#arma3_config

1 messages · Page 49 of 1

languid wing
#

Is it possible to mod in a camera turret and laser to the new ghosthawk variants, or does creating a turret depend on memory points existing on the model itself?

hearty sandal
sinful bay
narrow swallow
#

There are mods with just a sensor / designator turret, which you can attach and control with a uav terminal. Easy work around

sinful bay
#

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

narrow swallow
#

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

hybrid sleet
#

to bad we don't have front facing side miniguns, but that'll do I guess

echo trench
#

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;
        };
    };
};
wintry fox
echo trench
wintry fox
#

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"
            }}
        };
    };
};
winter rain
#

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

jolly nova
#

Is there any way to add custom car skins to Antistasi Ultimate garage without ruining the game or mod ?

graceful sparrow
#

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;
      };
    };```
wheat sluice
#

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.

graceful sparrow
wheat sluice
#

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.

hearty sandal
#

combination of crew and typicalCargo for cargo slots could work

wheat sluice
#

typicalCargo[] doesn't spawn units. It's just for the AI to evaluate what targets are usually in the vehicle.

graceful sparrow
hearty sandal
narrow swallow
#

Turrets have LODOpticsIn. It doesn't seem to work for driver optics. Any other way around this?

west mauve
#

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^

cobalt topaz
#

Hi All, would anybody know how/where to adjust take-off speed of a plane.

nimble sequoia
# cobalt topaz 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

sick python
#

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.

narrow swallow
nimble sequoia
nimble sequoia
narrow swallow
#

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.

nimble sequoia
#

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?

sick python
narrow swallow
#

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?

nimble sequoia
nimble sequoia
narrow swallow
#

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"

nimble sequoia
narrow swallow
#

ah I thougth I saw it in allLods but I diidn't check the biki. Same with set to 1, see through.

nimble sequoia
hearty sandal
#

could be small PIP screen lods the model differently? 🤔

nimble sequoia
narrow swallow
#

hmm I can't get any thing that looks like a different LOD. 1000, 1100, 1200, 0, 1

nimble sequoia
narrow swallow
nimble sequoia
#

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.

narrow swallow
#

Driver optics, pip being on the left panel

balmy blade
#

Anyone good at server problems?

narrow swallow
strange locust
strange locust
wintry fox
sage frost
#

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!

hearty sandal
sage frost
hard tree
#

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?

wintry fox
hard tree
#

this is the error im getting, forgot to post

wintry fox
#

Also you shouldn't pad macro arguments with spaces, because those are considered part of the value

hard tree
#

you mean STATION_NAME, CLASSNAME, URL should be STATION_NAME,CLASSNAME,URL ?

wintry fox
#

Yes

hard tree
#

ahhhh alright thanks

#

and do you happen to know if its possible to combine strings ?

wintry fox
#

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

hard tree
#

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

wintry fox
#

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

hard tree
#

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?

wintry fox
#

Nah that looks like the url thing I mentioned before

Try changing the name of the parameter in your macro

hard tree
#

oh yeah sorry forgot about that one

wintry fox
#

All good

#

Macros can be a lot at first

hard tree
#

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?

grand zinc
#

You don't need your ##'s in the name line

hard tree
grand zinc
#

name = "[##HRV - "Folk"##] - "Radio Banovina"";
That is what SQFVM's preprocessor outputs

#

The QUOTE is not double-quoting the inner quotes meowsweats
But maybe SQFVM is doing it wrong

#

have you tried just removing the quotes in your macro arguments, or replacing them with '

hard tree
#

i dont know what sqfvm is but i will have to look into that 😄

hard tree
# hard tree some progress here 😄

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

grand zinc
#

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 "

hard tree
#

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

#

maybe is there a better way i can format the data so it is easier to get the desired result?

narrow swallow
#

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.

hard tree
#

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

narrow swallow
#

you'll probably need a couple of QUOTE(QUOTE(abc)) in there

hard tree
#
#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

narrow swallow
#

Search ace and cba repos for # xD

hard tree
#

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

pallid sierra
#

QQGVAR()

wintry fox
grand zinc
#

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

sour rapids
#

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

wintry fox
mortal pumice
#

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?

hearty sandal
#

and yes cant have physX objects on map

#

they are mission only things

mortal pumice
#

Thought so, not a problem just thought I would check 🙂

#

Thank you

still owl
#

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

sour rapids
chilly tulip
#

Why not use a normal arsenal? :P

sour rapids
#

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.

chilly tulip
#

You have an extra bracket there, no declaration of asdg_MuzzleSlot_338, and probably missing inheritance of WeaponSlotsInfo.

still owl
#

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)

molten musk
wintry fox
#

If that's how they did it in the original mod, they need to fix their config

chilly tulip
#

Might want a slightly more distinctive patch name than "suppress" too.

still owl
#

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

chilly tulip
#

Important not to actually collide though, even for testing. Otherwise Arma might do something weird.

sinful bay
#

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

molten musk
# still owl 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

wintry fox
molten musk
still owl
#

i feel like i am not seeing the obvious 😦

#

or is this really the problem as dart mentioned?

#

from the original mod

still owl
#

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.

wintry fox
#

Actually it doesn't make a pop up if it's in the config root, but it's still creating an empty class

still owl
#

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?!

wintry fox
#

Your weaponSlotsInfo is also still wrong

wintry fox
# still owl would this be what u meant?

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)

still owl
#

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?

wintry fox
#

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

sage frost
#

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?

prime ocean
#

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.

jagged basin
#

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 ?

sinful bay
# jagged basin 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

wintry fox
#

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

sinful bay
#

Darn

wintry fox
#

Can check its AnimationSources class

slow vortex
#

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.

wintry tartan
#

skipWhenMissingDependencies = 1

chilly tulip
slow vortex
slow vortex
jolly nova
#

is there any way to add custom cars to Anitstasi Ultimate garage ?

hearty sandal
#

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.

hearty sandal
lethal shuttle
#

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

grand zinc
#

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?

lethal shuttle
grand zinc
lethal shuttle
#

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

grand zinc
#

If there is only one zeus you can check

"ptni_apc_f" in curatorAddons (allCurators#0)

grand zinc
lethal shuttle
grand zinc
#

How do you create the zeus?

lethal shuttle
#

i just plop a game master module

grand zinc
#

module in editor? in the module you can set what addons are allowed

#

set it to all including mods

lethal shuttle
#

now it works, i completely forgot about that you had to do that manually

#

thanks

old mirage
#

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

wintry tartan
#
  1. You are not scripting but configuring
  2. No there is no such config
  3. For the Miller's love, use a better text editor to write a code
old mirage
#

is there another method then?

wintry tartan
#

No, as 2 said

old mirage
#

but for actual scripts, is is possible to change the position of the first person camera?

wintry tartan
#

No

old mirage
#

fair enough

graceful sparrow
#

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

graceful sparrow
#

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

narrow swallow
narrow swallow
#

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.

graceful sparrow
#

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?

narrow swallow
#

Yeah add laser weapon and magazine to the vehicle. Reference a jet config

graceful sparrow
#

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

narrow swallow
#

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.

still owl
graceful sparrow
formal peak
#

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)

graceful sparrow
#

Do you have acre installed on the server? Also this would probably be a #server_admins question

formal peak
#

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

pallid sierra
#

On the scripting side of things

#

Check out the camera commands on the wiki.

hard tree
#

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";
}```
slow sage
#

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?!

hard tree
#

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

narrow swallow
#

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";
};
hard tree
#

Oh my bad

#

thanks so much for the help

hard tree
#

oops one line missing there

#

no wait its not

narrow swallow
#

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...
};
hard tree
#

what is sibling base class?

hearty sandal
#

youll have to read up on class parent - child inheritance

hard tree
#

so this is an actual existing class?

#

I would guess its config >> CfgFactionClasses >> default then?

#
{
    displayName = "Other";
    priority = 10000;
    side = -1;
};```
hearty sandal
hard tree
#

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 🙏

hearty sandal
#

👍

hard tree
#

gonan see if i can do it for the other property now

hearty sandal
#

have to pull 2.20 sometime when I remember and update it

ripe siren
chilly tulip
#

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.

ripe siren
#

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

chilly tulip
#

Curious. Looks fine.

ripe siren
#

Well thank you for looking at it, hopefully someone sees this and knows what the problem is

chilly tulip
#

I might have a poke at it later but I need to get dinner.

ripe siren
#

Ok, thanks

hard tree
#

its working now for group compositions but not for the individual units, any suggestions why this could be happening?

chilly tulip
#

@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.

chilly tulip
#

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

ripe siren
#

okay

chilly tulip
#

These PBOs are also unprefixed. They should be prefixed.

ripe siren
#

I will do that as well

#

You mean like O_GQ_PDF instead of just O_PDF right?

chilly tulip
#

The CfgPatches can be whatever as long as it's unique.

ripe siren
#

kk

chilly tulip
#

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.

ripe siren
#

Okay

hard tree
#

here is the curious thing, in the config it looks to be correct

hard tree
slow vortex
#

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;
}```
hearty sandal
#

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

slow vortex
hearty sandal
slow vortex
hard tree
#

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

wintry tartan
#

Tell the unit config in question

hard tree
#
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";
  };
};```
wintry tartan
#

Rephrase: are you sure you are changing the correct faction? Which CfgVehicles class is using that faction?

hard tree
#

one sec let me pull up some more stuff

#

and thanks for thinking along btw

wintry tartan
#

Are you sure there is no other faction that is named very similar?

hard tree
#

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

wintry tartan
#

Are you sure the requiredAddons list it correctly, and it is loaded after the faction is initially declared?

hard tree
#

these are all the B&U CfgPatches entries

wintry tartan
#

And where is yr_bb_bnuPatch

hard tree
#
{
    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

wintry tartan
#

At least doesn't seem to be not alright

hard tree
#

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"};
    ...
};```
wintry tartan
#

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?

hard tree
#

and only for CfgFactionClasses > FACTION >> displayName

hard tree
wintry tartan
#

The only real theory I could think is you are modifying the wrong faction

hard tree
#

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?

wintry tartan
#

Not sure what the last config supposed to tell

hard tree
#

i found another entry with the same string

wintry tartan
#

And is YUGO_Edcat_ARBiH92 used in the units config?

hard tree
#
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

wintry tartan
#

It might happen then

#

Which, probably not much people aware

hard tree
#

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

barren umbra
#

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.

marble isle
#

Hey I misplaced a bracket and idk where it needs to go

wintry fox
#

Not sure if you mean to do that, based on the indentation

hearty sandal
marble isle
wintry fox
#

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 {
        // ...
    };
};
marble isle
#

But I don’t know where to put it because if u remove that then server won’t even start so

hearty sandal
#

so you can more easily read it

nimble sequoia
narrow swallow
#

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?

hearty sandal
#

Door is an engine source I think

narrow swallow
#

Alrighty. Thanks. I don't think I saw it written down anywhere, but enabledByAnimationSource only works with door sources, right?

magic quartz
#

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

rain scarab
#

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.

nimble sequoia
# magic quartz Hello, I need help with the tank configuration, I cannot animate hatches ingame ...

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";
    };
};
rain scarab
#

Oh awesome

#

thank you

sinful bay
#

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?

rancid lotus
#

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?

spiral oak
#

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?

wintry tartan
#

Post your config

spiral oak
#

Its not letting me just paste it in here for some reason so heres just the file, I guess.

smoky python
#

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

pastel fog
#

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

balmy siren
#

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?

smoky python
wintry tartan
#

It "is" possible. However not prefered (as you might expect)

#

What exactly is your goal?

wintry tartan
smoky python
#

As you can see, it's a bit grubby.

wintry tartan
#

Then what you can take a look is Autmn Livonia, it overrides textures by overriding PBO using PBOPREFIX

smoky python
#

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

wintry tartan
#

No, filename cannot be the prefix

#

As you can see, Livonia has every files innit, including not modded (not intended to be modded) ones

smoky python
#

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

calm pilot
#

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

calm pilot
severe herald
#

What's textureHL and textureHL2 meant to represent in a facial config?

calm pilot
#

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)

hearty sandal
#

And are the memorypoints part of the gun selection

calm pilot
#

It’s an MLRS system that worked flawlessly before I fixed the physx and updated the config

sage frost
#

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?

wheat sluice
#

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):

  • CowsSlot
  • CowsSlot_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_Pistol
  • CowsSlot_Pistol
  • CowsSlot_Dovetail
  • CowsSlot_Dovetail_SVD
  • CowsSlot_Dovetail_RPG
  • CowsSlot_MSBS65
sage frost
#

thanx a lot

prime ocean
#

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.

grand zinc
severe herald
grand zinc
# prime ocean Hey all, I'm having trouble figuring out what parameters and/or classes need to ...

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

prime ocean
# grand zinc What a coincidence that I looked at just that yesterday. That'll be the "radar"/...

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? 🤔

dusk jungle
#

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

wheat sluice
#

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.

dusk jungle
wheat sluice
#

Yes. AI are just regular soldiers.

dusk jungle
#

I thought there might be something deeper going on with how seemingly precise the control is

wheat sluice
#

They have a special class with UAVPilot simulation just for the drone AI but for all intents and purposes they're normal soldier units.

dusk jungle
#

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

cobalt topaz
#

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.

nimble sequoia
#

In model.cfg

{
    source = "speedBrake";
    type = "rotation";
    selection = "airbrake";
    axis = "airbrake_axis";
    minValue = 0;
    maxValue = 1;
    angle0 = "rad 0";
    angle1 = "rad 70";
};```
sullen fulcrum
#

Anybody ever made a custom TFAR radio=

#

?

#

Im getting error on description.h"

cobalt topaz
magic quartz
#

hi, do you know what can cause this weird behaviour ingame but not in the editor?

hearty sandal
magic quartz
#

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?

median zealot
#

One message removed from a suspended account.

jagged basin
#

Are you using Advanced Flight Model? Is the rtd_xml file adjusted to those four rotors with the right positions?

dusk jungle
#

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, shipx simulations
  • Highest commanding value
  • There is AI driver present
#

Wondering if there are other related config values

#

Oh you also have to be driver unit's leader

wheat sluice
#

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...

hard tree
#

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?
wintry tartan
#

The P3D does not have a useable selection

hard tree
#

so that means its just not possible?

wintry tartan
#

Correct

frozen bluff
#

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

tame raven
#

not really, no

frozen bluff
#

Okay

tame raven
#

there's a point where it'll just be an instakill to everything

frozen bluff
#

Okay thanks, I'll just leave it at 600 then, thanks!

wheat sluice
#

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).

frozen bluff
worn pond
#

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?

wheat sluice
# worn pond im trying to make a simple a3 atlas uniform retexture, but i have no idea what i...

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:

  • uniformModel does not need to have a model defined (that's not what the token is used for). Stick to the vanilla value of "-".
  • The model token 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 model token 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.
worn pond
#

damn... insanely quick and detailed response, thank you man.. will check

worn pond
#

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

wheat sluice
#

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";
    };
worn pond
#

thanks man, i also figured out it was an issue with the PAA too.

#

I got it to work, much appreciated

hearty sandal
frozen bluff
hearty sandal
#

👍

lofty zealot
#

what about posting the full error msg then + your file you get the error in?

prisma cloud
#

I'm trying to find where the max distance for bullet impact particles is specified, and if it can be edited. Any suggestions?

hearty sandal
#

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

prisma cloud
#

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

pastel fog
frozen bluff
#

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

wheat sluice
#

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).

frozen bluff
#

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

grim tree
#

Dunno if this is the right place, but any of yall seen this?

prisma cloud
pastel fog
pallid sierra
shut fulcrum
#

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?

wintry tartan
shut fulcrum
lean bloom
#

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.

nimble sequoia
# lean bloom Could someone please have an idea of what I am doing wrong? I have two mods, on...

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)

lean bloom
#

Cheers I'll take a gander 👍

lean bloom
# nimble sequoia Putting the static mod in the requiredAddons causes it to load first. You'll hav...

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

novel lava
#
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

lean bloom
#

hmmmm

novel lava
#

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

lean bloom
#

I see, thanks, I will take a look

lean bloom
#

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

tacit zealot
#

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

steady beacon
worn pond
#

my vest retextures arent showing up in the editor, whats the issue?

magic quartz
dusk jungle
#

Oh nevermind, Vest_Base_F is weapon holder

#

Vests are Vest_NoCamo_Base and Vest_Camo_Base based in vanilla

wheat sluice
# worn pond my vest retextures arent showing up in the editor, whats the issue?
  1. Wrong base class as Sa-Matra stated above. Your parent class should either be Vest_NoCamo_Base or Vest_Camo_Base:
class kfc_cdf_DefenderRig_01: Vest_Camo_Base
{
    ...
};
  1. 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 camo as a selection name (they could be using something different e.g. camo1, camo_2, etc.).

  2. 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.

severe herald
#

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

worn pond
#

still doesnt appear in the editor, i dont fully understand the concept of the config

wheat sluice
worn pond
#

yeah i fixed it already, thank you so much though

wheat sluice
# severe herald is explosionShielding a valid property to use in a vest/headgear's hitPointsProt...

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";.

severe herald
simple tapir
#

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

livid comet
#

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.

gusty scarab
#

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

prime ocean
#

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.

novel lava
#

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

livid comet
cursive talon
#

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.

sullen fulcrum
#

does pboProject automaticaly add classnames into the units[] array in cfgPatches?

sharp stone
#

No

#

Imagine it would add all the baseclasses :D

sullen fulcrum
#

ok, yea i was thinking about new defined classes not the inherited onse

viral cave
#

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; };
};
};
};

molten musk
viral cave
#

dw i solved it

wintry fox
molten musk
wintry fox
#

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

steep pawn
#

new defined classes are not added to CfgPatches by PBOProject at all.

faint spruce
#

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

severe herald
severe herald
royal briar
#

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)

hearty sandal
#

It would generally be in the cfgPatches of each config

royal briar
#

ok thx, i will check those

wintry fox
#

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};
faint spruce
sinful bay
#

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

nimble lodge
#

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.

sinful bay
#

The two entries in CfgVehicles, set their scope to 1

wheat sluice
#

^ 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.

nimble lodge
nimble lodge
sinful bay
vagrant basin
#

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?

sinful bay
#

In mod.cpp

severe herald
# faint spruce I'm trying to import a horse into Arma 3. The horse is a character, not an anima...
  • 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
faint spruce
#

Hmm i'll quadruple check my bone list then

severe herald
hearty sandal
#

Pretty much same thing in both. there is dialog for x y z movement vectors

faint spruce
#

Hmm that's interesting

#

So if i apply a vector to any RTM, it will make the character move ?

hearty sandal
#

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

shell vessel
#

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

severe herald
#

Setting it to uuh 0 if i recall forces movement of the active rtm, not the desired rtm, during transitionary phases

faint spruce
faint spruce
#

maybe there is a wrong definition in my config

severe herald
faint spruce
#

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

severe herald
hearty sandal
#

correct yes

#

one of those things that does not really come up often 😅

faint spruce
#

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

hearty sandal
#

theres quite a lot you need to match with vanilla character animation/moveset config

#

there isnt "just this one thing" you need to do

tame raven
#

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.

hearty sandal
#

oh wait you did say unarmed

#

destruction effects perhaps

tame raven
#

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

tame raven
#

wait I'd need to also make a destroyed model if I'm using destruction effects

Scripted swap out it is!

tame raven
faint spruce
#

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

grand zinc
mortal pumice
#

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?

narrow swallow
#

normal turret as in aim controls the vehicle, not unit head? Don't think that's been done anywhere.

sinful bay
mortal pumice
#

I don't think it can be done but thought i'd check

narrow swallow
#

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.

mortal pumice
#

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

narrow swallow
#

I assume so as well. Best might be rhs style 2 turrets.

#

Or use Hatchet interaction to control the spotlight =p

mortal pumice
#

What does RHS do?

narrow swallow
#

it's 2 separate turrets, one is locked while the other is occupied.

mortal pumice
#

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?

narrow swallow
#

armed humvees that have 2 weapons on top

mortal pumice
#

i'll give them a look 🙂

narrow swallow
#

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"

mortal pumice
#

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

narrow swallow
#

could go the ugv bot way and use the elevate and zeroing built-in inputs as well.

nimble sequoia
mortal pumice
#

I do not unfortunately so i'll take a look at the RHS implementation 🙂

narrow swallow
vagrant basin
#

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

wintry fox
#

Also should be 1:1 aspect ratio, but it can technically be any ratio

vagrant basin
spiral meteor
#

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?

narrow swallow
supple tartan
#

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.

sweet pecan
#

Is there any way to see or modify the game's model configs?

hearty sandal
#

You mean?

sweet pecan
hearty sandal
sullen fulcrum
haughty forge
#

Do uniforms use a different model cfg to vests?

hearty sandal
#

same rule of "class p3dname" in cfgModels and same ofpmanskeleton applies

wheat sluice
hearty sandal
#

but not really much that can be done with it

weary roost
#

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:

    1. Is there an other settings i am missing?
    1. Is it possible to copy and change an existing rtd xml or can it not be changed?
    1. 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)
    1. Has it been done before, i could have missed it but from i could not find anything about this specific detail.
nimble sequoia
# weary roost Hello, i have a question about (advanced) flight models. I am trying to reduce/...
  1. 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";
};```
#
  1. Geometry LOD mass distribution (centre of gravity), Memory LOD (mainBladeCenter, tailBladeCenter, rtd_center), potentially Geometry Phys LOD

  2. 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.

weary roost
#

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.

lean bloom
#

Could someone please point me to what am I missing? What is being referred to as "base"

nimble sequoia
lean bloom
#

Ah sorry I am outside now, I'll take a gander in two hours or so

lean bloom
# nimble sequoia Can you show your inheritance tree and the hitpoints class of the mtlb?
    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?

narrow swallow
#

You're skipping
HitPoints: HitPoints {
HitHull;
HitEngine;
}

faint spruce
#

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 ?
novel lava
hard tree
#

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"
  ...
wintry tartan
#

Use script

hard tree
# wintry tartan 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""]; };";
};```
molten musk
#
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

hard tree
#

is there anything against doing the && kind of check? maybe im not thinking about a scenario where this is not apropriate

molten musk
hard tree
#

yeah that makes sense, thanks for clarifying

hard tree
#

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?

hearty sandal
faint spruce
grand zinc
#

It's part of dev-branch

faint spruce
hearty sandal
# faint spruce 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

grand zinc
#

Not the DLL anymore

hearty sandal
#

👍

faint spruce
#

But anyway i figured out how limitsArrayTop and limitsArrayBottom works, they are angles actually. They work in pair.

hearty sandal
faint spruce
faint spruce
#

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

hard tree
#

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?
wintry tartan
#

You forget hiddenSelectionsTextures

hard tree
hard tree
hard tree
#

or doesnt that matter?

wintry tartan
#

It still does

hard tree
#

sorry what do you mean?

wintry tartan
#

hiddenSelectionsTextures still does matter

#

And it should be identical with textures in order to make it "selected"

hard tree
#

ahh ok i see thanks

#

gonna try it now

white shore
hard tree
#

haha cool 😄 i like music from brazil so feel free to share

white shore
#

theres more

hard tree
#

do you have a link?

wintry tartan
white shore
white shore
#

dm me Sti

#

Sto

hard tree
#

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?

wintry fox
faint spruce
#

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

faint spruce
languid aurora
#

why does arma still show me addon "X" requires addon "Y" even when addon is loaded?

#

the requiredAddons sections have the correct names

faint spruce
#

try to activate only these mod X and Y to check

languid aurora
languid aurora
#

its happening when there are two sperate mods as well.

hearty sandal
#

But it is possible

still owl
#

https://pastebin.com/mMMsvcQ3

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?

wintry fox
wintry fox
faint spruce
#

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

hearty sandal
hearty sandal
faint spruce
faint spruce
sinful bay
lean bloom
#

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

lean bloom
#

Do I need to put that in cfgVehicles? Sorry, doing it for the first time

#

I guess not

nimble sequoia
#

No, it's like a root class. Same as CfgPatches.

lean bloom
#

Ah, I see, cheers, let me try

lean bloom
#

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 sadcat

molten musk
#

And your function exists?
What you have in your function , easy debug is just add system chat/hint / diag log to .rpt

lean bloom
#

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

nimble sequoia
lean bloom
#

ohhhh I am missing _this call

toxic solar
#

anyone have any info on sensorLineType for MFDs?

#

nothing on wiki 😦

narrow swallow
#

I tried changing the value in the 2 places where it's used in the h-60 and didn't see any differences xD

faint spruce
#

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

faint spruce
onyx rune
#

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

hearty sandal
onyx rune
chilly tulip
#

Vanilla modset?

onyx rune
chilly tulip
#

Factions though.

onyx rune
#

YeahI setup the blufor and opfor factions

#

in the sqf file

chilly tulip
#

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.

onyx rune
#

So maybe i should just redo the pbo for kp liberation and not even touch the factions inside the sqf file

lofty zealot
#

@sullen fulcrum good you not only named the files correctly, no you also gave us the correct file directly: description.h

shell vessel
#

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

obsidian sonnet
#

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.

nimble sequoia
obsidian sonnet
nimble sequoia
obsidian sonnet
#

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.

nimble sequoia
#

Sounds more like a scripting question, rather than config, as you can't change the config when in game.

obsidian sonnet
#

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

nimble sequoia
#

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

obsidian sonnet
#

all of this is related

#

it all is development

#

so why not just make a generalized channel for it

terse narwhal
#

i tried convert a Config but my do this...

#

what could it be?

chilly tulip
#

Maybe paste your config and then people can look at it.

terse narwhal
#

i have problems with this 2 config...

chilly tulip
#

Uh, you're trying to convert a config.bin into a config.cpp? Not the other way around?

terse narwhal
#

i tried to convert the config.bin into a config.cpp but arma tools give me this error

hearty sandal
obsidian sonnet
hearty sandal
#

But now you know

obsidian sonnet
#

Sometimes things drift off and it becomes a scripting thing

hearty sandal
#

Your feature has very little to do with config since you want to do something config can't do

obsidian sonnet
#

I was redirected to config

toxic stirrup
#

Guys, is it possible to assign new sounds for a SoundEnviron - well, surface? I would like to add snow walk effects

hearty sandal
#

The further parts of applying/writing the script you should use the scripting channel again

faint spruce
#

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

hearty sandal
#

bad fresnel stage setup

frozen bluff
#

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?

frozen bluff
#

Okay do I have to crawl through the configs? Or do I do a trip in the BI Community wiki?

hearty sandal
#

character encoding guide wiki page might have something on it

#

at least that would be my first place to look

frozen bluff
#

Okay

#

Okay thanks

hearty sandal
#

dont remember off the top of my head though

frozen bluff
#

Gotcha, much appreciated

chilly tulip
#

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.

frozen bluff
#

That's what I was figuring, besides the config example didn't have anything, and I assume that's all you can do. Damn.,,.

hearty sandal
#

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

sinful bay
#

Can someone explain the purpose of _generalMacro? Should I be defining it on all units? Is it even needed?

hearty sandal
sinful bay
#

Now say I inherit a vanilla class, should I change the macro to avoid doubling up?

hearty sandal
#

it does nothing for you

frozen bluff
#

I see, I always fill them out, but from now on I won't.

strange egret
#

look in sound music maker channel, we just had this topic

faint spruce
wintry fox
#

I forget where it says, but generalMacro is just a marker from automated tools that Bohemia user

#

Probably CfgVehicles reference

pallid sierra
#

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.

wheat sluice
#

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.

pallid sierra
toxic stirrup
#

thanks

obsidian sonnet
#

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
molten musk
#

Your file names without fn_?

Those should start with it

fn_shiftDown.sqf
obsidian sonnet
#

Thank you so much

#

I forgot

#

lol

grand zinc
obsidian sonnet
#

where else am I supposed to put it?

#

it only works that way i think

grand zinc
#

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

obsidian sonnet
#

also why is that important like

#

it works

#

if its not broken dont fix it

grand zinc
#

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
obsidian sonnet
#

i mean it works

#

and is basically equal

grand zinc
#

ok then

#

have fun 👍

obsidian sonnet
#

thanks

wintry tartan
#

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?

obsidian sonnet
#

The only reason I see is that the file might get very large but I can deal with that by just removing the .pbo

livid thorn
#

Because its objectively wrong and shouldn't be done

pallid sierra
#

Because it's learning bad habits during your learning stage?

#

I'm assuming you want to continue modding down the line

obsidian sonnet
#

So the only reason to not do it is because it's a bad habit? Why is it a bad habit?

pallid sierra
#

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

obsidian sonnet
#

oh ok

pallid sierra
#

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

obsidian sonnet
#

Ohhh

#

Thanks imma change it

obsidian sonnet
pallid sierra
#

No I'll link it

livid thorn
pallid sierra
obsidian sonnet
livid thorn
obsidian sonnet
#

Oh lol

royal briar
#

anyone happen to use ClassForge? I'm trying to parse configs with it but i think its bugged

still sorrel
#

Anyone here has access to xtbbmalloc?

#

I can't find it anywhere online

royal briar
#

thats not really a config question 😉

still sorrel
#

sadly there’s no dedicated “malloc” channel

obsidian sonnet
#
// 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.

obsidian sonnet
#

Simply said: I want the user to be able to specify a keybind, and that a function will get executed once they press that.

wintry fox
narrow swallow
#

I enjoy sticking things into base game keybind where it makes sense addUserActionEventHandler

obsidian sonnet
#

Thanks to yall

rancid lotus
#

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

severe marlin
#

Guys

#

What's the config for inventory icon?

molten musk
severe marlin
#

I already did that for arsenal

#

But in inventory it won't show the uniform icon

molten musk
#

Could you share config, it should be it.

grand zinc
severe marlin
molten musk
#

cfgWeapons

grand zinc
obsidian sonnet
#

Oh and the first thing doesnt work(yes, I replaced modname with the name of my mod)

#

oh i gotta adjust pboprefix

rancid lotus
tame raven
#

For picture, it requires "\path\to\yadayada"

molten musk
molten musk
tame raven
molten musk
brazen merlin
#

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?

grand zinc
#

RequiredAddons correct?
Have you tried leaving the appending config unbinarized, to make sure the packing tool isn't wrongly binarizing it

brazen merlin
#

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

ivory barn
#

Hello gents
Anyone know the config process of copying a primary weapon to make it a secondary weapon?

hearty sandal
brazen merlin
#

tl;dr - it's not gonna work

ivory barn
#

I figured, thanks

hearty sandal
wintry fox
#

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

marsh oxide
#

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)

toxic solar
#

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

lean bloom
#

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

livid thorn
#

Code doesn't seem to limit it, it just loops over them

nimble sequoia
lean bloom
#

Interesting, I'll need to revisit it

severe marlin
#

@molten musk
Hey man sry if I didn't gave u thr config

#

It was the '/' thing

#

He said

molten musk
toxic solar
lean bloom
#

I am honestly not entirely sure how, but I somehow got it working kek

#

And then I stopped touching it in order to not break it accidentally

toxic solar
#

actually question how does it know that Comp1 is for the 1st compartment? the name doesnt matter just that its the first one?

lean bloom
#

If I werent on my phone I'd send that meme of a monkey smoking that says "Who the fuck knows"

nimble sequoia
toxic solar
meager pasture
#

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

wintry tartan
#

I see no issue

wintry fox