#arma3_config
1 messages · Page 49 of 1
typically needs existing points
Then it seems the vanilla DAP will remain cameraless
There are mods with just a sensor / designator turret, which you can attach and control with a uav terminal. Easy work around
Fair, but it is unelegant. Also means that a co-pilot would be needed for the targeting.
Will probably look into that for now at least
There are mods that let you control the uav from the custom info panel too, without going into Gunner view. But yes very jank xD
to bad we don't have front facing side miniguns, but that'll do I guess
Hey all, just got some help in #arma3_scripting, I am looking to make a custom ace 3 plaster mod, for some reason when a player/ai is injured it does not appear in the interaction menu to select and use. This is my CPP -
class CfgPatches {
class ws_medicalPack {
units[] = {};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {"ace_medical"};
};
};
class CfgMagazines {
class CA_Magazine;
class ws_PlasterDressing: CA_Magazine {
scope = 2;
displayName = "Plaster Dressing (20x)";
descriptionShort = "Reusable bandage pack.";
picture = "\A3\weapons_f\data\ui\gear_bandage_ca.paa";
mass = 8;
count = 1;
type = 256;
};
};
class ace_medical_treatment {
class Bandaging {
class ws_PlasterDressing {
treatmentTime = 1.5;
effectiveness = 1.0;
reopeningChance = 0.1;
reopeningMinDelay = 300;
reopeningMaxDelay = 600;
allowSelfTreatment = 1;
allowTreatment = 1;
};
};
};
You don't have an action that uses your bandage
Very new to all this, how do I make an action?
They're defined in ace_medical_treatment_actions, grabbing an example for ya
// Make sure to add all the ace_medical addons to your requiredAddons, or ace_medical_treatment at the very least
class ace_medical_treatment_actions {
class BasicBandage;
// Should be same name as your ace_medical_treatment class
class ws_PlasterDressing: BasicBandage {
displayName = "Use <bandage name>";
displayNameProgress = "Applying <bandage name>...";
category = "bandage";
items[] = {"ws_PlasterDressing"}; // Case-sensitive, must match item class exactly
litter[] = {
{"ACE_MedicalLitter_QuickClot"}, // Always created
{"ACE_MedicalLitter_clean"}, // Used if patient *is not* bleeding
{{
// Used if patient *is* bleeding
"ACE_MedicalLitter_bandage2",
"ACE_MedicalLitter_bandage3"
}}
};
};
};
We did a test now with the 2.20 and error didnt appear anymore.. we will do a bigger test this weekend. Server was stable at 40-50fps after 1.5 - 2 hours
Is there any way to add custom car skins to Antistasi Ultimate garage without ruining the game or mod ?
im having a brain dead moment after not touching arma configs for a while, how can i specify which soldiers sit in which vehicle seats in the config? i know to use gunnertype in turrets for the turrets but i cant seem to put anyone in passenger seats only the turrets via the config, i can place people in the passenger seats in 3den, its inheriting from a base class which is inheriting from car_f the only new cargo seats created are the one in the below config
crew="BAPMC_Rifleman";
typicalCargo[] = {"BAPMC_Rifleman","BAPMC_IC","BAPMC_Medic","BAPMC_Cadet","BAPMC_Cadet"};
class Turrets: Turrets
{
class CargoTurret_1: CargoTurret_1
{
gunnerType = "BAPMC_IC";
dontCreateAI = 0;
};
class CargoTurret_2: CargoTurret_2
{
gunnerType = "BAPMC_Medic";
dontCreateAI = 0;
};
class CargoTurret_3: CargoTurret_3
{
gunnerType = "BAPMC_Cadet";
dontCreateAI = 0;
};
class CargoTurret_4: CargoTurret_4
{
gunnerType = "BAPMC_IC";
dontCreateAI = 0;
};
class CargoTurret_5: CargoTurret_5
{
gunnerType = "BAPMC_Medic";
dontCreateAI = 0;
};
class CargoTurret_6: CargoTurret_6
{
gunnerType = "BAPMC_Rifleman";
dontCreateAI = 0;
};
class CargoTurret_7: CargoTurret_7
{
gunnerType = "BAPMC_Cadet";
dontCreateAI = 0;
};
};```
You can't define what AI units are created for passenger seats.
A workaround that you could use is to convert all passenger seats into FFV positions (add CargoTurrets for each seat and set transportSoldier = 0;) and then restrict their limitsArrayTop[] and limitsArrayBottom[] values so that they can't aim their weapons. You can also tweak the dynamicViewLimits values to limit the camera view for each "passenger" if necessary.
is there a way to have it atleast spawn the defined crew= into the seats rather than them being empty?
Nope. Only crew positions + turrets get units spawned into them by default (and in the case of turrets, only if dontCreateAI is not set to 1).
Event handlers are probably your best bet in this case if you don't want to convert passengers into cargo turrets.
typicalCargo[] doesn't spawn units. It's just for the AI to evaluate what targets are usually in the vehicle.
fair, thank you,
that will be something for me to look more into when ive had some sleep and a couple days break from coding and the mental power to read through the wiki again to refresh my memory on some stuff (gone straight from codingat work, to coding for arma at home for the past week) 😭
typical that its not used 😅
Turrets have LODOpticsIn. It doesn't seem to work for driver optics. Any other way around this?
Has anyone had dramas with the CBA PIP Optics SMALL having reticle bleed outside of the optic? I can get large to work, but small 'bleeds' out the side.
Crude example^
Hi All, would anybody know how/where to adjust take-off speed of a plane.
I'm afraid it's not a simple single parameter change, but a combination of factors (just like the real thing).
Consider the following arrays:
thrustCoef[] - how much thrust is produced at % of max speed, so lower thrust at slow speed will reduce acceleration on take-off, giving a longer take-off distance before Vrotate is reached.
envelope[] - how much lift is produced relative to % max speed, so again, you can alter how much, or little, lift is produced during the take-off roll.
elevatorCoef[] - how effective the elevator is at % of max speed. Probably not the best parameter to use to change take-off distance, but can affect how "heavy or light" the aircraft feels to elevator response
LODDriverOpticsIn
Hello people, does anyone have a list of valid values for cameraDir, a config line within cfgweapons > class optic?
The issue I am trying to solve:
I am messing with the MAAWS Mk1 from the Tanks DLC. I want to utilize the ballistic computer function, and have it line up with the reticle the MAAWWS Mk1 comes with.
I have set ballisticsComputer = 8 - an impact prediction shows up when i zoom in.
In class optic, if cameraDir is set to "look", the rounds impact accurately to the weapon reticle, but far above the ballistic computer prediction. This is the default Arma 3 setting.
if cameraDir is set to "" (blank value), the rounds hit the ballistic computer prediction but far below the weapon's inbuilt reticle.
I am not sure how to reconcile the two - if anyone have some good ideas, please let me know!
If i can shift the angle of the optic camera down by a set amount, or mosey the reticle downwards for example, that would work great for what i am trying to do. That, or change the weapon's launch angle and create a custom reticle - though i would have to learn how to do that.
The second question I have is what config line defines scope zoom behaviour - some scopes have the sighting elements zoom in and out with the zoom level, while others remain static.
Unfortunately still can see through the floor with LODDriverOpticsIn = 0; =(
Once again thank you Apollo.
An optic with a variable zoom ranging from x1 to x8, with x2.5 as default.
minFov = 0.0313; // x8
maxFov = 0.2500; // x1```
To make it a fixed zoom optic, set all 3 values to the same.
Do you have a floor modelled in LOD 0, visible from the inside, looking out though?
it's the ghost hawk xD
LOD 0 should be outside in, right? viewpoint is pilotcamera set at light_l_end which is well outside of mesh.
Can you give a little more detail, not quite following exactly... which model p3d? screenshot of how it looks and highlight which bit looks wrong?
I will give this a crack - hopefully this will make the optic's reticle dynamically resize according to the current zoom level like I hope, instead of staying the same no matter the zoom level!
Ah yeah sorry bad image before. So the stub wings ghosthawk doesn't have a pilot camera. I've put one in at the light_l_end mempt. You can see from the outside-in in gunner view, but the pip obviously is fine.
I'm guessing it's using viewpilot lod which has the floor cut out?
Unfortunately not. The reticule is set by the opticsModel p3d in the optics sight definition, and won't resize with zoom.
If you want multiple zoom levels with working reticles, make single zoom optics classes and custom reticles designed to match the chosen FOV (zoom).
I don't see a highlight in the images showing which bit you think is wrong (as I'm not clear on what you're expecting to see). Or the p3d name.
In the gunnerview pics the main screen you can see in the interior of the heli, but the left side PiP driver view panel shows the exterior hull, when they should be mostly the same view. like in this jet
"\A3\Air_F_Beta\Heli_Transport_01\Heli_Transport_01_F.p3d"
Have you checked if there is a "LOD 0". I'm seeing the model start at LOD 1. Probably not the issue but might be a quick check.
ah I thougth I saw it in allLods but I diidn't check the biki. Same with set to 1, see through.
Change it to cargo LOD to verify that you're working on the right thing and changes are effective.
could be small PIP screen lods the model differently? 🤔
Don't think so, although there are issues with PiP not updating on moving turrets.
hmm I can't get any thing that looks like a different LOD. 1000, 1100, 1200, 0, 1
Checking with in-game config viewer that the change is present in code?
yeah
could be the old, update files, but not the right files
Wait, is this PiP or driver optics?
Optics being what you get with a RMB press.
Driver optics, pip being on the left panel
Anyone good at server problems?
I can cause as many as you want and maybe some more
go dms
For one, just ask your question and two this is probably the wrong channel for Server Stufe go to #server_admins
In general, https://dontasktoask.com/
Hi everyone! I’ve got a question about class rewriting in Arma 3 configs.
I’m trying to extend CfgInGameUI > TacticalPing. Everything works fine when I just change simple properties, like:
class CfgInGameUI { class TacticalPing { color[] = {1, 0, 0, 1}; }; };
That correctly changes the color of TacticalPing and leaves the rest of the class untouched — all other properties and subclasses remain.
But when I try to modify a subclass, that’s where the problems start. For example:
class CfgInGameUI {
class TacticalPing {
color[] = {1, 0, 0, 1};
class Custom6 {
NEW = "hello";
};
};
};
This still changes color correctly, and the rest of TacticalPing seems intact — but now Custom6 is completely overwritten. It only contains the NEW property, and all the original properties from Custom6 are lost.
What I really want is to modify the existing Custom6 subclass — not replace it entirely — but I can’t figure out how. Especially since TacticalPing doesn’t seem to inherit from anything, and I can’t reference its subclasses directly.
I’ve tried a few approaches like:
class CfgInGameUI {
class TacticalPing {
color[] = {1, 0, 0, 1};
class Custom6 : Custom6 {
NEW = "hello";
};
};
};
class CfgInGameUI {
class TacticalPing;
class TacticalPing {
Custom6;
};
class TacticalPing : TacticalPing {
color[] = {1, 0, 0, 1};
class Custom6 : Custom6 {
NEW = "hello";
};
};
};
class CfgInGameUI {
class TacticalPing {
Custom6;
};
class TacticalPing : TacticalPing {
color[] = {1, 0, 0, 1};
class Custom6 : Custom6 {
NEW = "hello";
};
};
};
But none of these work — I always either get errors or lose the original contents of Custom6.
Has anyone figured out a way to append to a TacticalPing subclass without completely replacing it?
Thanks in advance!
you need to adhere to the original inheritance
Thanks, it worked perfectly!
i've been trying to learn how to use macros but its just confusing me, every time i think i understand something it turns out i was wrong anyway 😄
#define RADIO_STATION(STATION_NAME, CLASSNAME, URL) \
class station_##CLASSNAME { \
name = STATION_NAME; \
url = URL; \
};
RADIO_STATION("[HRV/Folk] Radio Banovina", baninova, "https://audio.radio-banovina.hr:9998/stream/")```
does anyone know why this is wrong?
Macro arguments are case insensitive iirc so you end up getting "https://..." = "https://..." instead of url = "..."
this is the error im getting, forgot to post
Also you shouldn't pad macro arguments with spaces, because those are considered part of the value
you mean STATION_NAME, CLASSNAME, URL should be STATION_NAME,CLASSNAME,URL ?
Yes
Yes, same way you do the class
Oh actually after seeing the error, it was the spaces that was breaking it
Because that resolves to class station_ baninova {
Which isn't valid
earlier i had RADIO_STATION("Radio Banovina",baninova,HRV,"Folk","https://audio.radio-banovina.hr:9998/stream/") but concluded i couldnt use this format because the syntax didnt allow me to, are you saying its possible to do this ? My macro was something like
class station_##COUNTRY##_##CLASSNAME { \
name = "["##COUNTRY" - "##GENRE"] "##STATION_NAME; \
url = URL; \
}```
and thank you so much for your answers @wintry fox ive been trying for some days now to learn this, youre giving some conclusive answers i found mentioned nowhere else
That name value is incorrect, there should only be one set of quotes. Macros in double quotes are also just treated as text, you need a separate macro to wrap them in quotes
Something like this should work, though I can’t test it (at work)
// Wraps the input in quotes
#define QUOTE(var1) #var1
name = QUOTE([##COUNTRY - GENRE##] - STATION_NAME);
Forgot the pound signs
haha this kind of super elementary mixing of symbols is doing my head in, i was never good at math. I'll take a minute to try and digest what im seeing here
thanks a lot it seems like i have plenty to experiment with
some progress here 😄
could it be because the genre is now also in quotes?
Nah that looks like the url thing I mentioned before
Try changing the name of the parameter in your macro
oh yeah sorry forgot about that one
for some reason its still giving the identical error
#define QUOTE(var1) #var1
#define RADIO_STATION(STATION_NAME,CLASSNAME,COUNTRY,GENRE,STREAML) \
class station_##COUNTRY##_##CLASSNAME { \
name = QUOTE([##COUNTRY - GENRE##] - STATION_NAME); \
url = STREAML; \
}
RADIO_STATION("Radio Banovina",baninova,HRV,"Folk","https://audio.radio-banovina.hr:9998/stream/")```
oh wait
is it because the word STREAM in STREAML?
You don't need your ##'s in the name line
same error if i remove them
name = "[##HRV - "Folk"##] - "Radio Banovina"";
That is what SQFVM's preprocessor outputs
The QUOTE is not double-quoting the inner quotes 
But maybe SQFVM is doing it wrong
have you tried just removing the quotes in your macro arguments, or replacing them with '
i dont know what sqfvm is but i will have to look into that 😄
i am noticing here that there is a station_HRV_baninova.Folk which looks totally scrambeled. There should only be station_HRV_baninova.name and station_HRV_baninova.url
That is what would happen if it aborts at the " before the Folk
And then it'll throw " encountered instead of = after the Folk when it gets to the "
i would try an attempt at fixing this myself but i simply don't understand it
the only thing i do understand is that its really hard to find examples online
and the docs here dont mention anything about most of the syntax stuff that is important in this situation https://community.bohemia.net/wiki/PreProcessor_Commands
maybe is there a better way i can format the data so it is easier to get the desired result?
You can test it without relaunching game. Save your defines and macro to file in mission folder, run
copyToClipboard preprocessFileLineNumbers "file.hpp"
and paste the results to check if it's what you wanted.
ohhh sick that is a golden tip
thanks so much
right yeah it becomes really easy if i just remove the quotes off of the input
you'll probably need a couple of QUOTE(QUOTE(abc)) in there
#define QUOTE(var1) #var1
#define RADIO_STATION(STATION_NAME,CLASSNAME,COUNTRY,GENRE,STREAML) \
class station_##COUNTRY##_##CLASSNAME { \
name = QUOTE([COUNTRY - GENRE] - STATION_NAME); \
url = STREAML; \
}
class CfgRadioStations {
RADIO_STATION(Radio Banovina 8.6,baninova,HRV,Folk/pop,"https://audio.radio-banovina.hr:9998/stream/")
}``` outputs
```c++
class CfgRadioStations {
class station_HRV_baninova {
name = "[HRV - Folk/pop] - Radio Banovina 8.6";
url = "https://audio.radio-banovina.hr:9998/stream/";
}
}```
added some extra strangeness there with the / and the number to test
awesome guys its working
also would like to ask you guys for your most convoluted macro copy/pastas that i can save as examples
i really need to get better at this stuff and like master the syntax because its so powerful
but it seems much more mysterious and less documented than sqf
Search ace and cba repos for # xD
thankss so much dude :')))) i was going through one of my friend's repos earlier searching for some meager crumbs of # but could barely find any
QQGVAR()
I thought they were needed because a macro arg is touching the [/]?
They are needed to separate macro name characters.
a-Z0-9_
Square brackets are not in that set
They are just to tell the parser that the macro name stops here.
But you don't need to tell it that if it already stopped anyway
perhaps this is the wrong place to ask this, but I'm at my wits' end- (Arma 3)
I'm trying to iterate through the configs to ultimately compile an array of all ingame player assets - i.e. all items available via the weapon, glasses, vehicles, and magazines config. Ultimately I need either one single array containing all item class names or four separate arrays sourcing all the class names from each config.
It seems like the most condensed and straightforward way to do this would be to retrieve the config paths using 'configClasses' to return the path arrays and then iterate through each with a 'configName' and 'append' command to attach each name string to a gargantuan child array. I've had no luck making this functional. Any thoughts?
Also hope this isn't a duper dumb question 😩
*also I mean pushBack as opposed to Append
Ah, neat
_weapons = "getNumber (_x >> 'scope') > 1" configClasses (configFile >> "CfgWeapons") apply { configName _x };
You may need parenthesis around the whole left side of the apply
Out of curiosity, If I wanted to have a structure be able to be used on terrains and also be able to be sling loaded. Would I need two seperate config entries? one thats inheriting from static and another thats inheriting from thingX or could I give it the physics, but they get disabled when baked into a map?
likely needs 2 objects
and yes cant have physX objects on map
they are mission only things
@sour rapids Same shit as Dart's, but more: https://github.com/official-antistasi-community/A3-Antistasi/blob/unstable/A3A/addons/core/functions/Ammunition/fn_configSort.sqf
left side is an existing mod, right side my attempt to create a replacement cfg for the muzzle slot. if i limit the compatible items array down to only one suppressor in my cfg on the right side, it works and the game shows only the one compatible suppressor. but if i try to completely remove the compatible items array and open it up for all asdg_muzzleslot_338 suppressors as shown on the right side, it does not work and the game still shows only the two compatible from the original mod. what am i doing wrong?
red bracket is a typo from editing before taking the screenshot
I ended up achieving Dart’s result - though I’ll have to check this out cause I’m trying to fanangle Jeroen Arsenal to act like a normal arsenal.
Thx
Why not use a normal arsenal? :P
The Jeroen arsenal is integral to the progress saving - and it includes a vehicle arsenal that’s particularly useful. I’m sure the save function can be adjusted and the vehicle arsenal duplicated, but I figured it was easier to simply load each line item to the arsenal with a single script than to go hunting through a dozen relevant scripts for the right lines of code which I only understand well enough to obtain a general idea of what they might do.
Since Jeroen is integral to almost all antistasi functions In just trying to add to the initialization so the arsenal is functionally unlimited.
"does not work" is the wrong approach. Check what's there in config viewer versus what you're aiming for.
You have an extra bracket there, no declaration of asdg_MuzzleSlot_338, and probably missing inheritance of WeaponSlotsInfo.
from what i read in config viewer i'd say, it ignores my cfg...but why doesn't it do that when i add the compatibleItems array with only one suppressor?
and i think i indeed forgot the WeaponSlotsInfo inheritance, so i added it in like in the original mod (i think)
You could easily get ADT (Advanced Developer Tools)https://steamcommunity.com/sharedfiles/filedetails/?id=3499977893 and copy original config , and see how it's done and how inheritance goes.
WeaponSlotsInfo does not exist in config root, you inherit from an empty class there
If that's how they did it in the original mod, they need to fix their config
Might want a slightly more distinctive patch name than "suppress" too.
of course, its just a placeholder for now since i wanna try to understand how all of this works. would not want to release it anyway
Important not to actually collide though, even for testing. Otherwise Arma might do something weird.
Is it possible to make part of a vehicle's model not appear through configs? Wanted to make a UH-60 variant with no doors or sliding doors visible
would this be what u meant?
Yes.
And you see you difference like Dart mentioned weaponslotinfo is inside of cfgweapons weapon , not outside.
And you should able easily modify class with that info what ADT gives yoi
*in the weapon, not in CfgWeapons
Yes.
This. I don't even read what I read and what I write ✍️
i feel like i am not seeing the obvious 😦
or is this really the problem as dart mentioned?
from the original mod
don't get it how the original mod works at all then ... or why my attempt with only one item in the compatibleItems array works.
Arma creates an empty class and logs an error, you're effectively inherenting from nothing
This also causes pop up errors on the main menu
Actually it doesn't make a pop up if it's in the config root, but it's still creating an empty class
and that is okay for the original mod itself, as long as it has a compatibleItems array?
because from what i get from your explanations this should not work, since the original mod inherents from nothing, too
so this gives me only that one suppressor
but this does not give me all asdg_MuzzleSlot_338 suppressors
which should be all of these for my arma at the moment
besides all that talk about inheritance, the only difference is the existence of the compatibleItems array and if my patch does not have it, it just takes the one from the original mod?!
Well yeah, because you're inheriting the compatibleItems class
When you specify your own, the inherited one is no longer used
Your weaponSlotsInfo is also still wrong
What you should do is inherit the WeaponSlotsInfo like how it's defined here.
You'd also need to inherit the compatible items so that you can add yours as well as all of the ones in the cba list
// in config root
class asdg_MuzzleSlot;
class asdg_muzzleslot_338: asdg_MuzzleSlot {
class compatibleItems;
};
// in CfgWeapons
class LRR_base_F;
class srifle_LRR_F: LRR_base_F {
class WeaponSlotsInfo;
};
class 7TP_AXMC_338_BLK: srifle_LRR_F {
class WeaponSlotsInfo: WeaponSlotsInfo {
class MuzzleSlot: asdg_muzzleslot_338 {
class compatibleItems: compatibleItems {
YourPrefix_yourMuzzle = 1;
};
};
};
};
(Did that on my phone, should check class names for typos)
tysm for your efforts here, i really feel sorry for taking your time. i only have one more question for now since its getting late here...
does that mean i HAVE to specify my own array with all individual asdg_muzzleSlot_338 suppressors? i can't just say "class MuzzleSlot: asdg_muzzleSlot_338" without the array because no matter what, it falls back to the array from the original mod then?
The asdg classes use the compatibleItems as a class, not an array
And no, that's why in the example I posted above, you're inheriting the compatibleItems class and then adding your own muzzle to it. So you'll have your muzzle and all other muzzles from the asdg class
Hello, I’m working on a mod based on Project Argo, replicating the Clouds and Flames factions as well as the AI behavior. I also want to extract the Combat Patrol game mode so that it’s identical—same terminals, same objectives… I’ve found many differences by using the config viewer and extracting some PBO files, but I’ve come across some things that are in FBO files and haven’t found a way to unpack them. Has anyone done this before?
What do I need to change in a helicopters config to allow the pilot to lock-on without a gunner in the heli? My group has been running into this issue, and it makes it incredibly ineffective to operate our helis without a gunner. To be specific, when the pilot is alone, he cannot lock onto any aircraft or ground vehicles. Once a gunner hops in, everything works fine. The pilot can engage air targets while the gunner shoots infantry.
Hello, back again with advanced flight model.
I have setup on the xml the skis for a UH-1H, like this:
<GroundContacts>
<GeneralConfiguration gearExtensionTime="3" maxSteerableGearDeflection="80" steerableGearSpeedCorrectionFactor="0.0" />
<GroundContact type="FGGroundContact200">
<Features isBrakable="false" isRetractable="false" isSteerable="false" />
<Aerodynamics equivalentFlatPlateArea="0.0" />
<Suspension>
<MountStation x="-1.02" y="0.7" z="-2.04" /> <SliderAxis x="0" y="0" z="1" />
<SuspensionLength length="0.2" />
<SpringParameters springConstant="300000" damperConstant="70000" maxCompression="0.30" />
</Suspension>
<Damage thresholdLoad="20000000" />
</GroundContact>
<GroundContact type="FGGroundContact200">
<Features isBrakable="false" isRetractable="false" isSteerable="false" />
<Aerodynamics equivalentFlatPlateArea="0.0" />
<Suspension>
<MountStation x="1.02" y="0.7" z="-2.04" /> <SliderAxis x="0" y="0" z="1" />
<SuspensionLength length="0.2" />
<SpringParameters springConstant="300000" damperConstant="70000" maxCompression="0.30" />
</Suspension>
<Damage thresholdLoad="20000000" />
</GroundContact>
<GroundContact type="FGGroundContact200">
<Features isBrakable="false" isRetractable="false" isSteerable="false" />
<Aerodynamics equivalentFlatPlateArea="0.0" />
<Suspension>
<MountStation x="-1.02" y="-0.7" z="-1.98" /> <SliderAxis x="0" y="0" z="1" />
<SuspensionLength length="0.2" />
<SpringParameters springConstant="300000" damperConstant="70000" maxCompression="0.30" />
</Suspension>
<Damage thresholdLoad="20000000" />
</GroundContact>
<GroundContact type="FGGroundContact200">
<Features isBrakable="false" isRetractable="false" isSteerable="false" />
<Aerodynamics equivalentFlatPlateArea="0.0" />
<Suspension>
<MountStation x="1.02" y="-0.7" z="-1.98" /> <SliderAxis x="0" y="0" z="1" />
<SuspensionLength length="0.2" />
<SpringParameters springConstant="300000" damperConstant="70000" maxCompression="0.30" />
</Suspension>
<Damage thresholdLoad="20000000" />
</GroundContact>
</GroundContacts>
but the helicopter, once engine is on, starts sliding slowly forward ... anyonw knows why ?
Yes, with hiddenselections
There are only 3 hiddenSelections for the new stub wing UH-80 and I don't think any of them relate to specifically the door. It's just the body, tail/rotors, and the wings. Unless there's some wizardry I'm not aware of
A selection for just the doors would be weird. Most likely bet would be an animation source for the doors but I don't think there's one to hide them completely
Darn
Can check its AnimationSources class
Is there some form of Skip if dependency is not present parameter?
My mod is comprised of multiple PBOs. Said PBOs each have a respective required addons defined, I was hoping it would selectively skip them if the required addon was not present.
skipWhenMissingDependencies = 1
Documented: https://community.bistudio.com/wiki/CfgPatches
Thank you!
Thanks, I was looking at mod.cpp thinking it might've been there
is there any way to add custom cars to Anitstasi Ultimate garage ?
No hiddenselections are not meant to hide parts of mesh.
It does not hide it.
You are assigning a transparent texture on mesh meaning the mesh becomes transparent but it still is there to be rendered and at higher performance cost as the transparency is more demanding to calculate.
If model is not made with that kind of animations then no.
my vehicles stop showing up in zeus editor, even though i have scope and scopecurator on 2
class CfgPatches
{
class ptni_apc_f
{
// List of units defined in this "PBO"
units[]=
{
"b_ptni_apc_01_F",
"ptni_apc_01_base_F",
"b_ptni_apc_01_gun_F"
};
weapons[]={};
requiredVersion=0.1;
// because we are using references to this addon, our test car should not be loaded if A3_Soft_F is not present
requiredAddons[] = {"A3_Soft_F", "PTNI_units"};
};
};
[CONFIG SKIP]
class b_ptni_apc_01_F: ptni_apc_01_base_F
{
scope = 2;
crew = "PTNI_Crewman_Malvinas"; /// we need someone to fit into the car
side = 1; /// civilian car should be on civilian side
faction = ptni_faction; /// and with civilian faction
scopeCurator=2; // scope 2 means it's available in Zeus mode (0 means hidden)```
weird, cus i havent updated my mod in a long while and suddenly people said it stopped working
Did you check in-game config viewer? if your vehicle config is there properly, and scope/scopeCurator are still=2 and also your CfgPatches entry is there properly?
maybe its an issue that zeus doesn't have your addon added? curatorAddAddons script command?
the ingame config does say theyre still 2. CfGpatches seems valied too. Im not sure how to check the curatoraddaddons?
im not sure if this may help the issue, but i found out that the units will be available on zeus if said unit is put in the world in the 3den editor
If there is only one zeus you can check
"ptni_apc_f" in curatorAddons (allCurators#0)
that sounds like the allowed addons is not set correctly
it says "false"
how might i figure out what the cause is??
How do you create the zeus?
i just plop a game master module
module in editor? in the module you can set what addons are allowed
set it to all including mods
hi, first time scripter here
trying to make a mod that changes the position of the first person camera to the right eye, i'm looking at a third person mod to try and get an understanding of how to do it, is there a first person equivalent to extCameraPosition? i can't find the bohemia wiki page that gives a full list of functions
- You are not scripting but configuring
- No there is no such config
- For the Miller's love, use a better text editor to write a code
is there another method then?
No, as 2 said
but for actual scripts, is is possible to change the position of the first person camera?
No
fair enough
how can i make a turret movable? ive added a gunner camera turret to a drone but it just points forward and doesnt seem to be able to move it with the mouse
this is the config and its inheritting from UAV_01_base_F
class MainTurret: MainTurret
{
gunnerName = "Gunner";
primaryGunner = 1;
minTurn = -180;
maxTurn = 180;
initTurn = 0;
minElev = -35;
maxElev = 90;
initElev = 0;
maxXRotSpeed = 1.5;
maxYRotSpeed = 1.5;
maxMouseXRotSpeed = 0.8;
maxMouseYRotSpeed = 0.8;
controllable = 1;
stabilizedInAxes=3;
turretFollowFreeLook = 1;
memoryPointGunnerOptics = "pos_pilotcamera";
memoryPointGun = "pos_pilotcamera_dir";
weapons[]=
{
"Laserdesignator_mounted"
};
magazines[]=
{
"Laserbatteries"
};
class OpticsIn
{
class Wide
{
initAngleX=0;
minAngleX=-30;
maxAngleX=30;
initAngleY=0;
minAngleY=-100;
maxAngleY=100;
initFov=0.46599999;
minFov=0.46599999;
maxFov=0.46599999;
opticsDisplayName="WFOV";
visionMode[]=
{
"Normal",
"NVG",
"Ti"
};
thermalMode[]={0,1};
gunnerOpticsModel="\A3\Weapons_F_Beta\Reticle\Heli_Attack_01_Optics_Gunner_wide_F";
};
class Medium: Wide
{
initFov=0.093000002;
minFov=0.093000002;
maxFov=0.093000002;
opticsDisplayName="MFOV";
gunnerOpticsModel="\A3\Weapons_F_Beta\Reticle\Heli_Attack_01_Optics_Gunner_medium_F";
};
class Narrow: Wide
{
initFov=0.028999999;
minFov=0.028999999;
maxFov=0.028999999;
opticsDisplayName="NFOV";
gunnerOpticsModel="\A3\Weapons_F_Beta\Reticle\Heli_Attack_01_Optics_Gunner_narrow_F";
};
};
};
};
it makes the servo noise when i move the mouse but doesnt update the camera feed
I also want the pilot and gunner to share a camera
It could turn when it was set as the pilot camera but wanted to make it a turret to use for laser designation and marking targets with turret enhanced
Turret turn and elevation animations config are gun, body or the animationSource versions.
Are you using the base game existing p3d? If so then you can only use the available animations.
No I'm using a mavic-3 p3d
Ok. Same applies to any p3d that you're not editing. If it doesn't have turret animations built in then it won't work.
Is there a way to add laser designator and and turret features to the pilot camera class so that it can be used for marking targets?
Yeah add laser weapon and magazine to the vehicle. Reference a jet config
The pilot camera was able to move but didn't have any of the turret features I wanted, the P3D has a camera which moves which was being used as the class pilotCamera
I'll have to look through the animation sources etc and see if I can work it out
If they move with pilot camera then they are set that way in the model config. If you just want laser then adding weapon and mag will be enough.
thank you again, got it finally working now!
I'm also wanting to be able to use the turret enhanced features so like marking targets etc. but it may be easier to just look through the code for turret enhanced and get it to apply to pilot camera too
Can anyone assist me regarding using ACRE on a paid server? I have a server rented & teamspeak 3 is up, yet we can’t seem to get ACRE to work now (it worked before when it was a locally hosted server)
Do you have acre installed on the server? Also this would probably be a #server_admins question
Yes, it’s installed on the server
Just doesn’t seem to want to work but it was working before when we were locally hosting a server
But now it’s become a paid server it all of a sudden not working
You can however, make another camera and use that instead
On the scripting side of things
Check out the camera commands on the wiki.
hey guys, is it possible to change one field in a class using a mod, while leaving all the rest of the content in the class in tact? For example:
loadedEarly.pbo
displayName = "Cool Faction";
side = 0;
}```
loadedLater.pbo
```class coolFaction {
displayName = "[ModTag] Cool Faction";
}```
not sure if this is the right area, but since this performance update I have issues, never had them before that - low FPS, stuttering - before things run fine, what did they do to the game?!
this is about config.cpp scripting for mods 🤓
It's explained here https://community.bistudio.com/wiki/Class_Inheritance#External_Base_Classes
thanks for the link but i think my brain is a little too small to understand how it applies to this situation
could you point me to the section that i should work with?
i got the loading order sorted already
i'm trying to just rename the display name of some factions without touching anything else about them
I linked the section. Put another way:
// you want to modify the class "modifyMe"
// modifyMe inherits from its parent class "baseClass", find this out by looking in the config viewer
class baseClass;
class modifyMe: baseClass {
displayName = "New Name";
};
#define FAC_RENAME(CLASSNAME,DISPLAYNAME) \
class CLASSNAME: CfgFactionClasses { \
displayName = DISPLAYNAME; \
};
class CfgFactionClasses;
FAC_RENAME(YUGO_ARBiH92,"[BiH|B&U] ARBiH - Bosnian Army '92")```
i believe this should work, but it doesn't
oops one line missing there
no wait its not
Ah I shouldn't have said parent there.
CfgFactionClasses is the parent. You need to find the sibling base class
#define FAC_RENAME... \
class CLASSNAME: siblingBase { \
...
class CfgFactionClasses {
class siblingBase;
FAC_RENAME...
};
what is sibling base class?
also known as child class
youll have to read up on class parent - child inheritance
so this is an actual existing class?
I would guess its config >> CfgFactionClasses >> default then?
{
displayName = "Other";
priority = 10000;
side = -1;
};```
what does any vanilla class that corresponds to what you are doing have?
so it could be any class that has the same properties as the one i'm trying to edit, as long as it's in the same class?
this also didn't work
#define FAC_RENAME(CLASSNAME,DISPLAYNAME) \
class CLASSNAME: Default { \
displayName = DISPLAYNAME; \
};
class CfgFactionClasses
{
class Default;
FAC_RENAME(YUGO_ARBiH92,"[BiH|B&U] ARBiH - Bosnian Army '92")
};```
this is a defualt one, its inside CfgFactionClasses
{
displayName = "NATO";
priority = 1;
side = 1;
icon = "\a3\Data_f\cfgFactionClasses_BLU_ca.paa";
flag = "\a3\Data_f\Flags\flag_nato_co.paa";
};```
the mod is loaded and it properly lists the required addons, but there is no effect on the name of the factions im trying to change
oh no wait actually it worked
it seems like the name that is displayed in eden is just a different property
thanks though! Now at least i know how to do this 🙏
👍
gonan see if i can do it for the other property now
there is a 2.18 all in one config dump in the pins you can use as reference
have to pull 2.20 sometime when I remember and update it
So it seems the latest Arma update may have broke the "skipWhenMissingDependencies = 1;", now error codes pop up when an optional addon isn't loaded which that code line is supposed to bipass. Is there a fix? This is in relation to my addon https://steamcommunity.com/sharedfiles/filedetails/?id=3117566060 Anyone is welcome to open the pbo to investigate this problem.
Maybe paste the CfgPatches and the error?
Normally you just get a line like this:
18:04:43 Skipped loading of addon 'A3A_config_fixes_CUP' as required addon 'CUP_Vehicles_LoadOrder' is not present
And if it was broken then our stuff would have broken and so would ACE.
Im trying to paste the code but it pops up in all red and wont paste give me a moment
I have the main part of the mod in a seperate pbo which does not have the "skipWhenMissingDependencies = 1;" which functions without any optional addons/cdlc
The error which pops up on Arma 3 startup
'loadorder_f_vietnam' is from SOG prairie fire which is an optional CDLC for my mod, hence the skipwhenmissingdependencies
This is while testing it without SOG prairie fire loaded
it worked perfectly fine before the recent arma update
Curious. Looks fine.
Well thank you for looking at it, hopefully someone sees this and knows what the problem is
I might have a poke at it later but I need to get dinner.
Ok, thanks
its working now for group compositions but not for the individual units, any suggestions why this could be happening?
@ripe siren Ok, looking at your mod quickly, you're using O_PDF as the patchname for every PBO. Each one needs to be unique, or Arma will fail in uninterpretable ways.
Ah crap I'll fix that. Thanks
Also the CfgPatches for one of them is epically long and shouldn't be. If you need to load stuff after Arma then just use A3_Data_F_Decade_Loadorder
okay
These PBOs are also unprefixed. They should be prefixed.
The CfgPatches can be whatever as long as it's unique.
kk
For the prefixes it looks like you're relying on Arma putting PDF.pbo at the path \PDF\
Which is undocumented but probably what it does.
Okay
here is the curious thing, in the config it looks to be correct
If I want to make a mod for a weapon that adds the parameter
ace_overheating_allowSwapBarrel = 1;
Is it possible to do so without needing to directly modify the config.cpp where that weapon originates from, or making a subclass, or having to re-define the entire weapon again?
Something like
class Weapon: Weapon
{
ace_overheating_allowSwapBarrel = 1;
}```
yes but just
class weapon;
{ace_oveheating}
and your mods configcpp cfgpatches needs to use the original mods cfgpatches name in the required addons array to load after the original mod to patch it
Awesome thank you
there is wiki page about class inheritance and structure you should check out too
Yeah I saw it but it wasn't clear to me whether doing
{
new Param
};```
Would override the whole class, e.g. mean I have to re-define **everything** from scratch or add to it.
Does anyone know how it could happen, that changing a CfgFactionClasses faction name with addon only works internally and doesn't show in editor/zeus?
i've made sure to set the required addons cause i read somwhere that is important for making sure the modded values are written last
Tell the unit config in question
i've changed the faction name inside CfgGroups the same way, and that one does show up perfectly fine in zeus and editor https://cdn.discordapp.com/attachments/122121444703338496/1385750920800899234/image.png?ex=6857349d&is=6855e31d&hm=b87ae5820a247c406a5e03e452976cd8fec96baaaffb23bd2ce0248bdf9afd05&
class CfgPatches
{
class yr_bb_bnuPatch
{
units[] = { };
weapons[] = { };
requiredAddons[] = {
"yugo_Misc",
"yugo_faction_ARBiH92",
...
};
...
};
};
#define FAC_RENAME(CLASSNAME,DISPLAYNAME) \
class CLASSNAME: Default { \
displayName = DISPLAYNAME; \
};
class CfgFactionClasses {
class Default;
FAC_RENAME(YUGO_ARBiH92,"[BiH|B&U] ARBiH - Bosnian Army '92")
}
#define FAC_GRPRENAME(FACNAME,GRPDISPLAY) \
class FACNAME: BLU_F { \
name = GRPDISPLAY; \
};
class CfgGroups {
class BLU_F;
class Indep {
FAC_GRPRENAME(YUGO_ARBiH92,"[BiH|B&U] ARBiH - Bosnian Army '92")
};
};```
so again, both changes are visible inside the config, but only the CfgFactionClasses change is NOT visible while the other is
this is what it looks like in-game rn, copied from config viewer
class CfgFactionClasses {
class YUGO_ARBiH92
{
priority = 1;
side = 2;
icon = "\yugo_ARBiH92\ARBiH92_emblem.paa";
displayName = "[BiH|B&U] ARBiH - Bosnian Army '92";
};
};```
Rephrase: are you sure you are changing the correct faction? Which CfgVehicles class is using that faction?
Are you sure there is no other faction that is named very similar?
100% sure its the correct faction as far as i can tell
there is only ARBIH'95 which im also trying to change, same issue there. This only happens with B&U factions, which are the ones where i'm trying to overwrite how their faction name displays
as you see, plenty with the same tag, one very similar, but there is no mistake in the spelling here. And this issue applies to all factions you see there, all of them are properly renamed in config but not visible
Are you sure the requiredAddons list it correctly, and it is loaded after the faction is initially declared?
i believe so, here is what i have
these are all the B&U CfgPatches entries
And where is yr_bb_bnuPatch
{
class yr_bb_bnuPatch
{
units[] = { };
weapons[] = { };
requiredAddons[] = {
"yugo_Misc",
"yugo_faction_ARBiH92",
"yugo_faction_ARBiH95",
"yugo_faction_BIH_MUP",
"yugo_faction_CRO_MUP",
"yugo_faction_FRJ_MUP",
"yugo_faction_HOS",
"yugo_faction_HV92",
"yugo_faction_HV95",
"yugo_faction_HVO92",
"yugo_faction_HVO95",
"yugo_faction_JNA85",
"yugo_faction_JNA85_O",
"yugo_faction_JNA90",
"yugo_faction_JNA90_O",
"yugo_faction_SDG",
"yugo_faction_SFRJ_MUP",
"yugo_faction_SLO_MUP",
"yugo_faction_SVK92",
"yugo_faction_SVK95",
"yugo_faction_TORBIH",
"yugo_faction_TOS",
"yugo_faction_VJ92",
"yugo_faction_VJ95",
"yugo_faction_VRS92",
"yugo_faction_VRS95",
"yugo_faction_ZNG"
};
...
};
};```
just for the record, everything so far looks good?
I'm still not entirely confident about a lot of these config things
At least doesn't seem to be not alright
here is the config entry from the game btw, seems ok too
{
units[] = {};
weapons[] = {};
requiredAddons[] = {"yugo_Misc","yugo_faction_ARBiH92","yugo_faction_ARBiH95","yugo_faction_BIH_MUP","yugo_faction_CRO_MUP","yugo_faction_FRJ_MUP","yugo_faction_HOS","yugo_faction_HV92","yugo_faction_HV95","yugo_faction_HVO92","yugo_faction_HVO95","yugo_faction_JNA85","yugo_faction_JNA85_O","yugo_faction_JNA90","yugo_faction_JNA90_O","yugo_faction_SDG","yugo_faction_SFRJ_MUP","yugo_faction_SLO_MUP","yugo_faction_SVK92","yugo_faction_SVK95","yugo_faction_TORBIH","yugo_faction_TOS","yugo_faction_VJ92","yugo_faction_VJ95","yugo_faction_VRS92","yugo_faction_VRS95","yugo_faction_ZNG"};
...
};```
So, clarifying the thing again
You see updated name in CfgFactionClasses in ingame config viewer, but you don't see the name in Eden and Zeus?
and only for CfgFactionClasses > FACTION >> displayName
the changes at the bottom here to CfgGroups are displaying fine
The only real theory I could think is you are modifying the wrong faction
well i will have to do another dig through the mod files then
ah....
i dont know how i missed this earlier, and i also didnt know it was a thing to begin with
class CfgFactionClasses
{
class YUGO_ARBiH92
{
displayName="[B&U] Bosnian Army '92";
priority=1;
side=2;
icon="\yugo_ARBiH92\ARBiH92_emblem.paa";
};
};
class CfgEditorCategories
{
class YUGO_Edcat_ARBiH92
{
displayName="[B&U] Bosnian Army '92";
};
};```
Apearantly you can declare editor categories and use them in stead of the faction display name?
Not sure what the last config supposed to tell
i found another entry with the same string
And is YUGO_Edcat_ARBiH92 used in the units config?
editorSubCategory="YUGO_Edsubcat_ARBiH92_Inf_Sum";```
it is being set with this property on units i just saw
so i guess that overwrites the default of using the CfgFactionClasses name
yeah really odd 😄
gonna try it now
but im quite sure this is it
arma config is like magic and every wizard has a different way of writing spells lmao. Some know words others dont
What governs how long a destroyed vehicle emits smoke?
The destruction effects lifetime is just for a single cloudlet AFAIK.
I destroyed multiple vehicles and the same time and here is what I found.
quad - 80s smoke stopped
Hunter - 150~160s fire stopped, 180s smoke stopped
HEMTT empty - 150~160s fire stopped, 180s smoke stopped
HEMTT ammo - 180s fire stopped
A-164 Wipeout, Black Wasp, Hummingbird, Huron, Comanche - 200s smoke and fire stopped
HEMTT fuel - 350s fire stopped, 400s smoke stopped
I tried to compare the fuelExplosionPower and fuel value, but it does not add up. So I have no idea what governs for how long the vehicle burns and smokes after destruction.
Vanilla arma 3.
Hey I misplaced a bracket and idk where it needs to go
You're opening a class and immediately closing it
Not sure if you mean to do that, based on the indentation
you may want to use editor like notepad++ that can show where classes open and close
Yeah but when I don’t have that it doesn’t even launch so
Yeah I'm saying you probably don't want it in that spot, considering that you're config actually looks like:
class Missions {
class OverthrowMPAltis {}; // Nothing in this class
class Params {
// ...
};
class Training {
// ...
};
};
Yeah I understand
But I don’t know where to put it because if u remove that then server won’t even start so
get program that can show you where the classes are
so you can more easily read it
Remove the }; from line 43 and move it to between line 57 and 58, just before class Training.
It now acts to close class OverthrowMPAltis after you add the template and class Params, rather than making it an empty class.
I have an animationSource with source = "door";, but it doesn't seem to respect initPhase = 1;. In base game configs all door sources are initPhase 0. is this how door sources work, only inits to 0?
Door is an engine source I think
Alrighty. Thanks. I don't think I saw it written down anywhere, but enabledByAnimationSource only works with door sources, right?
thank you
true
Hello, I need help with the tank configuration, I cannot animate hatches ingame while in Buldozer everything works fine 😦 do you have any config file I can use as "template" or a guide? thanks
Is there a dump of all the game's strings in english? Or a file I can find in P:\a3? Strings like $STR_DN_OUT_O_DOOR
I searched some of the stringtable.xml files but the string names in those don't seem to be the same thing as above.
In config.cpp
animationSourceHatch = "hatchDriver";
In model.cfg
{
"driver_hatch", "",
...
};```
```class CfgModels
{
...
class driver_hatch
{
source = "hatchDriver"; \\ matches config animationSourceHatch
type = "rotation";
selection = "driver_hatch"; \\ selection name of hatch in p3d res LOD
axis = "driver_hatch_axis";
minValue = 0.0;
maxValue = 1.0;
angle0 = "rad 0";
angle1 = "rad 155";
};
};
i usually use this site for that: https://brettmayson.github.io/stringtables/
I'm trying to make a little bird variant that has no benches, how would I modify this class to make that happen?
It seems initPhase is it?
Hey- I'm trying to help someone config in a turret with alternating fire (i.e. firing a round from one barrel then from another barrel, like the Bardelas in base-game Arma)
What's the config value to flag a turret as firing in alternating? Is this done in the model, in CfgVehicles, or in CfgWeapons?
Hello everyone!
I'm having some trouble with what was supposed to be just a simple reskin and mag/ammo reconfig for a gun within the Scion Conflict mod, but my edited version is running into an issue where theres no audio or fire modes. I've tried removing all references to the fire modes from my edit and just let the base class handle it, which worked and fixed my edited gun, but broke all fire modes for every single other weapon in the game. Anyone have any clue what might be going on?
Post your config
Its not letting me just paste it in here for some reason so heres just the file, I guess.
Is it possible to override a vanilla arma texture with one in a mod? I have had a long standing request from my community to clean up the dirty glass on various optics. I had thought it wouldn't be possible due to the p3d model material references baked in to ARMA3 vanilla texture paths, but I'm now wondering if I could patch a new texture over so that it uses it instead
Depends on the texture you are trying to replace
Some are baked in
Some can be changed with hiddenSelections
You can usually see the hiddenSelections listed in the config
I don't know if scopes have hiddenSelections though
Looking at the config for scopes, what you probably need is modelOptics
Looks like it's the view model used for when aiming
The holosights and red dots may not be fixable due to that though, since collimater sights use the model themselves for the reticle
Is there a value within character configs to autoset rank, or do I need to just set something up in the eventHandler class of individual units I want to change the rank on?
The specific textures are ones I know can't be changed with hiddenSelections. I confirmed this with the CUP team a while back.
But if it were possible to overload a texture and use a different image - it would be a very simple solution to just create a new .paa and make it use the same path.
It "is" possible. However not prefered (as you might expect)
What exactly is your goal?
You have a lot of useless/not required/not supposed to be lines. If you are only here to make a simple retex, just include retex config only
To overload the a3\weapons_f\acc\data\eo_glass_ca.paa texture with a new version that doesn't have a fingerprint mark on it
As you can see, it's a bit grubby.
Then what you can take a look is Autmn Livonia, it overrides textures by overriding PBO using PBOPREFIX
Thank you, a working example is fantastic
Oh so the theory is that using a PBOPREFIX like
a3\weapons_f\acc\data\eo_glass_ca and setting the new texture should overload it?
As shown in the Autumn Livonia using
a3\vegetation_f_enoch\tree\data
No, filename cannot be the prefix
As you can see, Livonia has every files innit, including not modded (not intended to be modded) ones
Yes I saw that I had to copy the contents from the original folder.
This is a quick test and I am extremely pleased 😄
Stoked
Thanks POLPOX
hey folks, i got a strange issue with my vehicle: nor the player or the ai can access the driver seat when outside the vehicle. Driver's proxy is in all res lod and relevant geo lods, pos/pos dir mem points are there, getin/getout actions are there, has driver=1 is there, driver action is there too. I don't have driverInaction and i also have ForceHideDriver=1 set up since it is an enclosed halftrack so the driver is not supposed to turn out. Vehicle class inherits from Truck_f just like all my other working halftracks. I will try to change forcehidedriver to 0 and to add a driver in action as test, to see if those parameters fix the issue
forceHideDriver 1 was the culprit
What's textureHL and textureHL2 meant to represent in a facial config?
Guys its 24 hrs im going crazy.....the usti hlavne on my vehicle follows the pitch (otochlaven) but not the traverse (otocvez) despite having done this usual stuff countelss time with other vehicles....It uses a custom weapon which inherits from rocketpods (no its not a zgun proxy weapon)
Are your model.cfg bones for the turret parented correctly?
And are the memorypoints part of the gun selection
Yes, i even decided to add the mem points selection as bones in the model cfg after countless tries
It’s an MLRS system that worked flawlessly before I fixed the physx and updated the config
Hi friends, I made a sight based on the ACO optic. I see that compatibility is defined in each weapon rather than in the optics themselves. Is there any way to make it compatible with all weapons that originally support the ACO sight, without having to modify (and search for) every single compatible weapon?
Yes. Simply add your optic to the global rail classes and it will automatically become available to any weapon that inherits from it.
class CowsSlot;
class CowsSlot_Rail: CowsSlot
{
class compatibleItems
{
optic_myOptic = 1;
};
};
For global rail classes that use the older array method, you can use the += operator to add it to the array instead of overriding:
class SlotInfo;
class CowsSlot: SlotInfo
{
compatibleItems[] +=
{
"optic_myOptic"
};
};
For vanilla, you need to add your optic to these global classes at the bare minimum to ensure that all vanilla weapons get access to it (as well as any modded weapons that also utilise vanilla rails):
CowsSlotCowsSlot_Rail
The following are optional vanilla classes that you can add it to but are case-dependent. Your optic might not make sense on these rails, either because it looks wierd on the model or the weapon's model isn't meant to have it (e.g. a pistol that doesn't have a Picatinny rail somehow having a Picatinny optic attached that doesn't have a dedicated mounting system for it, or a Picatinny optic that lacks an adapter being attached to a weapon that uses a Dovetail rail):
CowsSlot_Rail_PistolCowsSlot_PistolCowsSlot_DovetailCowsSlot_Dovetail_SVDCowsSlot_Dovetail_RPGCowsSlot_MSBS65
thanx a lot
Hey all, I'm having trouble figuring out what parameters and/or classes need to be edited to be able to see and target distant vehicles in a jet. The photo is an example of what I'm looking for, but currently failing at implementing in my own jet; the dots over targets only appear when I'm approximately half a kilometer away. For additional context, I have inherited both the sensors and MFD of the F/A-181 Black Wasp II.
HL == "Hands and Legs" but, I can only find textureHL, i cannot find a HL2, atleast in engine, maybe its some script thing
interesting - got it! i was a little confused looking at the vanilla configs since it's refering to textures with "bald" in them and such, so i thought like... HL - hairline? but yeah
What a coincidence that I looked at just that yesterday.
That'll be the "radar"/"radartoview" MFD elements
The main thing is that the target must be detectable by the sensors.
Within range of the sensor.
Your active radar can only detect things when its on.
In your screenshot its off.
The IR sensor can only detect targets that emit IR signature (engine is on)
Passive radar only targets that have their own active radar and are emitting.
But I'd think the black wasp has all that stuff configured properly
What you could be messing up if you copy the sensors from Black Wasp, is their orientation.
sensorPosition config entry gives a memory point name. If your model doesn't have that, that could be a problem
Similarly sensors have direction, the aimDown config entry in the sensor, but thats not a memory point so probably wouldn't go wrong
Ah nvm, there is also animDirection in sensor config. Which sets the name of a potentially animated bone, that points in the direction the sensor scans at
But I think if that bone isn't found, it just goes forwards
Tysm for the info. I had my radar off because I was making sure the HARM (anti-radar) were working. I wouldn't even really have an issue except for that my plane doesn't "see" the radars until I'm far too close, and thus the HARMs are useless for the plane I'm working on. It's not my plane, so I'll just have to pray that there are proper memory points... Otherwise I may just have to make a LOAL HARM? 🤔
Is there a config parameter that allows UAV gunner control the driver?
As in when you control gunner through UAV terminal can you both drive and control the turret at once
Looking for config properties related to that
commanding in the turret.
Set it to a negative value so that the gunner stops being the vehicle's commander, and therefore can't order the driver AI to move.
e.g.
class UGV_01_rcws_base_F: UGV_01_base_F
{
class Turrets: Turrets
{
class MainTurret: NewTurret
{
commanding = -2;
};
};
};
This does not allow the gunner AI in the UGV Stomper RCWS to issue movement orders to the driver AI whilst the player is manually taking control.
Hmm, the value is commanding = 1; for UGV right now, but what makes you able to control the uav driver from uav gunner? Is it just normal commander movement orders except they're mute as its an UAV?
Yes. AI are just regular soldiers.
I thought there might be something deeper going on with how seemingly precise the control is
They have a special class with UAVPilot simulation just for the drone AI but for all intents and purposes they're normal soldier units.
Thanks, I guess there is nothing special then
I was looking for a way reliably tell if connected uav gunner was able to drive the uav
Hi All, I am trying to set up airbrake on my plane so when I press 'x' on keyboard the airbrake shows. I have setup axis points in Memory and I have made a selection. I was just wondering if someone can point me in right direction or share their own class.
In model.cfg
{
source = "speedBrake";
type = "rotation";
selection = "airbrake";
axis = "airbrake_axis";
minValue = 0;
maxValue = 1;
angle0 = "rad 0";
angle1 = "rad 70";
};```
Apollo for the win once again.
hi, do you know what can cause this weird behaviour ingame but not in the editor?
hmm could problem in the model. is it from war thunder?
no it's not, the model has land contact also
When I enter the vehicle, the view is positioned below the hull. Could this be the issue?
One message removed from a suspended account.
Are you using Advanced Flight Model? Is the rtd_xml file adjusted to those four rotors with the right positions?
Is there a config value that enables/disabled being able to control AI driver from other seats?
I guess this only works for carx and tankx simulation vehicles? Or is it everything?
shipx too
I just need to be able to certainly tell that AI driver was controlled by the player like that. I guess so far the conditions are:
carx,tankx,shipxsimulations- Highest
commandingvalue - There is AI driver present
Wondering if there are other related config values
Oh you also have to be driver unit's leader
cargoCanControlUAV
...although from testing the token it doesn't seem to affect anything.
Squad'ed drones don't respond to your movement commands even when you hop into a passenger seat + have the drone connected to.
Non-squad drones don't accept your movement commands either whilst you're in a passenger seat.
Scratch that. It does technically restrict movement commands but only if you aren't in the same squad as the drone's AI.
If you hop into the passenger seat of a drone that belongs to your squad, then you can issue movement commands to it like a normal vehicle with AI crews.
Nope. Tested again and it seems like this token pretty much does nothing to prevent movement commands from being issued...
hey guys, trying to do a super simple RHS weapon reskin (doing this first time btw) and was wondering if anyone can help with this issue
class CfgWeapons {
class rhs_weap_M590_8RD;
class yr_tnd_m93_8RND: rhs_weap_M590_8RD {
author = "Tornado";
displayName = "Zastava m93";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {
"\yr_tnd_m93_8rnd\data\M93_co.paa"
};
};
};```
this does not work, because `rhs_weap_M590_8RD` nor any of its parents have a `hiddenSelections[]` value set as far as i can tell. The RHS rvmat and model are obfuscated, so i am unable to change them internally, do you know what i can do to do it anyway?
The P3D does not have a useable selection
so that means its just not possible?
Correct
Is there a maximum hit=X; for Ammo configs? I'm making an ATACMS and seeing how far I can go with 500lbs of TNT
I have it at 600 but wondering if I can go higher, or if I really need to
not really, no
Okay
there's a point where it'll just be an instakill to everything
Okay thanks, I'll just leave it at 600 then, thanks!
It's a float so you can theoretically set it as high as the engine supports.
But do keep in mind that the hull hitpoint for most tanks rarely goes higher than 1,800 even with armorStructural taken into account. Global armor health pool is even less in most cases (<1,000), so there's really no reason to have hit go beyond 5,000 (which is the highest for vanilla GBU-12s).
Okay I'll keep that in mind, but 600 should be useful for buildings and the like.
im trying to make a simple a3 atlas uniform retexture, but i have no idea what im doing (its my first time) and the uniform turns out invisible. Is there anything wrong with the config?
In CfgPatches:
- Your
requiredAddons[]array should have the CfgPatches name for Arma 3 Atlas' loadorder since I assume you need it as a dependency. You are currently loading only the vanilla data (and not even all of it).
requiredAddons[] =
{
"A3_Atlas_Data_F_Atlas_Loadorder"
};
In CfgWeapons:
uniformModeldoes not need to have a model defined (that's not what the token is used for). Stick to the vanilla value of"-".- The
modeltoken should be a path to one of the vanilla suitpack items (or a custom one of your own). The model in the uniform item only shows what the clothes look like when the item gets dropped onto the ground.
In CfgVehicles:
- You are currently inheriting from the vanilla NATO soldier base class but you didn't change the model to use A3 Atlas' custom model instead. You need to move the
modeltoken and its path from CfgWeapons to this class in CfgVehicles instead. - Check if "camo" is actually the selection name used for
U_CombatUniformNCU_01.p3d. If it isn't, your retextures will not be applied since the selection doesn't exist.
damn... insanely quick and detailed response, thank you man.. will check
i changed the cfgpatches, cfgweapons, and cfgvehicles parts, but still invisible. Could it be the problem with the PAA or did i miss something again
uniformClass in CfgVehicles isn't linked to your uniform. You've put the model's filepath instead.
class kfc_soldier_mtp: B_Soldier_base_F
{
model = " model filepath to U_CombatUniformNCU_01.p3d goes here ";
uniformClass = "kfc_uniform_mtp_01";
};
thanks man, i also figured out it was an issue with the PAA too.
I got it to work, much appreciated
You can look through the allinone config dump to compare with buildings healths.
Or just test few iterations for what feels right.
Yeah I mean it's not a precise munition (not laser guided) and I don't see any use for the ATACMS unless you want to fire far away at something. I'll need to fire it against a building and see how it works out.
👍
what about posting the full error msg then + your file you get the error in?
I'm trying to find where the max distance for bullet impact particles is specified, and if it can be edited. Any suggestions?
It's not editable setting I'm afraid. It has to do with the particle size I'm pretty sure
Scripting can be used to draw some sort of hit marker to show where one hits. If played fast enough it can emulate the particle behavior
I did some testing with the RHS M107, the standard m33 ball is invisible past around 350m, mk211 explosive is visible well past that range. I’m thinking it works differently for explosives? Maybe I could use that and set a tiny blast radius
Could be the different shot simulation types then
IIRC, grenades use a different type than bullets (shotShell instead of shotBullet? haven't really played with simulation types)
Does cost=20000; work with units? I'm thinking of doing a small infantry mod, and wondering if putting the cost for a unit is worth it, because stock AI blows nuts.
I mean I think it works, but not totally sure either
cost for ammo or cost for unit?
If the former, you can do it but your munition will be very expensive for the AI to fire so they will probably avoid using it unless you force them via scripts or order them to do so.
If the latter, also yes, but it won't matter if the unit's threat values are high enough (threat always takes precedence cost).
Okay I'm more focused on unit than ammo but didn't know that, thanks. Yeah I'll see what I can do then, because stock BLUFOR units need some tweaking, and tired of them not shooting the right bad guys so I don't get blown up extracting them. Much appreciated
Dunno if this is the right place, but any of yall seen this?
I’d really like to try and create an add on to go alongside ace to help with spotting. Right now it’s not very useful past about 300m since you can’t see the impact
That could be neat, and make it easier for two-person sniper teams to work
Also, the bullet impact particles are much smaller for low-caliber guns. Not certain if it's different particle effects in the ammo config, or if the hit value affects the particle size, haven't checked
you are missing a text = "something" entry on CA_B_EnableAll whatever mod that is from
OK, I've been banging my head on my desk over this for the last 24hrs. I'm having an issue with the "Edit Vehicle Appearance" option in Eden.
- Place the helo down in Eden. Right click. Edit vehicle appearance.
- Spray can icon
- You should get some tick boxes and the skin names
I get nothing in there. (left side of image)
**But **
...if I right click on helo and Click attributes. I can change the skin from a drop down. (Right side of image)
And I get this in the RPT.
02:58:46 Unable to set statValue 'MarkVirtualVehicleInspection', mission/script doesn't have permission for this stat (mission: '', script: 'A3\functions_f_mark\Vehicles\fn_garage.sqf':105).
I've already re-written the config, inheriting from the vanilla helo 03. I have other planes, helos etc working normally. But for some reason the last few helos I've been working on all have the same issue.
Has anyone got a fix for this?
Both are unrelated. Vehicle Apperance is driven by VhC
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customisation
Yeah i just figured it out. It was about the factions. Because I was inheriting everything in an attempt to track the issue down I had a conflict. The base class was Independent. My class was Blufor.
Thanks for taking the time to reply though. Appreciate it.
Could someone please have an idea of what I am doing wrong?
I have two mods, one for a static emplacement and one for a bunch of vehicles, one of which also uses assets from the static mod.
If I load both of these mods at the same time everything works correctly.
But, if I include the static mod among the **requiredAddons **of the vehicle mod, and then run both mods, all the vehicles break. Some issue with mainTurret. It also happens to vehicles which in no way interact with the static mod.
So yes, obviously some inheritance issue somewhere, but my question is how come the issues only arise after I include the mod in the **requiredAddons **list? Does it change something when it comes to load order? I have no idea how to diagnose the issue.
One would think that running both mods should produce the same results no matter whether something is included in the requiredAddons list or not.
Putting the static mod in the requiredAddons causes it to load first.
You'll have some inheritance errors in that static mod, with class turrets {} being a common problem for people.
After running the game, check your RPT log and look for "Updating Base Class" errors. There shouldn't be ANY at all that say something like
Updating base class CLASS->, by tklama\his_static_mod\config.bin/CfgVehicles/Turrets/ (original a3\data_f\config.bin)
Cheers I'll take a gander 👍
Well, I don´t understand where it is coming from. As far as I know I am not making any changes to any base classes.
class All;
class AllVehicles : All {
class NewTurret;
class CargoTurret;
};
class Land : AllVehicles {};
class LandVehicle : Land {};
class Tank : LandVehicle {};
class Tank_F : Tank {};
class APC_Tracked_01_base_F : Tank_F {
class Sounds {
class Idle_ext;
class IdleThrust;
class Idle_int;
class IdleThrust_int;
};
class AnimationSources;
class CommanderOptics;
class HitPoints : HitPoints {
class HitEngine;
class HitFuel;
class HitHull;
class HitLTrack;
class HitRTrack;
};
class Turrets : Turrets {
class MainTurret : MainTurret {
class ViewOptics;
};
};
class ViewPilot;
class ViewCargo;
class ViewOptics;
};
#include "configs\cfg_tbd_mtlb_2b9.hpp"
}; ```
Some of these mods have been out for a year and a half, and no one ever reported anything
class Turrets : Turrets {
thats whats doing it
where are you inheriting Turrets from
people dont report these sort of bugs because they're an RPT error and they break other things
hmmmm
most likely the static is breaking the mainTurret chain somehow but your MTLB one is also breaking it
if you check
P:\a3\armor_f_beta\APC_Tracked_01\config.cpp you can see the correct inheritance chain for apc_tracked_01_base_f mainturret
which is:
class CfgVehicles
{
class LandVehicle;
class Tank: LandVehicle
{
class NewTurret;
class Sounds;
class HitPoints;
class CommanderOptics;
};
class Tank_F: Tank
{
class Turrets
{
class MainTurret: NewTurret
{
class ViewGunner;
class Turrets
{
class CommanderOptics;
};
};
};
};
basically: if an inheritance chain is broken your mod is basically telling the game the class is actually inherited from something else, this will subsequently break any mod relying on that inheritance
especially when that 'something else' is something that doesn't exist and basically just empties the class
I see, thanks, I will take a look
Honestly this game makes me want to off myself sometimes.
Why does it go Turrets -> MainTurret -> Turrets -> CommanderOptics.
But there´s also apparently class CommanderOptics inside the APC_Tracked_01 class.
So there´s two identical CommanderOptics classes in two different places
Any clue what causes the pylon turret control to swap every time I open/close this dialog box? THese screenshots were taken 5 seconds apart and all i did was click OK and double click on the airplane again. Every time I start a mission, the pylon assignment is messed up and keeps giving my tailgunner missile control.
Pylon Config A is parent aircraft
Pylon Config B is this one with more options
I also explicitly redefined the Turrets config classes to avoid accidentally inheriting anything I didn't want from the original mod's config.
I'm considering just scrapping the tailgunner turret just to avoid this
You need to use showAsCargo = 1 on turrets that arent the gunner otherwise the pylons bug out with multiple turrets that have pylon access in 3den
my vest retextures arent showing up in the editor, whats the issue?
hi, how to limit cannon elevation when rear? I found this but for in-game: https://community.bohemia.net/wiki/setTurretLimits
Vest_Base_F instead of Vest_Base?
Oh nevermind, Vest_Base_F is weapon holder
Vests are Vest_NoCamo_Base and Vest_Camo_Base based in vanilla
- Wrong base class as Sa-Matra stated above. Your parent class should either be
Vest_NoCamo_BaseorVest_Camo_Base:
class kfc_cdf_DefenderRig_01: Vest_Camo_Base
{
...
};
-
You are using custom models (V_CF_CarrierRig_Lite_F.p3d and V_CF_CarrierRig_MG_F.p3d). Check if these vest models actually use
camoas a selection name (they could be using something different e.g. camo1, camo_2, etc.). -
Protection values for a vest are defined in the HitpointsProtectionInfo property. You shouldn't be using the old pre-1.12 style of armour protection in this day and age (Read this article on the BIKI: https://community.bistudio.com/wiki/Arma_3:_Soldier_Protection).
Also, please post your full config on pastebin or something next time. Screenshots of a config are a pain in the knackers to help you with cleaning up your config since you're not showing your full inheritance structure.
is explosionShielding a valid property to use in a vest/headgear's hitPointsProtectionInfo? i cant see it being used anywhere in vanilla stuff but i'd like to
would be nice if minimalHit worked too but im not sure
i understand..
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.
still doesnt appear in the editor, i dont fully understand the concept of the config
@worn pond Try this config.
yeah i fixed it already, thank you so much though
Technically anything that works for the vehicle version of the HitPoints class works for vests as well. But the high armor value + high passThrough method that BI uses for vanilla grenadier vests is probably a better approach to making explosive resistant vests, since I've found from my own tests that explosionShielding is...inconsistent. I've had tests where you still die to an indirect grenade blast even though the vest had explosionShielding = 0; and pelvis + arms hitpoints were covered.
To gain true protection against explosives, you should also try defining simulation in the vest's HitpointsProtectionInfo so that it uses a custom class from CfgArmorSimulations. In your custom CfgArmorSimulations class, you could make it so that wearing your vest makes you completely immune to any ammo that has warheadName = "HE";.
Interesting - got it, ill keep that in mind. Thanks!
is there a value in config that determines if you can add an addAction to an object? Tried a basic hint for testing and getting nothing. Players, vehicles work fine but smaller objects, sphere, bucket, manhole cover even, dont seem to
Hello, Steam added a real-time recording function and added information like in the kill list if you don't turn it off. Has anyone found a way to turn off these icons with information in Steam videos. https://youtu.be/F5DePeK461E
Doesn't know how to disable the transfer of this information to STEAM itself. Otherwise, for projects with 1 life without a kill field, this is a problem.
Anyone have a guess on what the intensity units for flares is in-game?
Trying to get a rough scale compared to Lumens
Unless it already is in lumens :P
Does anyone know what parameter effects whether an AI turret (Praetorian 1C in this case) will shoot at an aircraft or not? I bumped up the armor a little bit on the aircraft, and now the turret just tracks the aircraft but never fires. I've read somewhere that the AI won't fire if they don't believe there'll be any damage done, but turret still quite easily destroys the aircraft when I remote control it.
damageResistance
also adjusts the AIs decision making on whether to fire or not
you probably want to lower it a bit if you increased armor
Fix
class SteamManagerConfig
{
class GameRecording
{
class UnitKilled
{
scope=1;
};};
};
Hello, is there some way to get a submunition to explode after a certain time? I used to use timeToLive on the submunition for this but that seems to just delete the projectile nowadays.
does pboProject automaticaly add classnames into the units[] array in cfgPatches?
ok, yea i was thinking about new defined classes not the inherited onse
hello, so i want to make a simple mod, but after i load the mod and get in to the main menu of the game it says that the mod's fn_initPlayerLocal.sqf is missing, even though its in the mod folder where i work it on before i pack it into a pbo, can someone help me with this?
my config:
class CfgPatches
{
class BlackoutDeath
{
units[] = {};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {"A3_Functions_F"};
};
};
class CfgFunctions
{
class BlackoutDeath
{
class Main
{
file = "\BlackoutDeath";
class initPlayerLocal { postInit = 1; };
};
};
};
And your config structure is
https://community.bohemia.net/wiki/Arma_3:_Creating_an_Addon?useskin=vector#Mod_Folder_Structure
And not sure does it error cause of leading \
dw i solved it
It doesn't error on leading slash
Never remember when they do and when they don't.
Maybe someday.
It's mostly texture/material paths that have issues
E.g. material paths in Wounds class, paths in rvmats, paths in p3ds, the texture for different thermal modes
Probably a couple more I'm not thinking of
new defined classes are not added to CfgPatches by PBOProject at all.
When i look at the definition of CAManBase in a3 files, i can see:
selectionHeadWound = "head_injury";
selectionBodyWound = "injury_body";
selectionLArmWound = "injury_hands";
selectionRArmWound = "injury_hands";
selectionLLegWound = "injury_legs";
selectionRLegWound = "injury_legs";
selectionLArmWound1 = "injury_hands";
selectionRArmWound1 = "injury_hands";
selectionLLegWound1 = "injury_legs";
selectionRLegWound1 = "injury_legs";
selectionLArmWound2 = "hl";
selectionRArmWound2 = "hl";
selectionLLegWound2 = "hl";
selectionRLegWound2 = "hl";
selectionHeadHide = "";
selectionNeckHide = "";
memoryPointLStep = "footstepL";
memoryPointRStep = "footstepR";
memoryPointAim = "aimPoint";
memoryPointCameraTarget = "camera";
memoryPointCommonDamage = "l_femur_hit";
memoryPointLeaningAxis = "leaning_axis";
memoryPointAimingAxis = "aiming_axis";
memoryPointHeadAxis = "head_axis";
memoryPointWaterSurface = "water_surface";
selectionLBrow = "lBrow";
selectionMBrow = "mBrow";
selectionRBrow = "rBrow";
selectionLMouth = "lMouth";
selectionMMouth = "mMouth";
selectionRMouth = "rMouth";
selectionEyelid = "Eyelids";
selectionLip = "LLip";
leftArmFromElbow[] = {"LeftForeArm",0,"LeftForeArmRoll",0.5};
leftWrist = "LeftHand";
leftShoulder = "LeftShoulder";
leftHand[] = {"LeftHandThumb3","LeftHandThumb2","LeftHandThumb1","LeftHandIndex3","LeftHandIndex2","LeftHandIndex1","LeftHandMiddle3","LeftHandMiddle2","LeftHandMiddle1","LeftHandRing3","LeftHandRing2","LeftHandRing1","LeftHandRing","LeftHandPinky3","LeftHandPinky2","LeftHandPinky1"};
leftArmPoints[] = {"LeftShoulder","lelbow","lelbow_axis","lwrist"};
rightArmToElbow[] = {"rightArm",0.5,"rightArmRoll",0};
rightArmFromElbow[] = {"rightForeArm",0,"rightForeArmRoll",0.5};
rightWrist = "rightHand";
rightShoulder = "rightShoulder";
rightHand[] = {"rightHandThumb3","rightHandThumb2","rightHandThumb1","rightHandIndex3","rightHandIndex2","rightHandIndex1","rightHandMiddle3","rightHandMiddle2","rightHandMiddle1","rightHandRing3","rightHandRing2","rightHandRing1","rightHandRing","rightHandPinky3","rightHandPinky2","rightHandPinky1"};
rightArmPoints[] = {"rightShoulder","relbow","relbow_axis","rwrist"};
leftLegToKnee[] = {"LeftUpLeg",0.5,"LeftUpLegRoll",0};
leftLegFromKnee[] = {"LeftLeg",0,"LeftLegRoll",0.5};
leftHeel = "leftFoot";
leftHip = "pelvis";
leftFoot[] = {"LeftToeBase"};
leftLegPoints[] = {"lfemur","lknee","lknee_axis","lankle"};
rightLegToKnee[] = {"rightUpLeg",0.5,"rightUpLegRoll",0};
rightLegFromKnee[] = {"rightLeg",0,"rightLegRoll",0.5};
rightHeel = "rightFoot";
rightHip = "pelvis";
rightFoot[] = {"RightToeBase"};
rightLegPoints[] = {"rfemur","rknee","rknee_axis","rankle"};
launcherBone = "launcher";
handGunBone = "RightHand";
weaponBone = "weapon";```
What are these definitions for ? They are not documented anywhere in CfgVehicles
These are bone names, for IK and such
Those are memory points and material names for assigning the right injury textures and materials to the right spots
do mods typically save their version information somewhere in the config? I would like to know which version people use (other than my own mods)
They can. But I would wager most mods don't follow that kind of best practices.
It would generally be in the cfgPatches of each config
ok thx, i will check those
Yeah cba's versioning has the version in CfgPatches, with a couple different properties for different types
version = 1.0;
versionStr = "1.0.0";
versionAr[] = {1, 0, 0};
hmm i see
I'm trying to import a horse into Arma 3. The horse is a character, not an animal because i want to be able to give him equipment. The problem is when i want to walk, run jump or play any animation, everything moves as it should except the legs. The horse is also looping on its own position, so i think i'm doing something wrong. Can anyone help me ? https://www.youtube.com/watch?v=CVEEMQwFNNQ
I'm having some issues with a mod I recently made. My MH-6M mod has a recon variant with no backseats and no benches, but apparently still they can be interacted with. Here's what I've done
In AnimationSources, I've set AddBackseats and AddBenches to 0, removing them visible
I've removed the content of cargoAction, cargoGetInAction, cargoGetOutAction, memoryPointsGetInCargo, memoryPointsGetInCargoDir, memoryPointsGetInCargoPrecise
I've tried removing the CargoTurret_01 through _4 but inheritance won't let me, and trying to have them just be empty classes won't work because it throws error and doesn't stop men from being dragged into invisible seats now
This is what I have
This is the whole config
Can someone spot a mistake?
class cfgWeapons
{
class ItemCore;
class UniformItem;
class Uniform_Base: ItemCore
{
class ItemInfo;
};
class U_I_CombatUniform: Uniform_Base
{
class ItemInfo;
};
class U_I_CombatUniform_shortsleeve: Uniform_Base
{
class ItemInfo;
};
class MF_CSAT_Fat1_Black: U_I_CombatUniform
{
scope=2;
displayName="Fatigues [CSAT] (Black Hex)";
picture="MF_Uniforms\icon.paa";
class ItemInfo: UniformItem
{
uniformClass="V_MF_CSAT_Fat1_Black";
containerClass="Supply100";
mass=5;
};
};
class MF_CSAT_Fat2_Black: U_I_CombatUniform_shortsleeve
{
scope=2;
displayName="Fatigues Rolled-Up [CSAT] (Black Hex)";
picture="MF_Uniforms\icon.paa";
class ItemInfo: UniformItem
{
uniformClass="V_MF_CSAT_Fat2_Black";
containerClass="Supply100";
mass=5;
};
};
};
class CfgVehicles
{
class I_soldier_F;
class V_MF_CSAT_Fat1_Black: I_Soldier_F
{
scope=0;
uniformClass="MF_CSAT_Fat1_Black";
hiddenSelectionsTextures[]=
{
"MF_Uniforms\csat\uniforms\Fat_Black.paa"
};
};
class V_MF_CSAT_Fat2_Black: I_Soldier_F
{
scope=0;
uniformClass="MF_CSAT_Fat2_Black";
hiddenSelectionsTextures[]=
{
"MF_Uniforms\csat\uniforms\Fat_Black.paa"
};
};
};
Uniforms lets displayed in the arsenal, but character just wears underwear.
This is just a small version of the code that is basically the same.
The two entries in CfgVehicles, set their scope to 1
^ In addition to the above, I'm not sure why you set up your inheritance for the ItemInfo properties in this way.
class ItemInfo: UniformItem
This means that you are inheriting from the UniformItem external class...
class UniformItem;
...instead of inheriting the ItemInfo that's from U_I_CombatUniform.
class ItemInfo: ItemInfo
{
...
};
Granted, it technically doesn't affect anything because your custom class overrides the default values that you inherit from UniformItem. But if you are doing this then there's no reason to have your custom uniform classes inherit from the vanilla AAF uniforms.
Thanks it helped me make them actually appear
Thanks you too, this made their load and armor actually work
Glad to hear it!
How do I add a logo to my mod\addon? Like, how CUP has the CUP logo appear next to units in the editor or next to equipment in the arsenal?
In mod.cpp
- the reason he's moving and resetting is because you used the modern method of determining the movement (moving the root bone forward), however arma 3 requires you to set a specific 3d vector value within the .rtm file instead, whilst keeping the character in place otherwise (depending on which of the two blender tools you use to export RTMs, it'll have an option to do so, mine has it in the side bar in the dope sheet)
- the legs not moving is probably becuase you havent defined them properly in the skeleton in model.cfg
Yes i'm making the horse moving by translating root bone on y axis in the animation. How am i supposed to set a the 3d vector within the rtm ? I'm using ArmaToolBox 4.2.0 with Blender to export rtms
Hmm i'll quadruple check my bone list then
im using the one from mrclock so i wouldnt know with that one tbh, but you should just check with the documentation
Pretty much same thing in both. there is dialog for x y z movement vectors
oh thanks
Hmm that's interesting
So if i apply a vector to any RTM, it will make the character move ?
yes
basically character movement is just gliding on surface
when animation sequence is done in sync with the vector speed though it looks like it moves with the animations motions
custom shaped characters are one of the deep dark end of the swamp things 😅
lot ot figure out and understand
and very little documentation
there is that bug that lets you move without the walking animation, hold lctrl and w then press the key for vaulting while continuing to hold lctrl and w
Iirc thats what the blendstep property is for
Setting it to uuh 0 if i recall forces movement of the active rtm, not the desired rtm, during transitionary phases
That i thought animations were made in game few years ago, i thought the technic had been improved since then. But i guess that's the technic that consumes the less resources
Are you sure legs are not moving because of wrong skeleton definition ? because now i've applied motion vector to the rtm, the horse moves and you can see the whole model move. If there was a wrong definition somewhere, i would see the model moving, stretching without the part that is not correctly defined ( i made a test to be sure). I find it very weird that only legs and arms don't move
maybe there is a wrong definition in my config
well the only reason i can really think of is that you havent defined them or their bone motion isn't being exported for some reason
Actually, you were right, i didn't know i could only have one rtm skeleton per folder. I was trying to mix soldier's rtm and horse's rtm in the same folder
When rtms are being binarised, only OFP2_ManSkeleton is being read, that's why you need only one skeleton per folder and name it OFP2_ManSkeleton
Interesting... wasnt aware of that
Now all animation are working properly but i still have a problem. When i place the horse on concrete on the editor and start the mission the horse is frozen. That's very weird because if i spawn it on concrete with createUnit it works properly
I noticed the dbo_horse mod from the workshop also have this problem
theres quite a lot you need to match with vanilla character animation/moveset config
there isnt "just this one thing" you need to do
Is there a non-scripted way to make an "unarmed" explosive (read: cfgvehicles) prop explode when shot?
Scripting it would be perfectly simple but I figure I'd rather try out a non scripted way first.
make it a mine?
oh wait you did say unarmed
destruction effects perhaps
Yeah, could experiment with it. I, uh,
Am doing something quite silly for kjw's jetpacks (jen's jetpacks lmao) where you can turn your fuel cans into ied's
I could very easily do it with a killed EH and swap it out for my armed one and triggerammo
or worse, a handledamage
wait I'd need to also make a destroyed model if I'm using destruction effects
Scripted swap out it is!
Proxy to empty p3d
but the lack of clean up 😦
its not so complex. I'm making a horse, it wont be able use weapons it removes half of the work. It's almost as simple as animals. the only reason i made it a character is because i want to be able to equip it with armors, saddles, backpacks etc.....
I decided to make this mod for my projects but also because the only one mod for horses on the workshop has p3ds with only one resolution LOD with 35k polygons. I'll provide a model for those who want to make theiur own equipments
There is a "explosionTime" config entry.
That explodes/triggers the projectile after certain time
Anyone know of an example or if its possible at least to have an FFV turret when turned in, but when turned out it puts the unit into a normal turret?
normal turret as in aim controls the vehicle, not unit head? Don't think that's been done anywhere.
I'm still having issues with this. I need to find a way to completely remove every passenger seat from the little bird except for the pilot/copilot for a recon variant.
yeah its for a seat that when turned in is a ffv seat so they can shoot from their position, but if they turn out they control a spotlight
I don't think it can be done but thought i'd check
for that you probably woudn't actually want turnin. turned in units can't be individually targeted by AI, even when crewVulnerable. You can try it with the offroad with the standup-turnaround-turnout. When out enemy will shoot the unit. when in it will switch to targeting vehicle center.
interesting how that works
in fairness the back is rather exposed and I can assure you in my tests the "turned in" occupants of the back get made into swiss cheese haha
Im assuming its due to the original use for turn in/out being for armoured vehicles
I assume so as well. Best might be rhs style 2 turrets.
Or use Hatchet interaction to control the spotlight =p
What does RHS do?
it's 2 separate turrets, one is locked while the other is occupied.
like one turret thats ffv in the same compartment that a spotlight turret is in?
that was my backup plan
I wasn't sure if it was possible
any idea what rhs vehicle has that so I can see how its configured?
armed humvees that have 2 weapons on top
i'll give them a look 🙂
another option, since it's "just" a searchlight, is a user action to match searchlight to look direction
actually, cuz it'd be pretty unreasonable to say "while you control the searchlight you can't shoot your weapon"
Interesting take, its possible for sure
other than leaving it static, my backup was to have a user action to turn it say + or - X degrees
could go the ugv bot way and use the elevate and zeroing built-in inputs as well.
The Commander position in the SOG: Prairie Fire DLC PBR (patrol boat) does exactly this; FFV, with an option to take control of a searchlight (rear facing).
We also use a 2 turret solution but it's a fairly complex affair to cover all eventualities properly. But if you have the DLC you'll be able to examine the config and functions.
I do not unfortunately so i'll take a look at the RHS implementation 🙂
Did you have to fight BI to be allowed to do that? =p
Set up a mod.cpp file, but my mod's logo became transparent somehow. It's hard to see in this image, but it's suppose the Takistani Army Emblem. Any guesses as to why this might be?
Can show the contents of that mod.cpp file & the logo if it would help
It's not the correct resolution, width and height need to be powers of 2
Also should be 1:1 aspect ratio, but it can technically be any ratio
I see, I must have screwed the ratio up at some point.
Thank you!
Hi, I don't know if this is quite the right channel for it but I figured this one would be the best one. I'm looking at making mods similar to PV's Black Wasp/Gryphon Enhanced- particularly what I'm looking at is making weapons fit on aircraft pylons so that they look proper, and not all janky like when you put Vanilla weapons on Firewill's planes. How would I go about doing that, and where would I start?
You would need to add a pylonMagazine that uses your customized p3d that adjusts the position of the munition.
Example https://github.com/ampersand38/pylon-anywhere/blob/main/addons/main/CfgMagazines.hpp#L11
Reference https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts
Hello I am having trouble setting the view distance on my dedicated server. I use TADST for the dedicated server part. I have changed the view distance in TADST and all the config files I could find but I'm still not able to get it to work.
ahhh tysm!! ^^
Is there any way to see or modify the game's model configs?
Model.cfg?
You mean?
Yeah
Then no, that gets baked into p3d at binarization
Do uniforms use a different model cfg to vests?
no
same rule of "class p3dname" in cfgModels and same ofpmanskeleton applies
If the pbo/model isn't encrypted, you can use Mikero's Eliteness to generate a model.cfg.
https://i.imgur.com/CdYBU6J.png
It isn't a perfect recreation of the model.cfg (memory points will usually not be assigned properly to their animations) but you can get a rough idea of how the model was made and/or find selection names in lieu of using a hex editor.
eliteness shows selection names too
but not really much that can be done with it
Hello, i have a question about (advanced) flight models.
I am trying to reduce/remove the auto leveling (Not auto-hover) for a drone mod i am working on.
The goal is that when the drone is in a certain angle it stays there without any inputs.
I want it to fly more like a drone and not an helicopter.
I'm inheriting from class UAV_01_base_F config (A3\drones_f\air_f_gamma\uav_01) and have tried changing multiple settings.
I even tried the advanced flight model route via rtd.xml but changing that seemed like nothing changed.
And yes if changed the game settings to advanced flight model.
Some of the settings if been changing:
- liftForceCoef
- startDuration
- bodyFrictionCoef
- altFullForce
- altNoForce
- steerAheadSimul
- steerAheadPlan
- predictTurnPlan
- predictTurnSimul
- cyclicAsideForceCoef
- cyclicForwardForceCoef
- backRotorForceCoef
- mainRotorSpeed
- backRotorSpeed
- tailBladeRadius
- tailBladeVertical
Some sources i used:
https://community.bistudio.com/wiki/Category:Arma_3:_Vehicle_Configuration
https://community.bistudio.com/wiki/Helicopter_Flight_Model_Config_(XML)#top-page
https://community.bistudio.com/wiki/Config_Properties_Megalist#VEHICLE_Configs
The questions that i have are:
-
- Is there an other settings i am missing?
-
- Is it possible to copy and change an existing rtd xml or can it not be changed?
-
- Do i need to change something in de model for it to work properly?
(The config/settings for the model i'm using is inspired by the darter drone)
- Do i need to change something in de model for it to work properly?
-
- Has it been done before, i could have missed it but from i could not find anything about this specific detail.
- These are most of the main config parameters I use:
airFrictionCoefs0[] = {0,0,0};
airFrictionCoefs1[] = {0.1,0.05,0.006};
airFrictionCoefs2[] = {0.001,0.0005,6e-005};
altFullForce = 2000;
altNoForce = 6000;
backRotorForceCoef = 0.5;
backRotorSpeed = 1.0;
bodyFrictionCoef = 1.0;
cyclicAsideForceCoef = 0.2;
cyclicForwardForceCoef = 0.5;
fuelCapacity = 500;
fuelConsumptionRate = 0.138 ;
gearRetracting = 0;
liftForceCoef = 1.65;
limitedSpeedCoef = 0.22;
mainBladeCenter = "rotor_center";
mainBladeRadius = 9.1;
mainRotorSpeed = 1.0;
maxBackRotorDive = 0.0;
maxFordingDepth = 10.65;
maxMainRotorDive = 0.0;
maxSpeed = 241;
minBackRotorDive = 0.0;
minMainRotorDive = 0.0;
neutralBackRotorDive = 0.0;
neutralMainRotorDive = 0.0;
numberPhysicalWheels = 4;
simulation = "helicopterRTD";
startDuration = 20;
tailBladeCenter = "rotor_02_center";
tailBladeRadius = 9.1;
tailBladeVertical = 0;
washDownDiameter = "40.0f";
washDownStrength = "1.0f";
waterLeakiness = 0.01;```
2. Yes, you can inherit a helicopter class and change the existing AFM config, but in order for it to use your customised rtd.xml, you need to set the path to the new file:
```class RotorLibHelicopterProperties: RotorLibHelicopterProperties
{
RTDconfig = "vn\air_f_vietnam_03_c\ch47\rtd.xml";
};```
-
Geometry LOD mass distribution (centre of gravity), Memory LOD (mainBladeCenter, tailBladeCenter, rtd_center), potentially Geometry Phys LOD
-
Yes, people have made helicopters with customised flight profiles, including oddities like "hover cars".
Yes, a helicopter with simulation type helicopterRTD can have a customised AFM, but the number of people that know how to do this are extremely limited.
No, it's unlikely that you will make your vehicle behave in a way that is contrary to how the helicopter simulation is designed to work.
Thank you for the information, i have been messing around with some settings. Big thing i found was that the RotorLibHelicopterProperties class was not set in de default UAV_01_base_f class. After i created a new class with those classes i still did not noticed any big changes but i might have to dig deeper in the rtd.xml. Maybe ill even try and contact RT dynamics for an in dept explanation of they allow/do that.
Other thing i noticed that changing the controls also helps with the way you control the drone. Using the Collective Raise/lower (analog) helps with the feeling of piloting an drone. Now I'm wondering if i can change the other movement controls to be analog and if makes a difference. For that it would be nice to create an separate Drone movement control layout, in stead of changing the helicopter movement controls. But i have to do some research on that.
Main thing i am curious about is if there is a limit for the amount of rotors. Not per se in the model but in the config.
I see MainRotor and TailRotor settings, that is enough for helicopters but drone use more. So i wonder if those are hardcoded settings or is it possible to create settings for Rotor01/Rotor02 etc. I might also be overthinking this but i would like to know if its at al possible.
Could someone please point me to what am I missing? What is being referred to as "base"
Can you show your inheritance tree and the hitpoints class of the mtlb?
Ah sorry I am outside now, I'll take a gander in two hours or so
class All;
class AllVehicles : All {
class NewTurret;
class CargoTurret;
};
class Land : AllVehicles {};
class LandVehicle : Land {};
class Tank : LandVehicle
{
class HitPoints;
class CommanderOptics;
class NewTurret;
class Sounds;
};
class Tank_F : Tank
{
class Turrets;
class MainTurret : NewTurret {
class ViewGunner;
class Turrets;
};
};
class APC_Tracked_01_base_F : Tank_F {
class AnimationSources;
class ViewPilot;
class ViewCargo;
class ViewOptics;
};
#include "configs\cfg_tbd_mtlb.hpp"
#include "configs\cfg_tbd_mtlb_ambulance.hpp"
#include "configs\cfg_tbd_mtlb_engineer.hpp"
#include "configs\cfg_tbd_mtlb_pkt.hpp"
#include "configs\cfg_tbd_mtlb_vmk.hpp"
}; ```
class HitHull : HitHull {
armor = -150;
material = -1;
name = "telo";
visual = "zbytek";
armorComponent = "";
passThrough = 1;
minimalHit = 0.45;
explosionShielding = 1;
radius = 0.20;
class DestructionEffects {
ammoExplosionEffect = "";
};
};
class HitFuel : HitFuel {
armor = 0.5;
material = -1;
name = "fueltest";
// armorComponent = ="enginetest";
passThrough = 0.5;
minimalHit = 0.139;
explosionShielding = 0;
radius = 0.065;
// armorComponent = ="";
class DestructionEffects {
ammoExplosionEffect = "";
};
};
class HitLTrack : HitLTrack {
armor = -200;
material = -1;
name = "ltracktest";
passThrough = 0;
minimalHit = 0.45;
explosionShielding = 1.44;
radius = 0.20;
class DestructionEffects {
ammoExplosionEffect = "";
};
};
class HitRTrack : HitRTrack {
armor = -200;
material = -1;
name = "rtracktest";
passThrough = 0;
minimalHit = 0.45;
explosionShielding = 1.44;
radius = 0.20;
class DestructionEffects {
ammoExplosionEffect = "";
};
};
}; ```
I deleted most of the HitPoints class, because it was too long.
Previously I tried inheriting the subclasses within HitPoints in the main inheritance tree as well, but then it started complaining that I was trying to modify a base class
It seems like everything is okay ingame in spite of the error messages, albeit that is obviously not the correct way. Maybe then I just need to get rid of the inheritance of the subclasses within HitPoints?
Why do I even need to inherit it if I can overwrite every parameter myself anyway?
You're skipping
HitPoints: HitPoints {
HitHull;
HitEngine;
}
In the config of the cargoturrets of the powler, i can see
{
limitsArrayTop[] = {{11.614,37.6118},{20.7304,94.8317}};
limitsArrayBottom[] = {{-21.0341,40.8713},{-7.9857,93.8598}};
};```
Where is the documentation of these values ? i need the character to ba able to look 90° left, right, up and down. How am i supposed to modify these values ?
it's done using this:
https://community.bistudio.com/wiki/diag_recordTurretLimits
hi guys, is it possible in hiddenSelectionTextures to set an array for the decals field?
so that it randomizes them?
for example
hiddenSelectionsTextures[] =
{
["","decal\path.paa"],
"texture\path.paa"
...
Use script
is this correct?
class EventHandlers {
init = "if ( (local (_this select 0)) && ((random 1) > 0.5) ) then { (_this select 0) setObjectTextureGlobal [0,""yr_bubica_vehicles\data\tam150\policija.paa""]; };";
};```
class EventHandlers {
init = "if !(local (_this select 0) exitWith {}; if (random 1) > 0.5) then {(_this select 0) setObjectTextuerGlobal [0,""yr_bubica_vehicles\data\tam150\policija.paa""]};";
};
aa , you corrected 1st, but yes.
it should only add once and globally there where object is local and if random > , then it set new texture
is there anything against doing the && kind of check? maybe im not thinking about a scenario where this is not apropriate
No thre is not,
but you create random > 0.5 check for nothing for every machine where your object is not local.
But i bet cost of using && or exitWith before after local check, there is not big difference
yeah that makes sense, thanks for clarifying
one more Q, how do i get my newly added vehicles to show up in Zeus? They are under a custom editor category and faction, should those also have their scope and scopeCurator set or something? All vehicles have scope and scopeCurator 2 but i still cannot see them in zeus
i tried looking at the wiki for this but couldnt find
does anyone know?
units and vehicles need to be listed in the pbos configs cfgPatches units[]= array
How do i launch arma 3 in diagnostic mode ? I can't find arma3diag_x64.exe
It's part of dev-branch
hmm i see
you either need to install devbranch or use steam depot downloader to get the relevant files and copy them into your arma3 install
this is the list I needed last time
the pbos can be ran as local mod
Not the DLL anymore
👍
How do i donwload the dev branch ? I can't find it in my game list like for A3 Tools
But anyway i figured out how limitsArrayTop and limitsArrayBottom works, they are angles actually. They work in pair.
depot downloader is separate program that can download steam files
didn't know about this, thank you ^^
that was it, thx
When i read this
{
upDegree = "ManPosCombat";
stop = "passenger_inside_7_Aim";
stopRelaxed = "passenger_inside_7_Aim";
default = "passenger_inside_7_Aim";
Stand = "passenger_inside_7_Idle";
HandGunOn = "passenger_inside_7_Aim_Pistol";
PrimaryWeapon = "passenger_inside_7_Aim";
Binoculars = "passenger_inside_7_Aim_Binoc";
die = "passenger_inside_7_Die";
Unconscious = "passenger_inside_7_Die";
civil = "passenger_inside_7_Idle_Unarmed";
Obstructed = "passenger_inside_7_Obstructed";
};```
Obstructed is for the launcher ?
~~And by the way, is there any chance we can use binoculars in a vehicle ?~~this part was a wrong config from me
because this config is for the right front seat of the powler and even if we can see something for binoculars, we can't use it in the vehicle
hey guys i have this
class CRO_APC_BOV_M86;
class yr_bubica_o_pjp_bov_m86: CRO_APC_BOV_M86
{
THEUSUAL
displayName = "BOV (Police)";
typicalCargo[] = {"SP_Rifleman", "SP_Rifleman"};
class textureSources
{
class SrbPolice
{
displayName = "Serbian [Police] (Blue)";
author = "Bubica";
textures[] =
{
"",
"yr_bubica_vehicles\data\bov_police\decal.paa",
"",
"yr_bubica_vehicles\data\bov_police\bovtrup_pol.paa",
"cro_bov\data\bov_trup_ca.paa",
"cro_bov\data\bov_unutrasnjost_co.paa",
"cro_m80a\data\m80a_detail_co.paa",
"cro_tam\data\tam110_felne_co.paa",
"cro_tam\data\tam110_guma_co.paa"
};
factions[] = { };
};
};
textureList[] = {"SrbPolice", 1};
class EventHandlers
{
init = "";
};
};```
but the vehicle still spawns with the skin of the vehicle it inherits from, am i forgetting about something?
You forget hiddenSelectionsTextures
but if i do that, the skin is still not selected here
It still does
sorry what do you mean?
hiddenSelectionsTextures still does matter
And it should be identical with textures in order to make it "selected"
your pfp reminds me of a SFG from Brazil, in specific a music
haha cool 😄 i like music from brazil so feel free to share
theres more
do you have a link?
mmmm
the magical square ive been hoping to see for a while now hurray
thanks again
animationList[] = {"Beacons",0,"Shield_L",0,"Shield_R",0,"plates_hide",1};
is this not enough to toggle the options that are inherited from the parent vehicle?
Need to edit stuff in the AnimationSources class as well iirc
Is it actually possible to use a launcher in a turret ?
I can't remember any vehicle where it is possible
I think i've tried pretty much everything but it i can't make launcher work inside a turret
yes
OOOhh thankl you very much that's what i needed ^^
why does arma still show me addon "X" requires addon "Y" even when addon is loaded?
the requiredAddons sections have the correct names
downloaded and activated ?
try to activate only these mod X and Y to check
yes
my pbos are all in one mod
its happening when there are two sperate mods as well.
Most FFV movesets don't have launcher animations
But it is possible
trying again to refit some weapons to take other suppressors, this time MCX Virtus. i am replacing the config of the original mod and not adding my own new class. works so far, the weapons can take every 762 suppressor, but...
every class that inherits from "MCX_Virtus_300_base" is shown within the original mod MCX Virtus inside the editor/zeus, while every class that inherits from "MCX_Virtus_762R_base" is shown as a new mod from me?!
can you spot anything that would cause this? or would you need to see the originals mod config?
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.
There's an allowLauncher(?)-esque config property you can set in the tuttet config that controls it
It doesn't, there's some error somewhere
that's what i figured out ^^
Actually you just need to add allowLauncherIn and allowLauncherOut to the turret. There is SecondaryWeapon action name in ManActions, you can add this action name to your own actions
Now i have a problem with a turret. As you know i working on a horse and in order to ride the horse, i made a staticWeapon with a turret inside. I added several actionsets to allow the character to grab the rifle, the handgun, the launcher and the binoculars when he is inside the turret. But i'm having a problem with the binoculars animations, when i switch to these animations, the launcher starts sliding away like it was animated but its not. I tried to add a mask to the binocs animations but it still didn't change anything. Here a video so you can see. What can cause this ? https://www.youtube.com/watch?v=nA6xB5lhL8U
sure yes but if theres no proper launcher animation it can look bad
this may be related to bad launcher/transition animation
hmm, i'll double check my config to see
Oooooh maaan i was probably too tired yesterday, my animations are actually animated....
I sort of figured this out. I just made a postInit EventHandler in the configs that sets the benches and back seats to 0 and it works.
Uhm, how do I get a function to show up in-game? I have it in the functions folder, but it isn´t coming up in the function viewer in-game
class CfgFunctions {}
No, it's like a root class. Same as CfgPatches.
Ah, I see, cheers, let me try
I eventually got it in-game, but my assumption is it isn´t getting triggered by the fired EH for some reason
or do I need to use some specific name for the class the fired EH is placed in?
I tried doing a booboo and replaced the function in the base eventhandler class, and it still doesnt seem to be getting called when I fire 
And your function exists?
What you have in your function , easy debug is just add system chat/hint / diag log to .rpt
well, yes, this is the function
it only contains a hint atm
the name is the same as the one that I am putting in the EH
and function viewer shows the path to the file, so I presume that is correct as well
Example of EH
fired = "_this call vn_fnc_vehicle_boat_horn_reload";
ohhhh I am missing _this call
I tried changing the value in the 2 places where it's used in the h-60 and didn't see any differences xD
Now i have a problem i don't understand. I made a custom character.I can collide with my horse (custom character), so far no problem. If i place an ai character and use playAction "walkF", the ai will collide with the horse without problem. But if i use playAction "walkF" on the horse, he walks throught ai characters and buildings. Is there any reason to this ?
That's the first time i see something like this and it only happens with the horse
Problem solved that's because of disableAI "MOVE"
Hey I have a kp liberation server and I am having an issue where when i spawn into the server, there are no heli's. I'm not sure if there is something i need to change in the sqf files. Any help is appreciated
you might need to grind the mission forward to get access to better stuff
Normally with this mission it will have three little birds and a chinook that acts as the mobile respawn. I set this up before a long time ago, but now i don't know what i did wrong. I have reached everywhere and looked everywhere i can think of.
Vanilla modset?
I have quite a few mods installed
Factions though.
Uh, I don't think you need to edit SQF if you're just using vanilla factions?
ugh, I don't remember. It's a long time ago.
If you edited anything and the helis aren't spawning then you probably broke some syntax anyway.
RPT would likely tell.
So maybe i should just redo the pbo for kp liberation and not even touch the factions inside the sqf file
@sullen fulcrum good you not only named the files correctly, no you also gave us the correct file directly: description.h
Double check all classnames that you changed, make sure there are no extra commas at the ends of arrays, lib configs are sensitive to that kind of stuff, at least from my experience
What do I need to do to turn off the vehicle automatic transmission? It would also be fine to just disable the default transmission at all, since I could accelerate the vehicle using SQF functions, due to the vehicle configs having every piece of information that I need for that.
There's no option for manual transmission.
I know. It would also be fine, to turn off the entire car movement system. I can code to move the vehicle too.
Reduce the engine power to near zero?
well it would have to be done after launching the game/server
Since I still need to know that, so I can calculate the acceleration and that stuff.
Sounds more like a scripting question, rather than config, as you can't change the config when in game.
well yeah
but lets just ignore the channels
the channels are too confusing
why not just make arma3_development
config, scripting and that stuff is closely related
Because it's not your or my house and we don't make the rules. Kind of rude to say that imo.
"arma3_scripting" channel doesn't seem that complicated to click on for you
Its just annoying to flippin switch the channels all the time
all of this is related
it all is development
so why not just make a generalized channel for it
Maybe paste your config and then people can look at it.
Uh, you're trying to convert a config.bin into a config.cpp? Not the other way around?
i tried to convert the config.bin into a config.cpp but arma tools give me this error
Too much stuff in same chat. Wheb spllit it's easier to talk.
but more annoying to switch if things change direction, and more confusing for new people like me, since I don't know if it's config or scripting since they're both related
Well honestly they are not really related.
But now you know
Sometimes things drift off and it becomes a scripting thing
If it's something config can't do sure. Then it's a matter of #arma3_scripting
Your feature has very little to do with config since you want to do something config can't do
I was redirected to config
Guys, is it possible to assign new sounds for a SoundEnviron - well, surface? I would like to add snow walk effects
For the how to disable normal driving part sure. And there isn't much else you can try but what you were suggested.
The further parts of applying/writing the script you should use the scripting channel again
Does anyone knows what does this means in the RPT file ?
19:03:53 Warning Message: Value not an array.```
Every time i spawn first spawn a horsei get this message, i keep searching in my config but i can't find where its coming from
rvmat issue
bad fresnel stage setup
Is there a way via config to improve the accuracy of units? I'm trying to give my SF dudes better ability to shoot, or is there really no way other than the right-click menu and such?
yes should be
Okay do I have to crawl through the configs? Or do I do a trip in the BI Community wiki?
character encoding guide wiki page might have something on it
at least that would be my first place to look
dont remember off the top of my head though
Gotcha, much appreciated
Hmm, don't remember anything in config that would make specific units more accurate...
You can certainly give them more accurate weapons.
That's aiDispersionCoefX/Y on the weapon and dispersion in the fire mode.
That's what I was figuring, besides the config example didn't have anything, and I assume that's all you can do. Damn.,,.
hmm im pretty sure there is something for that 🤔
this could at least partly do something
Im pretty sure in sogpf we set up the basic units be less accurate by default than veteran soldiers
Can someone explain the purpose of _generalMacro? Should I be defining it on all units? Is it even needed?
it is part of BI internal workflow. nothing you can use
Now say I inherit a vanilla class, should I change the macro to avoid doubling up?
remove the line
it does nothing for you
I see, I always fill them out, but from now on I won't.
look in sound music maker channel, we just had this topic
i checked all my rvmats i definitely cannot find where its coming from
I forget where it says, but generalMacro is just a marker from automated tools that Bohemia user
Probably CfgVehicles reference
what config determines what sides a uniform can use?
I saw mentions of modelSides[] = {} but I don't see it on some of the vanilla uniforms so I don't think that is it.
Is literally modelSides in the uniform's linked class in CfgVehicles.
You're probably thinking of modelSides in CfgWeapons for the uniform item, but this doesn't impose side restrictions. Only in CfgVehicles.
If your uniform class in CfgVehicles inherits from any of the base BLU/RED/IND/CIV man classes (SoldierWB/SoldierEB/SoldierGB/Civilian_F), then they will automatically get the modelSides token:
https://i.imgur.com/GVCZNVw.png
But if you chose to base your class on anything that isn't one of those parents (e.g. CAManBase), then you won't inherit modelSides since it isn't defined for BI's higher superclasses.
This is what I was looking at. Wrong config
thanks
I'm just gonna assume that this is scripting related. So when I start my game with my addon installed, it gives me the error message below. Why is this? Is the config not setup properly?
class CfgPatches {
class Marlos_Enhanced_Transmissions {
units[] = {};
weapons[] = {};
requiredAddons[] = {};
};
};
class CfgUserActions {
class Marlos_Enhanced_Transmissions_ChangeTransmissionMode {
displayName = "Change transmission mode";
tooltip = "Changes the current transmission mode of the vehicle";
onActivate = "_this call MarlosEnhancedTransmissions_fnc_changeTransmissionMode";
};
class Marlos_Enhanced_Transmissions_ShiftUp {
displayName = "Shift up";
tooltip = "Shifts up in semi-automatic or manual transmission mode";
onActivate = "_this call MarlosEnhancedTransmissions_fnc_shiftUp";
};
class Marlos_Enhanced_Transmissions_ShiftDown {
displayName = "Shift down";
tooltip = "Shifts down in semi-automatic or manual transmission mode";
onActivate = "_this call MarlosEnhancedTransmissions_fnc_shiftDown";
};
};
class CfgFunctions {
class Marlos_Enhanced_Transmissions {
class Transmission {
file = "\Marlos_Enhanced_Transmissions\functions";
class changeTransmissionMode {};
class shiftUp {};
class shiftDown {};
};
};
};
└───Marlos_Enhanced_Transmissions
│ Config.cpp
│
├───Addons
│ Marlos_Enhanced_Transmissions.pbo
│
└───functions
changeTransmissionMode.sqf
shiftDown.sqf
shiftUp.sqf
Your file names without fn_?
Those should start with it
fn_shiftDown.sqf
You have a pbo inside your pbo?
Or a config.cpp in your modfolder? Both are wrong
What is that diagram supposed to be, files in modfolder or files in pbo
you are weirdly mixing both as if they were the same but they aren't
You would have this in your modfolder
└───@Marlos_Enhanced_Transmissions
└───Addons
Marlos_Enhanced_Transmissions.pbo
And inside your pbo you would have
└───Marlos_Enhanced_Transmissions.pbo
│───Config.cpp
│
└───functions
fn_changeTransmissionMode.sqf
fn_shiftDown.sqf
fn_shiftUp.sqf
thanks
If you REALLY have a PBO (Marlos_Enhanced_Transmissions.pbo) within a PBO you load as a Mod, that is extremely wrong and not equal like at all. Even though you never answered Dedmen's question
You have a pbo inside your pbo?
But does that change anything? Like the mod still loads and compiles. Why should I move it out?
The only reason I see is that the file might get very large but I can deal with that by just removing the .pbo
Because its objectively wrong and shouldn't be done
Because it's learning bad habits during your learning stage?
I'm assuming you want to continue modding down the line
So the only reason to not do it is because it's a bad habit? Why is it a bad habit?
You should move to packing with hemtt. It will tell you where you screw up. Even in config and sqf that the compiler doesn't catch
oh ok
You can make base class errors too which arma won't catch but you can screw up every other mod that uses those same classes
Is that on purpose or just a coincident?
No I'll link it
Everything you need to build Arma 3 mods with HEMTT
I got it don't worry. But is it on purpose?
Oh lol
anyone happen to use ClassForge? I'm trying to parse configs with it but i think its bugged
thats not really a config question 😉
I think config is the closest channel
sadly there’s no dedicated “malloc” channel
// config.cpp
class CfgPatches {
class MarlosEnhancedTransmissions {
name = "Marlos";
units[] = {};
weapons[] = {};
requiredAddons[] = {};
requiredVersion = 2.20;
};
};
class CfgUserActions {
class MarlosEnhancedTransmissions_ChangeTransmissionMode {
displayName = "Change transmission mode";
tooltip = "Changes the current transmission mode of the vehicle";
onActivate = "_this call MarlosEnhancedTransmissions_fnc_changeTransmissionMode";
};
class MarlosEnhancedTransmissions_ShiftUp {
displayName = "Shift up";
tooltip = "Shifts up in semi-automatic or manual transmission mode";
onActivate = "_this call MarlosEnhancedTransmissions_fnc_shiftUp";
};
class MarlosEnhancedTransmissions_ShiftDown {
displayName = "Shift down";
tooltip = "Shifts down in semi-automatic or manual transmission mode";
onActivate = "_this call MarlosEnhancedTransmissions_fnc_shiftDown";
};
};
class CfgFunctions {
class MarlosEnhancedTransmissions {
class Transmission {
file = "z\Addons\main\functions";
class changeTransmissionMode {};
class shiftUp {};
class shiftDown {};
};
};
};
// compiled using hemtt
Why don't the controls show up in the control panel? I also looked at the addon controls but I can't seem to find it.
Simply said: I want the user to be able to specify a keybind, and that a function will get executed once they press that.
Can also use CBA keybinds, which are a lot easier to implement, which is just a couple lines of SQF
https://cbateam.github.io/CBA_A3/docs/files/keybinding/fnc_addKeybind-sqf.html
I enjoy sticking things into base game keybind where it makes sense addUserActionEventHandler
Thanks to yall
Hey there, folks!
I'm currently hunting bugs, and I'm getting this unusual error popup. Arma.RPT file says it's happening in PreInit, but doesn't give details on where the script in question is being called from
.RPT exerpt as follows:
16:39:05 [ACE] (common) INFO: Parsed Settings Configs [1.0 ms]
16:39:06 [CBA] (xeh) INFO: [3243,111.192,0] PreInit finished.
16:39:06 Error in expression <;
case "LIST": {
_valueInfo params [["_values", [], [[]]], ["_labels>
16:39:06 Error position: <params [["_values", [], [[]]], ["_labels>
16:39:06 Error Params: Type String, expected Number
16:39:06 File /x/cba/addons/settings/fnc_init.sqf..., line 102
16:39:07 "-----Starting WMO-----"
16:39:07 "-----WMO init done-----"
16:39:07 "Advanced Towing Loading..."
16:39:07 "Advanced Towing Loaded"
16:39:07 [CBA] (xeh) INFO: [3246,112.194,0] PostInit started. MISSIONINIT: missionName=tempMissionSP, missionVersion=54, worldName=VR, isMultiplayer=false, isServer=true, isDedicated=false, CBA_isHeadlessClient=false, hasInterface=true, didJIP=false
Any thoughts while I try to see which mod(s) could be causing the problem?
Nvm, found the culprit mod, submitting a bug report now
picture = "path\to\yourIcon.paa"); //Displays icon in your Inventory
It won't show
I already did that for arsenal
But in inventory it won't show the uniform icon
Could you share config, it should be it.
Run game with -debug and it'll print where it was called from
From CfgVehicles or cfgweapons of that uniform?
cfgWeapons
file = "z\Addons\main\functions";
You are supposed to use a unique filepath, generally itsz\modname\addons\main\functions
To make sure you cannot conflict with any other mod.
Your config is missing this part: https://community.bistudio.com/wiki/Arma_3:_Modded_Keybinding#Adding_a_keybind_to_the_keybind_options_dialog
You add keybinds, but you didn't add them to the keybind settings dialog
I already figured the second part out, but thanks
Oh and the first thing doesnt work(yes, I replaced modname with the name of my mod)
oh i gotta adjust pboprefix
Oh, it does that? Sweet, thanks!
Missing a leading \
For picture, it requires "\path\to\yadayada"
Daaamn , using qtopath macros, and this is the point again, where \ makes a difference.
Thank you.
Does it error of that if cfg doest found it , or just skip entry?
It should say it can't find the texture in rpt when you open the inventory
Maybe the punisher will share the config, so he could resolve the issue.
Or it's somewhere else , never know, content is helpful trying to figure out issue
question tyme. i have a config property which is RecruitSoldier_List[]={ {"MY_TEST_123",100,"MP"} }; ... in another addon / config, i want to append something to that array, like RecruitSoldier_List[] += { {"MY_TEST_456",100,"MP"} }; .. but this does not work. is there a trick i don't know about or can you really not append stuff to arrays in config like that?
RequiredAddons correct?
Have you tried leaving the appending config unbinarized, to make sure the packing tool isn't wrongly binarizing it
it's unbinarized
i think, actually i have no idea
but it's not doing the +=, just the old array remains
for a test i have rewritten it to strings, like RecruitSoldier_List[]={ "B_QRF_Soldier_RF,100,MP"}
in my other config i run RecruitSoldier_List[] += { "B_Quadbike_01_F,75,LAND,MP" };
the result ingame is RecruitSoldier_List[] = ["B_QRF_Soldier_RF,100,MP", "B_Quadbike_01_F,75,LAND,MP"]
so it works with an array of strings, but not arrays inside an array
Hello gents
Anyone know the config process of copying a primary weapon to make it a secondary weapon?
it involves creating fully new weapon and animations due to different weapon stances
tl;dr - it's not gonna work
I figured, thanks
there are mods that allow you to carry multiple primary weapons and switch between them
KJW's is the best one I've seen if you go that route, weapons work out of the box and saves to ace arsenal loadouts
Hello, do you know why an air-to-ground missile automatically adjusts its course toward certain invisible modules like "Game Logic", "Attributes", and others? (that is clearly not intended)
For interiors of a tank, what is needed to have the interior light at night? the light not from the screens but like the cabin lights like on the T-14k
should be class CompartmentsLights
class Comp1 {
class Light1 {
color[] = {255, 185, 63};
ambient[] = {255, 185, 63};
blinking = 0;
dayLight = 0;
flareMaxDistance = 0;
flareSize = 0;
intensity = 0.1;
point = "light_interior1";
size = 0;
useFlare = 0;
innerAngle = 100;
outerAngle = 150;
class Attenuation {
constant = 0;
hardLimitEnd = 2.5;
hardLimitStart = 0.15;
linear = 1;
quadratic = 70;
start = 0;
};
};
class Light2 {
color[] = {255, 185, 63};
ambient[] = {255, 185, 63};
blinking = 0;
dayLight = 0;
flareMaxDistance = 0;
flareSize = 0;
intensity = 0.1;
point = "light_interior2";
size = 0;
useFlare = 0;
innerAngle = 100;
outerAngle = 150;
class Attenuation {
constant = 0;
hardLimitEnd = 2.5;
hardLimitStart = 0.15;
linear = 1;
quadratic = 70;
start = 0;
};
};
class Light3 {
color[] = {255, 185, 63};
ambient[] = {255, 185, 63};
blinking = 0;
dayLight = 0;
flareMaxDistance = 0;
flareSize = 0;
intensity = 0.1;
point = "light_interior3";
size = 0;
useFlare = 0;
innerAngle = 100;
outerAngle = 150;
class Attenuation {
constant = 0;
hardLimitEnd = 2.5;
hardLimitStart = 0.15;
linear = 1;
quadratic = 70;
start = 0;
};
};
};
}; ```
Albeit there seems to be a very low maximum limit on these things, I dont think I could get more than 3 or 4 to work at the same time
Code doesn't seem to limit it, it just loops over them
I've used plenty of them before to light cockpit panels, and as Crumble says, there didn't seem to be a limit.
However, I have found that they only work for Compartment1 and Compartment2 (first two compartments). They don't appear to work at all if you try them in a 3rd.
Interesting, I'll need to revisit it
@molten musk
Hey man sry if I didn't gave u thr config
It was the '/' thing
He said
Glad it was solved
huh interesting, im inheriting of merkava, I have the same memory points and I dont change anything iwth compartments yet they dont show 🤔
ill keep trying maybe I missed something small
I am honestly not entirely sure how, but I somehow got it working 
And then I stopped touching it in order to not break it accidentally
understandable tbh LOL

actually question how does it know that Comp1 is for the 1st compartment? the name doesnt matter just that its the first one?
If I werent on my phone I'd send that meme of a monkey smoking that says "Who the fuck knows"
Good question... that's my guess too, just the order they're created.
hmmm okay, maybe my memory points are too high up and get blocked by the res lod
i dont know where to put this, so im going to put this here.
I dont have a clue how to fix this error with my host havoc server
I see no issue
If you mean the "Cannot find base X" and the conflicting addon errors, then you can't. It's bad config in the mods you're using