#arma3_config
1 messages Β· Page 40 of 1
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
wheres your mass center?
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
yeah
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
ill try some extreme differences and see if that does anything
still makes it rock side to side
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.
that fixed it thank you
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?
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
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{};
};```
you are trying to create a weapon called weapondSlotsInfo
There is no WeaponSlotsInfo class in CfgWeapons
so the class is in wrong place
Sorry: I should clarify, this is a subclass of a CfgWeapons subclass
Here is the full class:
its not
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{};
};
};
somewhere you are defining a weaponslotsInfo inside cfgWeapons
Somewhere in your code you have
class CfgWeapons {
class WeaponSlotsInfo;
};
Lemme check
thats what the error means
Wait- so
its trying to load in a weapon class called weaponslotsinfo
that lacks scope parameter
and is broken
Because it's an empty class
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
look in vanilla config to see where weaponslotsinfo is defined
This is directly in configFile
I'll take a look soon
the original
Anyways- so
WeaponSlotsInfo is defined within CfgWeapons, and NOT within CfgWeapons subclasses?
Yes
thats what the error means
Not even if the subclass is inheriting from another weapon class?
it dont lie
You have some other mods loaded there, could also be from them if you haven't narrowed it down
weaponslots info is either iside a weapon class
I have, the others are confirmed to work fine
I know OPTRE has a done of config errors like that
or in its original place in root config
In the past, yeah
They still do
I'm working on the team of a mod called UNSC Foundries which is who I'm trying to help
They break inheritance a bunch
there is no other possibility for that error
Well, OPTRE currently doesn't give me an error on startup
I'll double check that though
but whats stated above
I meant they have other errors, that one specifically I'm not sure.
I know they still break inheritance on turret classes though
Oh yeah, fair
I'll try to work on that next, I happen to be on that team too π€£
But I haven't been active because IRL
So I'll work on it
*Someday β’οΈ *
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
There's not really much in it by default
Weapons probably just define it themselves or inherit from a parent class
That doesn't help me much π I'm just a bit more confused now
Inheriting it from a parent class is what's been done in the mod
Just search for all references to WeaponSlotsInfo in your mod
It's not inside cfgweapons
It's not a weapon
It's in the config root
At same level as cfgweapons and cfgVehicles etcetc
It's inherited from outside
Check sample weapon config
Ohhhhh, okay
Yeah okay, I thought you were saying it was a CfgWeapons subclass
That makes more sense if it's in configFile
What gear icon, what bipod use
accu -> underbarrel (bipod, sometimes grip for some mods that feature it)
acco -> top slot (optics)
accv -> side slot (laser/flashlight)
acca -> muzzle slot (sound/flash suppressors)
meant for things like this sorry, went off to do other stuff in the meantime
Would it theoretically be possible to have a moving vehicle where people could still be walking in/on, as for example a ship?
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
Poorly
ah thats a shame. i want a submarine
The mod walkable moving objects attempts to do that, and works somewhat
But is not without bugginess and arma physics
ah get it. now i only need to find someone to make that submarine and the configs for me 
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
hm that would be bad
Wait what the fuck
Oh well i already made like 96 icons
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.
yeah submarine would be full of water. I am quite sure there is not nice way to do such a thing
It might be possible to build the submarine interior someplace else and use a teleport action to get in and out of the submarine
Might get a bit strange trying to drive the submarine, but the moving part of the submarine could probably be handled as a unmanned vehicle
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
phenomenal, really
It's two, the first number is the number for the turret, and the second for that turret's turret
So [0, 0] is the first turret's first turret
[0, 1] is the first turret's second turret
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
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
Remove enum{} and try again
Same error
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
Thanks
caliber/typicalSpeed sets penetration https://community.bistudio.com/wiki/CfgAmmo_Config_Reference#caliber
caliber and actual speed at the time of penetration set penetration. typicalSpeed sets the speed at which the kinetic damage starts falling off.
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
500 meters / 60 fps = 8.333 meters per frame. Distance between initial impact and submunition explosion looks kinda similar here 
although explosionTime=0.1 should've been way farther by this logic, disregard me
I dropped it down to 100 m/s in this last video.
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
add fuseDistance = 0; to your submunition config
it seems to help in my testing 
That's how include works in the end. It's all put into the config.cpp
OH MY GOODNESS THANK YOU
I bet it's because I inherited the HE round's properties; I should have thought of that, that explains a ton
ye, they have 15 meters there
Which is incidentally about the distance it's been taking 
@languid egret @ashen chasm thanks for all your help. I was able to get it to do exactly what I wanted
Hi There, is it possible to make a gun with 2 bullet streams like a twin mg ?
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"
_veh is defined in the statement
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
where should I define _veh?
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
You need to pass it in the arguments
also ty
Also I'd suggest just moving that to a function
Long code gets hard to read in config
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
Just after onFailure
_veh = vehicle player; if (isNull _veh)
_veh will never be null here,vehiclereturns the unit itself if not in a vehicle
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?
removed this part here from it
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.
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
worked!
thank you
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
Is some sort of an EH used to open doors / ramps of vehicles when players get in / out?
how do i get the config files for weapons and equipment? i want to edit them to lessen a few items weight
You don't just edit the existing configs. You have to make a new mod that edits those same classes
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
so does pboProject
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.
These config parameters (first two in main config, third inside Turret class), refer to animationSources of door type and activate automatically on entry/exit.
cargoDoors[] = {"rampCargo"};
gunnerDoor = "hatch_crew_left";```
Definitely possible, Expeditionary Forces has a dual MG turret
Not certain how you would go about doing it,
You could look and the config and functions they used using the ingame viewers and the compatibility data
Ah I see, cheers π
Jmax did it too. I guess its trial and error for me again
There's a whole bunch of vehicles with them in SOG:PF too.
Yeah Dirt Ranger and Bushranger
vanilla AAs have dual guns too
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.
You mean just like?
private _posASL = getPosASL someObject;
_posASL set [2, someNumber];
someObject setPosASL _posASL;
ships have thing for building parts
I'm in config makers channel, I'm making a group config similar to how you see Camp XYZ in the Editor.
Then it's even easier, the third element in position is the Z offset
I've tried that before with aircraft to no avail, hopefully it works for this
Right forgot about them
I think what you are after is a composition
That's CfgGroups config there
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.
Any help on this composition config not working? It's the one I tried to make work over a year ago and couldn't. It follows the template here: https://community.bistudio.com/wiki/Eden_Editor:_Custom_Composition#Example
is there any error? or how does "not work" manifest
It doesn't show up in the editor selection pane under any tab.
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.
have you checked if your config appears in config viewer in game?
Yep, its there
Should this be previewable in OB? CanΒ΄t get it to work for now...
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
if you mena OB buldozer
it means your model.cfg is faulty
OB buldozer reads only model.cfg and p3d
it does not know about config.cpp
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
Ignore me, I am a dumbass
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.
Yeah, just define the same class basically
// in some other addon
class FlagToReplace: Combo {
class Values {
class ACE_Black {...};
class ACE_White {...};
};
};
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";
};
};```
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.
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.
No, and for a couple reasons
- That's called an "updating base class" error, because
arifle_MX_Finherits from a class in the original config, but your config loads later and then makes it inherit from nothing. Meaning it would be missing a lot of info. massfor a weapon is defined in itsWeaponSlotsInfoclass, and it is also a number and not a string
You are also missing a CfgPatches class. Arma will not load any addon that does not have one.
oh yeah i do indeed have cfgpatches, i'll post the full cpp file hang on
i'll make do with what you've trold me, i appreciate it
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?
this removes all the previous ones. there is some additional inheritance magic that needs to happen
Are they still there in config?
If they're not, check for updating base class errors
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.
};
};
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"
this is the result of the compat addon, i loose like 20 entries
i always write out full path, just how i keep organized
Are those commits on your github?
Probably easier to just look at it there if they are
haven't made the commit yet for this branch, but i can
ah poo i didn't even notice that, good eye
pardon me, are you able to help me out any further, dart?
@wintry fox yup that was it, strong work π
You can just ask if you have a question
"Asking to ask" doesn't do a whole lot
well, yes i did, i was just wondering if you had the time to bother with it
i should probably state that social anxiety takes the wheel a lot of the time.
Couple things I immediately notice
CfgPatches
requiredVersionis missing a value, you can just use 2.18- You can just use
"A3_Data_F_Decade_Loadorder"for yourrequiredAddons, that makes your mod load after all vanilla content - If you want to use CBA's versioning system,
versionshould be a number, i.e.MAJOR.MINOR. There should also beversionAr. In your case it'd beversionAr[] = {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;
};
};
};
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
Are you loading ACE?
no medical, yes
ACE modifies the masses of a lot of items
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
You're fine
Modding is a learning process
mhm, thanks for the help dart
No problem π
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?
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
gotchu, thanks
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.
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.
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
thats an ace addition
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;
};
};```
No, but scripting can create "virtual inventory"
That's literally how backpacks work already lol
@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.
{
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?
hiddenSelectionsMaterials can swap material the same way
ok and that needs the vrmat path then ye? and do i then have to make a vrmat for each texture map set?
Rvmat. And depends what you want to change. Each change needs it's own rvmat
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
Do the first one and see how it works.
first one? do you mean use the hiddenselection with texture maps in each class?
I'm not sure where the confusion here is. You use hiddenselections if you want to change something from what is assigned on the model
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.
You can look at vanilla configs (via config viewer/unpacked data/all in one config dump) or the arma3 samples for reference.
Don't overthink it.
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
A model can have multiple texture/material sets and a model be split into multiple hiddenselections yes
But single config class can have only one texture and material assigned on each hiddenselection
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?
Firegeometry is both for hit detection and penetration simulation
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
ok copy.
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
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...
Look again π
I donΒ΄t know boss, I canΒ΄t see any driverGetInAction and driverGetOutAction :/
this is some vanilla tank
driverAction
driverInAction
?
These are the sitting in/out of hatch poses
Look at around G
Oh forgot the "?"
I couldn't remember if those were them or not
well, getInAction and getOutAction. Is that supposed to refer to the driver?
I guess there is no one else for it to refer to
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.
That may be the case. The Animated doors don't have much vanilla use I think. So they may have been left rather simple.
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
picture in vehicle config
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?
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
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
How do you go about checking for Updating Base Class errors?
Check RPT
There'll be "Updating base class old->new from <config that broke inheritance>) (original: <original config>)" messages
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.
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.
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
If i add hiddenselections to a vest, can i acces them with setObjectTexture later ?
no
only uniform and backpack are such entities
Hmm i see, thank you π
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?
any good general resources to get a grip on configs? Or will BI docs get me through
hiddenSelectionsMaterials should be hiddenSelectionsTextures
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
wrong file path
Thought that as well but itβs the correct one.
what texture is it showing you in config viewer
Look into your pbo to see the actual file structure in it
Anyone knows why this vest doesn't fit well on the character ?
Yet, it is correctly weighted
likely autocenter
Autocenter ? Is it a property in OB ?
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
Nevermind, i forgot to weight 2 vertices
that's what happen when i code instead of sleeping ^^
any way to bypass this in HEMTT?
Run hemtt wiki force-pull
the event does not seem documented on the wiki
already done it
Yeah
It is for me
oh
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
ive added requiredVersion = 2.18; to the cfgPatches of that pbo ( it has none) and still happen
I don't see it here:
https://github.com/acemod/arma3-wiki/tree/dist/events/mission so idk, @austere prism needs to investigate why it wasn't added.
You gotta live with the warning for now.
Also it's not really config related.
oh its a waring, so i should be able to copile the mod , isnt it?
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
Could try explosionTime?
It's been a bit since I messed with flares
It's set to 0 already
Same with fuse distance
The candle doesn't appear to be a submunition either
Oh triggerTime
Just checked the wiki
https://community.bistudio.com/wiki/CfgAmmo_Config_Reference
how can I figure out what certain properties of a class does apart from guess and check
Search the wiki and read what it does
Also the config references on the wiki if applicable. See the top row of them here for example: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference
im looking at weapons_f class optic_DMS and class ItemInfo has a subclass OpticsModes how is that used
wiki page for weapons has info on that if I recall right
you put something like "arma 3 opticsmodes" on google and it likely pops up near top
maybe add cfgWeapons to it too
I looked on CfgWeapons config reference and it aint there
how do I find how it worked in A2
There's a sample config but it doesnt really say much about each things' functions
you can either try googling individual properties in same way, or you can use something similar enough from vanilla classes as reference base
and then experiment with it
yea alright thanks
you can also explain what you try to do and if someone knows specifics they usually tell
I am not really doing anything in specific im just playing around
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.
Ahhh sweet don't know how I missed that thanks
rate of fall for flares has a special property ill have to dig it out
flareAirFriction
the shockingly descriptive name
Question is in GitHub comment about using
class Child: Parent {};
syntax
What is the difference between inheriting the two different ways?
No difference for the majority of config.
For example, some classes like Turrets only check explicitly defined classes. Inherited turret classes would still exist in the config itself but wouldn't be used in-game.
Are you sure? I don't recall seeing the game checking if a config is defined explicitly. Inherited class from another class should still work
So I would say neither in Hypoxic's code nor turret code would it make a difference
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)
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.
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?
Is there a config maker I could snag to come help me with unit stuff?
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)
You mean like CfgVoices?
I think they just mean someone who does config
You can just ask if you have a question . Config is very broad so it's easier to just say what you need help with exactly
yes
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
yeye i know i can do it that way, but i kinda wanna do it in asort of "universal" way
thats the one π
it...probably is hard coded isn't it
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
so, they could use that dummy unit as their identity in the arma 3 profile, yes?
they can already select any identities in the profile I think
no, you can't i don't think
that should overwrite what the unit has
i set my face to be an australian and yet i still was using american voices in regular games
aka the SOG faces
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
i so want to port those ambient voices to vanilla
y e s
i actually want to emulate the voice effects that the ambient voices have
and give htem to vanilla units
well technically you can play the sounds as you like
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
dont remember. but often those effects depend on surroundings
like each surface type has its own sound setup
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
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
Hello! π
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
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?
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;
possibly yes
Can I comment in the config.cpp or that would cause issues?
they get ignored by game so it is safe
what does _this return in a config
or is this something more relative to a specific class perhaps
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
_this is always just whatever is passed to the script, code, etc. It has no meaning in config and only has meaning in sqf code
Yes, build the addon and add the mod as a local mod in the launcher
Ah
thank you, I eventually did do some experiments into what _this output in my things
That's disturbingly simple, and yet I never would have thought of it. Thanks
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.
What armors do you mean
So vest
uniform
and vest
and helmets
like literally everything is broken
So character models
yes
is there anything that would like
break every single one of them
You likely have broken model.cfg
its building fine so i don't even know
It's building fine doesn't mean working fine
I see why people switched to Reforger
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
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?
Anyone? 
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.)
you can bind ace interact locations to mempoints iirc
Ye, what I though, cheers
do you basically want to achieve something like the SPE system, having 2 reloading animation, one for empty mag and one for the un empty one?
if that's the case, and iirc, the unempty mag reloading animation is tied to scripts, but that's all i know
Yeah, but i need it to work in model.cfg first - the real animations are my next βbigβ milestone
And if i have isEmpty and reloadMagazine, they both seem so archieve the same? I cant seem to use isEmpty with reloadMagazine
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
I know but i still want to keep it - changing it later is no big deal
i usually use isEmpty for hiding ammo
isEmpty is my bolt snap back animation - so that the bolt is open and can accept new clips
Hm
you can make the open bolt translation part of the reloading naimation
Do you mean you need IsEmptyNoReload
I thought that is only for launchers?
Nope
I can try it with that again - have not tried yet
is it possible for class Reflectors to be IR only? like lights on a tank
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.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Yes
isIR or nvgOnly?
irLight = 1; in class Reflector
Fixed. Issue was missile memory point alignment issue
Jesus christ that thing looks cursed but great
Lol π
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
set it up under the mod class
What is this, or where is this
class CfgPatches and then class (modname)
oh i thought mod.cpp is just the config? is it not?
It is a config. Not config.cpp, but a config
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
Literally the article you've posted have the example to write in mod.cpp
hm but i have put that text in a mod.cpp and it did nothing too
Where do you put it
oh, ye it was next to the config.cpp, it should be next to the addons file doesn't it? π
Yes. It is not a part of a PBO
alrighty thx
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?
you don't have to modify, you simply create a new one next to your config
Thanks! I guess it is more work that way compared to just using CBA but I will do it anyway π
You're probably thinking of ACE's Realistic Names addon. Renaming something doesn't require CBA
This is based on ACE's Realistic Names and requires CBA, and since ACE requires CBA too then it is probable that their implementation is dependant on CBA for it to work
It doesn't
ACE as a whole, yes.
Realistic names, no.
It's essentially just
class SomeClass_base;
class SomeClass: SomeClass_base {
displayName = "Some new displayName";
};
Woudn't the stringtable file overide whatever you put in the Config file?
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
Exactly, that is the apprach I will take, since I don't use ACE nor CBA
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
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
You are correct, only a few of us freaks who care about realism in its purest form
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
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
How is a stringtable messier or harder?
All that addon would be is a CfgPatches and the stringtable placed next to it
Just copy it from whatever addon you're modifying, and remove irrelevant keys from it
Which is harder than just put displayName = "bra";
Changing displayName directly only changes that name, if some other weapon uses the same key, you also need to change those as well
People come here all the time and don't know how inheritance works
Changing the displayName of relevant classes mean they have to go out and find the base classes themselves, or be told it and learn nothing
I know how it works
I didn't say you didn't
Fair
What is the macro for?
Dunno. CBA is not what I use
<?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>
βοΈ 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
Why are you using english for other languages
Because it is just a test π
What does that have to do with anything
Before I do the correct translations I must figure out the basic implementation
Are you going to translate everything yourself?
Just the weapons and vehicles, but I will use the ACE stringtable as a reference since they got most of them correctly
I just need the realistic names without ACE and without CBA
I meant translate it into other languages
yeah they already did that whenever possible
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
I will not be using ACE
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
Oh are you just copy/pasting the stringtables?
No, I extracted all the stringtables from A3, it is the description of the items which I might use what ACE already has in case it is the best possible
So yeah that would be copy/pasting
If the Arma 3 SUV is a BMW X6 and it also says so in ACE is that really copy pasting?
Fine, I will write all the letters... still a BMW X6 but whatever
There's nothing wrong with copy/pasting from ACE, ACE is licensed under GPLv2
Still, I don't like their "real life" names to be honest... Most A3 assets are a mix of two or more real life assets
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
So... what is your problem
Nothing, just figuring out how the stringtable file works but I got the hang of it
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.
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?
Just make your own root class
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.
oh true... a little new to the config side of arma so dident think that was possible but durr ofc it is π
does cfgmagazine's mass parametre have anything to do with projectile's flight path? How about cfgammo's caliber parametre?
Are there any FFV gunner animations that support firing launchers from a sitting position? I've been looking through this unofficial wiki page (https://armedassault.fandom.com/wiki/Firing_from_vehicles_(mechanic)) and every launcher-compatible seat requires a standing animation.
No dont think so
aw rip me, I wanted some super Mad Max action. Looks like rifles and pistols will do.
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.
A couple weird FFV bugs I'm encountering, any help?
- 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 withunloadInCombat = 0;in vehicle config - Units exiting the passenger seat will get stuck halfway inside the ground at the end of their get out animation.
Invisible typically means path inside pbo does not match path in config. Remove hiddenselections and first make sure the uniform appears with its default assigned textures.
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
yeah literally what I was doing cause didn't wanna retype it
was literally just copy and pasted from samples
Still doesn't work
Look into your pbo, compare what's in it with P3d paths
Try pack with mikeros toolset maybe
copy and pasted
is there a config for faction/country flags?
- 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
- 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!
flag and icon properties in the faction's config (CfgFactionClasses)
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?
Still looking for assistance on this problem #arma3_config message
it's not clear who or what is missing. use pboProject to analyse for wrong file paths
arma3p is your friend here.
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.
Add a slash before Lire
model = \Lirus_Uniform_1\...
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
coefGravity is another one
I have tried with backslashes infront of "Lirus_Uniform_1" and without, so that doesn't work either.
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
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?
PBO file name is not the same as the PBO prefix
Why is your uniform inheriting from ItemCore?
Use an actual uniform class.
I dont think I ever have to do that.
Like for one of my mods bax_intel.pbo, my file pathing for a function is \bax_intel\fuinctions\addIntelAction.sqf
Prefix is optional right?
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
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
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?
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.
The prefix is z\ace\addons\<addonName>
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?
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
ok. so from arma's perspective ace's prefix is z\ace?
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
No, the prefix is z\ace\addons\<addonName>
Is there a way to replace a single file in a vanilla campaign without having to override the whole thing?
I've tried both and doesn't work either way
Cause was making my own uniform. Is it better it just inherit
You're inheriting either way, so I don't know what you mean by that
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;
};
You can just inherit from an already existing uniform, but if you really want to start from nothing, just use Uniform_Base.
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.
Every uniform needs a unit, every unit needs a uniform. You need both to add it properly
nevermind, I'm just stupid and started it in SP lul
I don't think tf_radioType is a thing for vehicles
I couldn't find it on the tfar github at all
First one from the Vehicles Section
Might be set in a macro or something then
No it works but I completely frogot, that tfar doesnt do anything in sp
I just mean from me searching for it on GitHub
That or it just uses the faction default if not defined in the vehicle
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
changing it to an actual unfirom class didn't do anything, its still broken
Still looking for a fix for this if anybody got time #arma3_config message
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.
Is this for me or
general comment re the need to use prefix
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/...
yes to that. but.....
yes to which one
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
but won't the file path not make senese
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
yes to above. yu need to change it
everythign needs to have that tag correct
and do I need to do anything else other than add it or
no
holy shit that actually worked. Im getting erros on my p3d on why it can't open it. Thanks man
Hey, how can i animate the stripperclips to insert after each other? Only the last one gets shown for some reason π¦
{
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"
};```
can someone help me make custom insignias that can be added to the game
a guide would help since this ones sucked
https://insignia.alex109.de/create
https://www.youtube.com/watch?v=Edkv2UoPQyY&ab_channel=Synny
Ask specically I said, which means what you say is not specific enough. What exact error you have
I dont know how to be specific when I dont know where I went wrong π
Post your config
my config?
Yes
expand
What
Post your config
how do I do that
Post your config file using Discord
which one?
Your config.cpp
Your bracket is not closed
That is closing the class RSS_Insig, not class CfgUnitInsignia
that should fix it right?
Semicolon is still needed
At the bracket
Yes
better?
Not better, must
anything else?
texture = "\"C:\Users\User\Documents\Factions\PNGs\Georgetown National Front.png";```Invalid path
More like, you need to follow the guide
fixed
the guide is a little
lets just say
point and hope you find the right way
Path in config is relative to the PBO, not your absolute path in your system
how to fix it then?
Change your path
like how
Maybe like insignia_addon\whatever.png
btw can you see any errors on line 32?
Your path is wrong. That is the error
do I need to juggle the files around
or just shorten the path
in the code
Path in config is relative to the PBO, not your absolute path in your system
no π¦
Google it
this correct?
since im still triying to wrap my head around it
Don't know. I don't know what folder and structure you have. Also you still need it in PAA
PAA?
Read the guide
how do I put it in PAA
Read the guide
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."
could you explain this since all I see is
Nobody told you to open the PAA as a text file. You don't. PAA is a texture
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
You must open it with texView.exe
where do I get this
Arma 3 tools
ImageToPAA is for converting textures to PAA format
Use either. The website can also be downloaded as an app
what do you think I was trying
You just said "and arma tools is not having it", which provides no context
it doesn't wanna convert them
Probably because there's something wrong, paa files have to meet some requirements
What is the resolution of your texture?
no clue
Right click on the png > Properties > Details
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
you think quality like this will be worsened with the increased size or nah
By 8 pixels?
Not much
btw how does insignias look
You dont have a choice if you want it as a PAA
Looks good
Those are all pretty cool
You may want to crop some of those to be circles, like that white one with the boat
like?
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
quality still ok?
Yeah
nvm its shot
That's 256x256, so it's twice as big
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
You'd include them in your mod, and then path to those textures in your config
Yes
turns out the issue was
I was trying to use PNG instead of PPA
she is working
I cant thank you guys enough
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";
};
Contact loaded? I found that even though the spectrum device exists in base, tons of it's functionality dies if contact isn't downloaded.
The basic functionality is still there without Contact loaded
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
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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
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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
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
};
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
like 98% of CfgMagazines starts with number (30Rnd_556x45_Stanag and such) 
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
Is there a way to impart spin into a projectile? Can't find anything in cfgAmmo
Class names with leading numbers breaks the general rule for identifiers (A-z, _, -, numbers but not starting with one), and can cause rare script errors on occasion. You may or may not run into that issue, but you'll definitely get a headache when it happens
Your classes should all be prefixed anyway, so it shouldn't matter
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!
These are all just buildings and unscripted objects
Other mods might have scripts running on them though
configFile >> "CfgPatches" >> "3DEN" π€£
do you mean visually? you can just add a rotation animation to the projectile using 'time' source
through model.cfg animation config
Ooooohhh
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
There's CBA_fnc_addPauseMenuOption if you're using CBA
yea, but i want to add something like the debug console on a side
Just takes a dialog class to open as param
https://cbateam.github.io/CBA_A3/docs/files/ui/fnc_addPauseMenuOption-sqf.html
Ah
ohh there is a mod, that can you send messages to an admin
its from GRAD?
yep
ill use this as guide
https://github.com/AdlerSalbei/grad_adminMessages/blob/main/addons/adminMessages/gui/interruptMenu.hpp
That's exactly what I was looking for but couldn't find it on their github
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
More context? What config you have?
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
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
Is there a way a mod can have the same effect as -nosplash and -skipintro?
no
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"
no
got it, would i need to make a mod to change those values?
yes
I found rockets that used thrust to have very strong vertical inaccuracy. Simulation timing issue, I suspect.
I thought that's what was causing it but the RPGs don't have that issue. Someone else told me I should mess with the airFriction property
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
For real lol
fyi depending on how often this will happen and if its not that performance important, an eventhandler might be easier than a config edit mod I think
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
You don't add an ace interaction to a memory point, you create an ace interaction and can use a memory point name as it's selection
So it would be something like this
class ACE_Actions
{
class ACE_MainActions
{
displayname= "Interactions";
distance = 2;
condition = "True";
selection = "Selectionpos"; /// This selection being the one named on the memory lod
}
}
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
I'm trying to add a main interaction point to parts of my object.
Selectionpos being the "Object" one that I want to interact with that's why ace_actions
I'll be also adding the Cba Events Handler extended
Just wanted to make sure
If you're inheriting from something with ACE actions already, you should inherit those classes and only change what you need (i.e. selection)
Alright so that' part is cleared
But now my question is
How could I apply the 2nd condition
What second condition
1S
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
It won't run until you release the action key, or if you have runOnHover = 1
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
For example if I make this
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?
Interactions don't show on hidden objects
But the interaction show on the memory point acting as selection?
Like I'm hiding a selection on the object (Lod1) not the memory lod
What?
Alr so let me explain.
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
If you're trying to hide the object, just remove its textures
Hiding the selection sounds finicky IMO
*sounds finicky if it "disables" it, I didn't realize you could even do that
Maybe it's posible but anyways.
For the memory lod ill have to create an skeleton, Right?
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
You cannot use shotShell as simulation for type = 4 weapons (shoulder-fired launchers).
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.
Yeeaahh
Although functionally there isn't much difference I guess as long as I don't need it to penetrate π€·ββοΈ
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?
Look for the 3demittor editor or something in the workshop
It's a live particle editor
Okelie-doke
then proceed to pull your hair out because its buggy as hell
caliber is "working" for missiles but with that param, they are going to pass through armor like AP shell
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
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;
that's from rhs FFAR config
wonderful, thank you
how about the "airfriction"
what is the difference between those two?
airFriction reduces rocket speed
& sideAirFriction cause rocket to drop down faster without reducing rocket speed
I'm not sure here since missiles & rockets use positive values while shells & bullets negative ones for airFriction
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
for bullets & shells smaller airFriction equals to smaller speed reduction
so big number will make bullet fall like a rock
- 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.
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
I can send configs and screenshots
Then do
I dont have permission, should I dm them to you?
No. #offtopic_bot_cmds and #rules check for perm
