "NewTurret" subclass defined for that matter?
Yeah I am looking into it now how to use it, since the shortcut did not work 
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?
yes
eg.
configFile >> "CfgMovesBasic" >> "Actions" >> "passenger_bench_1Actions"
// points to States, aka animations
default = "passenger_bench_1_Aim";
die = "passenger_bench_1_Die";
Ah I see, cheers
did you manage to resolve the subskeleton index out of range issue?
(it is mod issue)
There's no obvious cause or solution I'm aware of, so can be ignored.
e.g. IND_G_F is not visible in CfgGroups and editor but they exist
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
is that intentional or is there a config file I can access out of game?
Splendid
Which is incredibly junk viewer, but should be able to Ctrl+C
I'm viewing it in 3den
I just want to use the G_40mm_HE files and convert it to my own round, maybe change the velocity etc
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
I can do it very finely
3den = 1;
that's line by line though
Say I want a preset file for grenades
where do i find that
You didn't mentioned that that's what you need though
I apologise
thank you!
Can you edit a mod's config while the game's open, and see the effects take place?
We dont do that here

I hope you have an SSD 
Check pinned
oo thanks!
While I'm here, does anyone have a link to Arma's config rules?
like how exactly to format defining a weapon's model in config.cpp
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?
It shouldn't matter
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?
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.
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
wait...
Nope, you can't hide them
If you really know what you are doing
Then you could maybe
maybe...
duplicate each unit and scope it to 0 ?
add onLoad scripts to the editor dialog and manipulate the list boxes
ah ok
ha but the IND_G_F faction has propably a script like this running so i will dig into the bis pbos ^^
factions != groups
I'm in the allinone 1.54 config and there is no IND_G_F group in CfgGroups
ah yes sry. now i get it
If you write a config you need to extend the maximumLoad = XXX; value
class gm_ge_backpack_sem35_base: gm_backpack_base {
mass = 88.4;
maximumLoad = 120;
};
In the CfgVehicles class for the Backpack if you want o make a Mod. But you would do this in a mod that updates the values and not editing the mod directly.
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";
};
Listed in your CfgPatches' units array?
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 🙂
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
But if you type many class names you get sometimes errors in typo so some automation is nice to have.
Why write it out, just copy/paste
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.
But yes i am a lazy boy in this kind and was used to some automation in this regard.
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?
Just new classes
Ok thank you very much
👍
Sorry I'm brand new to this, how would I go about doing this?
@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.
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?
nope. you make a new class that >is< compatible.
class my_class:old_class
{
change anything you want to.
};```
So you basically saying that mods like ace and acre doing it wrong because they patch existing classes at some point.
they don't. afaik.
Correct me if I’m wrong but I see Arma default classes
And I see such patches a lot in different mods
class Boat_Armed_01_base_F : Boat_F {
class AcreRacks {```
not something i would do. That's a poor design decision.
ACE does it routinely for compatibility mods.
Otherwise each weapon would have ACE and non-ACE versions in the arsenal.
ok.
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.
The same thing I do myself just for basic compatibility. If I would do deeper changes that goes further I do create own classes
you do it for a cheap solution.
Are you saying mods like this should make their own duplicate classes of every assets for compatiblity?
That's just foolish to even say
Of course there are reasons to edit an existing class
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
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?
No, only new classes are necessary for them to appear in Zeus. The class would (should) already be listed in the original addon's CfgPatches.
Even if it was just for marking dependencies, that's handled by what addons actually define the class, not through the units / weapons lists in CfgPatches.
Not editing BI superclasses is a sensible thing to do. But there's nothing wrong with editing anything else that's derived from them.
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.
If you're adding new vehicles, I would agree. I would disagree if you're adding scripted features, i.e. mods like ace
Context always matters, if you're adding an event handler adding it as high as possible only makes sense.
For an example, this is the config for adding ACE actions to objects: https://github.com/acemod/ACE3/blob/master/addons/interaction/CfgVehicles.hpp
It's 1014 lines long. Imagine how much longer it would be if actions were added to child classes instead of Tank, Plane, etc.
it's an example of why altering a base class is necessary.
But it's not poor design to do so.
If your goal is to create a new vehicle, and you alter properties in a base class, then yes that's bad design. But making the blanket statement of "altering classes from another addon is poor design" is comically wrong.
Hello everyone, is is a common problem that pboProject starts not responding every time you try and crunch a pbo for the second time?
After every crunch I have to restart the app
https://github.com/acemod/ACE3/tree/master/addons/arsenal/functions
im starting to use hemtt, i saw that ace functions are in a folder called functions but i dont see the cfgFunctions in the config, its added automactly when in a folder, or its called from another pbo?
ace is using PREP ,
and main macros have path to functions
https://github.com/acemod/ACE3/blob/61e6d109f26cf89b4658a6ac3a8fc2c352cc9013/addons/main/script_macros.hpp#L116-L122
So if you want to define your functions in the functions folder you need this
How does one set the range for artillery? min/max distance for close, med, far on the mortar for example
might have just found it. Is it discreteDistance[]?
no-
That's a thing for one artillery thing, but not all
oh, is it the main turret's weapon's config?
oooh its done in the XEH_PREP
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
I think i prefer the good old way lol
There are a couple of hemtt "builds" examples on git.
Or you can just follow how ace has done or CBA
on HEMTT github? or CBA3?
GitHub in general, lots of people make their own templates.
E.g. https://github.com/DartsArmaMods/ModTemplate
Just preInit and preStart
It's doing the same thing that CfgFunctions does.
Functions are read and cached to uiNamespace in preStart, and then loaded into missionNamespace in preInit
use CfgFunctions, honestly
PREP is from before CfgFunctions times, so it's actually new way 🤪
CfgFunctions ftw
Worse recompiling though
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.
Just use skipWhenMissingDependencies in CfgPatches
That is aweome, missed it when I was looking. Thank you!
👍
Addon builder keeps on telling me I need a string after 'class Rifle', why?
No other weapon configs I've seen do
What do you mean it needs a string
@slow smeltyou can also use #if __hasinclude
Thank you!
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
do it with submunitions
look at the vanilla heat projectile for the maaws
you can basically take that as is and change it from being a pure penetrator to be an explosive
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
on the parent shell
triggerOnImpact = 1;
submunitionAmmo = "SPE_Sh_M43A1_81_HE_Submunition";
submunitionDirectionType = "SubmunitionModelDirection";
submunitionInitialOffset[] = {0,0,-0.1};
Ahhh sick, thanks
So I'm inferring that triggerOnImpact means it initiates the submunitionAmmo when it hits something, positioned at the submunitionInitialOffset position?
yeah
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?
it doesn't matter
the offset isn't down its behind
basically its spawning 10cm behind the impact
Ahhh fascinating
whoops I was correct the first time, it's 10cm
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
and bypass whatever its hitting
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
no because that would mean it would have unlimited penetration
rockets cant penetrate so you want the submunition to penetrate and then explode
Because a rocket would have to be explosive >= 0.7?
yeah but its also a simulation limitation
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
yep
I mean it says it expects a '{}' after 'Rifle'
Posting the actual error message and all (or at least more) of config can help people help you 
Yeah I understand, found a workaround anyway so it's null anyway
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
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-
oh wait- can you just- back out of the mission directory? ../../common_debug_functions/ ?
That should work
This is the documentation for #include https://community.bistudio.com/wiki/PreProcessor_Commands##include
not sure if this is the the right category but anyone know how to stop the rocking of the boat?
even when stationary its bobbing like crazy
Start by experimenting with:
waterAngularDampingCoef
waterLinearDampingCoefX
waterLinearDampingCoefY```
ive tried
even when stationary it bobs up and down like crazy
You can reduce the "swell" of the waves in Eden to make it less.
it still bobs like crazy in turns even with almost 0 waves
"stationary" and "in turns" are not the same thing

