#arma3_config

1 messages Β· Page 40 of 1

hearty sandal
#

what shape/size is your boyancy lod?

little phoenix
#

shape is pretty much the exact same

#

the bottom is a adjusted higher cause otherwise it rides ontop of the waves instead of being partially under the water

little phoenix
#

buoyancy

hearty sandal
#

wheres your mass center?

little phoenix
#

when the boat isnt moving its fine but the second i get going it goes crazy

#

of the geometry you mean right not the buoyancy lod

hearty sandal
#

it is fairly low which usually gives stability

#

do the dampingCoefs have any effect?

#

you should see at least some difference playing around with them

little phoenix
#

ill try some extreme differences and see if that does anything

#

still makes it rock side to side

nimble sequoia
#

If you have a flat bottomed boat, you can expect rocking. Buoyancy shape doesn't HAVE to follow visual LOD if results aren't to your liking. Could try adding a keel.
Also play with engineShiftY.

little phoenix
#

that fixed it thank you

tender fiber
#

can someone help me out? i'm trying to adjust a siren to an existing vehicle,

in class AnimationSources : AnimationSources

they had a class named SirenOn that had the condition "driver this == player" and the statement [this, ['Siren', 100, 1]] remoteExec ['say3D'];

they didn't knew how to remove the sound, while searching i came to the conclusion of deleting the "vehicle" that had the say3d applied to them would stop the sound so i came up with

_name createVehicle = ["Land_HelipadEmpty_F",(_name select 1) attachTO [this], [], 0, "CAN_COLLIDE"];

_name say3D "Siren", 100, 1;

with a condition of driver this == player AND !alive _name
and a SirenOff Class with the condition driver this == player AND alive _nomedificilqueninguemnuncavaiadivinhar

that had the statement deleteVehicle _name

the vehicle variable has been shortened to avoid cluttering it here (i made it big and weird so there's little to no chance someone also uses it)

when building it pboProject says it had a config error, i cannot for the life of me where on it is the error, and i'd assume 1. it's probably because you can't/shouldn't put all that on the statement property 2. it'll be probably be easier doing it on a .sqf file

SO! first things first, can i actually add all that into the statement? if not can i call a .sqf in the statement property? and if i can, how would i proceed? i'm aware some missions have a CfgFunction class on the description.ext iirc, how would that be done on a config?

rough frost
#

Looking into a few things with ammo explosions, and some items like chemlights and smokes have the value of explosive at 0, but explosionTime at 2.

Judging by the CfgAmmo wiki, explosive declares if the ammo explodes or not, but chemlights and smokes still trigger the Explode event handler even though explosive is 0.

Does that mean that it will technically explode with
explosive isNotEqualTo 0 || explosionTime > 0

#

I may be completely off the mark, just trying to understand

rancid lotus
#

So! I need some help with bugfixing

#

I'm working with a team to try and squash some bugs in their config and clean up code

#

In particular, I get this error, which I know is caused by scope not being declared properly in class WeaponInfoSlots:

#

Trying to narrow down which mod this is coming from, but just wanted to ask if anyone knew the most obvious fix for this kind of error since it'd save me a loooot of time

#

Sample config that seems to have been applied to most WeaponSlotsInfo declarations in our current config (with minor alterations):

#

class WeaponSlotsInfo: WeaponSlotsInfo
        {
            allowedSlots[] = {701,901};
            mass = 1;
            class MuzzleSlot: MuzzleSlot{};
            class CowsSlot: CowsSlot{};
            class PointerSlot: PointerSlot{};
            class UnderBarrelSlot: UnderBarrelSlot{};
        };```
hearty sandal
wintry fox
#

There is no WeaponSlotsInfo class in CfgWeapons

hearty sandal
#

so the class is in wrong place

rancid lotus
#

Here is the full class:

hearty sandal
#

its not

rancid lotus
#
 
class Splits_Rifle_Base: arifle_Mk20_F
    {
        scope                                                                                     = 1;
        scopeArsenal                                                                             = 1;
        scopeCurator                                                                             = 1;
        displayName                                                                                = "-";
        recoil                                                                                    = "recoil_mk20";
        //recoil                                                                                    = "recoil_auto_mk20";
        //recoilProne                                                                                = "recoil_auto_prone_mk20";
        class WeaponSlotsInfo: WeaponSlotsInfo
        {
            allowedSlots[]                                                                        = {701,901};
            mass                                                                                = 1;
            class MuzzleSlot: MuzzleSlot{};
            class CowsSlot: CowsSlot{};
            class PointerSlot: PointerSlot{};
            class UnderBarrelSlot: UnderBarrelSlot{};
        };
    };
hearty sandal
#

somewhere you are defining a weaponslotsInfo inside cfgWeapons

wintry fox
#

Somewhere in your code you have

class CfgWeapons {
    class WeaponSlotsInfo;
};
hearty sandal
#

as a weapon

#

that

#

πŸ‘† πŸ‘†

rancid lotus
#

Lemme check

hearty sandal
#

thats what the error means

rancid lotus
#

Wait- so

hearty sandal
#

its trying to load in a weapon class called weaponslotsinfo

#

that lacks scope parameter

#

and is broken

wintry fox
#

Because it's an empty class

rancid lotus
#

These are current inheritance classes:

#


class MuzzleSlot;
class CowsSlot;
class PointerSlot;
class UnderBarrelSlot;
class CfgWeapons
{
    class ItemCore;
    class mk20_base_F;
    class arifle_Mk20_F: mk20_base_F
    {
        class WeaponSlotsInfo;
    };
    class EBR_base_F;
    class srifle_EBR_F: EBR_base_F
    {
        class WeaponSlotsInfo;
    };
    class Rifle_Long_Base_F;
    class LMG_Mk200_F: Rifle_Long_Base_F
    {
        class WeaponSlotsInfo;
    };
    class SMG_01_Base;
    class SMG_01_F: SMG_01_Base
    {
        class WeaponSlotsInfo;
    };
    class Pistol_Base_F;
    class hgun_Pistol_heavy_01_F: Pistol_Base_F
    {
        class WeaponSlotsInfo;
    };
    class Launcher_Base_F;
    class launch_Titan_short_base;
    class launch_Titan_base;
    class launch_RPG32_F: Launcher_Base_F
    {
        class WeaponSlotsInfo;
    };
    class launch_B_Titan_short_F: launch_Titan_short_base
    {
        class WeaponSlotsInfo;
    };
    class launch_B_Titan_F: launch_Titan_base
    {
        class WeaponSlotsInfo;
    };


//etc etc etc
hearty sandal
#

look in vanilla config to see where weaponslotsinfo is defined

rancid lotus
#

This is directly in configFile

rancid lotus
hearty sandal
#

the original

rancid lotus
#

Anyways- so

#

WeaponSlotsInfo is defined within CfgWeapons, and NOT within CfgWeapons subclasses?

wintry fox
#

Yes

hearty sandal
#

thats what the error means

rancid lotus
#

Not even if the subclass is inheriting from another weapon class?

hearty sandal
#

it dont lie

rancid lotus
#

Alright

#

I'll take a look then, thanks for the help! 🫑

wintry fox
#

You have some other mods loaded there, could also be from them if you haven't narrowed it down

hearty sandal
#

weaponslots info is either iside a weapon class

rancid lotus
wintry fox
#

I know OPTRE has a done of config errors like that

hearty sandal
#

or in its original place in root config

rancid lotus
wintry fox
#

They still do

rancid lotus
#

I'm working on the team of a mod called UNSC Foundries which is who I'm trying to help

wintry fox
#

They break inheritance a bunch

hearty sandal
#

there is no other possibility for that error

rancid lotus
#

I'll double check that though

hearty sandal
#

but whats stated above

rancid lotus
#

Wilco

#

I'm checking it out now

wintry fox
rancid lotus
#

I'll try to work on that next, I happen to be on that team too 🀣

#

But I haven't been active because IRL

#

So I'll work on it

#

*Someday ℒ️ *

#

Okay, I'm looking at vanilla (no mods loaded) config now

#

Can't find WeaponSlotsInfo

#

Is it hidden? Or am I being just a silly guy

#

@hearty sandal @wintry fox

wintry fox
#

There's not really much in it by default

Weapons probably just define it themselves or inherit from a parent class

rancid lotus
#

That doesn't help me much 😭 I'm just a bit more confused now

rancid lotus
wintry fox
#

Just search for all references to WeaponSlotsInfo in your mod

hearty sandal
#

It's not a weapon

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It's in the config root

#

At same level as cfgweapons and cfgVehicles etcetc

#

It's inherited from outside

#

Check sample weapon config

rancid lotus
#

Yeah okay, I thought you were saying it was a CfgWeapons subclass

#

That makes more sense if it's in configFile

obtuse atlas
#

real quick

#

for the gear icon, what letter does the bipod use?

#

U?

wintry tartan
#

What gear icon, what bipod use

wheat sluice
obtuse atlas
ashen osprey
#

Would it theoretically be possible to have a moving vehicle where people could still be walking in/on, as for example a ship?

wheat sluice
# obtuse atlas meant for things like this sorry, went off to do other stuff in the meantime

In that case, you'd want to use u.
m = MuzzleSlot (suppressors)
s = PointerSlot (laser/flashlight)
t = CowsSlot (optics)
u = UnderBarrelSlot (bipods)

By the way, you don't need to use that method anymore. The inventory system automatically handles icon positions so long as you define the right coordinates:
https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Inventory_icons_overlay_method

ashen osprey
pastel fog
ashen osprey
pastel fog
#

You can successfully have seats in the ship and have people walk around when it's stationary,
I think that submarines would be flooded all the time by how arma water works

ashen osprey
#

hm that would be bad

obtuse atlas
#

Oh well i already made like 96 icons

wheat sluice
#

There's a reason why BI stopped this madness before the Marksmen DLC released. Was a complete nightmare back in the day to make icons for every single possible attachment combination (mst, st, mt, ms, etc.). And that's before you start adding in camouflaged variants of each weapon.

hearty sandal
pastel fog
tawdry coral
#

How deep can turrets go? [0,0]? or can you do [0,0,0] for turret paths?
Not sure if the right spot to ask, but idk where else to x3

wintry fox
rapid sparrow
#

Anyone know why my projectile is penetrating 4-6 non-homogenous layers of bunker cement? It's supposed to create one single submunition when it hits the first wall and then detonate inside... but this is what's happening:

#

This is my code:

    {
        hit=150;
        indirectHit=5;
        indirectHitRange=3;
        model = "\MAA\MT 756.p3d";
        warheadName="MT";
        submunitionAmmo="MAA_Penetrator_MT756";
        submunitionInitialOffset[] = { 0,0,-0.2 };
        submunitionInitSpeed = 500;
        CraterEffects="ATMissileCrater";
        ExplosionEffects="GrenadeExplosion";
        explosionEffectsDir="explosionDir";
    };
    
    class MAA_Penetrator_MT756: R_MRAAWS_HE_F
    {
        caliber = 20;
        explosionTime = 0.1;
        explosionEffects = "GrenadeExplosion";
        explosive = 0.6;
        model = "\MAA\MT 756-sub.p3d"
        simulation = "shotShell";
        warheadName="TandemMT";
    };```
#

I wasn't able to recreate it on a recording, but I have seen the submunition appear on the other side before

#

Never mind, here you can see the submunition appear (this video has the same code as the other):

#

May have figured it out. I changed submunitionInitSpeed to 100 and now it doesn't even penetrate one wall lol

#

However what I can't figure out now is that no matter what I set explosionTime to, it goes this same distance before the submunition actually detonates

pastel fog
#

I'm getting errors when trying to pack my addon, which previous packed fine with pboProject
Can someone help me find what's wrong with my config.cpp?
Output from pboProject

creating joblist

Processing \raven_Muzzle_Brakes...

verifying model.cfgs(if any)...

<scanning files to pack (and verifying mlods if any)>

.M....
</end scan>

<using bis\binarize_x64.exe" for wrp, p3d or rtms>

removing stale files in temp (if any)

<copying/crunching to temp>


\raven_Muzzle_Brakes\config.cpp Rapify:circa Line 7 Expected Semicolon OR bad array syntax
lint error:

Failed.View->output logs for \raven_Muzzle_Brakes

#

Only change since it was packing successfully was adding CfgFunctions

wintry tartan
#

Remove enum{} and try again

pastel fog
#

Same error

wintry tartan
#

Ah well

#

CfgFunctions.hpp line 7

pastel fog
#

Duh
Missed a semicolon

#

It works now

#

I didn't think to check in line 7 of the included file,
I guess it counts lines from the top of each included file, but calls them all config.cpp

pastel fog
ashen chasm
#

caliber and actual speed at the time of penetration set penetration. typicalSpeed sets the speed at which the kinetic damage starts falling off.

rapid sparrow
#

I have the penetration more or less where I want it now I'm just trying to get the submunition to blow up faster but setting the explosionTime doesn't seem to be affecting it

ashen chasm
#

although explosionTime=0.1 should've been way farther by this logic, disregard me

rapid sparrow
#

That picture was taken after I experimented by setting the explosionTime to 0.001, and it still exploded at the same distance as when it was set to 0.1 or 0.01

ashen chasm
#

it seems to help in my testing blobdoggoshruggoogly

hearty sandal
rapid sparrow
ashen chasm
#

ye, they have 15 meters there

rapid sparrow
#

Which is incidentally about the distance it's been taking lbwCheeky

rapid sparrow
#

@languid egret @ashen chasm thanks for all your help. I was able to get it to do exactly what I wanted

copper hazel
#

Hi There, is it possible to make a gun with 2 bullet streams like a twin mg ?

sinful bridge
#
            class Rearm {
                displayName = "Rearm Vehicles";
                position = "BDC_Rearm";
                radius = 40;
                condition = "vehicle player isNotEqualTo player";
                statement = "_veh = vehicle player; if (isNull _veh) exitWith {hint 'No vehicle found!';}; ['Rearming', 5, {!isEngineOn _veh;}, {hint 'Rearming Complete'; _veh setVehicleAmmodef 1; _veh setVehicleAmmo 1;}, {hint 'Rearming Aborted';}] call CBA_fnc_progressBar;";
                onlyforplayer = 0;

            }
        }```

so got this here in a crate I am making, just trying to do simple rearms on it ya know
#

and I have been trying 50 different ways for the past few hours and still no dice. no errors come up, all that is clear. Bar functions fine, but it just doesn't leave the vehicle rearmed upon completion

#

and it is saying "Rearming Completed"

wintry fox
#

Also you can just use !isNull objectParent player for the condition, it's a decent bit faster.

vehicle player | Execution Time: 0.0013 ms  |  Cycles: 10000/10000  |  Total Time: 13 ms
objectParent   | Execution Time: 0.0010 ms  |  Cycles: 10000/10000  |  Total Time: 10 ms
sinful bridge
#
        displayName = "Vehicle Rearm 1";
        editorCategory = "B_BDCUNSC";
        editorSubcategory = "BDA_ESC_Props";
        destrType = "DestructNo";
        maximumLoad = 9999999;
        ace_cargo_size = 2;
        ace_cargo_canLoad = 1;
        side = 3;
        scope = 2;
        scopeCurator = 2;
        class UserActions {
            class Rearm {
                displayName = "Rearm Vehicles";
                position = "BDC_Rearm";
                radius = 40;
                condition = "vehicle player isNotEqualTo player";
                statement = "_veh = vehicle player; if (isNull _veh) exitWith {hint 'No vehicle found!';}; ['Rearming', 5, {!isEngineOn _veh;}, {hint 'Rearming Complete'; _veh setVehicleAmmodef 1; _veh setVehicleAmmo 1;}, {hint 'Rearming Aborted';}] call CBA_fnc_progressBar;";
                onlyforplayer = 0;
            }
        }```
#

this is the object in question

wintry fox
#

You need to pass it in the arguments

wintry fox
#

Also I'd suggest just moving that to a function
Long code gets hard to read in config

sinful bridge
#

Gotcha

#

uhh where would arguments be? still a bit new so adding scripts via mods is brand new to me compared to doing small basic eden ones

wintry fox
#

Just after onFailure

#

_veh = vehicle player; if (isNull _veh)
_veh will never be null here, vehicle returns the unit itself if not in a vehicle

sinful bridge
#

gotcha

#

so uno momento

#
            class Rearm {
                displayName = "Rearm Vehicles";
                position = "BDC_Rearm";
                radius = 40;
                condition = "!isNull objectParent player";
                statement = "['Rearming', 5, {!isEngineOn _veh;}, {hint 'Rearming Complete'; _veh setVehicleAmmodef 1; _veh setVehicleAmmo 1;}, {_veh = vehicle player;}, {hint 'Rearming Aborted';}] call CBA_fnc_progressBar;";
                onlyforplayer = 0;
            }
        }```
#

this seem better where the {_veh = vehicle player;} is in an area the argument should be?

sinful bridge
wintry fox
# sinful bridge this seem better where the ```{_veh = vehicle player;}``` is in an area the argu...

It goes after the onFailure code
That would also pass the code block itself

You'd want something like:

_veh = objectParent player;
if (isNull _veh) exitWith {
    hint 'No vehicle found!';
};
['Rearming', 5, {
    (_this select 0) params ['_veh']; // CBA passes a lot of data, but the arguments you give will be the first element in _this
    !isEngineOn _veh;
}, {
    (_this select 0) params ['_veh'];
    hint 'Rearming Complete';
    _veh setVehicleAmmoDef 1;
    _veh setVehicleAmmo 1;
}, {hint 'Rearming Aborted'}, _veh] call CBA_fnc_progressBar; // This passes _veh to the statement, condition, etc.
sinful bridge
#

ohh gotcha

#

I have been doing this for like 2-3 hours plus another 2 ish before my op today trying to figure it so it has been uh

#

knoggin rackin

brazen merlin
#

not sure if this is the right category, but.. is it just me or are flagpoles indestructible?

#

they have damage tree, but it doesnt seem to be possible to destroy them

lean bloom
#

Is some sort of an EH used to open doors / ramps of vehicles when players get in / out?

sullen fulcrum
#

how do i get the config files for weapons and equipment? i want to edit them to lessen a few items weight

wintry fox
sullen fulcrum
#

o

#

would there be any tutorials, then? i didn't expect it to not require configs

wintry fox
#

I would recommend using HEMTT https://hemtt.dev/ instead of something like addon builder, it will give the easiest time since it catches lots of errors

hard chasm
#

so does pboProject

wintry fox
#

PBO Project also changes your code directly and doesn't tell you why or what it changes
And breaks so often that people are dozens of versions behind

#

HEMTT also has far more features for development, like hooks and being able to run scripts during the build process, and in different stages of the build process.

#

It's also open source, made by someone who is actually actively modding Arma 3, etc.

nimble sequoia
pastel fog
copper hazel
nimble sequoia
copper hazel
hearty sandal
#

vanilla AAs have dual guns too

tacit zealot
#

Is there any possible way to set the height/altitude of an object in a Group? Trying to see the feasability of making groups for static ships and realized height is kinda important for placing things.

wintry fox
#

You mean just like?

private _posASL = getPosASL someObject;
_posASL set [2, someNumber];
someObject setPosASL _posASL;
hearty sandal
tacit zealot
wintry fox
#

Then it's even easier, the third element in position is the Z offset

tacit zealot
#

I've tried that before with aircraft to no avail, hopefully it works for this

copper hazel
hearty sandal
wintry fox
#

That's CfgGroups config there

tacit zealot
#

I could do a composition too, but I tried that like a year and a half ago and it didn't work. Is there a template for a custom composition I could work off? Maybe I got some parent classes wrong or something Found docs, will go back over those
Also ran into this weird issue with Groups where the static objects are only editable if the group is on the Empty side, so Compositions are probably a good way to go.

tacit zealot
hearty sandal
tacit zealot
#

It doesn't show up in the editor selection pane under any tab.

hearty sandal
#

how do you pack the pbo?

#

do you run the packed pbo as local mod?

tacit zealot
#

I've ran it as local and on Steam Workshop

#

The filepath shown used is consistent with that which works for other directories for images, functions, scripts, etc. that I've tested locally as well as published to the Workshop.

hearty sandal
#

have you checked if your config appears in config viewer in game?

tacit zealot
#

Yep, its there

lean bloom
#

I defined the driverDoor and the source in cfgVehicles, then I defined the appropriate bone and animation in the model.

#

but neither source comes up in OB

hearty sandal
#

it means your model.cfg is faulty

#

OB buldozer reads only model.cfg and p3d

#

it does not know about config.cpp

lean bloom
#

Ugh I reexported from Blender and it works now somehow

#

Hmmmm, but I can only have a single soundeffect linked to a single source, right? Which means I can not have a different sound effect for the hatch opening and a different one for closing, right? Only the same one, reversed?

#

actually no, maybe I can

lean bloom
#

Ignore me, I am a dumbass

pallid sierra
#

say I want to remove ACE_Black and ACE_White and add them into a compat addon. is it possible to append class Values? I don't think there is off the top of my head. I wanted to do inline __has_include_ but then it prevents binarization. didn't know if I could do it this way either. one alternative is to create a whole new module specifically for the ACE stuff in the compat addon.

wintry fox
sullen fulcrum
#

so im trying to do a test where i edit the mass value of weapons to 1 for something i intend to do. is this the proper way to edit already existing weapons?

{
    class arifle_MX_F
    {
        mass = "1";
    };
};```
sullen fulcrum
# sullen fulcrum how do i get the config files for weapons and equipment? i want to edit them to ...

for anyone in the future reading this, i did this by getting arma 3 into the dev build, opening the game via arma3diag_x64.exe that gets created in your arma 3 folder, getting into an editor game, then typing in:

diag_exportConfig ["E:/config.cpp", configFile];

into the debug console that appears in your esc menu. if you don't have an E drive, make sure to change it to something else, i.e: C:/config.cpp.

lean bloom
#

Is there any resource anywhere to read up on the triggers of cfgAnimationSourceSounds? It is impossible to understand what do direction and phasefactor actually mean just by looking at the config entries.

wintry fox
#

You are also missing a CfgPatches class. Arma will not load any addon that does not have one.

sullen fulcrum
#

i'll make do with what you've trold me, i appreciate it

sullen fulcrum
#

update, got the black and khaki variants of the MX rifle to work, but, i can't get the default MX rifle to work... could i get further assistance?

pallid sierra
wintry fox
#

Even if they behave like turret classes, they should still exist in config.
If they do work like that, then just referencing the same classes in the extra addons hould work

I.e.:

class FlagToReplace: Combo {
    class Values {
        class ACE_Black {...};
        class ACE_White {...};
        class Custom {};
        class AAF {};
        // etc.
    };
};
pallid sierra
#

they don't. it overwrites

#

let me post the stuff

wintry fox
#

You're likely updating a base class then, they will still exist in config if done correctly

#

Unrelated by why write out the full path there?
Instead of (presumably) just doing #include "modules\moduleChangeFlag.hpp"

pallid sierra
#

this is the result of the compat addon, i loose like 20 entries

pallid sierra
wintry fox
#

Are those commits on your github?
Probably easier to just look at it there if they are

pallid sierra
#

haven't made the commit yet for this branch, but i can

pallid sierra
#

ah poo i didn't even notice that, good eye

sullen fulcrum
#

pardon me, are you able to help me out any further, dart?

pallid sierra
#

@wintry fox yup that was it, strong work πŸ™‚

wintry fox
sullen fulcrum
#

i should probably state that social anxiety takes the wheel a lot of the time.

wintry fox
# sullen fulcrum update, got the black and khaki variants of the MX rifle to work, but, i can't g...

Couple things I immediately notice
CfgPatches

  1. requiredVersion is missing a value, you can just use 2.18
  2. You can just use "A3_Data_F_Decade_Loadorder" for your requiredAddons, that makes your mod load after all vanilla content
  3. If you want to use CBA's versioning system, version should be a number, i.e. MAJOR.MINOR. There should also be versionAr. In your case it'd be versionAr[] = {0, 0, 1};

CfgMagszines
4. mass should be a number, you have it as a string

CfgWeapons
5. WeaponSlotsInfo needs to be inherited, that's breaking inheritance as it is now. It should be like:

class CfgWeapons {
    class Rifle_Base_F;
    class arifle_MX_Base_F: Rifle_Base_F {
        class WeaponSlotsInfo;
    };
    class arifle_MX_F: arifle_MX_Base_F {
        class WeaponSlotsInfo: WeaponSlotsInfo {
            mass = 1;
        };
    };
};
sullen fulcrum
#

thank you so much!! i'll give it a try from here

#

i truly don't understand what makes the MX rifle so unique compared to the black and khaki variants for my mod changes to not effect the default one

#

i've used your code mind you, and it seems to work...but not for the standard MX rifle

#

works perfectly for the black and khaki variants, not for anything else.

#

okay, update, its one of my mods/cdlcs

#

now to find out what one it is

wintry fox
#

Are you loading ACE?

sullen fulcrum
#

no medical, yes

wintry fox
#

ACE modifies the masses of a lot of items

sullen fulcrum
#

ohhhhhhhh

#

i'll go check out aces source then

wintry fox
sullen fulcrum
#

thank yuo so much

#

i feel horrible knowing that i spent like 6 hours trying to fix something that was literally okay the entire time

#

im so sorry for basically wasting your time

wintry fox
#

You're fine
Modding is a learning process

sullen fulcrum
#

mhm, thanks for the help dart

wintry fox
#

No problem πŸ‘

sullen fulcrum
#

one last thing i need to know @wintry fox is it possible to change a mods priority to load after ace, and therefore overwrite any changes ace would make?

wintry fox
#

That's what requiredAddons does. You would put the addon name (i.e. the class name in CfgPatches). When loading your mod, Arma will then load all of the requirements of your addon before yours is loaded

#

So if you want to load after ACE's realistic weights addon, you would add ACE_realisticweights to your requiredAddons array

sullen fulcrum
#

gotchu, thanks

tacit zealot
#

Is it within the Arma engine to add an inventory to a pylon model/magazine? Thought of a concept for a travel pod which can be mounted to aircraft which can allow for expanded exterior-access capable inventory space.

pallid sierra
#

can this be simplified?

    class Logic;
    class Module_F: Logic {
        class AttributesBase;
    };
    class MEH_ModuleBase: Module_F {
        class AttributesBase: AttributesBase {
            class Combo;
        };
    };
    // Append my class from a different addon
    class MEH_ModuleChangeFlag: MEH_ModuleBase {
        class Attributes: AttributesBase {
            class FlagToReplace: Combo {
                // Append values
                class Values {
                    class ACE_Black {
                        name = "ACE - Black";
                        value = "ACE_Flag_Black";
                    };
                    class ACE_White {
                        name = "ACE - White";
                        value = "ACE_Flag_White";
                    };
                    class ACE_RallyPoint_East {
                        name = "ACE - Rallypoint East";
                        value = "ACE_Rallypoint_East";
                    };
                    class ACE_Rallypoint_Independent {
                        name = "ACE - Rallypoint Independent";
                        value = "ACE_Rallypoint_Independent";
                    };
                    class ACE_Rallypoint_West {
                        name = "ACE - Rallypoint West";
                        value = "ACE_Rallypoint_West";
                    };
                };
            };
        };
    };

It didn't want to give me the results I wanted until I went WAY back in the tree, which makes me feel like I'm doing something wrong somewhere and I haven't seen the consequences yet.

lean bloom
#

Please, which config entry controls whether the azimuth and elevation are displayed on a weapon? It works for me in a static weapon, but not in a mounted one, even though the cfgWeapons are exactly the same

novel lava
#

thats an ace addition

lean bloom
#

oh

#

it was one of these

round bluff
#

Trying to apply ace missile guidance to an artillery shell. Everything looks right to me, but there is no guidance. Am I missing something?

    class habfuze_155mm_m712: Sh_155mm_AMOS
                {
                    submunitionAmmo = "ammo_Penetrator_Scalpel";
                    submunitionDirectionType = "SubmunitionModelDirection";
                    submunitionInitialOffset[] = {0,0,-0.2};
                    submunitionInitSpeed = 1000;
                    artilleryCharge=0.50999999;
                    airFriction = 0;
                    autoSeekTarget = 1;
                    laserLock = 1;
                    ace_frag_charge = 10;
                    ace_frag_metal = 10;
                    ACE_damageType = "shell";
                    flightProfiles[] = {"Direct"};
                    sideAirFriction = 0.1;
                    class Direct {};
                    class ace_missileguidance {
                    enabled = 1;
                    pitchRate = 30;
                    yawRate = 30;

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

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

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

                    seekLastTargetPos = 1;      // 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 = 8000;      // Maximum range from the missile which the seeker can visually search
                    attackProfiles[] = {"DIR"};
                    bangBangGuidance = 1;
                    };

                };```
hearty sandal
ebon pivot
#

That's literally how backpacks work already lol

hard chasm
#

@pallid sierra

#
    class MEH_ModuleBase: Module_F 
    {
        class AttributesBase
        {
            class Combo;
        };
    ;```
the reason why you can do this is you are merely satisying the compiler of where these classes are. You are telling the engine (and compiler) *where* class combo is, how it is constructed is not relevant. there was nothing wrong with what you alrady wrote. You asked for a simplication.
simple olive
#
    {
        displayname = "Pool Tiles (wet) 5x5";
        hiddenSelectionsTextures[] = {"The Backrooms Archive - Objects/data/textures/pool_tiles_wet_5x5_co.paa"};

hiddenSelectionsTextures[] = {"The Backrooms Archive - Objects/data/textures/pool_tiles_wet_5x5_nohq.paa"};

hiddenSelectionsTextures[] = {"The Backrooms Archive - Objects/data/textures/pool_tiles_wet_5x5_as.paa"};

etc. "  "
    };```

Hello, so im still learning and the tutorials on modding vary very much making it quite hard to know what is the best or right way, but i've been following part of a tutorial that explains how to mod a single object that has different textured versions in game.
(im trying to just make a static object mod to learn and use)

however he only uses the co.paa for the hidden selections but i want a set of texture maps to be used each time, normal, wet, dirty, damaged and destroyed, am i correct to think that i can do it like this and do i then make a standalone rvmat for each texture maps set?
hearty sandal
simple olive
#

ok and that needs the vrmat path then ye? and do i then have to make a vrmat for each texture map set?

hearty sandal
simple olive
#

what do you mean with each change? i mean like i said im looking to just have a single object have multiple texture sets, from normal to destroyed to place around

hearty sandal
#

Do the first one and see how it works.

simple olive
#

first one? do you mean use the hiddenselection with texture maps in each class?

hearty sandal
simple olive
#

yes i understand that but i dont know how to use them is the thing, i have never done much coding so its learning as i go but i want to avoid using something the wrong way because im just guessing how to use it or write it correctly.

hearty sandal
#

Don't overthink it.

simple olive
#

i have and even looked trough a few simple mods to see how they did it. I guess your right, but still there is nothing that i could find that says you can put multiple hiddenselections in one class for example, that was just a guess

hearty sandal
#

But single config class can have only one texture and material assigned on each hiddenselection

simple olive
#

alright thx, i'll see if this works then first, and another question to confirm something are firegeo LODs for bullet penetration and/or not penetration?

hearty sandal
#

Each component in it can be given different penetration material that defines that parts characteristics

#

There are solid penetration materials that take the whole components shape into account and plate type materials that have predefined maximum thickness

simple olive
#

ok copy.

wintry fox
# pallid sierra can this be simplified? ```cpp class Logic; class Module_F: Logic { ...

Yes, and it should.
After checking your GitHub, MEH_ModuleBase's AttributesBase class does not inherit from anything in the original definition (since it's just inherited from Module_F) https://github.com/hypoxia125/Modules-Enhanced/blob/main/addons/modules/CfgVehicles.hpp#L20-L34

This means that this config instead makes AttributesBase inherit from the AttributeBase class of Module_F, thus causing an updating base class error.

class MEH_ModuleBase: Module_F {
    class AttributesBase {
        class Combo;
    };
};

class MEH_ModuleChangeFlag: MEH_ModuleBase {
    class Attributes: AttributesBase {
        class FlagToReplace: Combo {
            class Values {
                // ...
            };
        };
    };
};
#

You should always check for Updating Base Class errors when testing your mod. There will be exactly 99 from vanilla Arma. Any more than that means a mod (yours or another one you're loading) has broken inheritance

lean bloom
#

Uhm, if cargoGetOutAction and cargoGetInAction exist, why donΒ΄t these also exist for the driver? Or am I just blind? I canΒ΄t find such entries in the config...

lean bloom
#

I donΒ΄t know boss, I canΒ΄t see any driverGetInAction and driverGetOutAction :/

#

this is some vanilla tank

wintry fox
#

driverAction
driverInAction
?

hearty sandal
wintry fox
#

Oh forgot the "?"
I couldn't remember if those were them or not

lean bloom
#

well, getInAction and getOutAction. Is that supposed to refer to the driver?

#

I guess there is no one else for it to refer to

hearty sandal
#

Yes

#

Gunners have their own inside turret class. As well as cargo

lean bloom
#

This game will be the death of me...

#

IΒ΄ll assume there is no way to get around the attenuation inconsistency of the sound effect of a driver / cargo hatch / door?

Such as the door shutting behind you when already sitting inside gets attenuated, but the same sound does not get attenuated when the door is closing behind you after getting out of the vehicle.

hearty sandal
limber citrus
#

Hey peeps what the the little white arsenal icons for vehicles called/defined again? The side profile ones that are also used for the ORBAT viewer

wintry fox
limber citrus
#

Thanku

#

Now question on that if anyone already knows by chance, can those only be black and white or is that just a standard BI went with?

wintry fox
#

Most icons are usually white so they can be colored by side color correctly (i.e. like map markers for units / vehicles), but I don't think the side profile is ever used like that in vanilla

#

There's nothing stopping you from making a non-black/white one though

limber citrus
#

Neato

#

Because I was playing with the idea of creating 'fake' vehicles with those pictures set to medals, to make it look like the unit was assigned some medals which are now shown in the orbat

pallid sierra
wintry fox
#

Check RPT

#

There'll be "Updating base class old->new from <config that broke inheritance>) (original: <original config>)" messages

pallid sierra
#

Ok. I'll check it out when I get home tonight.

#

I swear I had tried the solution you and mikero posted, but it was throwing Eden attribute errors (configs for the modules looked exactly the same between the appended and any of the other ones) and stacking my attributes. Could have just glazed over it being tired. But I'll try it tonight.

wintry fox
#

I PR'd a fix

pallid sierra
# wintry fox I PR'd a fix

For the command casing and padding, did you go through those individually or does hemtt have a script to do it itself?

#

If you did go through individually, thanks. Been lazy and wanted to get to it eventually lol.

wintry fox
#

It has a script to do it, but needs a bunch of manual review since it replaces all cases of it in sqf files, even if it might not really be a command

I just did it semi-manually, like doing a find replace with the correct casing

faint spruce
#

If i add hiddenselections to a vest, can i acces them with setObjectTexture later ?

hearty sandal
#

only uniform and backpack are such entities

faint spruce
#

Hmm i see, thank you πŸ™‚

sullen raptor
#

so i am trying to retexture my helmets to add more color and whenever i create a new variant it only shows the BASE helmet, am i doing something wrong here within this?

rare wing
#

any good general resources to get a grip on configs? Or will BI docs get me through

ebon pivot
sullen raptor
#

i got that i fixed that but now my helment is just gone

#

so im confused and dont know what to do cuz that shouldve been the fix

ebon pivot
#

wrong file path

sullen raptor
#

Thought that as well but it’s the correct one.

ebon pivot
#

what texture is it showing you in config viewer

hearty sandal
faint spruce
#

Anyone knows why this vest doesn't fit well on the character ?

#

Yet, it is correctly weighted

wintry tartan
#

likely autocenter

faint spruce
#

Oh my bad, i didn't see it in the sample

#

i'm gonna try it

#

it's working better now but i still have some issues

faint spruce
#

Nevermind, i forgot to weight 2 vertices

#

that's what happen when i code instead of sleeping ^^

potent loom
#

any way to bypass this in HEMTT?

wintry fox
opal crater
#

the event does not seem documented on the wiki

potent loom
wintry fox
#

Yeah

wintry fox
potent loom
#

oh

opal crater
#

ah it's mission EH

#

make sure your required version is set to 2.18

wintry fox
#

I thought it was a version warning when using an event handler from a version beyond your requiredVersion?

#

Unless [showing an unknown EH is] a bug

potent loom
opal crater
#

You gotta live with the warning for now.

#

Also it's not really config related.

potent loom
#

oh its a waring, so i should be able to copile the mod , isnt it?

opal crater
#

yes

rapid sparrow
#

What parameters in cfgAmmo determines when an illumination round starts burning and its rate of fall? I can't find anything that looks like it controls that, but the 40mm rounds also clearly don't start burning as soon as they exit the muzzle

wintry fox
rapid sparrow
#

It's set to 0 already

#

Same with fuse distance

#

The candle doesn't appear to be a submunition either

wintry fox
#

Oh triggerTime

rare wing
#

how can I figure out what certain properties of a class does apart from guess and check

wintry fox
rain scarab
rare wing
#

im looking at weapons_f class optic_DMS and class ItemInfo has a subclass OpticsModes how is that used

hearty sandal
#

you put something like "arma 3 opticsmodes" on google and it likely pops up near top

#

maybe add cfgWeapons to it too

rare wing
#

I looked on CfgWeapons config reference and it aint there

rare wing
#

how do I find how it worked in A2

rain scarab
#

There's a sample config but it doesnt really say much about each things' functions

hearty sandal
#

and then experiment with it

rare wing
#

yea alright thanks

hearty sandal
#

you can also explain what you try to do and if someone knows specifics they usually tell

rare wing
#

I am not really doing anything in specific im just playing around

wheat sluice
# rare wing how do I find how it worked in A2

Arma 2's optics setup is pretty much the same. You just define an OpticsModes class within the weapon instead of on a standalone attachment since Arma 2's CfgWeapons did not have ItemInfo or WeaponSlotsInfo (accessories were baked into the weapon itself).

For instance, this is what the M16A4 ACOG looks like in A2 (with OA activated):

    class m16a4_acg : m16a4 {
        class OpticsModes {
            class ACOG {
                opticsID = 1;
                useModelOptics = "true";
                opticsPPEffects[] = {"OpticsCHAbera1", "OpticsBlur1"};
                opticsZoomMin = 0.0623;
                opticsZoomMax = 0.0623;
                opticsZoomInit = 0.0623;
                memoryPointCamera = "opticView";
                visionMode[] = {"Normal"};
                opticsFlare = "true";
                opticsDisablePeripherialVision = "true";
                distanceZoomMin = 300;
                distanceZoomMax = 300;
                cameraDir = "";
            };
            class Kolimator : ACOG {
                opticsID = 2;
                useModelOptics = "false";
                opticsFlare = "false";
                opticsDisablePeripherialVision = "false";
                opticsZoomMin = 0.25;
                opticsZoomMax = 1.1;
                opticsZoomInit = 0.5;
                memoryPointCamera = "eye";
                visionMode[] = {};
            };
        };
    }; 

With ACOG being the primary scope mode and Kolimator being the backup sight (in this case the elevation adjuster dial on top of the TA31 RCO).

Mind you, Arma 3 still supports this "feature" so you can use the exact same approach in order to simulate weapons that have integral optics.

rapid sparrow
novel lava
#

rate of fall for flares has a special property ill have to dig it out

#

flareAirFriction

#

the shockingly descriptive name

wintry fox
slim halo
#

So I would say neither in Hypoxic's code nor turret code would it make a difference

pallid sierra
#
class CivilianPresence_UnitCount: Slider
{
    onLoad="        comment 'DO NOT COPY THIS CODE TO YOUR ATTRIBUTE CONFIG UNLESS YOU ARE CHANGING SOMETHING IN THE CODE!';        _ctrlGroup = _this select 0;        [_ctrlGroup controlsgroupctrl 100,_ctrlGroup controlsgroupctrl 101,''] call bis_fnc_initSliderValue;    ";
    attributeLoad="        comment 'DO NOT COPY THIS CODE TO YOUR ATTRIBUTE CONFIG UNLESS YOU ARE CHANGING SOMETHING IN THE CODE!';        _ctrlGroup = _this;        [_ctrlGroup controlsgroupctrl 100,_ctrlGroup controlsgroupctrl 101,'',_value] call bis_fnc_initSliderValue;    ";
    class Controls: Controls
    {
        class Title: Title
        {
        };
        class Value: Value
        {
            sliderRange[]={0,30};
            sliderPosition=5;
            lineSize=1;
            sliderStep=1;
        };
        class Edit: Edit
        {
        };
    };
};

this is how the civilian presence module from BI does a cfg3den slider inheritance (from config dump)

wintry fox
# slim halo Are you sure? I don't recall seeing the game checking if a config is defined exp...

Yes
For example, if you were inheriting from a vehicle with turrets but wanted to change the weapon used, you would have to explicitly define the other turret seats as well.

class Car_F;
class LSV_02_base_F: Car_F {
    class Turrets;
};
class LSV_02_armed_base_F: LSV_02_base_F {
    class Turrets: Turrets {
        class MainTurret;
        class CargoTurret_01;
        class CargoTurret_02;
        class CargoTurret_03;
        class CargoTurret_04;
        class CargoTurret_05;
    };
};
class O_LSV_02_armed_F: LSV_02_armed_base_F {};
class TAG_someClass: O_LSV_02_armed_F {
    class Turrets: Turrets {
        class MainTurret: MainTurret {
            weapons[] = {...};
            magazines[] = {...};
        };
        class CargoTurret_01: CargoTurret_01 {};
        class CargoTurret_02: CargoTurret_02 {};
        class CargoTurret_03: CargoTurret_03 {};
        class CargoTurret_04: CargoTurret_04 {};
        class CargoTurret_05: CargoTurret_05 {};
    };
};
#

If you don't do the extra class CargoTurret...'s, then those seats are not usable in-game.

sullen fulcrum
#

i'd like to know on if it would be possible to add selectable voices for players to use to the game via modding. i.e: adding all the british voices, altian voices, russian voices, etc to the players control. is this a possibility?

sullen raptor
#

Is there a config maker I could snag to come help me with unit stuff?

pallid sierra
#

honestly, just learn how they work and you'll have less headaches in the long run than using a generator (you'll be fixing the issues the generator makes all the time)

wintry fox
wintry fox
sullen fulcrum
#

i.e: male01engb, male02engb

#

what i intend is for every voice to be selectable and for every voice to happen regardless of what the scenario would want from a player

#

iirc vanilla arma doesn't allow players to select voices that aren't american unless the player character is set to a different faction/specific faction

#

i.e: can't be a brit if you aren't ctrg, can't be iranian if you aren't csat, can't be altian if you aren't the aaf/fia

hearty sandal
#

I believe it can be done in mission level if you want to do it live

#

with this

sullen fulcrum
#

yeye i know i can do it that way, but i kinda wanna do it in asort of "universal" way

hearty sandal
#

thats the one πŸ˜…

sullen fulcrum
#

it...probably is hard coded isn't it

hearty sandal
#

well each unit is configured with the selection thats available for it in editor

#

and is randomized on it

#

you could probably create a "dummy" unit to use as base of characters that has all the options configured into it

#

players can also choose their identity in their profile

sullen fulcrum
#

so, they could use that dummy unit as their identity in the arma 3 profile, yes?

hearty sandal
#

they can already select any identities in the profile I think

sullen fulcrum
#

no, you can't i don't think

hearty sandal
#

that should overwrite what the unit has

sullen fulcrum
#

i set my face to be an australian and yet i still was using american voices in regular games

#

aka the SOG faces

hearty sandal
#

there may also be server setting for that

#

or mission settingg

sullen fulcrum
#

although i should probably try out faces and see if that changes the voice used in game

#

not SOG faces mind you but more vanilla ones

hearty sandal
#

also with SOG you get the ambient voices

#

in case you heard those

sullen fulcrum
#

y e s

#

i actually want to emulate the voice effects that the ambient voices have

#

and give htem to vanilla units

hearty sandal
#

well technically you can play the sounds as you like

sullen fulcrum
#

while it is indeed immersion breaking because, nobodys voice echoes like that irl, it'd be sick to actually hear a person yelling "rifleman, 100 meters, front"

#

as you're shooting at em

#

although i'd have to check how SOG prairie fire handles ambient noises

#

because im unsure if the audio effect is built into the audio file or not

hearty sandal
#

dont remember. but often those effects depend on surroundings

#

like each surface type has its own sound setup

sullen fulcrum
#

mhm

#

i use SOG AI to play and when i used it one time on stratis i used a function that sog ai has to summon a bunch of units in, and it made my faction the SOG AUS, and i heard the ambient noises w/ the same voice effect thats used in the campaigns

#

so it doesn't appear ot be map specific, it appears to be audio specific

sullen fulcrum
#

so after some testing, it seems to default back to male01 (adams voice) if the speaker isn't one of the set ones in the arma 3 profile

#

until i can find out more information on how to possibly tweak it, i'm probably not gonna focus on this. if anyone IS aware of arma 3 profile editing, pls ping

bitter osprey
#

Hello! πŸ™‚
I have a model.cfg for my Gewehr 41 and i already have a pretty good working reload animation where the bolt snaps back and the 5rnd clip gets inserted when the weapon is completely empty.
Now i want to also add a reload animation for when my gun is not empty. i want to also move back the bolt and insert the 5rnd clip. But my issue is, that if my gun is completely empty the bolt gets moved back even further.
Is there a way to have these two reload animations in my model.cfg? As reference i have attached my model.cfg

green verge
#

Guys, I am trying to hide some vanilla stuff via config.cpp, I've been able to hide weapons, uniforms and vests by using for example:

    class V_LegStrapBag_base_F;
    class V_LegStrapBag_black_F: V_LegStrapBag_base_F
    {
        scope = 1;
        scopeArsenal = 1;
        scopeCurator = 1;
    };
    class V_LegStrapBag_coyote_F: V_LegStrapBag_base_F
    {
        scope = 1;
        scopeArsenal = 1;
        scopeCurator = 1;
    };
    class V_LegStrapBag_olive_F: V_LegStrapBag_base_F
    {
        scope = 2;
        scopeArsenal = 2;
        scopeCurator = 2;
    };

With values of 1 for hiding and 2 for showing, which worked perfectly except for Backpacks where I get duplicated or quadruple backpacks sometimes, for example:

    class Bag_Base;
    class B_Parachute: Bag_Base
    {
        scope = 2;
        scopeArsenal = 2;
        scopeCurator = 2;
    };
``` shows 4 parachutes on the Virtual Arsenal, all are the exact same.  B_Parachute only appears that one time on the hole config file, so what I am doing wrong?
hearty sandal
#

they may be these

green verge
# hearty sandal they may be these

You are right... I don't even have those listed in the config but I guess that by enabling their predecessor I am enabling those as well so now I need to list them and set them manually each to Scope = 2;

green verge
#

Can I comment in the config.cpp or that would cause issues?

hearty sandal
#

they get ignored by game so it is safe

rare wing
#

what does _this return in a config

#

or is this something more relative to a specific class perhaps

rapid sparrow
#

Is there a way to preview config edits without going through the entire process of repacking .pbo and publishing an update to the steam workshop? I'm not expecting there to be, but it would definitely be super convenient

wintry fox
wintry fox
rapid sparrow
#

Ah

rare wing
rapid sparrow
muted flame
#

Hey, is there anything that would like, oh idk, break every single armor asset and make it T-Pose? I have no idea what I added that broke it and I really don't wanna rewrite all my code froms cratch until it fixes

#

Like it was all working, then I added something, forgot about it, and then testing it now and every single armor has broke, and I'm unsure as to what exactly it was.

wintry tartan
#

What armors do you mean

muted flame
#

armor you wear

wintry tartan
#

So vest

muted flame
#

and vest

#

and helmets

#

like literally everything is broken

wintry tartan
#

So character models

muted flame
#

is there anything that would like

#

break every single one of them

wintry tartan
#

You likely have broken model.cfg

muted flame
wintry tartan
#

I don't rn

#

I'm on the phone

muted flame
#

its building fine so i don't even know

wintry tartan
#

It's building fine doesn't mean working fine

muted flame
#

I see why people switched to Reforger

wintry tartan
#

It's not the reason. You broke the game using broken file, so your fault

#

Okay could read your model.cfg

#

You sure CfgSkeletons OFP2_ManSkeleton identical with the one you have in Samples

lean bloom
#

Would it be possible to create an interactive vehicle interior by using ACE to bind actions to the locations of specific animated parts, such as buttons / levers etc?

nimble sequoia
#

class Library is deprecated and we should use class Armory instead, according to the wiki
https://community.bistudio.com/wiki/Armory_configuration
Both entries are present in BI's code (all-in-one dump).
Are either of them used anywhere in Arma 3?
(The field manual text comes from class CfgHints, neither of the above.)

ebon pivot
lean bloom
#

Ye, what I though, cheers

calm pilot
#

if that's the case, and iirc, the unempty mag reloading animation is tied to scripts, but that's all i know

bitter osprey
#

Yeah, but i need it to work in model.cfg first - the real animations are my next β€žbigβ€œ milestone

#

And if i have isEmpty and reloadMagazine, they both seem so archieve the same? I cant seem to use isEmpty with reloadMagazine

calm pilot
#

also, i suggest you to dont use SPE_MyWeapon as naming for your class weapons, it is not a clever way to do things, it may conflict in the future if they decide to add that same weapon for example, or in general to avoid further breaking issues

bitter osprey
#

I know but i still want to keep it - changing it later is no big deal

calm pilot
bitter osprey
#

isEmpty is my bolt snap back animation - so that the bolt is open and can accept new clips

calm pilot
#

you can achieve that differently

#

not by using is empty

bitter osprey
#

Hm

calm pilot
#

you can make the open bolt translation part of the reloading naimation

wintry tartan
#

Do you mean you need IsEmptyNoReload

bitter osprey
#

I thought that is only for launchers?

wintry tartan
#

Nope

bitter osprey
#

I can try it with that again - have not tried yet

toxic solar
#

is it possible for class Reflectors to be IR only? like lights on a tank

calm pilot
#

Alright folks, so i got a strange issues with my custom atgm static turret. It has a main turret with a gunner and a commander turret: basically AI won't shoot, it targets, lock, but won't shoot. The only way it will shoot is if the player plays as commander (primary observer) assign a target and order to fire, or if the player plays as the gunner ofc. I tried to change weapon assigned to the main turret, to see if the issue was there. I specifically used another atgm weapon which i use on a tank turret that works like a charm, but it changes nothing here. So it must be a main turret issue probably, but i have no clue now what it could be. Even re-did the main turret from scratch, but no success. Gonna paste the link on pastebin to my config cpp if someone wants to help. https://pastebin.com/YNgWLgXj https://cdn.discordapp.com/attachments/1254878538624929963/1314281887811764284/ArmA_3_Screenshot_2024.12.05_-_17.02.39.72.png?ex=6753dca4&is=67528b24&hm=dca31fb3d9452525c423c60d2e6eadd89691451776a23bedd817ffff699dfae5& https://cdn.discordapp.com/attachments/1254878538624929963/1314281888734515291/ArmA_3_Screenshot_2024.12.05_-_17.02.47.100.png?ex=6753dca4&is=67528b24&hm=289c70a693da05aee56ee0621ba6de74bf9ae254c8a55c180b96cd8d7dcf5d82& This is the static turret for reference.

toxic solar
nimble sequoia
calm pilot
limber citrus
calm pilot
simple olive
#

i've been looking around a lot and im surprised that i cant find anything on your mod presentation with the icons in eden or how to replace the puzzle icon.

i have found this https://community.bistudio.com/wiki?title=Arma_3:_Mod_Presentation

but it doesn't really say where the lines should be and i have set it up under the mod class but it did nothing

wintry tartan
#

set it up under the mod class
What is this, or where is this

simple olive
#

class CfgPatches and then class (modname)

wintry tartan
#

This is not where it belongs

#

This is an example

simple olive
#

oh i thought mod.cpp is just the config? is it not?

wintry tartan
#

It is a config. Not config.cpp, but a config

simple olive
#

ok, how do i set that up then because i have tried doing a mod.cpp file and then pasting what is in the wiki but i am guessing i am missing a few syntax

wintry tartan
#

Literally the article you've posted have the example to write in mod.cpp

simple olive
#

hm but i have put that text in a mod.cpp and it did nothing too

wintry tartan
#

Where do you put it

simple olive
#

oh, ye it was next to the config.cpp, it should be next to the addons file doesn't it? πŸ˜…

wintry tartan
#

Yes. It is not a part of a PBO

simple olive
#

alrighty thx

green verge
#

I've noticed that all the mods on the workshop which change the name of vanilla items to their real world names use CBA

#

If I were to create a mod that does that but without CBA I would have to add a modified stringtable file?

hard chasm
#

you don't have to modify, you simply create a new one next to your config

green verge
wintry fox
green verge
wintry fox
#

ACE as a whole, yes.
Realistic names, no.

#

It's essentially just

class SomeClass_base;
class SomeClass: SomeClass_base {
    displayName = "Some new displayName";
};
green verge
wintry fox
#

That's what requiredAddons is for
Just make your addon load after ace realistic names

#

You could also just overwrite the stringtable on its own as well, and not touch the classes themselves at all

green verge
wintry fox
#

skipWhenMissingDependencies exists

#

But stringtable's easier

green verge
# wintry fox But stringtable's easier

Indeed. I am impressed that there are no mods out there that use the Stringtables to replace the names with realistic ones since that seems more universal compared to relying on CBA or ACE

wintry fox
#

Because not everyone cares

#

I'm sure most people who use ACE don't care about the realistic names part. And if they dislike it, there's an additional mod you can use to disable it.

#

And if someone is going for realism, they're probably using ACE for its more advanced medical system and other features

green verge
wintry fox
#

The name of a gun or vehicle alone isn't going to give you "realism in its purest form". That's going to come from how you pla

#

That's not really relevant to the technical side though

wintry tartan
#

I'm not even sure why CBA or ACE is involved on your solution. I actually find renaming displayName is simply much easier, and stringtable.xml is much messier or harder

#

Well just checked the Mod you posted, I found that CBA is only used to utilize the macro

#

It even uses stringtable

wintry fox
#

How is a stringtable messier or harder?
All that addon would be is a CfgPatches and the stringtable placed next to it

wintry tartan
#

Making stringtable is, well slightly complicated

#

Not saying it's absurdly hard

wintry fox
#

Just copy it from whatever addon you're modifying, and remove irrelevant keys from it

wintry tartan
#

Which is harder than just put displayName = "bra";

wintry fox
#

Changing displayName directly only changes that name, if some other weapon uses the same key, you also need to change those as well

wintry fox
wintry tartan
#

I know how it works

wintry fox
#

I didn't say you didn't

wintry tartan
#

Fair

wintry tartan
#

Dunno. CBA is not what I use

green verge
#
<?xml version="1.0" encoding="utf-8"?>
<Project name="ModifiedNames">
    <Package name="MyModifiedNames">
        <Key ID="str_a3_cfgweapons_v_pocketed_olive_f0"> 
            <English>Multi Pocket Vest (Olive)</English>
            <German>Multi Pocket Vest (Olive)</German>
            <Spanish>Multi Pocket Vest (Olive)</Spanish>
            <French>Multi Pocket Vest (Olive)</French>
            <Czech>Multi Pocket Vest (Olive)</Czech>
            <Polish>Multi Pocket Vest (Olive)</Polish>
            <Russian>Multi Pocket Vest (Olive)</Russian>
            <Portuguese>Multi Pocket Vest (Olive)</Portuguese>
            <Hungarian>Multi Pocket Vest (Olive)</Hungarian>
            <Italian>Multi Pocket Vest (Olive)</Italian>
            <Japanese>Multi Pocket Vest (Olive)</Japanese>
            <Korean>Multi Pocket Vest (Olive)</Korean>
            <Chinese>Multi Pocket Vest (Olive)</Chinese>
            <Chinesesimp>Multi Pocket Vest (Olive)</Chinesesimp>
            <Turkish>Multi Pocket Vest (Olive)</Turkish>
        </Key>
    </Package>
</Project>        
#

☝️ Is this + CfgPatches enough to make a change to a vanilla item name?

#

where "str_a3_cfgweapons_v_pocketed_olive_f0" is the vanilla key ID

wintry fox
green verge
wintry fox
#

What does that have to do with anything

green verge
wintry fox
#

Are you going to translate everything yourself?

green verge
#

I just need the realistic names without ACE and without CBA

wintry fox
#

I meant translate it into other languages

green verge
wintry fox
#

You should only need to change the languages you're actually changing
Leave everything empty

#

You will still probably need to have dummy addons with the same stringtable entries, otherwise ACE will likely load after and change the keys

green verge
#

Basically I am trying to replicate if a CDLC was to change some of the vanilla assets names for example... so no CBA nor ACE

wintry fox
#

Oh are you just copy/pasting the stringtables?

green verge
wintry fox
#

So yeah that would be copy/pasting

green verge
#

Fine, I will write all the letters... still a BMW X6 but whatever

wintry fox
#

There's nothing wrong with copy/pasting from ACE, ACE is licensed under GPLv2

green verge
#

The ACE naming scheme is adding both to their selected "real" name

#

I just go for whatever looks the most similar

#

For example, for ACE the SUV has the front of an Alpha Romeo and the tail of a BMW X6 so it is called the "Stilleto X6" (made up but so you can understand their approach)....

#

My approach is: It looks like an BWM X6 and so I don't care if the wheels are from an Audi the asset is going to be named BWM X6

wintry tartan
#

So... what is your problem

green verge
tacit zealot
#

Is there something I can put in a weapon config to, for lack of better words, loosen the accuracy tolerance for the AI to fire?

For example, with vanilla rocket pods, the AI will often spray and miss all over; meanwhile, I have some custom single-shot rockets that the AI almost never fires from helicopters because they don't have a perfect shot lined up.

abstract isle
#

Hi guys, quick question on classes, I was wondering if there was a class I can use for just data storage in a mod?

Im working with a group that is making a mod that will work with multiple mission files and we want to store static data like item prices in a mod so we can change them without having to change 10 mission files. I could just make a vehicle or something that had no actual use and doesnt show but id imagine there is a better class to use?

lean bloom
#

I am not quite sure what am I doing wrong, but even though my "Gun" is red, it can still fire. "Turret" is also red, but it canΒ΄t rotate.

abstract isle
worn eagle
#

does cfgmagazine's mass parametre have anything to do with projectile's flight path? How about cfgammo's caliber parametre?

strange egret
#

no not at all

#

calibre also doesnt change lfightpath

tacit zealot
tacit zealot
#

aw rip me, I wanted some super Mad Max action. Looks like rifles and pistols will do.

muted flame
#

Hey, the uniform I am trying to put in game does not want to acknowledge itself as existing. Its just invisible but it appears in arsenal. I have copy and pasted the model.cfg so that can't be it, and the file path was like quadruple checked. I am losing brain cells by the minute, please help. I have tried with backslashes infront of "Lirus_Uniform_1" and without, so that doesn't work either.

tacit zealot
#

A couple weird FFV bugs I'm encountering, any help?

  1. AI units in the back seat won't enter FFV mode when a player is driving. If the gunner is at all alone in the vehicle, he will enter FFV mode. He will also enter FFV mode if the driver player switches to gunner and back to driver.
    2. If AI are in both the driver and gunner seat (grouped or not, doesn't matter), the gunner will hop out upon contact with enemy. Testing fix with unloadInCombat = 0; in vehicle config
  2. Units exiting the passenger seat will get stuck halfway inside the ground at the end of their get out animation.
hearty sandal
muted flame
#

so just delete all of our hidden selections?

#

in the config and the model.cfg or

hearty sandal
#

In config is enough

#

And can comment them out with //

#

Cant look at your configs on mobile so just can give general advice on how to debug it

muted flame
#

yeah literally what I was doing cause didn't wanna retype it

muted flame
hearty sandal
#

Look into your pbo, compare what's in it with P3d paths

#

Try pack with mikeros toolset maybe

muted flame
robust dune
#

is there a config for faction/country flags?

muted flame
# robust dune is there a config for faction/country flags?
  1. If you are asking where the file pathing is or what it is, here you go -> https://community.bistudio.com/wiki/Arma_3:_Flag_Textures
  2. If you are asking if there is a way to add to this selection, yes with making ur own mod/mission making, here you go -> https://www.youtube.com/watch?v=zZlqcWPC_JQ

Use code line:

this setFlagTexture "test.jpg"


If there are any specific aspects of Public Zeus you would like to see a tutorial on then feel free to place a comments and I'll see what I can do!

β–Ά Play video
wintry fox
chilly tulip
#

So the CUP littlebirds (eg CUP_B_MH6M_USA) report as having eight cargo seats for both fullCrew and BIS_fnc_crewCount, but you can only put six cargo units in them, either with editor drag or moveInCargo. Is there some config detection method for this that I'm missing, or is it some sort of model bug that would need a specific workaround?

muted flame
hard chasm
#

it's not clear who or what is missing. use pboProject to analyse for wrong file paths

#

arma3p is your friend here.

sullen fulcrum
#

mass in CfgMagazines is how much space the mag takes up in the inventory. And how much it reduces your maximum stamina.

#

caliber determines how much a bullet gets slowed down when entering a material. Higher caliber means higher penetration.

#

It does nothing for missiles IIRC

#

The flight path depends on the projectiles speed.

#

It's draged down by gravity, which is an acceleration. A faster projectile will have a flatter flight path.

#

initSpeed and airFriction determine that.

robust dune
#

Maybe im wrong. But filepath not starting with a slash looks into mission folder. Filepath starting with slash looks into addons with the first folder being the addon itself.
So it should be \pboName\filepath\file.paa

strange egret
#

coefGravity is another one

wintry fox
#

Also that's incorrect, most config properties function the same with or without the leading slash. The mod vs mission thing is solely for mission config iirc (I don't touch missions, could be wrong).

Some properties do require one case or the other, like picture will go looking for a specific folder structure if a leading slash is missing. While the mat property in the Damage class (used for damage textures/materials on an object) will fail to load if there is a leading slash

robust dune
#

I thought there was some inconsistency there. But wow...
Question then for Hancock. Is the pbo itself called Lirus_Uniform_1.pbo? Thats the only thing I can think of being wrong here? Maybe some special character somewhere here that is screwing the path?

wintry fox
#

PBO file name is not the same as the PBO prefix

wintry fox
#

Use an actual uniform class.

robust dune
#

Prefix is optional right?

wintry fox
#

No, every PBO has a prefix
There's an optional setting in Addon Builder to specify a prefix, but if its blank it defaults to just the folder name

robust dune
#

oh.... how convenient

#

Thanks for that knowledge

wintry fox
#

If you want an example of a different case, all of ACE's pbos are prefixed z\ace\addons\<addonName>

#

Even though the pbo file name is still ace_<addonName>.pbo

robust dune
#

I was thinking of that example too.
I was also thinking that I have never understood how that filepathing made sense....

#

Still dont honestly.... Like where does the ace part come from? is the prefix z\ace?

wintry fox
#

It's the structure that hemtt uses, primarily for file patching
z is the "main prefix", which would be something usually unique to the mod developer
ace is the prefix for the mod
addons is just a part of the actual file path for the project

#

When you use hemtt launch, which builds a version of your mod, it will also create symlinks (basically just tells windows that a certain folder links to a different folder) in your arma installation. This is so you can use file patching to do things like edit script files without having to re-launch the game.

wintry fox
robust dune
#

Right. dont use hemtt. but that makes sense.
So my mod bax_intel.pbo
I dont do anything specific to my pathing or prefixs that I know of.
I also do not use hemtt or mikero's tools. I do use addon builder.
How would I add main prefix and mod prefix?

#

Or where would I add them?

wintry fox
#

The "main prefix" isn't an actual thing, it's just an additional part of the PBO's prefix itself

You could just edit the prefix in addon builder when packing that pbo

robust dune
#

ok. so from arma's perspective ace's prefix is z\ace?

wintry fox
#

But then you would have to edit that setting each time you build a different pbo, which is probably more hassle than it's worth

wintry fox
molten bobcat
#

Is there a way to replace a single file in a vanilla campaign without having to override the whole thing?

robust dune
#

oh, gotcha.

#

That seems much more obvious now....

#

Thanks 🫑

muted flame
muted flame
wintry fox
dire solstice
#

Got a question, I'm trying to add a TFAR LR Radio to a Vehicle which is a extension of the I_E_Offroad_01_covered_F class (LDF Offroad Covered) but my config doesn't work, have I missed something?

  class I_E_Offroad_01_covered_F;
  class GC_B_Offroad_01_covered_GER_Grn : I_E_Offroad_01_covered_F {

    author = "GC";
    scope = 2;
    scopeCurator = 2;
    displayName = "Offroad IuK";
    side = 1;
    faction = "GC_";
    crew = "CUP_B_GER_BW_Fleck_Soldier";

    tf_hasLRradio = 1;
    tf_RadioType = "TFAR_rt1523g";
    tf_range = 30000;
  };
wintry fox
robust dune
#

Arent uniforms created by creating a new unit essentially? Im rereading encoding guide for a new uniform.... and it inherits from one of the nato units.

wintry fox
dire solstice
wintry fox
#

I don't think tf_radioType is a thing for vehicles

#

I couldn't find it on the tfar github at all

dire solstice
#

First one from the Vehicles Section

wintry fox
#

Might be set in a macro or something then

dire solstice
#

No it works but I completely frogot, that tfar doesnt do anything in sp

wintry fox
#

I just mean from me searching for it on GitHub

#

That or it just uses the faction default if not defined in the vehicle

dire solstice
#

No clue, I'd need to spend some time with the code to figure that out

#

I just need to find out, where the ACE Interaction to open the radio is added and then I'm done

#

Nevermind it's in Self Actions, I'm really fucking special today xD

muted flame
hard chasm
#

nowadays it's a rare case for a pbo to not use prefix. One good reason is you clutter up the drive with prime folder pbo spaghetti. The even better reaon is you quickly learn the need to have an OFPEC 'my_tag'.

from that point on, all your spaghetti is in the 'my_tag' folder which instantly means prefix required.

...
my_tag\project999```
Bis 'my_tag' is, A3 

with all that said. The name of the pbo is irrelevant. You could. eg. rename any bis .pbo to 'elephant'. the engine doesn't care.
hard chasm
#

general comment re the need to use prefix

muted flame
#

I don't understand what you mean by "use a prefix" in thix context. Like are you saying to not use an underscore or

#

or are you saing instead of me doing

Lirus_Uniforms_1/data/...

I should do

Lirus_Uniforms_1/Project1/data/...
hard chasm
#

yes to that. but.....

muted flame
#

yes to which one

hard chasm
#

the point is let's assume you choose to use a my_tag of hnc.

#

all your stuff goes in there

#

in this case, you could simply move what you already have into it

#

no one sane, will ever use the tag hnc, except you

#

that means both you / them are protected from over -writes

#

if you see a case for making several different uniform pbos, it should make sense to you :
hnc\uniforms\red
....
hnc\uniforms\tangerine

#

when you branch out later to (eg) make a weapon. it's
hnc\weapons\blah

#

all of this, to preserve your sanity

muted flame
#

Cause my file path currently is

"Lirus_Uniform_1\data\Lirus_Guardsmen\Models\Male_Guardsmen.p3d"

and you want me to go to

"hnc\Lirus_Uniform_1\data\Lirus_Guardsmen\Models\Male_Guardsmen.p3d"

correct? I'm having a hard time actually understand what ur trying to sy becaues I don't know anything out of basic coding

hard chasm
#

yes to above. yu need to change it

muted flame
#

and do I need to do anything else other than add it or

hard chasm
#

no

muted flame
# hard chasm no

holy shit that actually worked. Im getting erros on my p3d on why it can't open it. Thanks man

bitter osprey
#

Hey, how can i animate the stripperclips to insert after each other? Only the last one gets shown for some reason 😦

{
    type = "translation";
    source = "reloadmagazine";
    selection = "stripperclip1";
    sourceAddress = "clamp";
    axis = "magazine_axis";
    minPhase = 0.2925;
    maxPhase = 0.5325;
    minValue = 0.2925;
    maxValue = 0.5325;
    memory = 0;
    offset0 = -0.75;
    offset1 = 0;
};
class MagazineHideMove1
{
    type = "hide";
    source = "reloadmagazine";
    selection = "stripperclip1";
    sourceAddress = "clamp";
    minPhase = 0.2925;
    maxPhase = 0.5325;
    minValue = 0.2925;
    maxValue = 0.5325;
    memory = 0;
    hideValue = 0;
    unHideValue = 0.29;
};
class MagazineReloadMove2
{
    type = "translation";
    source = "reloadmagazine";
    selection = "stripperclip2";
    sourceAddress = "clamp";
    axis = "magazine_axis";
    minPhase = 0.5525;
    maxPhase = 0.7925;
    minValue = 0.5525;
    maxValue = 0.7925;
    memory = 0;
    offset0 = -0.75;
    offset1 = 0;
};
class MagazineHideMove2
{
    type = "hide";
    source = "reloadmagazine";
    selection = "stripperclip2";
    sourceAddress = "clamp";
    minPhase = 0.5525;
    maxPhase = 0.7925;
    minValue = 0.5525;
    maxValue = 0.7925;
    memory = 0;
    hideValue = 0;
    unHideValue = 0.55;
};```

```sections[] = {
    "bolt",
    "bolt_clip",
    "trigger",
    "zasleh",
    "magazine",
    "stripperclip1",
    "stripperclip2"
};```

```skeletonBones[] = {
    "bolt",                "",
    "bolt_clip",                "",
    "trigger",            "",
    "zasleh",            "",
    "magazine",            "",
    "stripperclip1",            "magazine",
    "stripperclip2",            "magazine",
    "bullet1",            "magazine",
    "bullet2",            "magazine",
    "bullet3",            "magazine",
    "bullet4",            "magazine",
    "bullet5",            "magazine"
};```
wintry tartan
#

Ask specically I said, which means what you say is not specific enough. What exact error you have

gritty kayak
#

I dont know how to be specific when I dont know where I went wrong 😭

wintry tartan
#

Post your config

gritty kayak
wintry tartan
#

Yes

gritty kayak
#

expand

wintry tartan
#

What

gritty kayak
#

im new to modding

#

πŸ‘€

wintry tartan
#

Post your config

gritty kayak
#

how do I do that

wintry tartan
#

Post your config file using Discord

gritty kayak
#

which one?

wintry tartan
#

Your config.cpp

gritty kayak
wintry tartan
#

Your bracket is not closed

molten musk
#

missing end of file };

#

texture paths should be defined differenlty

gritty kayak
#

tell me what needs to be fixed

#

like specifically where these things are

gritty kayak
wintry tartan
#

That is closing the class RSS_Insig, not class CfgUnitInsignia

gritty kayak
#

that should fix it right?

wintry tartan
#

Semicolon is still needed

gritty kayak
#

after?

wintry tartan
#

At the bracket

gritty kayak
wintry tartan
#

Yes

gritty kayak
#

better?

wintry tartan
#

Not better, must

gritty kayak
#

anything else?

wintry tartan
#
texture = "\"C:\Users\User\Documents\Factions\PNGs\Georgetown National Front.png";```Invalid path
#

More like, you need to follow the guide

gritty kayak
gritty kayak
#

lets just say

#

point and hope you find the right way

wintry tartan
#

Path in config is relative to the PBO, not your absolute path in your system

gritty kayak
#

how to fix it then?

wintry tartan
#

Change your path

gritty kayak
#

like how

wintry tartan
#

Maybe like insignia_addon\whatever.png

gritty kayak
#

btw can you see any errors on line 32?

wintry tartan
#

Your path is wrong. That is the error

gritty kayak
#

or just shorten the path

#

in the code

wintry tartan
#

Path in config is relative to the PBO, not your absolute path in your system

gritty kayak
#

no or yes?

wintry tartan
#

No

#

Do you know what relative path and absolute path mean

gritty kayak
#

no 😦

wintry tartan
#

Google it

gritty kayak
#

since im still triying to wrap my head around it

wintry tartan
#

Don't know. I don't know what folder and structure you have. Also you still need it in PAA

gritty kayak
#

cause its being a little goober

#

I ask for it and it hits me with this

wintry tartan
#

Read the guide

wintry tartan
#

Read the guide

gritty kayak
#

just copy and paste the contents?

#

lemme just start to finis again

#

"Open the 'insignia_addon' folder and go to the 'icon' folder.
You will find a file called 'test.paa' in there, this is a 128x128 px Image converted to the .paa file format, which is the texture format for ArmA."

wintry tartan
#

Nobody told you to open the PAA as a text file. You don't. PAA is a texture

gentle quiver
#

If I remove the ViewOptics class, will that disable ADS in a turret? I'm trying to make it so there is no ADS on a door gun. Currently the Turn Out mode doesn't have ADS but Turned In does

robust dune
gritty kayak
robust dune
#

Arma 3 tools

gritty kayak
#

since im trying to convert my PNG to PPA

#

and arma tools is not having it

robust dune
wintry fox
#

ImageToPAA is for converting textures to PAA format

robust dune
#

Use either. The website can also be downloaded as an app

gritty kayak
wintry fox
#

You just said "and arma tools is not having it", which provides no context

gritty kayak
#

it doesn't wanna convert them

wintry fox
#

Probably because there's something wrong, paa files have to meet some requirements

#

What is the resolution of your texture?

gritty kayak
#

no clue

wintry fox
#

Right click on the png > Properties > Details

gritty kayak
#

the necesarry size for an insignia

wintry fox
#

Yeah the width / height need to be a factor of 2 to be valid for a PAA
I.e. 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, etc. etc.

#

Resize the textures to be 128x128 and try to convert them again

gritty kayak
#

you think quality like this will be worsened with the increased size or nah

wintry fox
#

By 8 pixels?
Not much

gritty kayak
#

btw how does insignias look

robust dune
#

You dont have a choice if you want it as a PAA

gritty kayak
#

these are the rest

#

and im curious for critique

wintry fox
robust dune
#

Those are all pretty cool

wintry fox
#

You may want to crop some of those to be circles, like that white one with the boat

wintry fox
#

The texture is exactly how it will show in-game, so you'll end up with a circle and then a darker background.
Which is fine, but imo it'd make more sense to crop out the background and just have the circle

gritty kayak
#

quality still ok?

wintry fox
#

Yeah

gritty kayak
#

nvm its shot

wintry fox
#

That's 256x256, so it's twice as big

gritty kayak
#

ill try smaller 128

#

yea its fine

#

where am I putting these in btw

#

the PPA

#

wait I think I understood what I did wrong last time

wintry fox
#

You'd include them in your mod, and then path to those textures in your config

gritty kayak
#

Yes

#

turns out the issue was

#

I was trying to use PNG instead of PPA

#

she is working

#

I cant thank you guys enough

wintry fox
#

Attempting to make a custom spectrum device for a mod; however, I'm running into an issue where the bigger display that appears when ADS'ing is non-functional.

Upon doing several sets of changes, I've had the frequencies range from [0, 0], [-5 million, 5 million], and even [-10 million, 10 million]. All with the scrolling functionality being completely broken and not changing the selected frequency.

I've tried changing the model on the vanilla class as well, which also broke it. I can only assume that there is potentially something specific to the p3d that the scripts expect, but I haven't been able to find anything the scripts I could find (CfgFunctions > BIN > CM_Core)

class hgun_esd_01_base_F;
class hgun_esd_01_F: hgun_esd_01_base_F {
    // Here for other changes I have planned
};
class GVAR(spectrumDevice): hgun_esd_01_F {
    scope = 2;
    author = AUTHOR;
    baseWeapon = QGVAR(spectrumDevice);

    displayName = "-Test Spectrum Device";
};
pallid sierra
#

Contact loaded? I found that even though the spectrum device exists in base, tons of it's functionality dies if contact isn't downloaded.

wintry fox
#

The basic functionality is still there without Contact loaded

humble plinth
#

hello for the faction of republic of korea in the vietnam dlc i would like to change the class voice from kor to dlc chinese
the pbo config
#include "BIS_AddonInfo.hpp"
class CfgPatches
{
class ChinaKorVoice
{
units[]={};
weapons[]={};
requiredVersion=1.0;
requiredAddons[]=
{
"Extended_EventHandlers"
};

};

};

class Extended_PreInit_EventHandlers {
ChinaKor_Init = "ChinaKor_Var = [] execVM ""\ChinaKorVoice\preinit.sqf""";
};
the preinit
{if (speaker _x == "kor") then {_x setspeaker (selectRandom ["male01chi","male02chi","male03chi"]);};} foreach allunits;
but it dont work in game
kor is the faction voice in game
but they are on mute from the dlc and that i will change

sullen sage
#

One message removed from a suspended account.

#

One message removed from a suspended account.

hearty sandal
#

are these the hiddenselections in the p3d and are they also defined in the model.cfg of the unit?

if you remove hiddenselection parameters from the config does the uniform show default textures?

Do you pack your pbo from P drive?

if you unpack the pbo are the textures in the same folder structure inside it as you have in config

sullen sage
#

One message removed from a suspended account.

sullen sage
faint anvil
#

hi im trying to make a mod for locking doors, and breaching/unlocking with combination code, etc. Ive got most of that figured out but what i cant figure out is how to make keys, since they need to be unique instances. i know that tfar basically makes radio_1 - radio_1000 (though id not need that many maybe like 100) but im not exactly sure how to do that and replace all the items with their unique instance. can anyone explain that a little more, or link to any guides on it, as i havent been able to find anything on that process specifically

wintry fox
# faint anvil hi im trying to make a mod for locking doors, and breaching/unlocking with combi...

This is more of a scripting topic, but the most basic implementation would just be using some global counter that is updated each time a key is "created".

Here's a basic kind of outline:

TAG_keyCounter = 1; // global counter for keys

TAG_fnc_giveKey = {
    params ["_unit"];
    _unit removeItem "TAG_key"; // The basic "untracked" version of the key
    _unit addItem (format ["TAG_key_%1", TAG_keyCounter]); // Add the new item
    missionNamespace setVariable ["TAG_keyCounter", TAG_keyCounter + 1, true]; // Update counter for all machines
};
rain scarab
#

Question for whoever might know- Starting classnames with numbers: Acceptable anywhere in a mod? Or atleast, is it forbidden in any specific places? Besides cfgfunctions, I know that won't accept it

ashen chasm
#

like 98% of CfgMagazines starts with number (30Rnd_556x45_Stanag and such) tanking

rain scarab
#

True. I'm mostly looking at CfgVehicles and CfgPatches, it's never caused a problem for this old mod I made a while back but just wondering if there's anywhere specifically not to do it

rapid sparrow
#

Is there a way to impart spin into a projectile? Can't find anything in cfgAmmo

wintry fox
#

Your classes should all be prefixed anyway, so it shouldn't matter

rain scarab
#

Good to know. These are all just buildings and unscripted objects, but the 'tag' I used internally was just a few numbers before I learned good practices lol

#

Thank you for the info!

wintry fox
#

These are all just buildings and unscripted objects
Other mods might have scripts running on them though

ashen chasm
#

configFile >> "CfgPatches" >> "3DEN" 🀣

novel lava
rapid sparrow
#

Aha

#

Is that something I would do in object builder?

hearty sandal
rapid sparrow
#

Ooooohhh

potent loom
#

hello guys, im trying to add an "panel" in the pause menu

#

how i can add new controls to an existing dialog? in this case RscDisplayInterrupt

wintry fox
potent loom
wintry fox
#

Ah

potent loom
#

ohh there is a mod, that can you send messages to an admin

#

its from GRAD?

wintry fox
#

That's exactly what I was looking for but couldn't find it on their github

rapid sparrow
#

What would cause a projectile to spread widely and randomly instead of shooting along a standard trajectory?

#

Does initSpeed in the cfgMagazine affect accuracy?

#

pretty sure my geometry LOD's are all the same

wintry tartan
#

More context? What config you have?

rapid sparrow
#

Based on the vanilla MRAWS_HEAT_F round; I set all of the rounds to real life muzzle velocities and added correct RAP (ie thrust) function, but only one of them works right and the other two will spread widely at 500m (despite the fact that they mostly have the same settings)

#

can't pull up the actual config right now unfortunately

rapid sparrow
#

Going to look into the cfgWeapon dispersion property, but one would expect that would affect all rounds fired from the weapon and not just a couple

rain scarab
#

Is there a way a mod can have the same effect as -nosplash and -skipintro?

hearty sandal
#

no

woeful zinc
#

quick question, is it possible to change a vehicles default crew throuh description.ext? i want to change the CSAT MRAP to use a modded unit (specifically "Atlas_O_Soldier_R_F"). I tried this but it didnt seem to work:

class CfgVehicles
{
    class 0_MRAP_02_F
    {
        crew = "Atlas_O_Soldier_R_F";
    };

    class 0_MRAP_02_gmg_F
    {
        crew = "Atlas_O_Soldier_R_F";
    };

    class 0_MRAP_02_hmg_F
    {
        crew = "Atlas_O_Soldier_R_F";
    };
};
#

if it helps i was just looking at this through the config viewer configfile >> "CfgVehicles" >> "O_MRAP_02_F" >> "crew"

woeful zinc
hearty sandal
#

yes

chilly tulip
rapid sparrow
chilly tulip
#

Well, there are two different scales for airFriction. I don't know if that varies between your rockets.

#

If the engine's not busted then it shouldn't matter :P

rapid sparrow
#

For real lol

limber citrus
hearty rivet
#

Afternooon.

I'm just here to ask if you can add an ace interaction to a memory point?

And if you can is there a wiki doc that tells you how?

#

I'm trying to add an ace interaction to a memory lod on my p3d but I'm wondering if it's even possible or it's just my head trying to do something impossible

wintry fox
hearty rivet
#
class ACE_Actions
{
   class ACE_MainActions 
{
       displayname= "Interactions";
       distance = 2;
       condition = "True";
       selection = "Selectionpos"; /// This selection being the one named on the memory lod
      }
}
wintry fox
#

Are you trying to change the main interaction point on your object?

#

Also you'd want to inherit ACE_Actions / ACE_MainActions, that there would remove all actions

#

You should also only change selection, and remove the other properties

hearty rivet
#

I'll be also adding the Cba Events Handler extended

wintry fox
hearty rivet
#

But now my question is

#

How could I apply the 2nd condition

wintry fox
#

What second condition

hearty rivet
#
                class Helmet_Equipment_Actions
                {
                    displayName = "Helmet modifications";
                    icon = "Nole_H\Data\ui_dot.paa";
                    class Mexxy_To_Fold
                    {
                        displayName = "Fold Comtacs";
                        condition = "headgear player == 'MexxyH_ComD'";
                        exceptions[] = {};
                        statement = "_player addHeadgear 'MexxyH_ComU'";
                        icon = "Nole_H\Data\ui_dot.paa";
                    };
                    class Mexxy_To_Down
                    {
                        displayName = "Unfold Comtacs";
                        condition = "headgear player == 'MexxyH_ComU'";
                        exceptions[] = {};
                        statement = "_player addHeadgear 'MexxyH_ComD'";
                        icon = "Nole_H\Data\ui_dot.paa";
                    };
#

This for example, Like once I interact with it and the action "Executes" I want to have a 2nd condition that will create a 2 cycle loop

#

1 for Out and the other one for IN

wintry fox
#

It won't run until you release the action key, or if you have runOnHover = 1

hearty rivet
#

The action is to hide the object that's selected on the Memory lod but I'm not sure how, If like using the "HideObject" or hiddenselection but that won't work since Hiddenselections have the problem that you've to define the textures

hearty rivet
#
class ACE_Actions
{
   class ACE_MainActions 
  {
    class NodsOffLoc 
    {

       displayname= "Take Nods";
       distance = 2;
       condition = "True";
       selection = "SelectNods"; /// This selection being the one named on the memory lod
     };
    class NodsBackLock
     { 
        displayname= "Put Nods back";
       distance = 2;
       condition = "True";
       selection = "SelectNods"; /// This selection being the one named on the memory lod
    }
  }
}
#

How I could change the condition or it'll be adding an "Condition" and then statement?

wintry fox
#

Interactions don't show on hidden objects

hearty rivet
#

Like I'm hiding a selection on the object (Lod1) not the memory lod

wintry fox
#

What?

hearty rivet
#

This maybe stupid but ye

#

So the idea is:

On the Lod-1 have every single object defined on the selection and I'm trying to see if the hideSelection (https://community.bistudio.com/wiki/hideSelection) works and then on the memory lod add the selection that would be used for the ace_actions so when I do that 1st class interaction "NodsOffLoc" the config executes that part and hide the selection that was defined BUT the memory lod stays and changes to the other class "NodsBackLock". So when I try to ace interact again with it the action will show still but the selection would be gone

wintry fox
#

If you're trying to hide the object, just remove its textures

Hiding the selection sounds finicky IMO

wintry fox
hearty rivet
wintry fox
#

Β―_(ツ)_/Β―

#

I'm not a model person

hearty rivet
rapid sparrow
#

Why is my custom ammotype causing my character to holster his launcher when loaded?

{
    ace_frag_skip = 1;
    caliber = 10;
    hit = 100;
    indirectHit = 0;
    indirectHitRange = 0;
    fuseDistance = 0;
    simulation = "shotShell";
    explosive = 0;
    model = "MAA\data\tp 552.p3d";
    submunitionAmmo = "";
    typicalSpeed = 200;
};```
#

It will load, I just can't fire it because my launcher immediately holsters and I can't pull it out again

wheat sluice
#

You cannot use shotShell as simulation for type = 4 weapons (shoulder-fired launchers).

rapid sparrow
#

whaaaaaat

#

sad day, but thanks for the help

wheat sluice
#

It's a rather unfortunate limitation of shoulder-fired launchers.
AFAIK only shotRocket and shotMissile simulation types work. Not even shotSubmunitions is compatible but you can still define a submunition class that uses shotShell at least, which is what all vanilla penetrators for stuff like Titans, MAAWS, PCMLs, RPG-42s and Voronas use.

rapid sparrow
#

Yeeaahh

#

Although functionally there isn't much difference I guess as long as I don't need it to penetrate πŸ€·β€β™‚οΈ

rapid sparrow
#

Aaaaand surprise, I need help again.
I'm looking to make a variation of the explosionEffect MortarExplosion that's wider than it is tall (3:1 ratio instead of the default 1:3) and has smoke/dust particles that last longer with slight wind susceptibility. I've read through just about every particle effect article on the BI wiki and can't figure out which one applies to me. What class do I need to inherit and what properties should I adjust?

tame raven
#

Look for the 3demittor editor or something in the workshop

#

It's a live particle editor

rapid sparrow
#

Okelie-doke

pallid sierra
#

then proceed to pull your hair out because its buggy as hell

hot pine
#

caliber is "working" for missiles but with that param, they are going to pass through armor like AP shell

worn eagle
#

so there is only the way to change the speed of missile, not how much gravity determinates the flightpath?

#

@X3KJ i tried this one but it had no effect for my projectile even with huge numbers in VR map

hot pine
#

sideAirFriction defines how fast missile will go down

#

(or rocket, I'm not sure here)

#

//lower the sideAirFriction is, the bigger drop there is
sideAirFriction=0.002;

worn eagle
#

isn't that for the how much missile will go sideways on air if affected by wind?

#

oh

hot pine
#

that's from rhs FFAR config

worn eagle
#

wonderful, thank you

#

how about the "airfriction"

#

what is the difference between those two?

hot pine
#

airFriction reduces rocket speed

#

& sideAirFriction cause rocket to drop down faster without reducing rocket speed

worn eagle
#

smaller, the slower?

#

i salute you, this was a huge help!

hot pine
#

I'm not sure here since missiles & rockets use positive values while shells & bullets negative ones for airFriction

lofty sonnet
#

So my config for a mod that changes the background and logo of mainmenu is getting overwritten by another similar mod. I have the overwriting mod in the requiredaddons section, so everything else replaces properly, but the logo just breaks. I can send configs and screenshots

hot pine
#

for bullets & shells smaller airFriction equals to smaller speed reduction

#

so big number will make bullet fall like a rock

sullen fulcrum
#
  • sideAirFriction

Float
Description: Adjusts the drag of a projectile. Lower values decrease drag, higher values increase drag. When used with guided projectiles, higher values make it easier for the projectile to turn while lower values make it more difficult to turn.

lofty sonnet
#

adding onto previous message, using two mods that modify class logo breaks the config ingame for both mods even though they work fine together.

#

5:18:22 Warning: no type entry inside class RscDisplayMain/controls/Logo
5:18:22 Warning: no type entry inside class RscDisplayMain/controls/LogoApex
5:18:22 Warning: no type entry inside class RscDisplayMain/controls/koclogo

wintry tartan
#

I can send configs and screenshots
Then do

lofty sonnet
wintry tartan
lofty sonnet
#

cfgviewer with both mods loaded vs just my mod loaded