#arma3_config
1 messages · Page 50 of 1
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.
frame rate

Uhm, how do I then align a longer (19 seconds) reload sound with the reload time?
Or am I just cooked?
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
Thanks for the clarification
How do i set the amount of stamina of a custom character ? How do i define how much stamina drains each action ?
is this for vehicle weapon?
yes
you could maybe tie smaller sound segments to specific animation classes maybe
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.
Out of curiosity, is there a way to get around naming the model file name the same for ruins as the classname?
from the WIKI
"Note that the p3d name, and this class name, must match"
https://community.bistudio.com/wiki/Building_Configs
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)
Hmmm so this it it. Thank you very much, i'll take a deeper look into this class
As I understand it, its referring to terrain object connection by Land_ prefix to config so myBuilding.p3d connects to config by class land_myBuilding
or as the "custom rubble" entity myRubble.p3d -> land_Myrubble or if it was any_ruins.p3d it would be land_any_ruins
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
Yeah that’s how I’ve found it to work, at the end of the day I need to make separate p3ds for camo variants anyway so it’s not so bad, I just didn’t want to name it the same as the classname haha
Is there a tag I can put to stop my mod from automatically listing itself as a dependency in a mission?
addonRootClass in CfgPatches, you'd need to set it to the same addon as whatever class(es) you're modifying
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";
};
};
Question for more experienced modders
What are the main differences between PBOProject and HEMTT? Is one better than the other?
PBO Project will modify your code a lot, like replacing "true" with 1, which can cause a lot of issues with things
HEMTT is a lot newer and gets a lot more new features. Such as automatically compiling SQF files, pulling command data from the wiki to validate SQF even when offline, etc.
I'd strongly recommend hemtt over any other build tool, it provides way better error checking and has far more features
Huh! Nifty!
I'll give it a try! Any tips for converting my P Drive/projects/etc. to be HEMTT-compatible?
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
Everything you need to build Arma 3 mods with HEMTT
How do i remove the default passenger seat of a car ? i tried to leave turrets class empty but it doesn't change anything
Cargo
transportSoldier = 0;
You only need to clear out the Turrets if the vehicle specifically has crew seats (gunner, commander, etc.) and/or it has cargo turrets (FFV seats).
thank you very much !
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
does the driver have a proxy?
the proxy is that defines where the driver is at
the driver has a proxy but there is no viewpilot
is the proxy also in the viewpilot lod?
i duplicated first resolution lod as viewpilot lod and it worked. It's weird because there is no viewpilot lod in the car sample
hmm
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?
check the rpt for updating base class errors
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"
};
};
};```
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?
import Default from CfgTasks;
class CfgTasks
{
class MyAwesomeTask : Default
{
name = "My Awesome Task";
};
};
So
Import base from tag_one;
..
Not inside tag one,
Out of itq
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, ...
can inherited HitPoints not be deleted? class HitPoints: HitPoints { delete HitLBWheel; delete HitRBWheel; }; this doesn't work, those hitpoints still remain in my vehicle
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"
};
};
};```
is this config part of larger set or can it be ran on its own
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
delete can be tricky
Id recommend just redefining the hitpoint class instead fo inheriting it
Why are the characters not taking the exact position they are suppose to take in a car seat ?
where are the proxies?
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)
The armature has the same orientation with the cannon model but the armature is not placed at the exact same place with proxy
thats the problem
You moved the armature. Dont do that.
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?
In CfgPatches, change the element in requiredAddons[] to requiredAddons[] = {"A3_Data_F_Decade_Loadorder"};.
Also, I'd suggest changing your CfgPatches name to something that won't be easily confused with an actual magazine classname. It should be your OFPEC tag + name of the addon, so in this case rename it to FobiaBG_762NatoDrum.
Neither. Attachment rail families belong in global space, so you just literally inherit from one of the vanilla global classes and add your own specific attachments to it.
e.g.
class CowsSlot;
class CowsSlot_Rail: CowsSlot
{
class compatibleItems;
};
class myCustomPicatinnyFamily: CowsSlot_Rail
{
class compatibleItems: compatibleItems
{
myCustomScopeClass = 1;
};
};
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.
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
Okok! I'll try that!
The CfgPatches name is the string inside magazines... Right? 😅
No. Just copy and paste what drebin suggested
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
};
};
};
Understood. Thanks! 😄
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
No. It works fine on other tanks.
https://i.imgur.com/3lJwSyU.png
Something must've broke the Slammer's rvmats.
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?
finally
my problem was I didnt have the right visual set in hitpoints class
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
Depends how the original mod is made, does it use CfgFunctions, then its very easy.
if not then.. its harder
yeah they made it with CfgFunctions
I've deleted every single one of them except the one I'm modifying it
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
I'm sure the .sqf works because when I tried it on the og mod first it worked
Using ChatGPT and pboManager are the biggest issues
I just want the ITN laser look visible to everyone 😭
gpt made the laser work thou
You need to set a pbo prefix (to fix your filepath)
I don't know if pbo manager can do that
"just" is not an objection you can use in this context
Your prefix would be "itn patch\addons\itnpatch"
I recommend not using spaces in paths
pboManager actually can do it through the gear icon, though
made it work!!
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.
make the locker separate object?
I dont think there is range/position parameter for it
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
It might possibly be related to supplyRadius =
I feel like thats for transportfuel etc.
yeah, but I've used it previously in an ambulance...so might be worth you checking
im pretty sure it limits interaction too
like being able to access inventory of a vehicle? or maybe im misremembering
there's also a mem point
like the distance you can be from the memorypoint
memoryPointSupply = possibly works with medical attendant distance
often named doplnovani
👍 solid idea to try they could all be linked
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
Yes, especially on hills
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
Bad gear ratios relative to the torque and/or engine power
hm
use dev branch diagnostic and EPEVehicle
EPEVehicle is quite exhausting. anything specific i have to look out for?
rpm, gear in use and how it's trying (or failing) to get to the next one
Is it tankx or carx?
carx
For carx I typically use absolutely realistic torque curves and gear box ratio's
not sure how well that works. my vehicle has 14 wheels 😄
7 each side or 14 x2?
should be ok, bit of a wheeled APC then
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
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
actually i havent set those at all. guess it is using default values right now
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
alright. will check it out. thanks
that's often where "jitteriness" in switching gears comes from - a little too sensitive on the conditions for switching
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
Check you haven't got "wheel spin".
Factors affecting that include differentialType engineMOI frictionVsSlipGraph torqueCurve[]
i hate that every tiny problem can have 10 causes
Do you not own a real car? 😉
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
tbh i cant believe someone did this stuff with just pushing numbers in notepad
all of this looks like it requires some tools
Hello, exist some easy way to export composition of object for making own mod ?
because listing 300+ objects manually seems extremely difficult to me.
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.
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 ?
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.
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?
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?
Will give all of this a test together
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 to0, 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
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?
Then you use directionStabilized = 1. You need to define it in the turret's optics class.
We did that and it didn’t seem to work, it just made the turret keep rotating right for some reason, have u gotten that to work yourself?
class CfgVehicles
{
class MySuperClass;
class MyParentClass: MySuperClass
{
class Turrets;
};
class MyVehicle: MyParentClass
{
class Turrets: Turrets
{
class MainTurret
{
class ViewOptics
{
directionStabilized = 1;
};
};
};
};
};
And this worked for you?
Do you have limits set on the turret rotation?
Wdym?
maxTurn + minTurn
Yep, if you define them incorrectly it can break things.
But it’s a 360 degree turret so what limit would you set?
But even with this, it doesn’t actually seem to do anything, we tried doing that yesterday and it just seems to do nothing except break the turret rotation
I didn't say you should set limits, I asked if you had.
Ah, sorry then no
So what minTurn and maxTurn are you inheriting?
Whatever the marshel is by default
None of that was touched
You want me to go look it up? lol
Yeah I don’t really know lol, I’m lost with some of this stuff sorry
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.
It is - and + 360
Thank you
But if that’s not an issue, would you know why it doesn’t work?
Can you explain in more detail what happens. You said that the turret just "keeps rotating right". Does it constantly spin, regardless of lock or target? How fast? Does it never go left? Can you get in as a player and control the turret?
Yeah so essentially, if you put that parameter into the vehicle, whenever you move your mouse in any direction it literally just rotates the turret right at a normal speed
But there isn’t any target lock or anything, that’s the issue, putting in the directionstabilised parameter doesn’t do anything, have you guys tried it? Has it worked for you?
It's tickling my memory of something I encountered while making a tank about 3 years ago - I'll check my notes
Alright, thank you 🙂
Found it... seems like it's a game engine bug with directionStabilized = 1;
I see, do you know of any way to fix it or get around it?
Not off the top of my head unfortunately. At least you now know what causes it.
I'd be looking at other examples where they do what you want - something like the Fan Song Radar in SOG: PF DLC which tracks aircraft with a turning turret.
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
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?
could it be that the game "only" supports 4x4 wheel setups?
i mean, at least hitpoint related?
Are you talking about for hide/show damaged wheel, or making physx wheel change after damage?
i'm trying to figure out how the game knows which wheel is what hitpoint
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.
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)
optics cant be retextured in config. you have to make your own model.
Okay, thank you for telling me
I will abandon that idea
I mean the base game hemtt wheel classes don't match anything
nah, it's the same setup as the rest. also 8 wheels
wheel damage bone is typically before the functional wheel and when hitpoint hides it on damage then the functional wheel stops existing I think
for some reason the name is always wheel_X_X_steering even if it's not a wheel that is steering
dunno. i made a completely new hitpoint class but gave it the name and armor component etc. of wheel_1_3_steering - when i damaged the hitpoint via script, the wheel was undamaged. however, if i actually shot the wheel, the hitpoint got damaged
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
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
Pretty certain that an object can only have one supply point
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
As Dart says, I'm also fairly sure, without checking to be 100%, that it's restricted to a single point and a circle around it.
Best you can do is probably have the lockers as separate objects that are placed with the building. You can probably use the multi part structure stuff for the aircraft carrier
Then make those the healing objects
Building on this: How hard is it to convert a PBOProject-compatible GitHub repository to HEMTT?
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
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"```
Any tips?
Do you have a repo for that?
Currently only a local Git repo I don't intend on publishing to GitHub since this is just experimental
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
Sure, wilco
Nope, nothing further
hemtt build -v
Same result
Got something
May not be able to find Binarize
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
Yeah, that prefix exists from when I was still learning through AddonBuilder and unfortunately it stuck
Well yeah, the -v just logs more stuff, the logic is all the same
prefix in hemtt.toml is used for what your built pbos are named
Technically your actual $PBOPREFIX$ files can have whatever format you want, though file patching won't work without some manual changes
OHHHHHHHHHHHH
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
It's so you can have things like a cba settings config, which explicitly checks a specific path
Ahhhh. So I see
Either way, -vvv log says that it probably can't find my binarize.exe path
Tips on how to fix?
I forget if A3 tools has a way to manually re-set the registry values or not
There's this?
Might go to https://discord.com/channels/976165959041679380/1039189045655392389 (hemtt channel, ace discord). I never ran into any issues with it finding the tools
Log says this: ArmAWorkPath path is "C:\PROGRA~2\Steam\STEAMA~1\common\ARMA3T~1" - Registry value
Possibly borked?
Potentially, mine says ArmAWorkPath path is "D:\SteamLibrary\steamapps\common\Arma 3 Tools\" - Registry value
How would I go about fixing that?
I'll check it out, thanks
Yeah, HEMTT seems really cool, but so far I'm not impressed with how tough it is to be porting in existing projects 😅
There's always reinstalling
Will try it
Didn't work
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?
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?
You can, but you shouldn't prefix your mod ace_...
okay. ill change the class name and see if that works.
Thank you! Removing "ace" from the class name under CfgPatches fixed the problem.
You should still have your own unique prefix for addons, e.g. zip (for zipper), but you can use whatever you'd like
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;
};
zbytek usually covers all the rest of the textures to receive damage which are not already directly specified in another hitpoint class, and as such it would be unusual for it to be a single texture. camo selections are reserved for hiddenSelection functionality. Best not to mix the two up, especially given that adding an extra selection name in the p3d costs nothing.
oh okay, so lets say camo1 is my hull on my tank, I shouldnt use camo1 for the visual in hitpoint but say like like hulldmg or something else. Would I then also use hulldmg in the config for CfgNonAIVehicles so that the wreck carries over the same texture but with wreck rvmat?
There are multiple questions in there...
Are you using a separate wreck p3d with destrType = "DestructWreck";?
Yes
Inheriting off merkava which should have that, and when tank dies it switches to wreck model, but textures are not copied over
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.
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?
You've got an errant "a" at the start of your config (or a typo in this post of it).
Are you making this model + wreck, or trying to adjust an existing one through config? (that is, can you edit the wreck p3d?)
yea woops type in posting lol
I can edit wreck p3d its fully mine
So as I mentioned earlier, you should apply destruction materials (rvmat's) to your wreck model textures directly in the p3d.
this is wat the wreck p3d looks like, has the wreck rvmats
But you are not seeing that model at all when you believe it is switching to a wreck?
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
You are using a Wreck LOD in your main p3d?
Suggest you temporarily remove the cfgNonAIVehicles and ProxyRetex as a test.
No, that's correct.
Okay ill comment out the cfgNonAIVehicles stuff
Perhaps you've got hiddenSelectionsMaterials in the main model and that's being carried over to the wreck as well as the hiddenSelectionsTextures
I do have hiddenSelectionsMaterials defined in config
yeah, so comment out the proxyretex for now then and observe any change
Good...so what does your CfgNonAIVehicles code look like?
commented out, I didnt have ProxyM700_viper_wreck defined
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.
when u said remove the cfgNonAIVehicles and ProxyRetex as a test, did you mean just comment them out?
Okay ill try then removing that from config and see how that works
Okay so for this next test, ill bring back CfgNonAIVehicles, and then remove hiddenSelectionsMaterials from config
yes, good test
I love testing
omg that was it lol
thats wild
damn can I get the past 3 hours back 
welp ty
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.
idk what I would even say tbh
yeah it overrides it you need to disable any hiddenselectionmaterials for the wreck rvmats to not be overriden
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\
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
Okay. Thanks for the tip, I'll be sure to do that.
If anyone has the time today, I would greatly appreciate someone helping me out with a simple config patch. Please DM me.
Are you using hemtt to pack?
am i stupid or is there no model source to detect if headlights are on?
there isnt lol
🥲
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
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 :)
is possible, but ai will not drive it well (or at all)
A number of us have yes
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.
Can ya explain how you got it to work? I try driving it after adding the stuff to try to get it to float, and it just drives right in
Ahh gotcha gotcha
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
I'll play around with this then, thanks apollo :)
and make sure you dont have autocenter turned off in the geolod
as it will just 100% break any water interaction (among other things)
What do you mean? Never have autocenter property in vehicle Geo LOD, only in proxies.
Works fine without it.
thats what Im saying
default is autocenter 1
so if you set autocenter 0 in the geo lod it breaks all water interaction
Right, so we're in agreement, cool.
I just tell people never to put any autocenter property in their vehicle.
To be precise I think I was once told autocenter 1 is kind of a third state from the default on 😅
Yes, I think I remember that too. Advice was to leave it out completely.
yes
reyhard or dedmen perhaps
ah really? i never heard that, I always just deleted it whenever I saw it anyway
yeah most likely. funny thing those default engine things 😅
autocenter 1 is not really ever used. its effects are unknown.
normally its eiher default state autocentering on or disabled autocenter=0
oh wow, indeed. just tested it - added autocenter 0 and my vehicle just went through the water as if it doesnt exist
howabout with ac = 1 
i rather not even try 😄
there is a chance of portal to another world opening
it would probably unlock double fps. this is too powerful
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
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).
All the ace stuff is available on the GitHub. All of the code is public.
on this subject, do you know what determines a vehicle is going to start filling with water? I thought it was maxfordingdepth but while that means the engine starts taking damage, thje vehicle doesn't start sinking
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.
yeah I ended up figuring out the issue was volume
as the intention was to make it sink but instead it was floating forever
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.
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
All vehicles should have buoyancy LOD's anyway. I think the diagnostic exe shouts at you if you don't include one.
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
Which it always will be (more than 1 component)
which makes me wonder why that isn't just the engine default then
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
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?
Sounds like too much torque applied through the transmission to the wheels in relation to the tyre friction.
Check what the rpm is doing using EPEVehicle.
Potential fixes might include lowering the gearboxRatios[] D1 value, increasing the engineMOI, checking correct differentialType, increasing thrustDelay, increasing longitudinalStiffnessPerUnitGravity, modifying frictionVsSlipGraph[]
i found out that it is playing the hard breaking sfx
so basically it tries to break hard even though we are already stopped
Was this carx or tankx?
What do you have for
dampingRateFullThrottle
brakeIdleSpeed
dampingRate (in class Wheels)
dampingRateFullThrottle = 0.1;
No, also applied below brakeIdleSpeed
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
recommend trying
dampingRateFullThrottle = 0.08;
brakeIdleSpeed = 1.78;
dampingRate = 1;
ok, will try shortly
Unfortunately can't hang around right now, so gl!
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
There's a vanilla vehicle (Ifrit?) that makes some sort of tire slip noise that's weirdly audible at like a kilometer out.
Getting the physx right just takes time, with lots of interconnected parameters. Also makes it powerful tool.
yeah. everything else feels pretty good by now. at this point it's just an autism detector
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
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.
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.
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
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?
Post the config you made
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
Put backslash \ as the first character of picture parameters
No just picture matters
It is an infamous engine "feature"
💀 classic
Don't just bother to understand why
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?
Do you have zbytek in the model.cfg sections[]?
Do I need zbytek specifically? I have selection just called 'hull' or something like that (sorry not at computer watching UFC fight 🙂 )
Maybe you forgot to redefine the parameter which ties the section name to class Damage?
selectionDamage = "zbytek";
Generally easier not to mess with conventions and stick to standard naming.
AH ha I didn't know that was a thing omg I'll try that when back, is there something for turret too?
Yeah I prob should stick to zbytek it's just well, idk Czech lol 🙂
I just keep forgetting wat the Czech words mean
selectionDamage is for vehicle overall health
individual hitpoints have their own selections
Ah okay I have the individual I think set correctly I'll peep the overall good to know
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)
This happens due to placement order. You can modify the composition file in the arma profile folder and move things up or down. Or redo it in game. You need the blufor unit placed first.
How do you set the icon of a mod in the arsenal/unit selection?
What icon? The puzzle?
There's a couple logo / icon parameters in your mod's mod.cpp, I believe logo is the specific one
Yes
What he said
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?
Yeah
Wiki says it only works on helicopters, but I don't think that's correct
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#fuelConsumptionRate
It's a multiplier, so 0 means no fuel is used, 1 means the normal amount of fuel is used
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
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 🤔
You're using a p drive, with mikeros pboProject and game files extracted to p:\a3 ?
Yes
though I have not unpacked in a few months
Post code of first A3 damage rvmat that doesn't work
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
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
correct it looks off right, but then why is it that when I copy the base game rvmat into my mod and point to it, its not applied when the vehicles health changess. but if I point to base game rvmat in class damage then it works
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
Oh I see. So it's your custom rvmat that doesn't work.
pboProject set to catch missing files?
Yes. though I just found out something really weird just now 💀
so I have a pbo that I havent built in a while, it has destruct rvmats working. I just rebuilt it, and now it doesnt work 💀 would be wild if packing issue 💀
Like here if I intentionally miss a file it should warn and error out
Deliberately mis spell the path and check build fails.
I did that, it did catch
Delete temp cache
Okay its done, ill rebuild now
still no dice 😭
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 🙂
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.
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.
Would help if you pastebin your config and model.cfg here so people could get a insight to find the problem more quickly
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.
Howdy folks, here's the links below. If you run into any trouble, feel free to reach out to me in the comments and I'd be happy to help/clarify somethings.
ALiVE Mod Link: https://steamcommunity.com/sharedfiles/filedetails/?id=620260972
PBO Manager Download: https://github.com/winseros/pboman3/releases/download/v1.4.1/PBOManager-installer-1.4....
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
Don't use pbo manager, addon builder is the bare minimum tool to use for packing mods
I figured some of the vids out there are out of date
What should be my destination folder when packing?
Wherever you want
🤷♂️
You have a config error, you may get some better info by turning on extended logging
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
Here's what it spit out. If anyone has any clue what the issue is be my guest.
Sending the config (if it's not too large) would also help if someone spots the exact issue(s)
Here's what ORBAT gave me
Gotta go for a bit, if anyone figures something out I would appreciate it.
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. :)
I think it's this one:
https://community.bistudio.com/wiki/Arma_3:_AICarSteeringComponent
yes, but it's not very helpful
oh, well
i'm haging over this for the whole weekend already
that's Arma :P
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
Whenever I have to fix config I know it's going to be two weeks of original research by trial & error.
yeah, usually
then once you are done you think you are invincible, only for it to repeat again next time, lol
I know nothing about coding so this is gonna be hell yippee
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
well, speed is not really an issue anymore. it's the breaking before turns
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
no, i'm not touching speed again 😄 took me a day to get it to work well
but that's the effective speed for calculating how to brake for turning?
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
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.
well, i tweaked those values to get the ai to drive smooth forward
from what i could tell it had no influence on turning
huh, ok
well i have no idea.
guess i will look at it again a bit later. for now i need a break
yeah I think you're into the two week trial and error grind here
then you need to get lernt. You got pretty long config for someone who dont know anything.
So first thing you do is you remove everything from the config and then add things back one by one and for each thing you find out what it does and why you add it
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
I just clicked a few buttons and it spit it out for me 🤷♂️
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
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
Question; where is the designator battery lifetime specified or is this not tweakable?
I DID IT
Thanks for the info. Starting from scratch with PBO got me through it. I did that a few times but for whatever reason it finally gave me something that works.
How can you use a static image for the main menu instead of a mission or video?
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?
Further examination of the mods i'm using as learning tools revealed the proper syntax for line breaks in the cfg file. Hooray!
Is this a config question?
sorry wrong channel
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
You can use all control types in 3den attributes.
In R3v0 eden echanted mod has lot of different "own controls", if that helps (how to create own and use those)
https://github.com/R3voA3/3den-Enhanced/tree/master/addons/main
Thanks for this i'll take a look
Move to #arma3_gui for more help after you attempt the above
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
probably isnt the case but whats your DS viewdistance set to?
makes no difference
it does
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.
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
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
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
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.
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
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.
if such is the case, this is not fixable through code, and the turret config needs tweaking
What is the difference between a Zeus placed unit or an editor placed one?
Then How you change view distance in dedicated host. like Armahost?
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.
Zeus placed units use settings from you computer and all calculations as I understand.
ok so this will be local to said player then?
Also might be skill level taken from your settings too.
missions are hardcoded to have AI skill at 1
accuracy at .4
my setting are the same
If you set your view settings to 500 and place units does it change ?
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
it does if server setting not set to oweride mission settings.
i dont have it set to override
just 3den everything else stock
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
I think yes should be possible
CUP Mastiff has a camera view that moves left and right as you steer left and right
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
turretInfoType is not working for the driver of a car and unitInfoType is not animated (on cars at least)
Indeed, driverWeaponsInfoType works perfectly, thank you very much
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.
yes a mod running on top of the original one is possible
your mod would just add patching while original runs at the background
I presume in order to do that I'd need to take the config files from the original, copy and fix them, then put it out with a dependency for the original with all due credit?
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
Alright then, Cheers!
Anyone know how to fix this issue?
Nvm. I figured it out.
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;. 
destrType matters too.
Something that's set to DestructNo will be pretty much invulnerable to all damage sources.
Was there a relationship to the object size too, or did I hallucinate that?
According to reyhard, apparently yes.
#dev_rc_branch message
Although I've no idea if any changes were made to the engine RE: damage interactions since then. Only one of the BI devs can clarify that.
I encountered the problem recently (arma recently, so a year ago) so it's definitely still the same
Two models, using the same hitpoint config set up.
one died in a few hits, other took 15-20
difference was bounding box size
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?
Share your content.
Where did you try to add a new version,
Under cfgPatches?
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
It means something tried to read that non-class, as if it were a class.
Could be engine or a script.
With -debug you might see in RPT if it were a script, and you should also see the full path to the problem config entry
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 . . .
managed to fix the issue
removed rhssaf_soldier_army_para_digital_base and other base classes
Thanks for your help.
Error turns out to have nothing to do with my mod, and appears even if I dont load it. Does not appear loading just vanilla so it comes from one of my mod's dependencies.
Update: I have made the config changes and made the addon without any error outputs, still, the units wont show up in Zeus
And you have your Game Master module attributes set ->
Default addons
Which addons (ie., object packs) will be available at the beginning. You can unlock more using the Manage Addons module. ->
All addons (including unoffial ones)
I did set that
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
scopeCurator is only relevant if explicitly defined, which for vanilla is only really in house objects iirc
Make sure your CfgVehicle classes are listed in the addon's CfgPatches >> units array
I beleave that was a bug in 3den enhanced it should be fixed today with the new patch.
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
Usually CfgPatches not lists it is the cause
Basic checks are:
- Vehicle is listed in CfgPatches >> units
- Crew members' classes are listed in CfgPatches >> units (from the addon where they're defined)
- If
scopeCuratoris defined, it must be 2
You should be able to have crewless vehicles show in Zeus
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?
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
It seems they used a very strange software to generate it
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.
yeah its just a bunch of macros, laxemann did similar with the vehicle sounds for spearhead
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
Heres the file if someone wants to help me 😅
I'm trying to make a 2D optic like MOS so I'm kinda confused since samples has 3d optic test
did you add it to the attachment lists
they need to be in the compatibleItems class
CowsSlot_Rail etc
You need to add your scope to the CowsSlot_Rail class instead like this:
class CowsSlot;
class CowsSlot_Rail: CowsSlot
{
class compatibleItems
{
fbg_optic_exscope = 1;
};
};
Seems like that article on the BIKI rears its ugly head again with the outdated CowsSlot example being used...
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.
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?
P3D itself causes it
thank you Polpox
It only works where an array is explicitly defined
// addon 1
class A {
x[] = {0};
};
class B {
x[] = {0};
};
class C: B {};
// addon 2
class A {
x[] += {1}; // correctly appends
};
class B;
class C: B {
x[] += {1}; // C inherits the array, but this redefines it to just be {1}
};
is that stated somewhere in the wiki?
If not it should probably be added.
It seems like this has been fixed at some point, tested this same setup in a mod.
Though interestingly, the original addon that defines C isn't listed in the addons section
yeah thats y I wanted to know how they did that, I am rn just looking at RHS m1 abrams cause well its easier to read 🙂
we love RHS
Napf...?
A map from A2
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?
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.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
do i need to match inheritance if i am only editing existing classnames?
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.
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)
Well...what's the original mod then? You need to know the exact classnames as the original mod.
I assume it's this?
https://steamcommunity.com/sharedfiles/filedetails/?id=2909686070
Not sure why the original mod has B_Soldier_F and B_Soldier_base_F as global classes...they're CfgVehicles classes. 
Oh dear...this doesn't look good already. I'll take a look at the original config.
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?
cool, thanks for the help
yes the Virtus_ classes are from another mod
another quick question, does the 'allowedSlots' parameter go into the class itself or under 'ItemInfo'?
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.
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?
Did you define side = 3; for the vehicle class as well?
I just realised, it say's side = 1 in the vehicle class 😅 . Ty for the heads-up lol
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?
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...
You shouldn't use ChatGPT, period
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 👍"
Well, ChatGPT doesn't tell you that. ChatGPT will happily invent SQF commands and config parameters.
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
Yeah i know that. I don't live under a rock. I am well aware of its limitations. Sometimes it might just happen to use a command I've never heard before which leads to to useful wiki pages.
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
Hmm, is this done via an update on Christmas Eve, or is it done via sleeper code that waits until Christmas to add the code. Having to wait till christmas to figure that out would be cruel but hilarious in hindsight
Yeah, I tried asking chatgpt for maps that use it, but it just told me to look at Chernarus/Takistan/blah blah
its not done via an update its some ancient opf era code iirc
im pretty sure thats what it is though
maybe the parameter only works on Christmas :P
Welp I'm going to be digging through my Enoch PBO for a while...
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
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[]
i can't find wiki info about how to set weapon attachments on units in CfgVehicles
can anyone point me in the right direction
you mean under linkedItems[] = {};?
I think the idea is that you give them a subclass weapon that has attachments defined.
hence CfgVehicles is the wrong place to look.
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
LinkedItemsdirectly 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";
};
};
};
I dont quite understand explosionAngle, if I have explosionAngle=90 what would that mean? oddly enough nothing on wiki page 😦
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
Is the data value there more like 60 or 30? The ambiguity is in whether it's the half-angle or not.
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
ah sorry claymore is 60, slam mine is 30 too as another example
oh so then how did u get it working on that 37mm if its for mines only?
submunition that deploys a mine and detonates it
oh okay ill try that 🙂
Is there some benefits to this and not doing the spread sub munition cone?
I do like the workaround
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)
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
Yeah
To get nice effects you still need to raycast them
But that is still less straining than purely simming 200 projectiles
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.
https://community.bistudio.com/wiki/Thermal_Imaging_Maps
for this wiki page it mentions config values, what config values are those? I thought it would be htMin but thats in model cfg so would that effect tanks?
probably more so now there's the multithreaded lineintersects
None of the thermal parameters should be in model.cfg. The samples are wrong. Put them in config.cpp. But also, don't bother messing with them, just inherit the default values.
damn thats twice in 2 days the samples have lied to me
wat is next p3ds are actually not real 
They are not always complete
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?
Is this mod config related or just playing the game?
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.
Sorry I may be in the wrong channel but it happens when I am playing dynamic recon ops mission mod
I suppose its more just about playing the game so #arma3_questions is the place to go. But if you use mods, they can do all kinds of weird things
when you post your question on the other channel do add bit more info like what you play, what mods you got
I may be blind - is there a wiki entry for how to set up Field Manual entries for assets, i.e. weapons, vehicles, etc?
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).
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.
What do you mean by "drag in"? In Zeus? In Eden? As an unconcious unit with ace medical?
Can you get in from outside as a human player?
Was there anyone else in the helicopter when you fail to "drag" in another unit?
For these types of questions, you'll get a quicker and more specific answer if you can give far more details with your question.
Okay place a helicopter that's empty on the ground, then create some units and "drag" them in the Eden Editor, usually it'll load the helicopter based on where you drag, therefore crewing the helicopter (or whatnot).
Yes I can get inside as a human player, it works as intended, but not for AI apparently for that slot
How many seats does the heli have?
As for other people this is in the Editor, not MP
Four slots
Three can be used that way
When you drag a group of 4 AI onto it, how many get in?
Pilot and 2 cargo passengers - are the rear seats cargo or turrets?
No, this is the Co-Pilot seat
I'm asking what the rear seats are
Gunner slots, M2 and M134
Is the copilot seat set-up as a turret?>
Yes, it has a FLIR system
So to summarise, you have a pilot and 3 turrets
Correct
What do you have for transportSoldier?
Good question, lemme check
0
transportSoldier=0;
Should I just remove that stuff?
What do you have in each of the 3 turrets for ?
primaryGunner primaryObserver commanding
No, it's fine
M134 has PrimaryGunner as 1, that may be the issue, as the M2 is 0, the CoPilot is 1
Yep, you can only have 1 turret with primaryGunner 1
So some sort of glitch then?
No, just bad config 😉
Haha true, thanks man.
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
Yeah it does, that was the issue, thanks
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";
};
Because you have the isGlobal tag > 0
isGlobal = 1 runs the code on all machines
0 = server only, 1 = global, 2 = global w/ JIP
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
You can just exit if the module isn't local
Because the module will be local to the Zeus who places it
params ["_logic"];
if (!local _logic) exitWith {};
createDialog "...";
(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.
I'll try again, and I'll see. Thx you, for your time.
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
Nop, you need to use BIS_fnc_holdActionAdd
oooooof okay ill try that sounds like a bit of a pain 
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.
should be related to ammo simulation
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
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
😄
regarding that alternate barrel animating thing, if you didnt already solve it, one way is to have static and animating barrels ovelapping and then hide/unhide static/animated barrel according to ammo count
for thousands of rounds that would be a bit tedious but it could be MACROed
I was just curious how the game magically knew my bullets were to come out the correct place, and now I know.
ah, no I figured out a way already but thank you.
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
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.
no difference
you can however use includes with hpp
if you want to organize config into separate files
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
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
those could be vanilla definitions too Id suppose. but dont know for sure
They are. Advanced Developer Tools shows me exactly where it inherits from and lets me copy the entire tree. Works like a charm.
Guys
I'm trying to find the vanilla uniform in config but I can't find it
I mean the vanilla suitpack
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
I know
But about hiddenselection
I gave one of them a texture but still was invisible in game
Did you enter the filepath correctly? Did you get an error warning about a wrong texture path?
No errors
No warns
Show your config.
It needs to have hidden selection?
The vanilla suitpacks all use the same selection name (camo).
The point is we don't know what is your need nor your exact issue
Ok
It's fine if i use the nato suitpack model for independence uniform?
Yes.
Good
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.
I make the whole thing white so it's not so important
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.
What's that?
See the linked article. The engine generates a texture for you; in this case, just a solid colour.
I saw that but still idk whats that
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.
Is that for white color?
Yep.
Still I need to give it hidden selection?
Yes.
hiddenSelections[] =
{
"camo"
};
hiddenSelectionsTextures[] =
{
"#(argb,8,8,3)color(0.5,0.5,0.5,1.0,CO)"
};
So what's the difference between them?
The engine generates the texture for you instead of pulling a texture from your mod. Saves a little bit of video memory.
Hmmm
This is what it looks like in-game (tested on the Assault Pack):
https://i.imgur.com/dWEBezA.png
still wont work
its invisible
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.
Ah ok
...are you sure you have errors enabled? The engine should have warned you about a missing model.
Is that C0 or CO
?
It gave me an error every time about a cup balaclava says no entry but I removed that balaclava from config
Letter O (CO).
If it was a zero it'd be (C0). And it wouldn't work since the CO corresponds to colour (the diffuse map).
So it's letter O?
Yes.
Big?
Yes.
It shows
But with vanilla texture
I gave it my file path but still...
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.
Universal worked
But thing is it's used my texture
Instead of using the solid white I gave
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.
Thanks man
It works
I added it for 90 uniforms it works good
I try to add it for more uniforms later or tomorrow
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.
muzzleImpulseFactor
See https://community.bistudio.com/wiki/CfgMagazines_Config_Reference#muzzleImpulseFactor[]={1.0,1.0} for how its values work.
It's a CfgMagazines thing by the way, not CfgAmmo.
huh.
Was definitely a ammo thing (in my testing) >> tested it several times and replacing the ammo inheritance from the gatling_30mm was the only thing that removed it.
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.
what config parameter determines mass in inventory?, i may be blind but cant seem to find it
If you mean items, mass in ItemInfo
For weapons, mass in WeaponSlotsInfo
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.
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.
I tried to create a bomb that would deal the same damage as Firewill's KAB-500L, so I copied the exact same values from that bomb. But in my version, it instantly destroys any tank within both close and far range of the explosion, while Firewill's bomb seems to apply damage more gradually depending on how close the target is to the blast.
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
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?
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 (?).
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.
thank u
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
its engine feature
same with the engineer
Thanks for the Info 🙂
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.
Just leave weapons empty {}
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
is this all of the config
Sorry it would be too long and sqfbin doesn't work anymore
you can aslo find easier single "loadorder" requiredaddon from the pins
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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.
right makes sense
how you read the errors like this
so it was trying to find "" empty thing in cfgWeapons
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.
some mod you have might be disabling it
I don’t have any mods, it’s the very base mission with no mods
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.
Hey man for unit editorpreview the file must be jpg right?
I dont think Ive ever made one so dont know
Yes, and it should be 455x256 in resolution
oh I totally misread that and thought its for the units webpage 🤣 😵💫
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
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
Interesting that caused ammo consumption to break
well it caused the entire semi auto firing mode to not work correctly on every weapon.
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
Ran into this error while attempting to binarize my config file. It's worked perfectly fine in the past, and I can't spot what the problem is with Line 2028 https://pastebin.com/6avEDLV7
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Mine uses 1600×900 and works fine
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
But man
It won't work anyways
