#arma3_config

1 messages · Page 50 of 1

toxic solar
#

turns out I had my memory points named wrong in config, I had light_interior1 in config, but it was light_interior_1 in p3d 🙂

lean bloom
#

Is there something that makes the magazineReloadTime not constant? There seems to be a random deviation of a second or two constantly. It either reloads faster or slower than what I indicate.

novel lava
#

frame rate

lean bloom
#

Uhm, how do I then align a longer (19 seconds) reload sound with the reload time?

#

Or am I just cooked?

novel lava
#

cooked

#

best you can do is make it vaguely correct

#

would be nice to detach that and reloadtime from framerate, or atleast connect it to sound or something.

infantry weapons dont have this problem because magazinereloadtime is ignored and its instead latched to the animation length

#

which, seem to be independent from framerate as I haven't noticed them getting out of sync with the sound

lean bloom
#

Thanks for the clarification

severe marlin
#

Guys

#

The "G_40mm_HE" it's the vanilla grenade launcher Ammo?

faint spruce
#

How do i set the amount of stamina of a custom character ? How do i define how much stamina drains each action ?

hearty sandal
lean bloom
hearty sandal
# lean bloom yes

you could maybe tie smaller sound segments to specific animation classes maybe

wheat sluice
# faint spruce How do i set the amount of stamina of a custom character ? How do i define how m...

You define your own custom CfgMovesFatigue class and override the default one that's inherited by all human soldier classes.
e.g.

class CfgMovesFatigue_SuperSoldier
{
    staminaDuration = 600;
    staminaCooldown = 10;
    staminaRestoration = 30;
    aimPrecisionSpeedCoef = 5;
    terrainDrainSprint = -1;
    terrainDrainRun = -1;
    terrainSpeedCoef = 0.89999998;
};
class CfgVehicles
{
    class O_Soldier_base_F;
    class O_Protagonist_VR_F: O_Soldier_base_F
    {
        movesFatigue = "CfgMovesFatigue_SuperSoldier";
    };
};

Using these settings, staminaDuration = 600; gives the REDFOR VR Soldier class (O_Protagonist_VR_F) a full 10 minutes of sprinting at full stamina (assuming nothing else is worn). Regeneration rates and other factors like increased weapon sway remain unaffected since I didn't change the default values.
https://community.bistudio.com/wiki/Arma_3:_CfgMovesFatigue

For changing the consumption rates of individual actions, it's handled separately in CfgMoves but that's another can of worms that can end up negatively affecting other non-custom soldier classes as well. I'd suggest sticking to just CfgMovesFatigue to keep things simple.

mortal pumice
#

Out of curiosity, is there a way to get around naming the model file name the same for ruins as the classname?

#

I've manged to be able to configure the base, to go to the damaged version via replaceDamaged, and then on the damaged versions class defining the rubble again in replaceDamaged, this does work but I think when the main model gets to 50% damage, it switches to the damaged class and then damages it to say 50.1 percent or something and if I define the rubble by its classname in replaceDamaged it takes 1 hit to then trigger it to change

(I belive this is expected behaviour)

faint spruce
hearty sandal
coral knoll
#

Tryna make a VLS be able to detect vehicles on its own, aswell as lock onto IR targets and not sure how
atm it can only detect stuff from the sensor it seems

#

not sure if its something on the vehicle or ammo itself

mortal pumice
slow vortex
#

Is there a tag I can put to stop my mod from automatically listing itself as a dependency in a mission?

wintry fox
#

E.g.

class CfgPatches {
    class YourAddon {
        addonRootClass = "SomeOtherAddon";
        requiredAddons[] = {"SomeOtherAddon"};
    };
};

class CfgVehicles {
    // Vehicle defined in SomeOtherAddon, that you're adding things to
    class SomeVehicle {
        foo = "bar";
    };
};
rancid lotus
#

Question for more experienced modders

What are the main differences between PBOProject and HEMTT? Is one better than the other?

wintry fox
#

I'd strongly recommend hemtt over any other build tool, it provides way better error checking and has far more features

rancid lotus
#

I'll give it a try! Any tips for converting my P Drive/projects/etc. to be HEMTT-compatible?

wintry fox
#

It's mostly how you organize your files

In your project's folder you should have a .hemtt folder, which is for hemtt configuration files

Then each of your addons should be placed in their own folders inside an addons folder. E.g. <project>\addons\main, <project>\addons\armor, etc.

The HEMTT Book will have all the steps to set up a project
https://hemtt.dev/installation/index.html

faint spruce
#

How do i remove the default passenger seat of a car ? i tried to leave turrets class empty but it doesn't change anything

wheat sluice
faint spruce
#

How do i set the driver seat so the driver see from his eyes ? I'm trying but the driver sees from the center of the car

hearty sandal
#

the proxy is that defines where the driver is at

faint spruce
hearty sandal
#

is the proxy also in the viewpilot lod?

faint spruce
hearty sandal
#

yes well

#

the samples are not exactly complete

faint spruce
#

hmm

summer fulcrum
#

Hello, I am currently porting Napf over to arma 3 (I actually have the source files from the owner momo) but ran into 1 problem, when I use aia (allinarmaterrainpack) everything works, but when I load CUP_Core it has this error (error message:
bin/config.bin/CfgVehicles/Church_Small_F/DestructionEffects/Smoke1Med/: Cannot find base class 'Smoke1Med'), anyone have any ideas?

sullen fulcrum
#

check the rpt for updating base class errors

finite bronze
#

Having some problems with making some grenades for a friend.

I have a friend who asked for some custom grenades but for some reason the "UM_Frag_G_muzzle" and "UM_Smoke_G_muzzle" grenade are showing up in-game on all the weapons as a fire mode when you press F (and you have them equip). If I only delete those two the thing works. Any help?

    class Throw: GrenadeLauncher
    {
        muzzles[]+=
        {
            "UM_Frag_G_muzzle",
            "UM_Krak_G_muzzle",
            "UM_Smoke_G_muzzle",
            "UM_Shock_G_muzzle",
            "UM_Melt_G_muzzle",
            "UM_Plasma_G_muzzle"
        };
        class ThrowMuzzle;
        class UM_Frag_G_muzzle: ThrowMuzzle
        {
            magazines[]=
            {
                "UM_Frag_G_Mag"
            };
        };
        class UM_Krak_G_muzzle: ThrowMuzzle
        {
            magazines[]=
            {
                "UM_Krak_G_Mag"
            };
        };
        class UM_Smoke_G_muzzle: ThrowMuzzle
        {
            magazines[]=
            {
                "UM_Smoke_G_Mag"
            };
        };
        class UM_Shock_G_muzzle: ThrowMuzzle
        {
            magazines[]=
            {
                "UM_Shock_G_Mag"
            };
        };
        class UM_Melt_G_muzzle: ThrowMuzzle
        {
            magazines[]=
            {
                "UM_Melt_G_Mag"
            };
        };
        class UM_Plasma_G_muzzle: ThrowMuzzle
        {
            magazines[]=
            {
                "UM_Plasma_G_Mag"
            };
        };
    };```
modest surge
#

Question regarding import

for a mod, i have a couple of root classes, lets say

class tag_one {
  class base {};
};
class tag_two {
  class base {};
};
class tag_three {
  class base {};
};

Each has its own base base class with the default data structure for each.

this mod also checks missionConfigFile so missionmakers can work with this system.

Now, in the mission, i would like to import these base classes but it seems that this will cuase an "base already defined" error.

// desc.ext
class tag_one {
  import base from tag_one;
};
class tag_two {
  import base from tag_one;
};
class tag_three {
  import base from tag_one;
};

Is this problem just a technical limitation or am i doing something wrong?

molten musk
#

Not inside tag one,
Out of itq

modest surge
#

yea, but the problem is that each of the base are different in purpose/content but have the same classname.

#

i resolved it by renaming each base to baseOne, baseTwo, ...

rough hatch
#

can inherited HitPoints not be deleted? class HitPoints: HitPoints { delete HitLBWheel; delete HitRBWheel; }; this doesn't work, those hitpoints still remain in my vehicle

cold terrace
#

Hello guys, I'm trying to make a drum mag for the m14 (for now cuz I want it to make it compatible with all the 762x51 vanilla guns... But cant make it work. I'm pretty sure that I'm doing something wrong when talkig about how to make it compat with vanila gun. Can someone help me with this? I'll leave all the code I have (note: pretty green doing code for arma 3)

{
    class 100Rnd_762x51_Mag
    {
        units[]={};
        magazines[]=
        {
            "100Rnd_762x51_Mag"
        };
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "A3_Data_F"
        };
    };
};
class CfgMagazines
{
    class 20Rnd_762x51_Mag;
    class 100Rnd_762x51_Mag : 20Rnd_762x51_Mag
    {
        //author = "Fobia_BG";
        picture = "\762NatoDrum\ui\762natodrumico_paa";
        scope = 2;
        scopeCurator = 2;
        displayName = "7.62x51 Drum Mag-100";
        descriptionShort = "Drum Mag for NATO rifles";
        model = "\762NatoDrum\NatoDrum762.p3d";
        modelSpecial = "\762NatoDrum\proxies\NatoDrum762_Proxy"; 
        modelSpecialIsProxy = 1;
        ammo = "B_762x51_Ball";
        count = 100;
        mass = 24;
        initSpeed = 900;
        tracersEvery = 0;
        lastRoundsTracer = 3;
    };
};
class CfgMagazineWells
{
    class M14_762x51
    {
        BI_Magazines[] =
        {
            "100Rnd_762x51_Mag"
        };
    };
};```
hearty sandal
#

as in has it been tested just with the new grenades added

#

no other mod content

#

what Im looking for is that is it the grenade config breaking things or some other config breaking all configs

hearty sandal
#

Id recommend just redefining the hitpoint class instead fo inheriting it

faint spruce
#

Why are the characters not taking the exact position they are suppose to take in a car seat ?

hearty sandal
#

are the animations made in same positions as the proxies are?

#

as in are the character armatures in same positions and orientation as the proxies when you make the animations

#

(I suspect they are not)

faint spruce
#

The armature has the same orientation with the cannon model but the armature is not placed at the exact same place with proxy

faint spruce
#

ohhhh i got it

#

i forgot to keep the armature at the center

lean bloom
hallow quarry
#

where do I declare a class for weapon attachments. I want to make a custom class similar to asdg_MuzzleSlot_762

#

is it cfgweapons,cfgvehicles?

wheat sluice
wheat sluice
#

Note that this isn't limited to just optics or side rail/underbarrel attachments. You can create your own muzzle families too that are independent of the vanilla muzzle families:

class MuzzleSlot;
class myCustomStandaloneMuzzleSlot: MuzzleSlot
{
    class compatibleItems
    {
        myCustomFlashSuppressor = 1;
    };
};

Only caveat to this approach is that your muzzle attachment won't be usable on existing weapons until you override the MuzzleSlot class in the weapon to inherit from your global class instead. It's always better to add your attachment to an existing muzzle family instead of creating your own. Unless of course, this attachment of yours will only be used on a few specific weapon classes. In which case, it's fine to stick with this method.

hallow quarry
#

Yea I want to make a few custom 9x39 suppressors for an AK-9 I'm making

#

In the list it will be the cup groza suppressor and the custom ones

cold terrace
wintry tartan
#

No. Just copy and paste what drebin suggested

wheat sluice
#

No. See below:

class CfgPatches
{
    class FobiaBG_762NatoDrum // This is the addon name
    {
        units[] = 
        {
        };
        magazines[] = 
        {
            "100Rnd_762x51_Mag"
        };
        requiredVersion = 0.1;
        requiredAddons[] = 
        {
            "A3_Data_F_Decade_Loadorder" // This is the list of addons that need to be loaded first
        };
    };
};
cold terrace
#

Understood. Thanks! 😄

toxic solar
#

does tankX simulation support class Damage? I am noticing that tanks dont have their rvmats change as health gets lower where as with CarX it does

#

well I see the merkava doesnt atleast

wheat sluice
toxic solar
#

ah okay, ill copy the others rvmats I was using merkavs lol

toxic solar
# toxic solar ah okay, ill copy the others rvmats I was using merkavs lol

Okay tried using T-14 damage materials and still no success. my model does have hiddenselections that work, and the texture path is correct

class Damage 
{
    tex[] = {};
    mat[] = {
        "pr_unsc\viper\data\exteriorbody.rvmat",
        "a3\Armor_F_Tank\mbt_04\data\MBT_04_exterior_1_damage.rvmat",
        "a3\Armor_F_Tank\mbt_04\data\MBT_04_exterior_1_destruct.rvmat"
    };
};

is there anything else I need?

toxic solar
atomic spoke
#

question coming 3 years later, how can I achieve that? haha

#

I also want to patch script

#

overwrite a .sqf file to be more precise

grand zinc
#

Depends how the original mod is made, does it use CfgFunctions, then its very easy.
if not then.. its harder

atomic spoke
#

yeah they made it with CfgFunctions

#

I've deleted every single one of them except the one I'm modifying it

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changed the file path in my patch mod's path

#

and I'm also changing the CfgFunction line in cpp

#

sorry I'll ask total noob questions

#

I'm trying to make the mod with GPT

#

I'm basically trying to make a patch to ITN

#

also asked for consent on author about using their scripts

#

that's why I'm trying to use the required addon

#

they also helping me making the patch mod we're stuck on somewhere for some reason the game's not recognizing the file structure of my mod

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I'm sure the .sqf works because when I tried it on the og mod first it worked

wintry tartan
#

Using ChatGPT and pboManager are the biggest issues

atomic spoke
#

gpt made the laser work thou

grand zinc
#

You need to set a pbo prefix (to fix your filepath)
I don't know if pbo manager can do that

wintry tartan
#

"just" is not an objection you can use in this context

grand zinc
#

Your prefix would be "itn patch\addons\itnpatch"
I recommend not using spaces in paths

wintry tartan
#

pboManager actually can do it through the gear icon, though

brazen merlin
#

this is completely wrong

atomic spoke
#

made it work!!

mortal pumice
#

Im pretty sure I know the workaround is to make a useraction that heals the player but, is there a way with

attendant = 1;

to limit the radius the player can heal at and give it a position? I wish for players to be able to heal but to do so at the first aid lockers located on the walls of a structure so they actually go inside.

hearty sandal
#

I dont think there is range/position parameter for it

mortal pumice
#

Yeah not that I can find for it, seperate object then scripted into place like the carrier could be interesting. But I feel as if thats more intensive then just making a useraction haha

nimble sequoia
#

It might possibly be related to supplyRadius =

mortal pumice
#

I feel like thats for transportfuel etc.

nimble sequoia
#

yeah, but I've used it previously in an ambulance...so might be worth you checking

novel lava
#

im pretty sure it limits interaction too

#

like being able to access inventory of a vehicle? or maybe im misremembering

nimble sequoia
#

there's also a mem point

novel lava
#

like the distance you can be from the memorypoint

nimble sequoia
#

memoryPointSupply = possibly works with medical attendant distance

#

often named doplnovani

hearty sandal
#

👍 solid idea to try they could all be linked

brazen merlin
#

anyone knows of the top of the head if the torqueCurve or the GearboxRatios influence maximum vehicle speed?

#

maxOmega has a big influence, but it also drives up the RPM

brazen merlin
#

it's so funny, i have encoded like 5 or 6 vehicles by now and still every time it feels like i have never done this ever before.

#

ok, now my only issue is that the speed number is "stuttering" .. it's almost like it wants to go higher, but can't, so it jumps one number down. up, down, up, down, until it finally manages to increase.

#

it's not noticeable when driving, but you see it on the display

nimble sequoia
brazen merlin
#

hm

nimble sequoia
#

use dev branch diagnostic and EPEVehicle

brazen merlin
#

EPEVehicle is quite exhausting. anything specific i have to look out for?

nimble sequoia
#

rpm, gear in use and how it's trying (or failing) to get to the next one

#

Is it tankx or carx?

brazen merlin
#

carx

nimble sequoia
#

For carx I typically use absolutely realistic torque curves and gear box ratio's

brazen merlin
#

not sure how well that works. my vehicle has 14 wheels 😄

nimble sequoia
#

7 each side or 14 x2?

brazen merlin
#

7 each side

#

it's more or less a test

nimble sequoia
#

should be ok, bit of a wheeled APC then

brazen merlin
#

hm. maybe i should just try some wheeled apc gearbox

#

i am already in highest gear. my top speed is set for approx 110km/h

#

the number goes more smooth, but it's still kinda stuttering all the way up to 110

#

problem is, i dont even really know how to read that table

#

it's almost ok, probably just needs a nudge in either direction

nimble sequoia
#

If you're able to get to top speed, top gear, your torque curve and engine power are sufficient - if it goes from 1st to 6th in the blink of an eye, then maybe overpowered. But generally you'll want to play with the gear ratio's and the changeGearMinEffectivity OR changeGearOmegaRatios[] depending on what you have set for changeGearType

brazen merlin
#

actually i havent set those at all. guess it is using default values right now

nimble sequoia
#

If you haven't set or inherited changeGearType = "rpmratio"; then you'll be using changeGearMinEffectivity[].
Typical values are
changeGearMinEffectivity[] = {0.95, 0.15, 0.95, 0.95, 0.95, 0.95};
but you'll want to make sure there is an entry for each gear and perhaps adjust the 5th/6th gear values down a bit

brazen merlin
#

alright. will check it out. thanks

nimble sequoia
#

that's often where "jitteriness" in switching gears comes from - a little too sensitive on the conditions for switching

brazen merlin
#

not sure if it's jittering while switching gears, though. it seems to jitter even inbetween

#

i notice the rpm jumping pretty heavily though. they keep going from 3k to 4k and back

nimble sequoia
#

Check you haven't got "wheel spin".
Factors affecting that include differentialType engineMOI frictionVsSlipGraph torqueCurve[]

brazen merlin
#

i hate that every tiny problem can have 10 causes

nimble sequoia
#

Do you not own a real car? 😉

brazen merlin
#

only a bike

#

never liked driving car

nimble sequoia
#

They've modelled the pain of garage inspections far too well

#

But it does mean you can get quite a nice simulation if you can master all the intricacies

brazen merlin
#

tbh i cant believe someone did this stuff with just pushing numbers in notepad

#

all of this looks like it requires some tools

outer wyvern
#

Hello, exist some easy way to export composition of object for making own mod ?

#

because listing 300+ objects manually seems extremely difficult to me.

pallid sierra
#

300+ objects for a composition sounds difficult on the frame rate too...

#

Got a more narrow example of what you want to do? Probably a script way to gather.

outer wyvern
#

Here is small example of format what i use to my composition in mod (#1), but But when I looked a lot of compositions in other mods (Achilles etc..) use for compositions format #2 as separate hpp files but I didn't find anywhere a way of some simple exporotation from eden editor to one of the mentioned formats so that I don't have to manually write out every single item..

#
class CfgPatches
{
    class clan_composition
    {
        requiredVersion=1.5;
        requiredAddons[]={"A3_Data_F_Decade_Loadorder"};
        units[]={};
        weapons[]={};
    };
};
class CfgGroups
{
    class Empty
    {
        side=8;
        name="Compositions";
        class RR_Clan_Compositions
        {
            name="44. RR Compositions";
            class RR_Compositions
            {
                name="Clan Compositions";
                class RR_Briefing
                {
                    name="44. Ravens Regiment Briefing";
                    icon="\a3\Ui_f\data\Map\Markers\NATO\b_installation.paa";
                    side=8;
                    class Object1
                    {
                        side=8;
                        vehicle="Land_Mil_WallBig_4m_damaged_left_F";
                        rank="";
                        position[]={-0.546875,-2.09723,-1.10378};
                        dir=270;
                    };
                    class Object2
                    {
                        side=8;
                        vehicle="Land_Mil_WallBig_debris_F";
                        rank="";
                        position[]={-0.210449,-4.7009902,-0.00144672};
                        dir=336.01501;
                    };
                    class Object3
                    {
                        side=8;
                        vehicle="Land_Bunker_01_blocks_3_F";
                        rank="";
                        position[]={4.3852501,2.2302201,-0.00143909};
                        dir=180;
                    };
                    class Object4
                    {
                        side=8;
                        vehicle="Land_Mil_WallBig_4m_damaged_center_F";
                        rank="";
                        position[]={-0.48388699,-4.9716802,-0.372457};
                        dir=270;
                    };

Short version (300+lines file..)

#
class Object0 {side=8;vehicle="rr_flags_05";position[]={4.4741211,3.9768047,-0.20556641};dir=180;};
class Object1 {side=8;vehicle="Land_Obstacle_Saddle_F";position[]={-1.4697266,0.079113,-11.726563};dir=180.377;};
class Object2 {side=8;vehicle="Land_Obstacle_Saddle_F";position[]={-1.3149414,0.0790129,11.785645};dir=180.377;};
class Object3 {side=8;vehicle="Land_Obstacle_Saddle_F";position[]={-1.4716797,0.0790129,-6.0371094};dir=180.377;};
class Object4 {side=8;vehicle="Land_Obstacle_Saddle_F";position[]={-1.4331055,0.0790129,0.121582};dir=180.377;};
class Object5 {side=8;vehicle="Land_Obstacle_Saddle_F";position[]={-1.3496094,0.0790129,5.949219};dir=180.377;};
class Object6 {side=8;vehicle="Land_Obstacle_Saddle_F";position[]={2.5673828,0.0790129,0.1074219};dir=180.377;};
#

Is there any easy way to export compositions to one of these formats ?

sullen fulcrum
#

Does anyone know how to modify the visible distance of a light source from a config file? For example, the default missile exhaust flare disappears after flying a certain distance, probably due to engine optimization. I'd like to increase that distance.

wary bridge
#

hello, would anyone happen to know the config parameter and or how to setup the point and area lock that the vanilla planes and uavs cameras / turrets have?

wheat sluice
#

directionStabilized

#

1 = enabled, 0 = disabled

wary bridge
# wheat sluice `directionStabilized`

awesome, thank you for that, however im trying to get it to work like a target lock for the marshel, do you have any idea how i could get that working? i tried that and it didnt seem to do anything?

mortal pumice
wheat sluice
# wary bridge awesome, thank you for that, however im trying to get it to work like a target l...

Are you sure you're not mixing up what "point and area lock" means? What you're asking for now sounds like you want to edit the weapon's Fire Control System. This isn't the same thing as what the targeting pods on aircraft use for point and area locking (directionStabilized is used for locking the camera for point/area targets).

If you want to enable the weapon's FCS, you need to define these two tokens in the weapon (not the vehicle):

  • FCSMaxLeadSpeed -> Determines the threshold of how fast the target can be moving at for the FCS computer to calculate autolead. Its value is measured in metres per second (m/s). If you set the value to 0, then it means the FCS computer only calculates autozeroing for stationary targets.
  • FCSZeroingDelay -> Determines how long it takes for the FCS targeting computer to calculate the distance + lead (if enabled). Its value is measured in seconds (e.g. FCSZeroingDelay = 2; means that the FCS computer takes 2 seconds to calculate autolead + zeroing).
    https://community.bistudio.com/wiki/Arma_3:_Targeting_Config_Reference#FCSMaxLeadSpeed
wary bridge
# wheat sluice Are you sure you're not mixing up what "*point and area lock*" means? What you'r...

No I want the camera lock on the gun, I’m trying to make an AA gun that tracks the target itself, we are using the fire control system as well to get the automatic ranging and everything, but the part we can’t really seem to get working is how to actually make the turret self track, and that was the idea we had with the point and area lock, and I know it does work with ground vehicles bevaude the UGV can do it, so jsut need some help if you’d have any ideas?

wheat sluice
#

Then you use directionStabilized = 1. You need to define it in the turret's optics class.

wary bridge
wheat sluice
#
class CfgVehicles
{
    class MySuperClass;
    class MyParentClass: MySuperClass
    {
        class Turrets;
    };
    class MyVehicle: MyParentClass
    {
        class Turrets: Turrets
        {
            class MainTurret
            {
                class ViewOptics
                {
                    directionStabilized = 1;
                };
            };
        };

    };
};
nimble sequoia
wheat sluice
#

maxTurn + minTurn

nimble sequoia
#

Yep, if you define them incorrectly it can break things.

wary bridge
#

But it’s a 360 degree turret so what limit would you set?

wary bridge
nimble sequoia
#

I didn't say you should set limits, I asked if you had.

wary bridge
nimble sequoia
#

So what minTurn and maxTurn are you inheriting?

wary bridge
#

None of that was touched

nimble sequoia
#

You want me to go look it up? lol

wary bridge
#

Yeah I don’t really know lol, I’m lost with some of this stuff sorry

nimble sequoia
#

The thing to do is load up the game with your mod, place the vehicle on the map, right click it and choose "find in config viewer" (or something like that).
It will open a config viewer (recommend you download the free Leopards Advanced Developer Tool to improve the config viewer).
In the config viewer you will see every single parameter, those that you have changed, and those that you are inheriting.
Then you can check and be sure what the minTurn and maxTurn settings are. Probably -360 and +360, in which case, not an issue.

wary bridge
nimble sequoia
wary bridge
nimble sequoia
nimble sequoia
wary bridge
nimble sequoia
brazen merlin
#

more carx questions. can someone explain to me how the engine knows what "HitLBWheel" etc is?

#

i know that hitpoints in the model file are the config class hitpoint name. but does the config class name matter?

#

how does the game know which wheel corresponds to which hit point?

#

wheel config doesnt seem to refer to hitpoint classes

brazen merlin
#

maybe it's taking the base from the wheel mask config property?

#

if the wheel is 1_3, then wheel_1_3_damage would be the visual, which is defined in the hitpoint config?

brazen merlin
#

could it be that the game "only" supports 4x4 wheel setups?

#

i mean, at least hitpoint related?

narrow swallow
brazen merlin
#

i'm trying to figure out how the game knows which wheel is what hitpoint

fickle minnow
#

Does anyone know how to go about retexturing optics?
The default game config does not seem to use hiddenSelectionsTextures on optics like the ARCO, but instead the p3d file has the color in it.

There is a .paa file in the pbo, but I can not see where the config uses this, if at all.

As far as I know you are not allowed to edit p3d files, so the only path would be if there is a way to apply a new texture to the optic via the config.

I could not find a guide for this online.

brazen merlin
#

like, how does the game know which of my class wheels entries is "HitLFWheel" and which one is "HitLF2Wheel" etc

#

is it the entry order in class wheels? or does it somehow physically detect it ingame? 😄 (game knows where the front is, so could just count?) i dunno.

#

or can i just do HitLF3Wheel, HitLF4Wheel and magically it works? (i doubt it, but i just cant find any information about this)

brazen merlin
fickle minnow
#

I will abandon that idea

narrow swallow
#

I mean the base game hemtt wheel classes don't match anything

brazen merlin
#

nah, it's the same setup as the rest. also 8 wheels

hearty sandal
#

wheel damage bone is typically before the functional wheel and when hitpoint hides it on damage then the functional wheel stops existing I think

brazen merlin
#

for some reason the name is always wheel_X_X_steering even if it's not a wheel that is steering

brazen merlin
#

hm. wait a moment. did i just answer my own question

#

shooting the wheel affects the hitpoint - but script doesnt

#

so damaging the wheel was "transmitting" the values to the hitpoint.. but the custom hitpoint does not send the damage back to the wheel if you damage it via script

mortal pumice
# nimble sequoia `memoryPointSupply =` possibly works with medical attendant distance

So after testing It looks like It does work, but unfortunately I seem to only be able to set one point to be the memory point, If I add more like so:

memoryPointSupply = "medical_supply_1","medical_supply_2","medical_supply_3","medical_supply_4";

It breaks the restriction but limits it to 1m around the bounds of the object by the looks of it. If I define just one it works just near that one point

#

Its entirely possible I would need to format the multiple entries differently but im not sure how

#
memoryPointSupply[] = {"medical_supply_1","medical_supply_2","medical_supply_3","medical_supply_4"};

Tried the above to no avail

wintry fox
#

Pretty certain that an object can only have one supply point

mortal pumice
#

Yeah it does seem that way

#

The structure I have has 4 medical lockers, one on each corner so wanted to make it more like you were going to the locker rather than just being by the building

nimble sequoia
wintry fox
#

Then make those the healing objects

rancid lotus
wintry fox
#

No clue, I only used PBO Project with a fresh repo for like 20 mins because I hated the changes it was making to my code

rancid lotus
#

Fair 🤣

#

Good to know

rancid lotus
#

Trying to play around with HEMTT, getting this error when I try to do hemtt build:

IO Error: The system cannot find the path specified. (os error 3)```
#

Current config as follows: ```name = "41st ODST Internal Assets"
prefix = "41st_ODST_Internal_Assets"
mainprefix = "41MOD"

[version]
major = 1
minor = 9
patch = 5

build = 0

[hemtt.build]
pdrive = "require"

[hemtt.check]
pdrive = "ignore"```

wintry fox
#

Do you have a repo for that?

rancid lotus
wintry fox
#

Is there anything else in the error there?
Can also try passing -v (more v's = more logging) to see if anything else sticks out

rancid lotus
#

Nope, nothing further

wintry fox
#

hemtt build -v

rancid lotus
#

Got something

#

May not be able to find Binarize

wintry fox
#

Could you publish that repo?
Only weird thing with what you've sent is the really long prefix, but that shouldn't cause an error like that

rancid lotus
wintry fox
wintry fox
rancid lotus
#

Okay, that's kind of whacky

#

Dunno if I like that

#

It'd make sense for a brand-new addon but porting it over from PBOProject is going to be a pain

#

Let me keep trying

wintry fox
#

It's so you can have things like a cba settings config, which explicitly checks a specific path

rancid lotus
#

Tips on how to fix?

wintry fox
#

I forget if A3 tools has a way to manually re-set the registry values or not

rancid lotus
#

😭

#

I'll check

wintry fox
#

There's this?

rancid lotus
#

Checking

#

No joy

wintry fox
rancid lotus
#

Possibly borked?

wintry fox
#

Potentially, mine says ArmAWorkPath path is "D:\SteamLibrary\steamapps\common\Arma 3 Tools\" - Registry value

rancid lotus
#

How would I go about fixing that?

rancid lotus
#

Yeah, HEMTT seems really cool, but so far I'm not impressed with how tough it is to be porting in existing projects 😅

narrow swallow
rancid lotus
#

Will try it

rancid lotus
narrow swallow
#

I have this

Arma 3 path is "C:\PROGRA~2\Steam\STEAMA~1\common\ARMA3~1\"
ArmAWorkPath path is "E:\Steam Library\steamapps\common\ARMA3T~1\" - Registry value

so that seems fine?
Have you run Arma 3 Tools from Steam since it last updated?

jagged brook
#

I tried to patch an ace magazine and got this error. Did I do it wrong or can you not patch values for ace shiz?

wintry fox
jagged brook
#

okay. ill change the class name and see if that works.

jagged brook
wintry fox
toxic solar
#

For the T-14k in class hitpoint, why is the visual value for hithull zbytek? why not the hiddenselection Camo1 since I think thats also the hull

class HitHull: HitHull
{
    armor = 2.5;
    material = -1;
    armorComponent = "hit_hull";
    name = "hit_hull_point";
    visual = "zbytek"; //this part
    passThrough = 1;
    minimalHit = 0.2;
    explosionShielding = 0.2;
    radius = 0.3;
};
nimble sequoia
toxic solar
nimble sequoia
toxic solar
#

Inheriting off merkava which should have that, and when tank dies it switches to wreck model, but textures are not copied over

nimble sequoia
#

So zbytek and other class Hitpoint visual = entries are used to apply class Damage textures in triplets to the main model.
When the vehicle is completely destroyed it switches to the wreck model - that wreck model will have damage materials applied to it directly in it's p3d. It can also have the same hiddenSelections (camo etc) which when used with ProxyRetex in CfgNonAIVehicles, allow the chosen camo scheme from the alive vehicle to be carried over to the wreck.

toxic solar
#

Okay so hitpoint config should be good

class HitHull 
{
    armor = 2.8;
    armorComponent = "hull_hit"; //fire geo
    explosionShielding = 0.2;
    material = -1;
    minimalHit = 0.2;
    name = "hull_hit"; //hit point lod
    passThrough = 1;
    radius = 0.3;
    visual = "zbytek"; // visual lods for changing dmg
};

my class Damage should also be good (aside from using basegame rvmat but that doesnt matter for now)
zbytek is in model cfg for tank
added sections for wreck model in model.cfg

config for CfgNonAIVehicles of the wreck with hiddenselections

1st image is tank at full health, 2nd is when its dropped a bit, but when it goes to wreck its the 3rd image where it does copy the hiddenselection but not rvmat?

nimble sequoia
toxic solar
nimble sequoia
#

So as I mentioned earlier, you should apply destruction materials (rvmat's) to your wreck model textures directly in the p3d.

toxic solar
#

this is wat the wreck p3d looks like, has the wreck rvmats

nimble sequoia
#

But you are not seeing that model at all when you believe it is switching to a wreck?

toxic solar
#

it does switch to wreck model (lack of turret), and the texture copies over, but doesnt have the wreck rvmat

#

sorry my picture was bad

#

ill take some better ones, 1 sec

#

Full health, 28% health, and then dead

nimble sequoia
#

You are using a Wreck LOD in your main p3d?
Suggest you temporarily remove the cfgNonAIVehicles and ProxyRetex as a test.

toxic solar
#

Yes using wreck lod in main p3d

#

Should I not be?

nimble sequoia
#

No, that's correct.

toxic solar
#

Okay ill comment out the cfgNonAIVehicles stuff

nimble sequoia
#

Perhaps you've got hiddenSelectionsMaterials in the main model and that's being carried over to the wreck as well as the hiddenSelectionsTextures

toxic solar
#

I do have hiddenSelectionsMaterials defined in config

nimble sequoia
#

yeah, so comment out the proxyretex for now then and observe any change

toxic solar
#

okay trying now

#

Okay so damaged, wreck

nimble sequoia
#

Good...so what does your CfgNonAIVehicles code look like?

toxic solar
#

commented out, I didnt have ProxyM700_viper_wreck defined

nimble sequoia
#

I don't understand your last comment.
Anyway, code looks ok, assuming that

  • your wreck p3d is called M700_viper_wreck
  • you have matched the camo selections in both models
  • you have a model.cfg with defined sections in the same folder as your wreck p3d
#

It's possible that hiddenSelectionsMaterials breaks the proxyRetex, as it has had issues in the past with breaking damage textures.

toxic solar
toxic solar
nimble sequoia
#

comment out, yes

#

as in

class CfgNonAIVehicles {...};
*/```
toxic solar
#

Okay so for this next test, ill bring back CfgNonAIVehicles, and then remove hiddenSelectionsMaterials from config

nimble sequoia
#

yes, good test

toxic solar
#

I love testing

toxic solar
#

thats wild

#

damn can I get the past 3 hours back sunglasscry

#

welp ty

nimble sequoia
#

It was only fairly recently (last year or so) that we were able to get BI to fix hiddenSelectionMaterials for standard class Damage tex swapping while working on SOG PF vehicles. Not sure it got fixed for characters, and never checked with proxyretex, so could be added as a feedback tracker item if not already present.

novel lava
#

in spearhead we just use

            class SPE_Wreck_MaterialFix
            {
                killed = "_this params ['_vehicle']; {_vehicle setObjectMaterialGlobal [_forEachIndex,'']} forEach (getObjectMaterials _vehicle);";
            };
#

this is enough to get it working\

brazen merlin
#

i workarounded this with adding more hidden selections

#

basically setting the texture twice .. one is used in the actual model and the other in the wreck model

#

this way i was able to prevent rvmat issues

jagged brook
jagged brook
#

If anyone has the time today, I would greatly appreciate someone helping me out with a simple config patch. Please DM me.

pallid sierra
#

Are you using hemtt to pack?

brazen merlin
#

am i stupid or is there no model source to detect if headlights are on?

novel lava
#

there isnt lol

brazen merlin
#

🥲

#

what if i make a fake reflector that isnt visible. it gets its own selection, and that selection i can tie to some other bone.. maybe

#

good thought, gang. let's try this!

#

yup, works

sand fractal
#

hiya :), wondering if anyone has made a amphibious tankx vehicle :), currently trying to get a vehicle i am working on to be amphibious with tankx, and even wondering if it is possible, and if anyone has made one before :)

brazen merlin
#

is possible, but ai will not drive it well (or at all)

nimble sequoia
#

PT-76, BTR-50, M113 amongst others in SOG Praire Fire. Lexx and others will have examples you could look at in their DLC's no doubt too.

sand fractal
nimble sequoia
#

You need a Buoyancy LOD and some physx config parameters.

#

Related parameters in config

canFloat = 1;
engineShiftY = 0.352;                // vertical distance from Centre of Gravity to Engine Effect memory point
maxFordingDepth = 3;
waterAngularDampingCoef = 10;        // higher values will reduce swinging/swaying in all axes
waterDamageEngine = 0.2;
waterLeakiness = 1.5;
waterLinearDampingCoefX = 2.5;       // lateral movements produced by waves
waterLinearDampingCoefY = 2.5;       // vertical movements produced by waves
waterPPInVehicle = 0;                // removes water from the driver/cargo/gunner views
waterResistance = 10;
waterResistanceCoef = 0.6;           // higher value to reduce acceleration and speed```

buoyancy with value 1 in the Geometry LOD property
Very simple (single component) Buoyancy LOD
sand fractal
novel lava
#

and make sure you dont have autocenter turned off in the geolod

#

as it will just 100% break any water interaction (among other things)

nimble sequoia
novel lava
#

thats what Im saying

#

default is autocenter 1

#

so if you set autocenter 0 in the geo lod it breaks all water interaction

nimble sequoia
#

Right, so we're in agreement, cool.
I just tell people never to put any autocenter property in their vehicle.

hearty sandal
#

To be precise I think I was once told autocenter 1 is kind of a third state from the default on 😅

nimble sequoia
#

Yes, I think I remember that too. Advice was to leave it out completely.

hearty sandal
#

yes

nimble sequoia
#

reyhard or dedmen perhaps

novel lava
#

ah really? i never heard that, I always just deleted it whenever I saw it anyway

hearty sandal
#

yeah most likely. funny thing those default engine things 😅

brazen merlin
#

wait, so autocenter 1 break stuff?

#

or 0 as well?

hearty sandal
brazen merlin
#

oh wow, indeed. just tested it - added autocenter 0 and my vehicle just went through the water as if it doesnt exist

brazen merlin
#

i rather not even try 😄

hearty sandal
#

there is a chance of portal to another world opening

brazen merlin
#

it would probably unlock double fps. this is too powerful

brazen merlin
#

why are all hitpoints swapped by default? 🥲

#

most of the class names don't match with the hitpoint names

#

actually seems only LB/RB and LF2/RF2 are swapped

grave steppe
#

Is there anyway to actually calculate the following values:

ace_railHeightAboveBore
ace_railBaseAngle
ace_ironSightBaseAngle
ace_scopeHeightAboveRail

I have scoured the web looking for any kind of answer but to no avail.
This causes issues I believe with the ace_scopeZeroRange value. For example if set as ace_scopeZeroRange=33; I would expect the rounds to impact at 33 meters directly where the optic is aimed, however there is always a pretty big offset (a few centimeters).

pallid sierra
novel lava
nimble sequoia
# novel lava on this subject, do you know what determines a vehicle is going to start filling...

maxFordingDepth determines the depth of water that a non-amphibious vehicle can drive through without the water starting to flood in and eventually kill the engine based on waterLeakiness
How a vehicle sinks is related to the Geometry LOD mass and CofG, in comparison to the Buoyancy LOD shape and size.
Move the CofG off-centre and it will sink nose or tail first. Increase the buoyancy LOD volume to make it sink more slowly.

novel lava
#

yeah I ended up figuring out the issue was volume

#

as the intention was to make it sink but instead it was floating forever

nimble sequoia
#

Just remember for an amphib, that if it's sinking, it's probably already a wreck, so that has to have a buoyancy LOD too.

novel lava
#

this is for a non-amphib

#

this was a truck that I wanted to have sink, ideally it would float for a bit and then sink

#

but I'm starting to think this is more binary

#

where it either floats forever or starts sinking immediately

nimble sequoia
#

All vehicles should have buoyancy LOD's anyway. I think the diagnostic exe shouts at you if you don't include one.

novel lava
#

I think it only shouts if the physx is too complex

#

as it uses that instead

#

it does shout if buoyancy 1 isn't set though

nimble sequoia
#

Which it always will be (more than 1 component)

novel lava
#

which makes me wonder why that isn't just the engine default then

nimble sequoia
#

Because not every object is physx probably - could be just car sim, not carx

#

I imagine buoyancy and sinking were added into Arma at some point

brazen merlin
#

hm. my vehicle has tire tire squealing for one or two seconds when starting a mission or starting to drive and stopping. not sure what is causing it. i already checked the wheels, the center of mass, did super high damper values for a test

#

feels like there is tire slip, but it's weird

#

could it be the dampers are not strong enough and it's hugging the ground too much?

nimble sequoia
brazen merlin
#

i found out that it is playing the hard breaking sfx

#

so basically it tries to break hard even though we are already stopped

nimble sequoia
#

Was this carx or tankx?

brazen merlin
#

carx

#

is maxBrakeTorque only applied if i break on my own?

nimble sequoia
#

What do you have for
dampingRateFullThrottle
brakeIdleSpeed
dampingRate (in class Wheels)

brazen merlin
#

dampingRateFullThrottle = 0.1;

nimble sequoia
brazen merlin
#

brakeIdleSpeed = 2.175; because it would keep rolling with 7km/h

#

dampingRate = 0.15;

#

i had it fixed already earlier today, but then i reverted the file for other reasons and then realized that i forgot how i fixed this 😄

#

i mean, there is another solution.. i could disable the sfx or change the conditions

nimble sequoia
#

recommend trying
dampingRateFullThrottle = 0.08;
brakeIdleSpeed = 1.78;
dampingRate = 1;

brazen merlin
#

ok, will try shortly

nimble sequoia
#

Unfortunately can't hang around right now, so gl!

brazen merlin
#

tbh at this point i think this is rather a sound config issue

#

so i will probably not bother with it much more and instead change the sfx condition

chilly tulip
#

There's a vanilla vehicle (Ifrit?) that makes some sort of tire slip noise that's weirdly audible at like a kilometer out.

nimble sequoia
#

Getting the physx right just takes time, with lots of interconnected parameters. Also makes it powerful tool.

brazen merlin
#

yeah. everything else feels pretty good by now. at this point it's just an autism detector

chilly tulip
#

I suspect modders tend to stop before getting to the AI steering behaviours

#

need to fix that CUP Bradley doing the perma-wiggle at some point

brazen merlin
#

i feel like the ai steering behavior is usually good and doesnt need to be touched. if the ai cant handle your vehicle, the issue is often in the vehicle config.

tacit zealot
#

Any way to figure out what sensor animDirection matches the pilotCamera? I've checked the model.cfg of the asset I'm working with, and none of the classes listed are for a camera direction.

brazen merlin
#

ok, i see now the issue with the ai steering 😄 seems ai cant hold the speed of my vehicle. it keeps jumping gears and just stutters around. looks like the default config is not made with slow vehicles in mind

stark oasis
#

hello guys, im getting this error, and im wondering why. I have no other mods loaded besides the mod I created and CBA_A3. Whenever I open up my inventory it shows me this but i have nothing in my config nor my model cfg that goes to this. any solutions?

wintry tartan
#

Post the config you made

stark oasis
#
class CfgPatches
{
    class dji_nvg
    {
        magazines[] = {};
        ammo[] = {};
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] =
        {
            "A3_Data_F",
            "A3_Weapons_F",
            "A3_Characters_F",
            "A3_Characters_F_BLUFOR",
            "Extended_EventHandlers"
        };
    };
};
class CfgWeapons
{
    class ItemCore;
    class UniformItem;
    class Uniform_Base;
    class VestItem;
    class NVGoggles;
    class InventoryItem_Base_F;
    class HeadgearItem : InventoryItem_Base_F
    {
        class ItemInfo;
        class HeadgearItem;
    };
    class DJI_D : NVGoggles
    {
        author = "chonk";
        scope = 2;
        scopeArsenal = 2;
        eden = 2;
        displayName = "DJI Goggles";
        model = "DJINVG\model\dji_d.p3d";
        picture = "DJINVG\ui\1";
        ace_nightvision_generation = 3;
        ace_nightvision_bluRadius = 0.3500002;
        modelOptics = "DJINVG\tx\optic\dji_optic.p3d";
        nameSound = "nvgoggles";
        hiddenSelections[] = { "" };
        hiddenSelectionsTextures[] = { "" };
        class ItemInfo
        {
            type = 616;
            hmdType = 0;
            uniformModel = "DJINVG\model\dji_d.p3d";
            modelOff = "DJINVG\model\dji_u.p3d";
            hiddenSelections[] = { "" };
            hiddenSelectionsTextures[] = { "" };
            mass = 1;
        };
        scopeCurator = 2;
        weaponPoolAvailable = 1;
    };
};
class CfgGlasses
{
    class None;
    class G_Combat : None
    {
        class ItemInfo;
    };
    class DJI_F : G_Combat
    {
        author = "chonk";
        scope = 2;
        scopeArsenal = 2;
        displayName = "DJI Goggles (Facewear)";
        model = "DJINVG\model\dji_f.p3d";
        picture = "DJINVG\ui\1";
        hiddenSelections[] = { "" };
        hiddenSelectionsTextures[] = { "" };
        class ItemInfo
        {
            type = 4;
            uniformModel = "DJINVG\model\dji_f.p3d";
            modelOff = "";
            hiddenSelections[] = { "" };
            hiddenSelectionsTextures[] = { "" };
            mass = 1;
        };
    };
};
class cfgMods
{
    author = "chonk";
    timepacked = "1608061581";
};
#

@wintry tartan

#

I removed .paa from "1" because it was saying .paa.paa before

wintry tartan
#

Put backslash \ as the first character of picture parameters

stark oasis
#

alright

#

im going to do that for everything just incase

wintry tartan
#

No just picture matters

stark oasis
#

ah ok

#

yeeeeeeeeeees @wintry tartan it worked thank you

wintry tartan
#

It is an infamous engine "feature"

stark oasis
#

💀 classic

wintry tartan
#

Don't just bother to understand why

toxic solar
#

I am having a bit of trouble with rvmats for class damage. So the below works fine

class Damage
{
    tex[]={};
    mat[]=
    {
        "path\to\rvmat.rvmat",
        "a3\Armor_F_Tank\mbt_04\data\MBT_04_exterior_1_damage.rvmat",
        "a3\Armor_F_Tank\mbt_04\data\MBT_04_exterior_1_destruct.rvmat"
    };
};

now if I were to copy those two rvmats into my addon (and for sake of example I didnt change any of the paths in the rvmat for nohq/smdi/as) and then just do this (and ik it works cause the wreck p3d shows up with said rvmat)

class Damage
{
    tex[]={};
    mat[]=
    {
        "path\to\rvmat.rvmat",
        "my_mods\path\to\this\MBT_04_exterior_1_damage.rvmat",
        "my_mods\path\to\this\MBT_04_exterior_1_destruct.rvmat"
    };
};

all of a suden when vehicle health goes beyond the thresholds the rvmat doesnt change, is there something im missing?

nimble sequoia
toxic solar
nimble sequoia
toxic solar
#

I just keep forgetting wat the Czech words mean

novel lava
#

selectionDamage is for vehicle overall health

#

individual hitpoints have their own selections

toxic solar
#

Ah okay I have the individual I think set correctly I'll peep the overall good to know

strange locust
#

I feel this is more of a config question, but if I need to go somewhere else, let me know.

My unit uses a composition as part of our mod, that includes the common modules etc. that we expect from our mission makers. So they can simply place the composition and know they have everything they are expected to have (curator slots, hc, spectator, etc).

But: when the composition is placed, the mp lobby always defaults to the virtual slots tab, instead of BluFor. Is there something i can do to the composition to not take priority?

(Github Link to the composition: https://github.com/TacticalTrainingTeam/ttt_a3/tree/master/addons/common/compositions/basisModule)

pallid sierra
fierce dawn
#

How do you set the icon of a mod in the arsenal/unit selection?

wintry tartan
#

What icon? The puzzle?

wintry fox
fierce dawn
wintry tartan
#

What he said

frozen bluff
#

How do you improve fuel efficiency? Like which way (up or down in value) does it make the engine for a helicopter become better at using fuel?

#

The FuelConsumptionRate value?

wintry fox
#

It's a multiplier, so 0 means no fuel is used, 1 means the normal amount of fuel is used

frozen bluff
#

Okay, but it's not a 1 or 0 thing, it's a value, like 0.126 for the Ghost Hawk

#

Nevermind, I'll have to muck with it then

#

I just read the entry for it

#

Thanks

toxic solar
# nimble sequoia Maybe you forgot to redefine the parameter which ties the section name to class ...

Okay I added zbytek (hull and tracks of tank) ,added to model cfg and hithull class of hitpoints uses zbytek for visual. But the problem of if I have an rvmat in my mod versus pointing to an rvmat in base game still exists even for areas . So here is my class damage


class Damage
{
    tex[]={};
    mat[] = {
    "PR_UNSC\Viper\data\exteriorbody.rvmat", //works
    "a3\armor_f_beta\APC_Wheeled_01\Data\APC_Wheeled_01_adds_damage.rvmat",
    "a3\armor_f_beta\APC_Wheeled_01\Data\APC_Wheeled_01_adds_destruct.rvmat",

    "PR_UNSC\Viper\data\ExteriorTurret.rvmat", //doesnt work
    "PR_UNSC\Viper\data\damage\APC_Wheeled_01_adds_damage.rvmat",
    "PR_UNSC\Viper\data\damage\APC_Wheeled_01_adds_destruct.rvmat"
    };
};

//Versus

class Damage
{
    tex[]={};
    mat[] = {
    "PR_UNSC\Viper\data\exteriorbody.rvmat", //doesnt work
    "PR_UNSC\Viper\data\damage\APC_Wheeled_01_adds_damage.rvmat",
    "PR_UNSC\Viper\data\damage\APC_Wheeled_01_adds_destruct.rvmat",

    "PR_UNSC\Viper\data\ExteriorTurret.rvmat", // work
    "a3\armor_f_beta\APC_Wheeled_01\Data\APC_Wheeled_01_adds_damage.rvmat",
    "a3\armor_f_beta\APC_Wheeled_01\Data\APC_Wheeled_01_adds_destruct.rvmat"
    };

};

cant think of any reason why this doesnt work 🤔

nimble sequoia
toxic solar
#

though I have not unpacked in a few months

nimble sequoia
#

Post code of first A3 damage rvmat that doesn't work

toxic solar
#

1 sec

#
class StageTI
{
    texture="a3\armor_f_beta\apc_wheeled_01\data\apc_wheeled_01_adds_ti_ca.paa";
};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,1};
specular[]={0.15000001,0.15000001,0.15000001,1};
specularPower=30;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
    texture="a3\armor_f_beta\apc_wheeled_01\data\apc_wheeled_01_adds_nohq.paa";
    uvSource="tex";
};
class Stage2
{
    texture="a3\data_f\destruct\damage_metal_cdt.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={3,0,0};
        up[]={0,1.5,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage3
{
    texture="a3\data_f\destruct\damage_metal_mc.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={2,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
class Stage4
{
    texture="a3\armor_f_beta\apc_wheeled_01\data\apc_wheeled_01_adds_as.paa";
    uvSource="tex";
};
class Stage5
{
    texture="a3\armor_f_beta\apc_wheeled_01\data\apc_wheeled_01_adds_smdi.paa";
    uvSource="tex";
};
class Stage6
{
    texture="#(ai,64,64,1)fresnel(4.7,1.2)";
    uvSource="tex";
};
class Stage7
{
    texture="a3\data_f\env_land_co.paa";
    useWorldEnvMap="true";
    uvSource="tex";
    class uvTransform
    {
        aside[]={2,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};

#

@nimble sequoia

#

ik the rvmat works cause of I just set with setObjectMaterial I can see it work

nimble sequoia
#

Does it really make any sense to use the A3 damage rvmat, given that the nohq, smdi and as textures will be for the A3 APC and not yours?

#

I always create custom damage and destruct rvmats for each texture

toxic solar
nimble sequoia
#

I thought it was not working via class Damage mat swapping?

toxic solar
# nimble sequoia I thought it was not working via class Damage mat swapping?

it works if I do a3\armor_f_beta\APC_Wheeled_01\Data\APC_Wheeled_01_adds_damage.rvmat
but does not work if I do PR_UNSC\Viper\data\damage\APC_Wheeled_01_adds_damage.rvmat which is exact copy of a3\armor_f_beta\APC_Wheeled_01\Data\APC_Wheeled_01_adds_damage.rvmat
and if I manually with scripts set tank setObjectMaterial [0,"PR_UNSC\Viper\data\damage\APC_Wheeled_01_adds_damage.rvmat"]; I can see the rvmat working which tells me the rvmat is correctly made, which leave the question of why does the game not like it when I point to an rvmat in my mod

nimble sequoia
#

Oh I see. So it's your custom rvmat that doesn't work.
pboProject set to catch missing files?

toxic solar
#

Like here if I intentionally miss a file it should warn and error out

nimble sequoia
#

Deliberately mis spell the path and check build fails.

toxic solar
#

I did that, it did catch

nimble sequoia
#

Delete temp cache

toxic solar
#

Ok

#

gonna take a hot second

toxic solar
#

Okay its done, ill rebuild now

toxic solar
#

still no dice 😭

toxic solar
#

Okay so I had a friend build the pbo and for him it works, so I gues its a build issue 💀

but after cleaning temp one more time, and reinstalling pbo project it worked sooooooooooooooooooooooo idk 🙂

brazen merlin
#

my ai driver thinks his vehicle is very, very fast, so will break quite early and hard before doing a turn. can anyone give me pointers to where i should look to tweak this behavior? driving a straight line works fine. just curves are weird.

maiden pasture
#

I'm having an issue with a vehicle turret not working according to my model.cfg. Specifically, I can't get the muzzle flash to rotate, or any other custom anims to work. Only the animationsourcebody, animationsourcegun, & selectionfireanim properties. All the animations work fine in bulldozer, and the turret works without any other issue. I just can't seem to figure out what/how to get the config/game to recognize the anims.

winter rain
inland fiber
#

Anyone know why my custom faction isn't working? I've followed this guide exactly, but when I go to my directory there is no folder with my faction class name. When I try to export it only will export a config via text. When I save that as config.cpp and pack with with the arma 3 tools it's full of syntax errors. I'm not a programmer, so I have no idea how to fix it at all.

#

Nvm, ramming my head into the wall eventually got it to make the proper folder. My new issue is that my PBO manager isn't working, when I right click my folder there is no option to pack with PBO

wintry fox
inland fiber
#

I figured some of the vids out there are out of date

#

What should be my destination folder when packing?

wintry fox
#

Wherever you want

inland fiber
#

🤷‍♂️

wintry fox
#

You have a config error, you may get some better info by turning on extended logging

inland fiber
#

Where does the log file go?

#

Oh, the logs button

#

duh

#

I'm not a programmer so tbh I have zero idea what I should be looking for let alone how to fix it

wintry fox
#

Sending the config (if it's not too large) would also help if someone spots the exact issue(s)

inland fiber
#

Gotta go for a bit, if anyone figures something out I would appreciate it.

inland fiber
#

Finally got the PBO to pack properly, but now I know for sure something is wrong with the config. Too bad I am way too uneducated to know what to do to fix it. :)

brazen merlin
#

yes, but it's not very helpful

chilly tulip
#

oh, well

brazen merlin
#

i'm haging over this for the whole weekend already

chilly tulip
#

that's Arma :P

brazen merlin
#

i dont understand the numbers i am supposed to deal with

#

i've tried high and low values in both extremes, but cant tell what makes things better

#

for example // remapping of maxSpeed of vehicle, for fast vehicles we want to lower the used speed wtf doese that even mean. this is an array of 2 values. what is "the used speed"? first or second values? is this a range? only god knows

chilly tulip
#

Whenever I have to fix config I know it's going to be two weeks of original research by trial & error.

brazen merlin
#

yeah, usually

#

then once you are done you think you are invincible, only for it to repeat again next time, lol

inland fiber
#

I know nothing about coding so this is gonna be hell yippee

chilly tulip
#

ok the remap I can take a guess at.

#

I reckon that can be more than two numbers.

#

so you could have {35, 50, 70} and {1, 0.8, 0.6} for example

brazen merlin
#

well, speed is not really an issue anymore. it's the breaking before turns

chilly tulip
#

it'll linearly interpolate between those speeds in the first array to find the value from the second array.

#

Ok, so first, with that remap option, try setting both numbers in remapSpeedScalar to 0.2 and see what it does.

#

make sure you have doRemapSpeed true

brazen merlin
#

no, i'm not touching speed again 😄 took me a day to get it to work well

chilly tulip
#

but that's the effective speed for calculating how to brake for turning?

brazen merlin
#

my guess is that steerAheadSaturation is the problem. but no clue. value seems quite low already. maybe i need to increase it

#

it says // remapping of maxSpeed of vehicle, for fast vehicles we want to lower the used speed where do you get that it is related to breaking for turning

chilly tulip
#

I think that's the whole point of this class

#

"used speed" would be the speed used for the other calculations.

#

If I'm wrong then changing it will do something else. I could be wrong.

brazen merlin
#

well, i tweaked those values to get the ai to drive smooth forward

#

from what i could tell it had no influence on turning

chilly tulip
#

huh, ok

brazen merlin
#

well i have no idea.

#

guess i will look at it again a bit later. for now i need a break

chilly tulip
#

yeah I think you're into the two week trial and error grind here

hearty sandal
brazen merlin
#

the issue is that there is no real explanation for what exactly those values do. like, i dont even know if i am supposed to increase or decrease them for my needs

inland fiber
brazen merlin
#

kinda wish we had better debug tools which show us clearly what the ai is trying to do

#

would make tweaking this crap a lot less running blind

#

oh crap. i did something that improved the situation. i cant remember what it was 😄

#

i think it was related to steerAheadSaturation

pastel fog
# inland fiber Finally got the PBO to pack properly, but now I know for sure something is wrong...

Reading stuff on the bohemia wiki will help, and is pretty much the best source to start from
This is a decent place to start: https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon, and then google and wiki search as needed
The ALiVE orbat creator generated a hemtt style addon, with CBA stuff, so reading the docs for those will help too

Either Mikero's Tools or HEMTT is better for packing than addon builder, since both check for errors during packing
Addon Builder will accept many errors that completely stop the addon from working (like files with duplicated contents, or missing semicolons)

The biggest issue in your configs is the duplication of everything in your files
It looks almost like the ALIVE orbat generator just output stuff to the files twice

cursive talon
#

Question; where is the designator battery lifetime specified or is this not tweakable?

inland fiber
#

I DID IT

inland fiber
crisp wave
#

How can you use a static image for the main menu instead of a mission or video?

hollow cape
#

So I am making a small mod that changes a few parameters I find either unbalanced or illogical. Just as an example: I reduced the capacity of the standard MX mag from 30 to 25. The code works fine and I'm now changing the descriptions and display named to match the new stats. Since this is my first mod I figured the easiest path was to just copy the english text from the appropriate stringtable into the code and then change a few words. However, I have discovered that the formatting (line breaks and such) from the stringtable doesn't work properly when in the config.cpp. Is this fixable in the config or do I now have to learn how to add custom strings?

hollow cape
wintry tartan
#

Is this a config question?

hallow quarry
#

sorry wrong channel

mortal pumice
#

Does anyone know the steps to configure your own 3den attribute control type?
https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes:_Controls#List

I want a button that will execute the expression as normal but then will reset the pressed state. At present im using a tickbox but it stays set to "true" for example so when you open up the properties again the checkbox is still ticked, unticking it fires the expression again.

I guess I could make the expression also reset the value of the checkbox but was looking to learn something.

#

Or is there a hidden button control type thats not listed

molten musk
mortal pumice
#

Thanks for this i'll take a look

pallid sierra
iron valve
#

Sorry to bring up an old thread but I am having this issue as well. Editor placed A.I. tank/AT guns will not fire at threats unless they are within 500 or so meters.
Using Zeus though and placing either AI unit tank/AT gun even beside the editor placed units, will open fire almost immediately at threats at ranges over 1200 meters.
This is all on a dedicated server but even seems running the mission in an MP environment it does the same thing.
I have tried a bunch of mods and some scripting to no avail.
Is this a bug or can it be fixed through scripting?
Happens with mods or no mods.

#

Editor based units, engagement range super short
Zeus placed units if they see you they shoot

novel lava
#

probably isnt the case but whats your DS viewdistance set to?

iron valve
#

makes no difference

novel lava
#

it does

iron valve
#

default or even 7000

#

it doesnt

#

i have tested all this with various settings and it really makes no diffence for the editor placed units.
Zeus placed units will fire at you if they see you at much longer ranges.

novel lava
#

I simply asked what the view distance was, because it does effect AI, they don't engage outside the view distance on a dedicated server.

If you have it set past the distances you're expecting them to engage at then it's not the issue

#

caveat: AI local to the server, if zeus is being used those units are local to the zeus

iron valve
#

well increasing the VD on server through server launcher or even by game logic seems to have no effect on editor placed AI units.

#

Placing a unit through Zeus has no limitations other than them not seeing you

fleet adder
#

the cost of shooting a turret and weapon influences the decision of the AI using it or not. You also have to consider if the AI is actually able to hit them using said turret/weapon. In my case, the aligment of the bore vs my animation made the trajectory fo the bullet skew around 5 degress, so it made them impossible to engage in longer distances

iron valve
#

Very easy to replicate. Place your self in an tank and 2 others at the end of the runway on stratis. Run as a MP mission. you can get to within 400 before the AI will shoot at you.
Drop in a tank through Zeus and they start shooting at you around 1200

#

skill 100% or 50% makes no difference.
I dont seem to recall this happening before in arma 3

#

run it on a dedicated server and same issues

#

Could it be a bug?

#

Again placing unit via Zeus has no limits regardelss of skill level.

fleet adder
#

if you cant make them fire via script at your designated target but do so if the target is closer than or in larger than X distances, its most likely an issue in how the AI calculates the cost of shooting said gun in determined ranges. This has nothing to do with the skill level but how the engine determines is a unit can shoot their weapon or not

iron valve
#

Even using ACE with the ability to modify spotting etc.. Turning those up still has the same result for vehicles placed in the editor. Giving them unlimited ammo has no effect either. Zeus placed units will fire at longer ranges.

fleet adder
iron valve
#

What is the difference between a Zeus placed unit or an editor placed one?

candid hamlet
#

Then How you change view distance in dedicated host. like Armahost?

iron valve
#

dont use armahost. Faster or even TADST.

#

both have option to increase VD.
Again, Zeus placed unit fires at long ranges. Ediot palced unit hardcoded to mission does not. No matetr what settings I use or mods or reveal, they will not shoot at longer ranges.

candid hamlet
iron valve
#

ok so this will be local to said player then?

candid hamlet
iron valve
#

missions are hardcoded to have AI skill at 1

#

accuracy at .4

#

my setting are the same

candid hamlet
#

If you set your view settings to 500 and place units does it change ?

iron valve
#

Does the mission settings not override server settings

#

I dont know. I havent tried setting it that low as I know the AI units will fire at that or under that range

candid hamlet
iron valve
#

i dont have it set to override

candid hamlet
#

I will test it too. really interesting topic

#

also, can you send me you modlist?

iron valve
#

just 3den everything else stock

faint spruce
#

IS there a possibility to give the driver an animated optic, like the gunner with turretInfoType ? I tried to use unitInfoType but the called RscInfoType is not animated

#

I would like the driver to be able to see the current orientation of the vehicle when he switches to optics

hearty sandal
#

I think yes should be possible

shell vessel
#

CUP Mastiff has a camera view that moves left and right as you steer left and right

faint spruce
# hearty sandal I think yes should be possible

I'd like to know how i can't figure out. On my submarines for example the driver has an optic and from this optics he can see the current elevation of the submarine, but all i did is to add driverOpticsModel="\A3\weapons_f_beta\reticle\reticle_SDV_driver"; I have abvsolutely no idea how the driver can see the elevation from a p3d and what is animating the elevation

narrow swallow
faint spruce
narrow swallow
#

Try the properties under plane there

#

They are for UI in plane pilot camera

faint spruce
languid orbit
#

Hello, I am currently making an op for my unit and I have run into a wall, the unit mod I am using does not show up in zeus at all and from what I researched it seems it is a Curator Scope problem, is there any way to make a separate addon for it to patch out the issue? The mod author seems to have abandoned the mod.

hearty sandal
#

your mod would just add patching while original runs at the background

languid orbit
hearty sandal
#

no

#

you just need to know the classnames

#

so your mod would use the original one as dependency through required addons in cfgPatches header

#

then you would write say

class vehicle1
{
myChange = 350;
};

#

this would add/overwrite myChange in the vehicle1 coming from the original mod

#

you dont need all config

#

you just need the classes you want to change and apply only the changes you want to apply

#

nothing extra

languid orbit
#

Alright then, Cheers!

maiden pasture
maiden pasture
#

Nvm. I figured it out.

runic basin
#

Q: What part of a config determines the hit points and/or toughness of an object? There's a building on a map that I want to destroy, but it seems immune to damage, despite it having a damage state in its code. How do I find out how many hit points it has?

#

armor = 20150; looks like what I'm potentially looking for.

#

Yeah, I think I found it; a destroyable building I found has armor = 800;. sweat_smile

novel lava
#

20150 is very high for armor

#

i doubt theres many weapons that could damage that

wheat sluice
#

destrType matters too.

#

Something that's set to DestructNo will be pretty much invulnerable to all damage sources.

chilly tulip
#

Was there a relationship to the object size too, or did I hallucinate that?

wheat sluice
novel lava
#

Two models, using the same hitpoint config set up.
one died in a few hits, other took 15-20
difference was bounding box size

oak beacon
#

Long story short, after hardware failure I needed to reconstruct next version of my mod. On loading reconstructed version I get this message.

What does this mean and how can I fix it?

molten musk
#

Where did you try to add a new version,
Under cfgPatches?

oak beacon
# molten musk Share your content.

Share the content? There's 36 pbos in the mod, and its about 500 meg. The new version is multiple modified pbos

The error appears in both my local version and a test version I published to workshop.

The overall reconstructed/recovered version consists of a couple of pbos I had to retrieve from my previous published version on Workshop (is this related?) plus new pbos or newly modified pbos

grand zinc
languid orbit
#

The system cannot find the drive specified.
File D:\Random dalykai\Lithuanian Army Zeus Fix\addons\Config.cpp, line 49: /cfgVehicles.LT_Infantry: Undefined base class 'rhssaf_soldier_army_para_digital_base'
Config : some input after EndOfFile.
Error reading config file 'D:\Random dalykai\Lithuanian Army Zeus Fix\addons\Config.cpp'
Class destroyed with lock count 1
Press any key to continue . . .

languid orbit
#

managed to fix the issue

#

removed rhssaf_soldier_army_para_digital_base and other base classes

oak beacon
languid orbit
molten musk
languid orbit
#

The issue is seemingly with the way the way the mod is configured so I am currently looking for a way to fix the not showing up in zeus despite all addons enabled

#

ok I just did more digging, it seems the units are missing the scopeCurator and curatorScope settings which could explain why it isnt showing in Zeus

wintry fox
dusk wolf
digital herald
#

Is there a reason Land_Pod_Heli_Transport_04_bench_F does not show up in the zeus menu despite being scope 2?

From what I can tell its something to do with it having just cargo turrets?

I would like to inherit from it but I need it to work in the zeus menu

Nevermind it would seem that because it has no driver or main turret it has no crew and therefore does not show in zeus

wintry tartan
#

Usually CfgPatches not lists it is the cause

wintry fox
#

Basic checks are:

  1. Vehicle is listed in CfgPatches >> units
  2. Crew members' classes are listed in CfgPatches >> units (from the addon where they're defined)
  3. If scopeCurator is defined, it must be 2
#

You should be able to have crewless vehicles show in Zeus

toxic solar
#

sort of audio related, but for say MBT_01_Engine_RPM0_INT_SoundShader there is this huge equation it has for the frequency and volume based on mainly rpm of the tank. the merkava idles at 1400 and red rpms at 3000, but for my tank the values are 1000 to 5000. is there some kind of macro that was used to generate that formula?

toxic solar
#

im talking about this part

frequency = "1.05 * (1 + 0.8 * (((1+0.1*(1 + angVelocity factor[0, 0.5]) *thrust) * ((1-0.9 ) * (speed factor [0, 16.82]) + 0.9  * (rpm factor [1400,    3000])) - 0.2*((abs(speed)) factor [2, 6]) + 0.2*((abs(speed)) factor [0, 4])*((abs(speed)) factor [0, 4]) - 0.3 * (1 - (1 + angVelocity factor[0, 0.5]) *thrust)*((1-0.9 ) * (speed factor [0, 16.82]) + 0.9  * (rpm factor [1400,    3000])) - 0.2*((abs(speed)) factor [2, 6]) + 0.2*((abs(speed)) factor [0, 4])*((abs(speed)) factor [0, 4])) + 0.5*(speed factor[0.3,0]) * ((angVelocity factor[0,0.8]) - (rpm factor [1400,    3000])) - (2400 - 1400)/(3000 - 1400)))";

volume = "engineOn * 1 * 1.2 * (((1+0.1*(1 + angVelocity factor[0, 0.5]) *thrust) * ((1-0.9 ) * (speed factor [0, 16.82]) + 0.9  * (rpm factor [1400,    3000])) - 0.2*((abs(speed)) factor [2, 6]) + 0.2*((abs(speed)) factor [0, 4])*((abs(speed)) factor [0, 4]) - 0.3 * (1 - (1 + angVelocity factor[0, 0.5]) *thrust)*((1-0.9 ) * (speed factor [0, 16.82]) + 0.9  * (rpm factor [1400,    3000])) - 0.2*((abs(speed)) factor [2, 6]) + 0.2*((abs(speed)) factor [0, 4])*((abs(speed)) factor [0, 4])) + 0.5*(speed factor[0.3,0]) * ((angVelocity factor[0,0.8]) - (rpm factor [1400,    3000])) factor[(2200 - 1400)/(3000 - 1400) + (((2400 - 1400)/(3000 - 1400) - (2200 - 1400)/(3000 - 1400)) - (1.2 * ((2400 - 1400)/(3000 - 1400) - (2200 - 1400)/(3000 - 1400))))/2, (2400 - 1400)/(3000 - 1400) - (((2400 - 1400)/(3000 - 1400) - (2200 - 1400)/(3000 - 1400)) - (1.2 * ((2400 - 1400)/(3000 - 1400) - (2200 - 1400)/(3000 - 1400))))/2]) * (((1+0.1*(1 + angVelocity factor[0, 0.5]) *thrust) * ((1-0.9 ) * (speed factor [0, 16.82]) + 0.9  * (rpm factor [1400,    3000])) - 0.2*((abs(speed)) factor [2, 6]) + 0.2*((abs(speed)) factor [0, 4])*((abs(speed)) factor [0, 4]) - 0.3 * (1 - (1 + angVelocity factor[0, 0.5]) *thrust)*((1-0.9 ) * (speed factor [0, 16.82]) + 0.9  * (rpm factor [1400,    3000])) - 0.2*((abs(speed)) factor [2, 6]) + 0.2*((abs(speed)) factor [0, 4])*((abs(speed)) factor [0, 4])) + 0.5*(speed factor[0.3,0]) * ((angVelocity factor[0,0.8]) - (rpm factor [1400,    3000])) factor [(2600 - 1400)/(3000 - 1400) - (((2600 - 1400)/(3000 - 1400) - (2400 - 1400)/(3000 - 1400)) - (1.2 * ((2600 - 1400)/(3000 - 1400) - (2400 - 1400)/(3000 - 1400))))/2, (2400 - 1400)/(3000 - 1400) + (((2600 - 1400)/(3000 - 1400) - (2400 - 1400)/(3000 - 1400)) - (1.2 * ((2600 - 1400)/(3000 - 1400) - (2400 - 1400)/(3000 - 1400))))/2])";
``` where its like yeah anywhere thats 1400 I replace with 1000 and 3000 with 5000, but why is other values like 2600,2400,2200 used
chilly tulip
#

holy fucking shit

#

ok that's not impossible to reverse engineer :P

wintry tartan
#

It seems they used a very strange software to generate it

chilly tulip
#

It's just recursive macros I think.

#

This is one unit, I think:
((1-0.9 ) * (speed factor [0, 16.82]) + 0.9 * (rpm factor [1400, 3000]))

#

So you give that a name and reduce it further until it makes sense.

novel lava
#

yeah its just a bunch of macros, laxemann did similar with the vehicle sounds for spearhead

cold terrace
#

Hey guys, I'm having a hard time with a config for an Optic I'm making. I did what samples shows but my Optic is not shown (even no errors are shown lol!) so I don't know what is wrong but pretty sure it's about the config

#

for some reason I cant share my config with a simple text here in discord

#

I'm trying to make a 2D optic like MOS so I'm kinda confused since samples has 3d optic test

brazen merlin
#

did you add it to the attachment lists

#

they need to be in the compatibleItems class

#

CowsSlot_Rail etc

wheat sluice
#

Also, in the future you should avoid overriding arrays if you intend on adding things to an existing class that relies on arrays.
The += (append) operator should always be used for these cases.
https://community.bistudio.com/wiki/Operators#Config_Operators

e.g This:

    compatibleItems[] =
    {
        "fbg_optic_exscope"
    };

...should be like this:

    compatibleItems[] +=
    {
        "fbg_optic_exscope"
    };

The only exception is if you explicitly want to override the array's elements.

fleet adder
#

Appending doesnt seem to work in a lot of config arrays though 😦

#

Config wise, while inheriting from something in DLCs that come as data packages (marksman, tanks, apex, etc), what would make the inherited object require DLC / have the DLC popup?

Is it the classname as a whole itself?
Would using components of DLC items, for example, sound, using their path in config still make them require such DLC / have the DLC popup?

wintry tartan
#

P3D itself causes it

fleet adder
#

thank you Polpox

wintry fox
fleet adder
#

is that stated somewhere in the wiki?
If not it should probably be added.

wintry fox
toxic solar
#

we love RHS

mossy scaffold
#

Napf...?

sullen fulcrum
#

A map from A2

shell vessel
#

i am trying to change some parameters of a helmet from another mod, with this config i am getting the issue in the picture, what am i doing wrong?

wheat sluice
#

Please post the full config in a pastebin or something. It's kinda hard to help you if you're only posting screenies that show the config out of context.

But from a glance at those screenies, you've already messed up the class inheritance. Rev_One is not inheriting from anything, so you just created a blank class that has a bunch of ACE3 tokens in it and a half-completed ItemInfo property.
You most likely have not set up your CfgPatches properly either.

shell vessel
#

do i need to match inheritance if i am only editing existing classnames?

wheat sluice
#

Yes. It has to be exactly the same as the original config.

#

Unless you intend on overriding the parent class (e.g. completely changing a tank class into a plane class), inheritance always needs to be same as the original mod's config.

#

This is how the inheritance should look like in your replacement config:

    class myunitmod_headgear_base;
    class myunitmod_headgear_modvirtushelmet_base: myunitmod_headgear_base
    {
        class ItemInfo;
    };
    class Rev_One: myunitmod_headgear_modvirtushelmet_base
    {
        class ItemInfo: ItemInfo
        {
        };
    };

However, your replacement config for the Rev_One class doesn't seem to have anything different from the original mod's class. The ACE3 tokens are already present in the original config and the protective properties/weight/inventory stats are the same as well.

shell vessel
#

the 'myunitmod_' classnames arent the original classnames, they are new base classnames i wanted to assign to the stuff i was changing before i realized you cant change an existing classnames parent class (take a shot every time i said the c word in this msg)

wheat sluice
shell vessel
#

yes

#

this is the original config

wheat sluice
#

Not sure why the original mod has B_Soldier_F and B_Soldier_base_F as global classes...they're CfgVehicles classes. notlikemeow
Oh dear...this doesn't look good already. I'll take a look at the original config.

wheat sluice
#

Ok, the original modmaker must've been completely munted when they were creating the config. Unfortunately, there's only so much that you can fix through a replacement config since the original author is a knobhead, but this should get the Rev_One class working again:

class CfgWeapons
{
    class HeadgearItem;
    class ItemCore;
    class Rev_One: ItemCore
    {
        ace_hearing_protection = 0;
        ace_hearing_lowerVolume = 0;
        ace_hearing_hasEHP = 0;
        picture = "\MOD2_V\Drip_logo.paa";
        class ItemInfo: HeadgearItem
        {
            mass = 30;
            class HitpointsProtectionInfo
            {
                delete HeadgearItem;
                class Head
                {
                    hitpointName = "HitHead";
                    armor = 10;
                    passThrough = 0.6;
                };
            };
        };
    };
};

The delete is used to get rid of the nonsensical class that the author put in there for whatever reason. 🤦‍♂️
As for the other classes, I have no idea about them (the Virtus_ classes) since the original mod doesn't seem to have those classnames anywhere. They seem to be from a different mod altogether?

shell vessel
#

another quick question, does the 'allowedSlots' parameter go into the class itself or under 'ItemInfo'?

wheat sluice
#

Under ItemInfo.

#

However, you do not need to type out this token again in your config because it automatically inherits it from the HeadgearItem superclass.

#

As far as I can see, the original modmaker did not override this with different values so your config will automatically inherit it by default.

indigo sinew
#

Hello, I'm trying to make a custom Civilian faction, but the game keeps putting it on Blufor, even though I have side = 3 . Any ideas?

wheat sluice
indigo sinew
tacit zealot
#

Is there any documentation for how a world subclass class ReplaceObjects works? Can it be used to brute-force remove certain map objects by replacing them with an empty model?

tacit zealot
#

Google shows me nothing except a mention on OFPEC that this technique was indeed used back in the OFP days, and ChatGPT gives me this classname/parameter combo which leaves me asking more questions than I had before...

wintry fox
#

You shouldn't use ChatGPT, period

tacit zealot
#

I'm not using it to write my code, but sometimes it can help point me to the right wiki pages.
The point of including that was that literally no documentation exists online except a "yeah it was used before 👍"

chilly tulip
#

Well, ChatGPT doesn't tell you that. ChatGPT will happily invent SQF commands and config parameters.

novel lava
#

this - ai very rarely says 'i dont know what that is' it just makes it up

#

to my knowledge the only use of that is for the christmas tree easter egg

tacit zealot
chilly tulip
#

The CfgWorlds reference doesn't mention it. Which doesn't mean that it doesn't exist, but unless someone used it in a mod somewhere then it's basically lost information.

#

You could try asking ChatGPT for a mod that uses ReplaceObjects, and then when it tells you something that's provably wrong you can give up :P

tacit zealot
novel lava
#

its not done via an update its some ancient opf era code iirc

#

im pretty sure thats what it is though

chilly tulip
#

maybe the parameter only works on Christmas :P

tacit zealot
#

Welp I'm going to be digging through my Enoch PBO for a while...

novel lava
#

so probably not related to the xmas tree nvm

#

but is some old crap that may or may not work anymore (if it ever worked)

#

by the sounds of it, if it does work, it's not gonna work unless you're binarizing your own terrain

tacit zealot
#

I'm trying it in plain old unbinarized config right now, but I'm iffy on if it will work. I've also tried checking the mod "Interiors for CUP" but it seems to do replacements in a heavily scripted way.

#

For future reference, I can confidently say neither of these attempts at using class ReplaceObjects worked
Did not work even with center = 1 param added alongside replace and with[]

hard tree
#

i can't find wiki info about how to set weapon attachments on units in CfgVehicles

#

can anyone point me in the right direction

pallid sierra
#

you mean under linkedItems[] = {};?

chilly tulip
#

I think the idea is that you give them a subclass weapon that has attachments defined.

#

hence CfgVehicles is the wrong place to look.

wheat sluice
# hard tree can anyone point me in the right direction

You don't define attachments like that in CfgVehicles. You need scripting commands like https://community.bistudio.com/wiki/addPrimaryWeaponItem and https://community.bistudio.com/wiki/addSecondaryWeaponItem to do it.

The proper way to go about it is to define the attachments in CfgWeapons:

  • You create a custom (and hidden) sub-variant of the weapon that has preset attachments defined. Then you add this to the unit's weapons[] array in CfgVehicles:
    class parentClassForMyCustomWeapon;
    class myCustomWeaponWithPreattachedAccessories: parentClassForMyCustomWeapon
    {
        author = "Sto";
        scope = 1;
        class LinkedItems
        {
            class LinkedItemsOptic
            {
                slot = "CowsSlot";
                item = "myCustomOpticsAttachment";
            };
            class LinkedItemsAcc
            {
                slot = "PointerSlot";
                item = "myCustomLaserPointerAttachment";
            };
        };
    };
  • You set LinkedItems directly in the weapon class itself. Some vanilla weapons like the MX SW, Navid, and SPMG are good examples of this as they have always non-integral bipods attached by default. But you can also define this for optics, muzzle, and side slot attachments too:
    class superclassForMyCustomWeapon;
    class parentClassForMyCustomWeapon: superclassForMyCustomWeapon
    {
        baseWeapon = "parentClassForMyCustomWeapon";
        class LinkedItems
        {
            class LinkedItemsUnder
            {
                slot = "UnderBarrelSlot";
                item = "myCustomBipodAttachment";
            };
        };
    };
toxic solar
#

I dont quite understand explosionAngle, if I have explosionAngle=90 what would that mean? oddly enough nothing on wiki page 😦

novel lava
#

it only works with mines but it allows you to change the radius of the explosion

#

radius.. . angle? i guess, basically change it to be a cone

#

old extremely scientific testing for the canister shot 37mm in spearhead that uses it

chilly tulip
#

Is the data value there more like 60 or 30? The ambiguity is in whether it's the half-angle or not.

novel lava
#

iirc that's 30

#

vanilla example is the claymore (or whatever vanilla calls it) but I think its 90 degrees

#

obviously this doesnt exist in a vacuum tho, you need:

        explosionPos = "explosionPos";
        explosionDir = "explosionDir";

too, probably. see: DirectionalBombBase

novel lava
toxic solar
novel lava
#

submunition that deploys a mine and detonates it

toxic solar
hearty sandal
#

I do like the workaround

novel lava
#

well the canister shot is like, 200+ projectiles or something in reality

#

and I didn't want to annhilate arma by spawning that many, and I feel like reducing it to a more sane number reduces the effectiveness too much

#

I considered a hybrid approach (low number of actual projectiles, plus low(er) damage explosion aoe)

hearty sandal
#

Makes sense

#

Area saturation weapons could have their own sim type really.

novel lava
#

yeah I think the main thing missing is like, the audio and particle effect feedback

#

I tried to get some of it but its hard to beat actual projectiles flying

hearty sandal
#

Yeah

#

To get nice effects you still need to raycast them

#

But that is still less straining than purely simming 200 projectiles

atomic yoke
#

I'm trying to change the Ghosthawk to an Independant faction but I'm having a bit of trouble. The retexture is working just fine, it's putting the correct crew on board but it keeps putting it in Blufor no matter what I do. It essentially copies my faction with only the air assets. Anybody got any ideas? I'm guessing it's inheriting it from the base Ghosthawk but I have no idea how to change that.

toxic solar
novel lava
nimble sequoia
toxic solar
hearty sandal
wicked oar
#

Can anyone tell me why I keep giving orders to my AI squad to dismount the vehicle when I am not actually telling them to disembark?

hearty sandal
summer fulcrum
#

Ok so I found the root of the problem, aif_NapfObjects.pbo seems to have an error in it but I know nothing about object configs and effects. There was a fix out for it on the download page for the a2map but it seems that link is down so guess I will have to try and fix it again as I am sure the file is almost impossible to find. I will link a pastebin of the file if anyone is able to help much appriciated. http://pastebin.com/viPiw10b

#

Error displayed when starting the game is "error message:
bin/config.bin/CfgVehicles/Church_Small_F/DestructionEffects/Smoke1Med/: Cannot find base class 'Smoke1Med'" I can't find any other logs pertaining to it. If you need me to do anything to help with the issue getting resolved just ask. The game will not start with this addon loaded, it immediately crashes and doesn't show an rpt log for anything.

wicked oar
hearty sandal
#

when you post your question on the other channel do add bit more info like what you play, what mods you got

wet pike
#

I may be blind - is there a wiki entry for how to set up Field Manual entries for assets, i.e. weapons, vehicles, etc?

wheat sluice
#

AFAIK no. Fortunately, CfgHints is pretty easy to understand just by reading through BI's vanilla entries so BIKI isn't needed here (although it'd be nice if someone made an article for it).

strange locust
frozen bluff
#

I think this is a config issue, but a player reported for my helicopter that he can't (and I checked too) drag an AI unit into the Co-Pilot seat of it. I did check that the proxy is there, the proxy is correct and eveyrhing but it doesn't allow for a unit to be dragged into the slot for some reason.

nimble sequoia
frozen bluff
#

Yes I can get inside as a human player, it works as intended, but not for AI apparently for that slot

nimble sequoia
#

How many seats does the heli have?

frozen bluff
#

As for other people this is in the Editor, not MP

#

Four slots

#

Three can be used that way

nimble sequoia
#

When you drag a group of 4 AI onto it, how many get in?

frozen bluff
#

Three

#

The config entry matches the others, and it apparently works fine

nimble sequoia
#

Pilot and 2 cargo passengers - are the rear seats cargo or turrets?

frozen bluff
#

No, this is the Co-Pilot seat

nimble sequoia
#

I'm asking what the rear seats are

frozen bluff
#

Gunner slots, M2 and M134

nimble sequoia
#

Is the copilot seat set-up as a turret?>

frozen bluff
#

Yes, it has a FLIR system

nimble sequoia
#

So to summarise, you have a pilot and 3 turrets

frozen bluff
#

Correct

nimble sequoia
#

What do you have for transportSoldier?

frozen bluff
#

Good question, lemme check

#

0

#

transportSoldier=0;

#

Should I just remove that stuff?

nimble sequoia
#

What do you have in each of the 3 turrets for ?
primaryGunner primaryObserver commanding

nimble sequoia
frozen bluff
#

M134 has PrimaryGunner as 1, that may be the issue, as the M2 is 0, the CoPilot is 1

nimble sequoia
#

Yep, you can only have 1 turret with primaryGunner 1

frozen bluff
#

So some sort of glitch then?

nimble sequoia
#

No, just bad config 😉

frozen bluff
#

Haha true, thanks man.

nimble sequoia
#

Try that, see if it helps. I'd guess it's 50/50 chance

#

Also make sure each turret has it's own memory points for memoryPointsGetInGunner memoryPointsGetInGunnerDir

frozen bluff
#

Yeah it does, that was the issue, thanks

rugged flame
#

Hi, I have a question, I am trying to create a module with a curatorInfoType, but why does it open for all players when I am in multiplayer?

class CfgVehicles {
    class Module_F;
    class CVAR(LaatAirDrop) : Module_F {
        displayName = CSTRING(LaatAirDrop);
        author = AUTHOR;
        scope = 1;
        scopeCurator = 2;
        CATEGORY_MODULES;
        icon = QPATHTOEF(zeus,data\logo_ca.paa);
        function = QSUBFUNC(init);
        curatorInfoType = "RscLaatAirDrop";
        functionPriority = 1;
        isGlobal = 1;
        isTriggerActivated = TRUE;
        isDisposable = TRUE;
        is3DEN = FALSE;
        canSetArea = FALSE;
        canSetAreaShape = FALSE;
        canSetAreaHeight = FALSE;
    };
};

my init fnc :

params [
    ["_logic", objNull, [objNull]],        // Argument 0 is module logic
    ["_units", [], [[]]],                // Argument 1 is a list of affected units (affected by value selected in the 'class Units' argument))
    ["_activated", true, [true]]        // True when the module was activated, false when it is deactivated (i.e., synced triggers are no longer active)
];

TRACE_1("ar_zeus_laatAirDrop_fnc_init",_this);

uiNamespace setVariable [QGVAR(laatAirDropModule), _logic];

private _display = uiNamespace getVariable [QGVAR(RscLaatAirDrop), displayNull];

if (isNull _display) exitWith {
    WARNING("ar_zeus_laatAirDrop_fnc_init: Display not found in uiNamespace");
    createDialog "RscLaatAirDrop";
};
pallid sierra
#

Because you have the isGlobal tag > 0

wintry fox
#

0 = server only, 1 = global, 2 = global w/ JIP

rugged flame
#

ok I thought that the server was like a remoteexec 2

#

It's not a big deal, I will redo my scripts with remoteexec.

#

thx u

wintry fox
#

Because the module will be local to the Zeus who places it

#
params ["_logic"];

if (!local _logic) exitWith {};

createDialog "...";
royal minnow
#

(I insert myself in the discussion because with both work together on the same mod)

If I remember correctly he did try this already the module didn’t work at all. Nothing was loading.

rugged flame
toxic solar
#

does class UserActions support holding down the action? like the base game healing action where u have to hold space or something for like 5 seconds

rugged flame
toxic solar
finite bronze
#

just generally wondering something I can't find online. What in the config determines if a weapon comes out of the turrets memoryPointGun or the turrets gunBeg/gunEng memory points?

#

I've always just inherited my Coax guns from Vanilla MG so it always just worked but I can't see any memory point signifier in their inheritence.

hearty sandal
#

shell and grenade I think come out of gunbeg/end
bullets from memorypointGun

#

memorypointgun can also be array of points for multiple barrels

#

gunbeg/end still defines the direction of the barrel I think even for memorypointgun

finite bronze
#

Ahh, so if it has a shell simulation it comes from Gunbeg. but bulletsim, it comes from memorypoint gun. interesting. It has always just worked for me because I always just had cannon come out of cannon and bullet come out of bullet. XD

hearty sandal
#

😄

hearty sandal
#

for thousands of rounds that would be a bit tedious but it could be MACROed

finite bronze
#

I was just curious how the game magically knew my bullets were to come out the correct place, and now I know.

finite bronze
novel lava
#

most of that description is untrue now, its just the memorypoints part

#

although iirc this only works for shotbullet weapons so you can have two of them in a turret while using different memorypoint sets

torpid aurora
#

Is there a noticable impact on anything when splitting up a mod into say 15 config.cpp files as opposed to 3?
I am editing one specific value across various vehicles, and every so often the modmakers like to spice it up by altering the inheritance. I could just copy the entire tree for each baseclass into its seperate cpp to avoid having to check if it clashes every single time.

hearty sandal
#

you can however use includes with hpp

#

if you want to organize config into separate files

torpid aurora
#

True, issue with that is if I have one class that defines NewTurret in LandVehicles and another one that defines it in Land they will end up clashing again

hearty sandal
#

vanilla classes should not be touched like that

torpid aurora
#

Which is exactly why Im a big fan of just copying this for every Vehicle so I can be sure im not defining something somewhere where it ought not to be and the game cries. Thanks for the info :3

hearty sandal
#

those could be vanilla definitions too Id suppose. but dont know for sure

torpid aurora
#

They are. Advanced Developer Tools shows me exactly where it inherits from and lets me copy the entire tree. Works like a charm.

severe marlin
#

Guys
I'm trying to find the vanilla uniform in config but I can't find it

#

I mean the vanilla suitpack

wheat sluice
#

They're in characters_f.pbo. Just look under the \a3\characters_f\common\suitpacks folder:

suitpack_blufor_diver.p3d
suitpack_blufor_pilot.p3d
suitpack_blufor_soldier.p3d
suitpack_civilian_f.p3d
suitpack_driver_f.p3d
suitpack_original_f.p3d
suitpack_universal_f.p3d
severe marlin
#

But about hiddenselection

#

I gave one of them a texture but still was invisible in game

wheat sluice
#

Did you enter the filepath correctly? Did you get an error warning about a wrong texture path?

wheat sluice
#

Show your config.

severe marlin
#

It needs to have hidden selection?

wheat sluice
#

The vanilla suitpacks all use the same selection name (camo).

wintry tartan
#

The point is we don't know what is your need nor your exact issue

severe marlin
#

It's fine if i use the nato suitpack model for independence uniform?

wheat sluice
#

Yes.

severe marlin
#

Good

wheat sluice
#

It might look slightly off since the UV won't be a 1:1 match with the actual texture used by the uniform. But in the majority of cases you can interchangeably use the suitpacks.

severe marlin
wheat sluice
#

IMO you should consider using a procedural texture for the suitpack:
https://community.bistudio.com/wiki/Procedural_Textures
It's not a huge deal if you don't use it since suitpacks hardly eat up that much memory. But it's a tiny optimisation, and you're using a solid colour anyway, so it's an ideal use case for a procedural texture.

wheat sluice
#

See the linked article. The engine generates a texture for you; in this case, just a solid colour.

severe marlin
wheat sluice
#

You just replace the filepath to your texture with a string to tell the engine to generate the texture instead:

hiddenSelectionsTextures[] = 
{
    "#(argb,8,8,3)color(0.5,0.5,0.5,1.0,CO)"
};

Like I said, no biggie if you don't use it. This just sounds like a good use case for it.

wheat sluice
#

Yep.

severe marlin
wheat sluice
#

Yes.

#
hiddenSelections[] = 
{
    "camo"
};
hiddenSelectionsTextures[] = 
{
    "#(argb,8,8,3)color(0.5,0.5,0.5,1.0,CO)"
};
severe marlin
#

So what's the difference between them?

wheat sluice
#

The engine generates the texture for you instead of pulling a texture from your mod. Saves a little bit of video memory.

severe marlin
#

Hmmm

wheat sluice
severe marlin
#

still wont work

#

its invisible

wheat sluice
#

Your model path is not correct. The full path is:
\a3\characters_f\common\suitpacks\suitpack_blufor_soldier.p3d
...and not:
\a3\characters_f\common\suitpack_blufor_soldier.p3d

#

You're missing the \suitpacks\ part of the filepath.

severe marlin
#

Ah ok

wheat sluice
#

...are you sure you have errors enabled? The engine should have warned you about a missing model.

severe marlin
wheat sluice
severe marlin
#

So it's letter O?

wheat sluice
#

Yes.

severe marlin
#

Big?

wheat sluice
#

Yes.

severe marlin
#

But with vanilla texture

#

I gave it my file path but still...

wheat sluice
#

Curious...seems like this is an issue with these three suitpack models:
suitpack_blufor_diver.p3d
suitpack_blufor_pilot.p3d
suitpack_blufor_soldier.p3d
I can only assume that BI didn't assign the camo selection properly to its resolution LODs.

Don't use suitpack_blufor_soldier.p3d. Change the model to suitpack_universal_f.p3d instead and it should work fine.

#

suitpack_civilian_f.p3d, suitpack_driver_f.p3d, and suitpack_original_f.p3d work fine as well.

severe marlin
#

But thing is it's used my texture

#

Instead of using the solid white I gave

wheat sluice
#

Make sure you're using the exact same string that I wrote:

"#(argb,8,8,3)color(0.5,0.5,0.5,1.0,CO)"
#

Remember that it's CO and not C0.

severe marlin
#

This even better

severe marlin
#

It works

#

I added it for 90 uniforms it works good
I try to add it for more uniforms later or tomorrow

mortal dove
#

The ammo for the wipeout (Gatling_30mm) appears to be the source of the muzzle being shifted (backwards force/sideways force); I've looked into it, but I still don't know what the actual config source is doing it, can anyone point me to it?

I'd like to replicate it the shifting effect for a similar weapon.

wheat sluice
#

It's a CfgMagazines thing by the way, not CfgAmmo.

mortal dove
wheat sluice
#

Are you sure you're not confusing it with the various camera effects that the ammo applies? (FX like CamShakePlayerFire and CamShakeFire)

#

Gatling_30mm_HE_Plane_CAS_01_F just inherits from the BulletBase superclass. There's nothing special in BulletBase that would affect the recoil force of the weapon's muzzle.

fast sigil
#

what config parameter determines mass in inventory?, i may be blind but cant seem to find it

wintry fox
marsh oxide
#

Hey, does anyone know how Firewill manages to use such high values for bombs — like hit = 15000, indirectHit = 7000, indirectHitRange = 45 — and still not instantly destroy every tank within range? Instead, it seems to cause gradual or scaled damage based on how close the explosion is.

wheat sluice
# marsh oxide Hey, does anyone know how Firewill manages to use such high values for bombs — l...

There's nothing special with it. Tanks and most armoured fighting vehicles have very high resistance to explosive damage (explosionShielding) for their component hitpoints + large global health pools (armor) so they take only 20% damage. Couple this with the armorComponent system and further damage reductions from hitpoint simulation and this gets cut down even more.

But if you land multiple direct hits, the tanks will get blown up by the splash damage since the indirectHit values are so high.
https://i.imgur.com/1ytzK4Z.png
For vehicles outside of the primary (ground zero) and secondary blast zones (<66% AOE), they will still take heavy damage to every other component but the hull hitpoint mostly remains intact.
https://i.imgur.com/BOapDgT.png

#

TBH why Firewill decided to set damage values like this is plain silly. A HE-Frag rocket ain't going to be scratching a tank lmao, let alone blow it up with a direct hit.

marsh oxide
#

Firewill uses Bo_GBU12_LGB as the base class, and I did the same.

#

Even though it has the same values, my bomb ends up being way more overpowered lol

wheat sluice
#

Cannot replicate. I changed the vanilla LOM-250G (Bomb_03_F) to use the same values as Firewill's KAB-500L (FIR_KAB500L).
https://i.imgur.com/TdLgboR.png
Config used:

class CfgAmmo
{    
    class ammo_Bomb_LaserGuidedBase;
    class Bomb_03_F: ammo_Bomb_LaserGuidedBase
    {
        hit = 15000;
        indirectHit = 7500;
        indirectHitRange = 45;
    };
};

Same results as Firewill's bombs. First bomb drop disables the tank and deals heavy damage in the direct blast zone but they do not instantly blow up. Only a second and third bomb drop blows up the tanks and forces all other tanks outside of the primary/secondary blast zones to get critical damage too (you can see the crews ejecting).
https://i.imgur.com/1mgCGvd.jpeg

#

You have some other damage-related mod in the background perhaps?

marsh oxide
# wheat sluice You have some other damage-related mod in the background perhaps?

I tested with both Vanilla and RHS tanks. Firewill's bomb and my bomb deal progressive damage to Vanilla tanks, but they instantly destroy all RHS tanks. Then I loaded the ACE3 mod — Firewill's bomb deals progressive damage to both Vanilla and RHS tanks, but mine completely destroys all of them. So I think I need to make my bomb compatible with ACE3 (?).

wheat sluice
#

Probably. And it could also be something to do with the hitpoints on RHS tanks. Perhaps their explosionShielding coefficients are a lot higher so they're more vulnerable to explosive damage.

mortal pumice
#

Probs a question for a dev, but what defines a medkit or toolkit as only being usable by a medic or engineer

#

I know that type = 401 is FAK's type = 619 is a medkit

And I know that medics have attendant = 1 which allows the unit to use medkits

#

But I can't find where the link is made, like a function to allow healing or something with an if statement looking for if a unit has attendant = 1 they can use a medkit

mortal pumice
#

Ah I thought that may be the case

#

Was just going mad looking for the link haha

hearty sandal
#

same with the engineer

mortal pumice
#

Thanks for the Info 🙂

outer wyvern
#

Hi, I created my own faction based on 3CB, RHS and when I load the game and click on a unit for the first time I get this error do you know what to do?

class CfgFactionClasses
{
    class RR_SVG_Faction
    {
        displayName="[44RR] - Separatist Vanguard Group";
        author="Comunista_CZ, Mars_Seth";
        icon="RR_SVG_F\Textures\Icons\RR_SVG_Icon.paa";
        priority=2;
        side=0;
    };
};
class CfgPatches
{
    class RR_SVG_F
    {
        author="Comunista_CZ";
        requiredVersion=1.9;
        requiredAddons[]=
        {
            "A3_Characters_F",
            "A3_Weapons_F",
            "A3_Weapons_F_Mark",
            "A3_Soft_F_Enoch",
            "rhs_c_troops",
            "rhs_c_weapons",
            "Universal_Uniforms",
            "A3_Soft_F_Orange"
        };
        units[]=
        {
            "RR_SVG_FRifleman1",
            "RR_SVG_FMedic",
            "RR_SVG_FRifleman2",
            "RR_SVG_FMG",
            "RR_SVG_FAT",
            "RR_SVG_FMarksman",
            "RR_SVG_FOfficer",
            "RR_SVG_FSL",
            "RR_SVG_FMiguel_SVG",
            "RR_SVG_FJavier_SVG"
        };
        weapons[] = {};
    };
};

I think I got the requiredAddons right. Thanks for any help.

molten musk
#

Just leave weapons empty {}

outer wyvern
#
class CfgPatches
{
    class RR_SVG_F
    {
        author="Comunista_CZ";
        requiredVersion=1.9;
        requiredAddons[]=
        {
            "A3_Characters_F",
            "A3_Weapons_F",
            "A3_Weapons_F_Mark",
            "A3_Soft_F_Enoch",
            "rhs_c_troops",
            "rhs_c_weapons",
            "Universal_Uniforms",
            "A3_Soft_F_Orange"
        };
        units[]=
        {
            "RR_SVG_FRifleman1",
            "RR_SVG_FMedic",
            "RR_SVG_FRifleman2",
            "RR_SVG_FMG",
            "RR_SVG_FAT",
            "RR_SVG_FMarksman",
            "RR_SVG_FOfficer",
            "RR_SVG_FSL",
            "RR_SVG_FMiguel_SVG",
            "RR_SVG_FJavier_SVG"
        };
        weapons[] = {};
    };
};
#

I left it blank like this and the error still occurs

hearty sandal
outer wyvern
#

Sorry it would be too long and sqfbin doesn't work anymore

hearty sandal
#

you can aslo find easier single "loadorder" requiredaddon from the pins

outer wyvern
#

Full config

#

Okay, I already found a bug I left the "", field blank instead of the secondary gun for some units which led to this error.

hearty sandal
#

right makes sense

#

how you read the errors like this

#

so it was trying to find "" empty thing in cfgWeapons

sullen fulcrum
#

I have a question. I've set up Quiksilver invade and annex on my dedicated server. Everything works for the most part, however, I'm trying to access the debug console and I've input my steam ID and restarted the server but I'm not seeing the debug console. I apologize if this is the wrong channel for this.

hearty sandal
sullen fulcrum
#

I don’t have any mods, it’s the very base mission with no mods

covert pond
#

Anyone a clue why my mod is suddenly coming up with this error in the console? Previous updates didnt have the issue, I didnt even touch the paths or file names.

severe marlin
hearty sandal
hearty sandal
#

oh I totally misread that and thought its for the units webpage 🤣 😵‍💫

devout venture
#

Hey guys, does anyone have any clue about what config error could caue a gun not to consume ammo when firing? Its a bolt action gun which uses CBA for the rechamber animation. I tried removing the cba event but the gun still doesnt consume ammo when firing. What else could it be, some error in the fire mode config?

#

Update: Config somehow breaks the entire "Single" fire mode, causing every weapon on single to have infinte ammo lmao
Edit: Someone managed to break the entire Mode_SemiAuto firemode but i fixed it hahahahaha

wintry fox
#

What was the issue?

devout venture
# wintry fox What was the issue?

They overrode the entire Mode_SemiAuto class which every weapon mode inherits from and they also wrongly mentioned it under CfgWeapons instead of the main config

wintry fox
#

Interesting that caused ammo consumption to break

devout venture
spare vortex
#

does anyone have a way to overwrite the holdAction for the CWR3 flags? i want to be able to change the flag from the Ukrainian one to another texture of my choosing?

#

FYI, when i dug around the config, apparently this is what's in its EventHandler:

init = 
"
    _flagPole = _this select 0;
    _flagPole setFlagTexture '\cwr3\general\cwr3_flags\data\china.paa';
    [_flagPole,'\cwr3\general\cwr3_flags\data\ukraine.paa'] spawn CWR3_fnc_allowChangeFlag;
";
#

problem is, i cannot seem to access CWR3_fnc_allowChangeFlag from the init field

vagrant basin
severe marlin
wintry fox
#

Wiki says 455x256, so that's what most use

Main reasoning is probably that a lot of previews will be loaded, so lower resolution is better for vram

severe marlin
#

It won't work anyways