#arma3_config

1 messages · Page 52 of 1

sullen fulcrum
#

I know that Object Builder supports an automation scripting language called bio2s, but I haven’t seen any introduction to its syntax anywhere.

hearty sandal
#

if your turrets are modeled in wrong direction the fix has to be done in the source file so you dont have to do it over and over when you notice some other mistake to fix

sullen fulcrum
#

I see there is a “rotate” option in Object Builder, but I don’t know how to select the axis. By default, it seems to rotate based on the center of all selected points, but that’s not what I want.

hearty sandal
#

yes yes

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but dont

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Im telling you this with over 10 years of experience with OB

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please let it go and do it properly in better program

versed stratus
#

Is someone know how to configure reload time between pylons in plane? For example: i have 6 pylons with rocket on each one of them. How to add reload time between firing ?

I'm searching for alternative of magazineReloadTime for weapon config but with pylons

sullen fulcrum
hearty sandal
#

you can just easily do it manually in blender

#

you must know modeling if you have a full vehicle model already

hearty sandal
versed stratus
#

is there is a way to change swapping between magazines with scripting ?
i know there is setWeaponReloadingTime but its for shots

hearty sandal
versed stratus
#

Okay. I'll try to explain better. I'm saying about TU95 from RHS. It has a bay (pylon if i'm not wrong) which one is loaded with 6 magazines, each of it has count = 1. When i'm trying to shoot from it there is no delay between firing this magazines. How to add this delay ?

hearty sandal
#

right so in this case each of those pylons is an individual weapon

#

so there is no magazine swap between them

hearty sandal
#

yes

#

each one is single shot weapon

#

so you would have to script some sort of delay system, but off the top of my head I dont have ideas on what commands that would use

#

you could look into the delay fire of the railgun

versed stratus
sullen fulcrum
# hearty sandal you dont code the changes

I have already flipped the turret, but how can I modify the parameters in the class Animations section of model.cfg? I want the turret to be able to rotate a maximum of 130 degrees left and right, but its default orientation is always facing the front of the vehicle. How can I change it so that it faces the rear of the vehicle instead? Below is my current class Animations definition:
class main_gun_turretC
{
source = "main_gun_turretC";

type = "rotation";
selection = "main_gun_turretC";

axis = "main_gun_turretC_axis";
minValue = "rad -130";
maxValue = "rad +130";

angle0 = "rad +130";
angle1 = "rad -130";

};

hearty sandal
#

the limits and orientation are done in config.cpp

sullen fulcrum
hearty sandal
#

so like 150 and 210 (example, not based on your values)

#

180 being in the middle

#

the limits are not in addition to the initTurn

sullen fulcrum
hearty sandal
#

this is for AI to be able to use them right

#

the config.cpp limits will block it from turning further

sullen fulcrum
# hearty sandal no in model.cfg the values are 360

OK, I’ll set all the turrets to 360. I have another question: what exactly do the parameters in class ViewOptics inside class Turrets affect? No matter how I change these parameters, the turret’s optical sight always follows the turret’s rotation (because I assigned the memoryPointGunnerOptics point in the Memory LOD to the turret’s group). It seems like it’s not affected by the class ViewOptics parameters at all.

hearty sandal
#

if you want it to move on its own you can do that with independent optics animations

#

and not have it as part of the turrets or guns selections

#

separately animating view/optics usually results in aiming problems though

#

for player

sullen fulcrum
sullen fulcrum
hearty sandal
#

Im not here 24/7 though 😛

sullen fulcrum
sullen fulcrum
hearty sandal
#

@regal gate would have added that to the public wiki by now if there were would you not? 😄

hearty sandal
regal gate
#

ye, unfortunately documentation is scarce and I am not aware of some "must-have intel goldmine"
now if you need details about some specifics @sullen fulcrum, we may dig in that specific direction 🙂

hearty sandal
#

⛏️
🧠
🐐

sullen fulcrum
livid thorn
#

At this point nobody knows exactly what each possible config entry does tbh, the collective community here in this channel + the wiki is the best we have

#
  • a few of us can peek into the code if someone asks for a specific config entry's purpose that nobody else knows
sullen fulcrum
livid thorn
#

off-topic for this channel, also don't personally work on A4 and if I did I wouldn't be able to say anything about it anyway :D

sullen fulcrum
# livid thorn off-topic for this channel, also don't personally work on A4 and if I did I woul...

Alright, back to A3 — have you guys ever considered overhauling the Arma 3 engine? I think just modifying the lighting would be enough — the other mechanics shouldn’t be touched. I’ve noticed that Dedmen might be trying to work on something in this area. Although he hasn’t done a lot yet, is he reading the Arma 3 source code and planning to restructure the engine? I’ve heard the engine has around a million lines of code, so a full rewrite is definitely unrealistic, but only refactoring part of it — for example, the lighting-related parts, like adding dynamic emissive lighting effects to particles — should still be feasible, right?

livid thorn
#

off-topic for this channel
Still off-topic, try #arma3_questions
This channel is for config related stuff

sullen fulcrum
#

fine

hearty sandal
# sullen fulcrum fine

yeah this is not general AMA about arma3 or 4. and such topics are not really answerable anyway.

#

you are about 5+ years late for new ideas

sullen fulcrum
sullen fulcrum
hearty sandal
#

thanks for the interest

#

but no

sullen fulcrum
# hearty sandal no

I know, because BI is afraid someone might modify it and use it commercially, right? But if you became a BI employee (so BI would know exactly where to sue that person), then it shouldn’t be a problem, right?

hearty sandal
#

no its not quite that simple.

#

so lets put the topic back on track with the channel

unkempt helm
#

Probably not the right place as per usual but I've been trying to add a new mortar and hit a wall, currently I have two issues and can't seem to find anything online how to fix; if anyone could help that'll be great:

  • Crew members do not show when they enter the mortar
  • No matter how you adjust the angle the mortar always fires in the same place
hearty sandal
#

Gunner type is normally used for turret gunners

#

For the fire position you need to define the gun beg and end points in config and have corresponding points in memory lod of the model

#

And those point will need to be part of the gun selection to move with it

unkempt helm
# hearty sandal Gunner type is normally used for turret gunners

Currently for the proxies I have:

  • proxy:gunner.000
  • proxy:cargo.001

I've defined the gun beg & gun end inside the config and do indeed have the corresponding points in the memory. They are both linked to the otochlaven & otocvez selections which are connected to the relevant parts of the model itself.

Strangely the effects of firing (the smoke and dust effect) appear where they should do regardless of where the barrel is facing, the shells however only ever fire in a straight line (only effected by the up and down movements)

hearty sandal
#

Note, gunbeg/end in turret in the cfg Vehicles,not in the weapon class in cgWeapons

unkempt helm
#

Like the gunner and cargo ones

hearty sandal
tame raven
#

When I spawn vehicle with "FLY", is there a config defined height that it spawns at, or is it all the same?

#

Related, is there a config parameter for how quickly a helicopter spools up and is able to lift?

faint spruce
#

Is it normal that CompartmentLights goes dark with depth when normal lightsource doesn't ?

#

I made submarines and i would like to be able to reach 600-800m depth. The problem is when you reach around 400m, CompartmentLights start progressively to dissapear with depth. But if i spawn a normal lightsource, the normal lightsource doesn't go dark over 400m. Unfortunately there is no way to limit a normal lightsource to a vehicle compartment, the normal lightsource shines thought the vehicle and is visible from far away...

#

So yes i could still create a normal lightsource locally, but this is not very aesthetic

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I'm thinking about creating a ticket for this issue but i'd like to be sure there is no other solution first

hearty sandal
#

you probably want to do some setpossing to give proper height

tame raven
tacit zealot
#

Is there a way to remove camera shake from a vehicle's driver action type?
driverAction = "pilot_plane_cas_01";

hearty sandal
#

The spawn script being made for entry from sea surrounding an island

sick bluff
#

Anyone can help me. I can't see scope in ace arsenal. I used arma 3 sample's test scope config and only changed displayName, model, picture, disabled one of the opticModes and added scope property under ItemInfo class.

https://pastebin.com/1HYb4BfJ

wintry tartan
#

Your weapon in question is not compatible with your scope

wheat sluice
sick bluff
#

is there a shortcut to add almost all of the rifles which has rail?

wheat sluice
#

Use that same code block I provided above to include your optic to the pool. CowsSlot_Rail is used by almost every vanilla weapon and mods like CBA's Joint Rails inherit from it, so most modded weapons with Picatinny/Weaver rails will also support it.

#

Keep in mind that CowsSlot and CowsSlot_Rail exist in global space. So don't put these classes under CfgWeapons or anything else.

sick bluff
#

Fixed it but there is one more problem. I can't right click when I equip the scope

wheat sluice
#

Issue is caused by the value you defined under memoryPointCamera = "opticview";.
Is opticview actually defined in your model's Memory LOD? There shouldn't be anything else other than the memory point in that LOD (plus any other extra memory points if you have alternate scope views). If you defined the memory point in the resolution LODs, it won't work.
https://i.imgur.com/lsU0VEj.png

mortal pumice
#

Is it just the mass of a walls geometry lod that defines if it can be knocked over? i.e. if a car weighs more than it, it can knock it over?
(I know about the damage type, im inheriting from wall_f and on the geo lod I have damage = wall)

sullen fulcrum
sick bluff
#

@wheat sluice

lean bloom
sick bluff
#

Worked! I didn't know what was it for becase I just copied sample scopes config and it was empty.

lean bloom
#

It basically displays the overlay of the optics when you rmb

sick bluff
#

Thanks

median orchid
#

~~Does lockCargo[] = {2,3,4,5}; actually work in AnimationSources, has anyone had any luck with it? I can't tell if I'm just messing up indexes, or its just plain broken.

Maybe a mod conflict, but even when removing benches from a vanilla littlebird B_Heli_Light_01_F, I continue to have the option to sit in the benches.~~

edit: I was infact just selecting the wrong index and didnt have lockCargoAnimationPhase set.

amber nacelle
#

Hello, can there be some kind of optic angle multiplier somewhere in the config files? I'm using the sample T72 to implement my first tank and even by default, the gunner optic seems to depress/elevate (roughly) twice as much as the actual gun. So when I increased the gun elevation (SPAA) and elevate the guns ingame, my optic goes all the way upside down

#

Interestingly, the commander optic/HMG doesn't seem to have this issue

hearty sandal
amber nacelle
#

I'm honestly unsure. All I've done is move the optic location and axis of the guns.

#

I think t's something in the sample itself, because even when I take the p3d, CfgVehicles and model.cfg from the Sample directory, which I've not touched, it behaves like that.

hearty sandal
amber nacelle
#

I think I might have it. Compared to some other mod I'm using to learn this stuff, the sample Memory LOD is missing otochlaven_axis

#

This is what I mean, btw. Unmodified sample, the gun is not aiming as high as the optic.

sullen fulcrum
hearty sandal
#

Also since I now remember this is that Yamato with ripped model I'll have to ask you to stop asking help with it.

We have 0 tolerance on ripping and IP theft here.

sullen fulcrum
hearty sandal
#

Someone made that model you got too. But then someone also stole it and thought it's ok to share it.

#

When you invest the time to learn how to make stuff, you'll start to understand the importance of the rights of the maker.

hearty sandal
#

For the utter disrespect for people who make things

amber nacelle
hearty sandal
amber nacelle
#

I honestly can't think of any vehicle I've ever used that has optics animated separately like this 🤔

#

Either way, thank you for your time and advice and trust, I'll be back soon, if I can't get the radar to work 😅

sullen fulcrum
#

I think I have found the right channel, and might, finally, have an idea that needs some review.

I am working on a RP server. We have shops to purchase vehicles, uniforms, headgear, items etc. I want to add makeup to the female avatars as an option to buy. The makeup would have to be on the unit, to keep animation. I know a lot of this boils down to scripting, but on the config end I know a unit is under vehicle cfg, and I get the difference between the man and land vehicle variables.

If I make it so you can purchase the avatar like any other item, would the config allow the base character to be changed, and saved in our DB? Just need to know if it would be worth trying, because I would have to script the shops to recognize the unit as inventory. I think I can handle that part. Just curious about how the config end would make or break that. I might have to try it if nobody really knows. Would be cool.

hearty sandal
#

Usually swapping unit skin/looks is done through identity setups. But since you mention custom characters it probably depends how well they are made.

sullen fulcrum
hearty sandal
sullen fulcrum
devout plume
#

bit of a noob question, but is it possible to make a mod to replace a unit's loadout from a different mod with my own selected loadout?

I'm using the Russian soldiers from the Aegis mod, but I wanted to replace their camo and rifles with ones from a different mod. I heard it's possible with a patch? how would I make one

wintry tartan
#

Yes

#

Literally same process with making a Mod to alter a vanilla content

fast ruin
#

what do I need to edit for an inventory objects weight?

pastel fog
fast ruin
#
class ArkMed_Bioseal: OPTRE_Biofoam
{
    mass = 1;
    displayName = "ArkMed Bioseal";
    picture = "\7thFleetItems\7thFleetMedical\ArkMed.paa";
    UiPicture = "\7thFleetItems\7thFleetMedical\ArkMed.paa";
};```
wintry tartan
#

No

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Something like thiscpp class NVGoggles: Binocular { class ItemInfo: ItemInfo { mass=20; }; };

#

And mass can be 0, maybe minus

#

Just try

quartz rampart
#

https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customisation
I have a vehicle that has multiple different textureSources. Does anyone know if I can change the rvmat per textureSource as you switch from one to the other if some had textures with different heightmaps for example? The Biki does not mention anything about that

wintry tartan
#

materials[] is mentioned in that article

#

RVMATs cannot handle heightmap

pastel fog
# fast ruin can you go lower than 1?

Negative mass does sort of work. It was weird when I tested it, but no crashes and I think it removed the mass properly
You'll have to test it anyways

fast ruin
#

@wintry tartan @pastel fog getting the error Bad Vehicle Type

{
    class ItemInfo;
class OPTRE_Biofoam;
class ArkMed_Bioseal: OPTRE_Biofoam
{
    displayName = "ArkMed Bioseal";
    picture = "\7thFleetItems\7thFleetMedical\ArkMed.paa";
    UiPicture = "\7thFleetItems\7thFleetMedical\ArkMed.paa";
    class ItemInfo: ItemInfo
    {
        mass = 1;
    };
};
class OPTRE_Medigel;
class ArkMed_Biogel: OPTRE_Medigel
{
    displayName = "ArkMed Biogel";
    picture = "\7thFleetItems\7thFleetMedical\ArkMed.paa";
    UiPicture = "\7thFleetItems\7thFleetMedical\ArkMed.paa";
    class ItemInfo: ItemInfo
    {
        mass = 1;
    };
};
};```
wintry fox
#

There is no ItemInfo class in CfgWeapons itself, you're inheriting from nothing

fast ruin
#

Ah okay

wintry fox
#

That doesn't cause a bad vehicle type error though, because those aren't objects

#

The issue is coming from something else

modern gale
#

dose some one is a pilot for close air suport and hase any good cutom keybines that make is nicer to fly

wintry fox
#

Keybinds for what

devout plume
#

If i'm not adding any new classes or weapons -- merely replacing the equipment of a unit added in another mod -- do i have to define anything in Units =[], or can i leave it blank?

wintry fox
#

You only need to add new classes you define

devout plume
#

Once i'm done making a mod and I want to sign it, what am i meant to select with DSUtils? The .pbo file? the "@mod/addons" folder, or "@mods" itself?

#

and once i've signed it, i just make a new folder for "@mod/keys" and put the .bisign there and nothing else?

devout plume
#

huh...I'm receiving an error saying I've not defined "O_R_Soldier_AAA_F", even though it's right there in my script

#
    {
        linkedItems[]=
        {
            "Aegis_V_OCarrierLuchnik_lite_F",
            "H_HelmetLuchnik_cover_rutaiga_F",
            "ItemGPS",
            "ItemMap",
            "ItemCompass",
            "ItemWatch",
            "ItemRadio",
            "Aegis_Goggles_Cover_grn_F"
        };
        respawnLinkedItems[]=
        {
            "Aegis_V_OCarrierLuchnik_lite_F",
            "H_HelmetLuchnik_cover_rutaiga_F",
            "ItemGPS",
            "ItemMap",
            "ItemCompass",
            "ItemWatch",
            "ItemRadio",
            "Aegis_Goggles_Cover_grn_F"
        };
    };
class O_R_Soldier_AAA_ard_F: O_R_Soldier_AAA_F
    {
        uniformClass="Aegis_U_O_Luchnik_arid_F";
        linkedItems[]=
        {
            "Aegis_V_OCarrierLuchnik_lite_arid_F",
            "H_HelmetLuchnik_cover_ruarid_F",
            "ItemGPS",
            "ItemMap",
            "ItemCompass",
            "ItemWatch",
            "ItemRadio",
            "Aegis_Goggles_Cover_F"
        };
        respawnLinkedItems[]=
        {
            "Aegis_V_OCarrierLuchnik_lite_arid_F",
            "H_HelmetLuchnik_cover_ruarid_F",
            "ItemGPS",
            "ItemMap",
            "ItemCompass",
            "ItemWatch",
            "ItemRadio",
            "Aegis_Goggles_Cover_F"
        };
    };
wintry fox
#

You're not referencing where O_R_Soldier_Base_F comes from. I.e. you're missing class O_R_Soldier_Base_F;

#

You need to reference a class before you can inherit from it

devout plume
#

which is odd, because I did reference O_R_Soldier_Base_F too

#

To be specific, I did it like so

{
    class O_R_Man_Base_F;
    class O_R_Soldier_Base_F: O_R_Man_Base_F
    {
        uniformClass="Aegis_U_O_Luchnik_taiga_F";
    };
    class O_R_Soldier_F: O_R_Soldier_Base_F
    {
        linkedItems[]=
        {
            "Aegis_V_OCarrierLuchnik_lite_F",
            "H_HelmetLuchnik_cover_rutaiga_F",
            "ItemGPS",
            "ItemMap",
            "ItemCompass",
            "ItemWatch",
            "ItemRadio",
            "Aegis_Goggles_Cover_grn_F"
        };
        respawnLinkedItems[]=
        {
            "Aegis_V_OCarrierLuchnik_lite_F",
            "H_HelmetLuchnik_cover_rutaiga_F",
            "ItemGPS",
            "ItemMap",
            "ItemCompass",
            "ItemWatch",
            "ItemRadio",
            "Aegis_Goggles_Cover_grn_F"
        };
    };
#

I'll admit up front that I've never done a replacement mod before, so i'm sorta copying how another mod did it before me, and they also defined replacements by creating a blank O_R_Man_Base_F Class, and continually expanding/inheriting from it. For whatever reason that one works, but mine throws an error

wintry tartan
devout plume
#

Yeah, O_R_Soldier_AAA_F is on line 193, and O_R_Soldier_AAA_arid_F is line 1243 lmao

wintry tartan
#

Post the entire config

devout plume
wintry tartan
#

Line 1241 wrong bracket

devout plume
#

bruuuuuh

#

good find, thank you!

wintry tartan
#

Which software you use to write config

devout plume
#

visual studio code

wintry tartan
#

You use a syntax highlighter?

devout plume
#

...is it bad to say i'm not sure what that is?

#

i'm not really a coder, sorry

wintry tartan
#

If your entire text is either white or black, that's no good

#

You better to install one so you can tell the bracket is going crazy or not

devout plume
#

this is what my view looks like currently, so

wintry tartan
#

Well, you can barely tell the bracket mismatch, but you learnt one possible issue

pliant nova
#

anyone know how to call a different skybox? im trying to do a halo campaign and theres only 4 halo maps and i want to just be able to change the skybox to say that we are on halo

wintry tartan
#

If you have a working example already, check ingame config

clever creek
#

Making NVGs with acex options is one of the most difficult things to config in this game. Its pretty ridiculous I have to make 20 different models just for wire setups becuase my hidden selections just dont wanna work.

wintry fox
clever creek
#

Yeah I am. I think I just have too many selections its causing breaks. There's like 12 in total

wintry fox
#

Shouldn't be any limit, I've seen more on a model

nimble sequoia
clever creek
#

Both

nimble sequoia
# clever creek Both

As you're using it to hide mesh, you should probably expect problems. Use hide animations instead or separate models.

clever creek
#

What is a hide animation

nimble sequoia
clever creek
#

How does that work if I need to hide multiple selections on multiple models?

hearty sandal
#

You are in the too many variations zone

amber nacelle
#

Hello, is the gun depression when looking over the elevated engine deck of a vehicle handled in config.cpp, model.cfg or somewhere else? 🤔

hearty sandal
#

like how far gun can turn?

amber nacelle
#

As in when I'm aiming to the front in an Abrams, I can depress the gun. When I turn the turret to the back, the gun automatically elevates so it doesn't clip into the engine deck.

hearty sandal
#

ah the limits

#

that is config.cpp thing

amber nacelle
#

Thanks, I'll go look around for it 😄

#

Found it.

amber nacelle
#

For any future references for someone.
In config.cpp, it should be defined in the section of the turret (on the same level as weapons[] or minElev).
Here is a sample code for limiting the depression of the gunner's turret when turned in.

{
    limitsArrayTop[]=
    {
        {85,-180},
        {85,180}
    };
    limitsArrayBottom[]=
    {
        {0.9,-180},
        {0.4,-161},
        {-0.3,-150},
        {-8.3,-145},
        {-15,-120},
        {-15,0},
        {-15,120},
        {-8.7,138},
        {-0.7,150},
        {0.4,161},
        {0.9,180}
    };
};```
- first number in the brackets is the gun depression, the second number is the turret rotation
- if the limited turret should be a machine gun used when turned out, the class needs to be called *TurnOut*
- in my very limited testing, *limitsArrayTop* needs to be defined even if you don't want to limit the gun elevation
- it appears to work in a way where the game calculates lines between the defined points and won't let your gun depress below those lines, thus it's good to define the last points at which the turret depression shouldn't be limited - which in my case is {-15,-120} and {-15,120}
- negative turret rotation angles mean rotation to the right

Tags: tank gun depression, tank gun elevation, engine deck, rear
amber nacelle
wet pike
#

Looking at CfgVehicleIcons, I can see that's where you define the file path - but how does one go about assigning the file path to a newly named icon?

wintry fox
wet pike
#

Ah, so if I create;

iconDart="\test\data\icons\iconDart_ca.paa";

That can just be slotted in without issue? Excellent. Wasn't sure if that was the limitation.

wintry fox
#

Discord's been weird, have been trying to send that for a bit

wet pike
#

Yeah, the Guilds service went down and it wiped out the whole platform. Stellar design on Discord's part there.

#

Think I understand. Will give that a try tomorrow to see how it goes.

fast ruin
#
class B_Heli_Transport_04_repair_7FA_X_Fv1: B_Heli_Transport_04_repair_7FA_X_F
{
  class Turrets;
};
class B_Heli_Transport_04_repair_7FA_X_Fv2: B_Heli_Transport_04_repair_7FA_X_Fv1
{
  class Turrets: Turrets
        {
            class CopilotTurret;
            class LoadmasterTurret;
    };
};
class B_Heli_Transport_04_repair_5thAC_L_F: B_Heli_Transport_04_repair_7FA_X_Fv2
{
        faction = "TKE_5thAC_L";
        scope = 2;
        crew = "5thAC_L_Pilot";
        textureList[] = {"7FA_L",1,"7FA_W",0,"7FA_C",0,"7FA_A",0};
        hiddenSelectionsTextures[] = {"\7FA_Vehicles\Textures\Heli_Transport_04_Base_01_7FA_L_CO.paa","\7FA_Vehicles\Textures\Heli_Transport_04_Base_02_7FA_L_CO.paa","\7FA_Vehicles\Textures\Heli_Transport_04_Pod_Ext01_7FA_L_CO.paa","\7FA_Vehicles\Textures\Heli_Transport_04_Pod_Ext02_7FA_L_CO.paa"};
    class Turrets: Turrets
        {
            class CopilotTurret: CopilotTurret{};
            class LoadmasterTurret: LoadmasterTurret
            {
                gunnerType = "5thAC_L_Pilot";
            };
        };
};``` for some reason this config isn't showing the loadmaster. Without defining the turrets, it was occupied by the default CSAT pilot, but now it's occupied by nobody.
toxic solar
#

I am having a bit of a hard time understanding this simple expression

(rpm factor [600,700]) * (rpm factor [2800,1100])

so if rpm = 600, then its 0
if rpm is 700 then its 1

if rpm is at 2800 it means 1 since its reversed? and then 1100 its at 0?

so if rpm is below 600, it evals to 0, between 700 and 1100 its 0? and so between 1100 and 2800 it goes from 0 to 1?

chilly tulip
#

rpm factor [2800,1100] is 0 at >=2800 and 1 at <=1100

#

So the result of the whole formula would be 0 at <=600, 1 from 700 to 1100, and then falling gradually to 0 at 2800.

#

could use rpm envelope [600,700,1100,2800] instead since 1.67.

toxic solar
toxic solar
buoyant sonnet
#

Anyone knows how to put one addon's attachment to others? Like Mags, sights(usually CBA works so maybe pass this), Laser/Light attachment, Bipod
For magazine, I used to look for its ID and write down everything in there but it is indeed boring work and painful if you're having 50 guns to edit.... and someone told me there is a easy way
Of course he didn't tell me how to X(

wintry tartan
buoyant sonnet
#

This gonna take a long time but I will try!

wheat sluice
# buoyant sonnet This gonna take a long time but I will try!

With regards to magazines, look specifically at the section concerning Magazine compatibility groups.

For attachments, that BIKI article is...a little outdated unfortunately. The new standard is to include your custom attachment(s) to the new x_Rail global classes, not CowsSlot/PointerSlot/MuzzleSlot as shown in the article.
e.g.

class CowsSlot;
class CowsSlot_Rail: CowsSlot
{
    class compatibleItems
    {
        myCustomOpticalSightAttachment = 1;
    };
};
class MuzzleSlot;
class MuzzleSlot_556: MuzzleSlot
{
    class compatibleItems
    {
        myCustom556mmSuppressorAttachment = 1;
    };
};
class PointerSlot;
class PointerSlot_Rail: PointerSlot
{
    class compatibleItems
    {
        myCustomLaserPointerAttachment = 1;
    };
};
class UnderBarrelSlot;
class UnderBarrelSlot_rail: UnderBarrelSlot
{
    class compatibleItems
    {
        myCustomBipodAttachment = 1;
    };
};
buoyant sonnet
hearty sandal
buoyant sonnet
wheat sluice
#
class CfgPatches
{
    class Dan0520_MyCustomAddon
    {
        author = "Dan0520";
        name = "My First Addon";
        requiredAddons[] = 
        {
            "A3_Data_F_Decade_Loadorder"
        };
        requiredVersion = 0.1;
        units[] = {};
        weapons[] = {};
    };
};

class CowsSlot;
class CowsSlot_Rail: CowsSlot
{
    class compatibleItems
    {
        myCustomOpticalSightAttachment = 1;
    };
};

^ Once you've packed this config into a PBO, something as basic as this will work straight out of the box.
myCustomOpticalSightAttachment will be defined either within this same config or is from another addon, in which case you will need to include the name of that addon's CfgPatches into the requiredAddons[] array.

buoyant sonnet
#

wish I had more experience to understand correctly. Let's read....

#

so I gotta define the gun specifically still, but I can just paste the other addons' attachment on myCustomOpticalSightAttachment?

#

class will be their ammotype(example : STANAG_556x45), then I just like, shove every ammo that should fits(or if you crazy just put anything) in mags... okay, I think I'm getting somewhere on mags
Another attachment is kinda far away but still

#

so if I just use class cfgMagazineWells, without signing cfgweapons, etc, it still works like a charm, right?

wheat sluice
#

Yep. That was the intended purposes of magazine wells being introduced, so that you can avoid the need to define what magazines can be used per weapon.

#

Any weapon that has this defined (magazineWells[] = {"STANAG_556x45"};) will automatically get access to the magazine that you added.

#

Attachments work in a similar way. If the weapon's optics slots (WeaponsSlotsInfo >> CowsSlot) inherits from the global class (CowsSlot_Rail), then that weapon will get access to whatever optics attachments that you define in compatibleItems.

wheat sluice
# buoyant sonnet so I gotta define the gun specifically still, but I can just paste the other add...

myCustomOpticalSightAttachment is just the name of whatever your custom attachment's classname is. Anything that you list under the compatibleItems property will be usable on weapons that inherit from CowsSlot_Rail.
e.g.

class CowsSlot;
class CowsSlot_Rail: CowsSlot
{
    class compatibleItems
    {
        Dan0520_optic_MyRiflescope = 1;
        optic_Hamr = 0;
    };
};
class CfgWeapons
{
    class Rifle;
    class MyCustomRifleWeapon: Rifle
    {
        class WeaponSlotsInfo
        {
            class CowsSlot: CowsSlot_Rail
            {
                // This weapon gets access to whatever is listed in CowsSlot_Rail
            };
        };
    };
};

^ in this example, any weapon that inherits from CowsSlot_Rail will get access to your custom attachment (Dan0520_optic_MyRiflescope).
At the same time, it will disable the vanilla RCO scope (optic_Hamr) from being usable on any weapon that inherits from CowsSlot_Rail.
(= 1; means enables the attachment and = 0; equates to disabling the attachment from being usable)

Just remember that CowsSlot_Rail in this context is a global class. It doesn't exist inside CfgWeapons, but CfgWeapons can inherit from it.

buoyant sonnet
#

cowsslot first, then cfgweapon.... well

#

so the optics, I need to find their ID and make it = 1;, right?

#

or am I just able to make it for like, apply on every railed gun?

hearty sandal
buoyant sonnet
#

Oh it won't be mine, just you know, put someone's attachment to other guys gun-type thing

wintry tartan
#

It doesn't matter

hearty sandal
#

well if the weapon is not compatible with the slot then you need to edit its config too

#

there is no 1 stop universal way to get all guns have all attachments

buoyant sonnet
#

I mean if I know the attachment's ID and put on there, it should be work, right?

hearty sandal
#

and some weapons might not be able to have attachments at all if they are not originally made for that

buoyant sonnet
wheat sluice
#

You won't need to tweak anything on the weapon itself unless the weapon wasn't set up to inherit rails to begin with.

#

Issues like that can be remedied with a replacement patch but it's out of scope (no pun intended) for what you're trying to do right now.

tired axle
#

I'm looking for a solution to the problem that the settings for group indicators and friendly name tags are active on the dedicated server, but I don't want them to be displayed. Therefore, I created a mod in which I adjust the cursor class in the CfgIngameUi so that neither the group icons nor the friendly name tags are displayed. The only problem with my solution is that the distance to the waypoints is no longer displayed either. Does anyone know of a better solution (apart from changing the difficulty settings on the dedicated server, which won't happen)

#
class CfgInGameUI
{
    class Cursor
    {
        size="(((((safezoneW/safezoneH)min 1.2)/1.2)/25)*0)";
        select="\A3\ui_f\data\IGUI\Cfg\Targeting\Empty_ca.paa";
        leader="\A3\ui_f\data\IGUI\Cfg\Targeting\Empty_ca.paa";
    };
};

Edit 2025-09-11: i think i found a better solution for hiding the Friendly Name Tags. Instead of using size 0 for Cursor i better use

class SideColors
{
    colorFriendly[]={0,0,0,0};
};

with this class i can change/hide the color of the Friendly Name Tags

amber nacelle
#

Hello, I just noticed that my gunner and commander proxies for when the crew members are turned out don't rotate with the turret. When I replace my p3d with the default sample T-72, they rotate normally, so it appears to be something wrong with my model.
Please, any ideas what I'm missing? 🤔

hearty sandal
#

the proxies need to be part of the animated selection for the turret

amber nacelle
#

Not quite sure what you mean. Do you perhaps mean assigning them the "otocvez" vertex group in Blender?

#

Or is it something that needs to be done in Object Builder?

#

I may or may not have forgotten to assign the vertex groups to the vertices of the proxys after creating them.

#

It's working now

#

Thank you for your time salute

jagged basin
#

Hello,

I have a doubt about model.cfg and radar altimeter indicator in a helicopter

I'm trying to figure out if it is possible to have an radar altimeter indicator that is not lineal, has two phases, first 90º represents 100 feet, second 90º represents from 100 feet to 500 feet. like this one on the picture:

#

same needed for vertical speed

hearty sandal
#

yes

jagged basin
#

and how can you indicate the value for each phase on the code ?

hearty sandal
#

lets say animation plays between from 0 to 1

jagged basin
#

yep

hearty sandal
#

from 0 to 0.3 you can rotate needle 90 deg

#

then freom 0.3 to 0.5 you can rotate it 20 deg with second animation

#

and third animation from 0.5 to 1.0 can rotate it -200 deg if you like

jagged basin
#

so, I just have to create several class animations with the diferent angles for each phase..

hearty sandal
#

yes

jagged basin
#

something like this ?

        class RadioAltimetro500P_0_to_100_R
        {
            type = "rotation";
            source = "altRadar";
            axis = "RadioAltimetro500P_1_osa";
            memory = "true";
            minValue = 0;
            maxValue = 30.48; // 100 feet
            angle0 = "rad 90";
            angle1 = "rad 0";
            selection = "RadioAltimetro500P_1";
        };

        class RadioAltimetro500P_100_to_500_R
        {
            type = "rotation";
            source = "altRadar";
            axis = "RadioAltimetro500P_1_osa";
            memory = "true";
            minValue = 30.48;
            maxValue = 152.4; // 500 feet
            angle0 = "rad 0";
            angle1 = "rad -90";
            selection = "RadioAltimetro500P_1";
        };
mortal pumice
#

In sounds_f in cfg sounds, the wind turbine sound is configured like so:

class CfgSounds
{
    class Windturbine
    {
        sound[] = {"\A3\Sounds_F\environment\structures\windturbine\windturbine",1.2589254,1.0,120,1,0.0,0.0,0.0};
        titles[] = {};
    };

I know the first bits in sound are:
Filename
Volume
Pitch
Max Distance

But what about the numbers after 120? anyone got any clue what they control?

tired axle
#

today i exported a actual all-in-one config with the arma3diag_x64.exe, if someone else need this then write me i can send you. i could also add the 7z files here in the channel if allowed

pastel salmon
#

Very very simple question?
What is the limit of specular? Thats the only way I could become this more metalic
that is a current .rvmat specualar of "90"

hearty sandal
#

do you have real life reference photo for what you would like it to look like?

#

shiny metal?

amber nacelle
nimble sequoia
amber nacelle
#

Wait

#

Am I to understand that the skeletonBones array is made up of pairs?

nimble sequoia
#

yes

amber nacelle
#

fucking hell

#

Alright, thanks.

nimble sequoia
#

So in the example, otocvez does not follow another bone (or in effect, it just sits on top of the vehicle) and radar follows the movement of otocvez.

#

And of course, don't include the radar mesh in the otocvez selection.

amber nacelle
#

Thank you, I'll get to it as soon as I finish playing with friends tonight 🙂

#

I'll have to start writing everyone down so I can put you in credits when I'm done 😄

nimble sequoia
#

Not credits, perhaps "thanks to". 😉

amber nacelle
#

That.

prime violet
#

Hey fellas, I was wondering if it was possible to affect a vehicles crewmen with a CamShakeExplode (the explosion is by a round detonated near the vehicle)? Thanks for the help

pastel salmon
# hearty sandal do you have real life reference photo for what you would like it to look like?

I dont do model from perspective. I just think about it and try to catch it that works most the times.
Otherwhise I otherload me with a topic or a theme. Then I think about.

Ive attached you my current result. It shows up that a bigger surface can reflect the light better.
I think that Ive also have to find some more ways to screw around the metalness and reflection point...
Is there a way to create some shiny spots like on the second picture?

tired axle
#

if anybody else is interested of change/hide Friendly Name Tags with a mod, you can in

class CfgInGameUI
{
    class SideColors
        {
            colorFriendly[]={1,0,1,1}; // for hiding use 0,0,0,0
        };
};
hearty sandal
#

you can seach the chat history for reference to gold. I think I've talked about such topic and shinyness before

coral knoll
#

Cant find any documenation on it, what does shadow=1 even do on cfgVehicle entries

hearty sandal
#

might be nothing

coral knoll
#

I see

#

is there a way to disable shadows through config

hearty sandal
#

no

coral knoll
#

I see

#

shame

hearty sandal
#

at least never heard of any

#

why?

coral knoll
#

Model has what I assume to be a broken shadowLOD

#

Shadow is tearing and stretching, was hoping to just disable it

hearty sandal
#

not fix the model?

coral knoll
#

Not the model owner sadly

hearty sandal
#

ah

coral knoll
#

If I had the model I would slap the arma man onto it and call it a day lol

hearty sandal
#

then Id recommend ditching it

#

theres no point in using badly made assets

coral knoll
#

its a shame since the shadow is the only bad part of it

#

everything else is nice

wintry fox
#

Just report it to the mod maker if its an active mod

hearty sandal
#

chances are high that the author didnt make it either

coral knoll
#

Oh most likely not

shell vessel
coral knoll
#

No

#

I havent touched anything model or config related yet

faint token
#

good day y'all. does anyone know how to disable that slight camera shake during firing small arms?

delicate cypress
#

question about RVMATS, did a recent update perhaps break custom damage rvmats?

To elaborate, I didnt use the procedural texture but rather my own, and it used to work, but not anymore

#

what i mean is that in stage3, using a3\data_f\destruct\damage_metalsheet_mca.tga correctly displays the damage texture, but using my custom texture that used to work does not anymore

wintry fox
#

What's the path for your texture, exactly how you have it?

delicate cypress
#

which lines up with the actual texture. Because it used to work and now it doesnt, rvmat or config has not been changed

wintry fox
#

Have you verified the pbo prefix?

#

To make sure it's what you expect

delicate cypress
#

yes

nimble sequoia
#

shouldn't it be an mca in that stage?

delicate cypress
#

also tried the _mca sufix and nothing changed

hearty sandal
#

suffix is not related to it applying but to how it gets converted to paa

#

do you have the damage materials listed in the damage array

delicate cypress
#

yes

#

as I said, I've not changed the config or the rvmat at all

delicate cypress
#

havent touched it since

winter rain
#

Is there a easy way to balance buildings armor?

Seems like armor value doesnt work global for all structures, it depends on its size and how much geometry you did and if i did armor value on bigger structures its going to be invincible for some type of shots and same values on smaller structures get damage.. its a bit frustrating to struggle around.. or is there any kind of way to setup a global value?

pastel salmon
#

** Hey there 😄 **
Im into doing my first multimaterial.rvmat

And I failed to 50%
My second texture wont apply on the UV like I need. Even if its on uvSource = "tex"
Im really sure its not the meshs UV. So I gues I will have to learn a bit about the topic.
But Im also wondering how I implement the ambient shader, because there is only one slot.
Do I need to bake a single map_as for the whole object?

#

Thats how it should look like.

hearty sandal
pastel salmon
#

Okay. Ill gues its the same with the map_mask stage. (So Ill have to find a way to Bake the whole mesh or export an own .fbx for it)

Can you gues if my texture issue happened in the .rvmat or earlier?
Because Im quite sure its inside the .rvmat even if Ive received some unexplained texture diffrence from SubstancePainter to what the .paaConverter did
to my file.

hearty sandal
#

I dont know what we are looking at here.

#

this does not look correct for multimaterial though

pastel salmon
#

Midday break is over.
The pictures show the positioning of wood in the UV and the final texture wich should be used
sorry for late reply

#

That are those lines from the .rvmat

hearty sandal
#

but you have baked texture there

#

not a tiling/repeating texture

#

and small object like this would not use multimaterial anyway

#

multimaterial is meant for large objects that the repeating texture gives more detail on large surfaces

pastel salmon
#

Ive baked all textures in SubstancePainter
Thats _mask and _co maps

hearty sandal
#

yes thats not a thing for multimaterial

#

thats something you do for supershader

pastel salmon
#

Ouuu meeen

#

So lets reorintate things back to the supershader

hearty sandal
pastel salmon
#

I really need to take more care about the topics and when they switch during a conversation

nimble sequoia
mortal pumice
lament sluice
#

Is it possible to add to an array? Like with the None class in CfgGlasses. I'm thinking of adding another identityType, but would I have to overwrite it? Or does inheritance work here and I can just do something like identityTypes[]={"G_TRU_default",100}; and it would keep all the other ones?

wintry fox
#

Use +=, but it only works when the array is explicitly defined and not inherited iirc

lament sluice
#

Oh I see. Does it work the other way around too? Like delete for classes

#

-= something like this?

wheat sluice
dapper path
#

Good afternoon, can you tell me how to add the appearance of damage on the uniform (blood)? Is there an example of a config?

nimble sequoia
faint token
#

Hey, does anyone know why my evecVM code runs in "RscDisplayMainMenuBackground" but not in "RscDisplayMain"

class RscDisplayMainMenuBackground {
        onLoad="[] execVM 'TFI_Utility\functions\menuTheme.sqf'; [""onLoad"",_this,""RscDisplayMainMenuBackground"",'GUI'] call     (uinamespace getvariable 'BIS_fnc_initDisplay')";
    };
class RscDisplayMain: RscStandardDisplay {
    onLoad="[] execVM 'TFI_Utility\functions\menuTheme.sqf'; [""onLoad"",_this,""RscDisplayMainMenuBackground"",'GUI'] call     (uinamespace getvariable 'BIS_fnc_initDisplay')";
};

this is how i put it. I wanted to play some music inside that execVM in the main menu. and possibly overwrite arma's main menu theme.

wintry tartan
#

Are you sure it is not running at all?

faint token
wintry tartan
#

Don't understand what? My post?

faint token
#

Yes i mean i didn't get your point.

wintry tartan
#

My point is are you sure your script is actually running or not

#

Is it not happening at all because it is not running or it is running but overwritten by some script

faint token
# wintry tartan My point is are you sure your script is actually running or not

yes it actually play music as it is intended under RscDisplayMainMenuBackground. but the

onLoad="[] execVM 'TFI_Utility\functions\menuTheme.sqf';[""onLoad"",_this,""RscDisplayMain"",'GUI'] call     (uinamespace getvariable 'BIS_fnc_initDisplay')";

doesn't work when i put in in "onLoad" EH of RscDisplayMain

this is the code itself:

// menu theme.sqf
0 fadeEnvironment 0;
0 fadeSound 0;
0 fadeMusic 1;
clearRadio;
playMusic "test_music";
sleep 5;
0 fadeEnvironment 0;
0 fadeSound 0;
addMusicEventHandler ["MusicStop", {
    playMusic "test_music";
}];
wintry tartan
#

That's not the point/answer I intended

#

Did you made it sure the script is actually running, using some obvious script like systemChat or hint

faint token
wintry tartan
#

Okay, then are you sure your config is actually applied to RscDisplayMain in-game?

faint token
#

yes and i did some changes to the code, and still nothing.

///menuTheme.sqf
systemChat "start......";
waituntil {
    _camera = (allmissionobjects "camera") param [0,objnull];
    time > TIMEOUT || {!isnull _camera && {camPreloaded _camera}}
};
sleep 1;
0 fadeEnvironment 0;
0 fadeSound 0;
0 fadeMusic 1;
clearRadio;
systemChat str _this;
playMusic "test_music";
addMusicEventHandler ["MusicStop", {
    playMusic "test_music";
}];
faint token
#
_this call compile preprocessFileLineNumbers 'TFI_Utility\functions\menuTheme.sqf';

didn't work either.

faint token
#

nor a I see the ```sqf
"start......"

in this code
```sqf
systemChat "start......";
0 fadeMusic 1;
copyToClipboard str _this;
systemChat str _this;
playMusic "test_music";
sharp stone
#

does anyone has a current cfgMods reference?

severe marlin
#

Hey guys

#

Idk where should I talk about this
I created my mod and there is a faction in my mod when I play dynamic recon ops, when I set my faction in enemy factions it shows the CSAT faction
Do I have to do something else?

wintry tartan
#

What is the goal you want to achieve

wintry tartan
#

That means onLoad will not fire whenever you return to the menu

#

Wild guess though

mortal pumice
#

Don't suppose there's a way to tell AI on a path to wait while the door they just opened finishes opening?

#

They open it and instantly start walking, unforunately through the gate

#

My backup is making the path lead up to it longer

hearty sandal
mortal pumice
#

Previously I just did what I said above and pulled the path out further haha

#

Unforunately most BIS doors take 1 second to open and it seems ai on paths wait for 1 second

#

Maybe its hard-coded engine wise

#

or in cfgbrains

hearty sandal
#

I had this large hangar door that opened slowly

#

And I think I managed to make I wait for it to open 🤔

#

I'll have to remember to dig some files

mortal pumice
#

Much appreciated If you can find out what you did 🙂

frozen bluff
#

I'm having a weapon issue. The game recognizes the m2 machinegun fine, but it's not recognnizing the magazine. At first I thought that the magazine was wrong, but it's not taking the BIS magazines either. I've tried some techniques over the hours but so far it just won't accept any mag, so it won't work. I know the minigun works fine, and recoded things so the game is using current code. Still not working. It may be the required addons, but I don't know if that matters.

hearty sandal
frozen bluff
#

Straight from the weapons_f config

hearty sandal
#

ok so as a test, if you assign your vehicle vanilla machinegun and give it a vanilla machine gun magazine does that work?

frozen bluff
#

Never tried that, gimme a few

hearty sandal
#

👍 sort of establishing a working base

frozen bluff
#

Yeah it packs fast, so I'll be back soon

#

Works as intended

#

Might just use that. Then something is weird because I inherit from the same weapon that works

hearty sandal
#

you could work through it in little steps to create new class

#

but if the vanilla gun is good enough then no problem

frozen bluff
#

Yeah true, I'll mess with it, but at least I know it works and not a bug, or anything thanks man

amber nacelle
#

Good day. In quite a few geometries of tank models, I've noticed a named selection/vertex group called "slide", always on the bottom of the hull of the tank. Am I correct to assume that this is meant to avoid the tank getting beached with its belly on rocks/terrain/etc?

hearty sandal
amber nacelle
#

Thanks 👌

hearty sandal
#

the default components for that are inherited from the Tank_F base class

amber nacelle
#

oho

#

I'll have to invite you out to a beer if you ever make it to CZ, as I live relatively close to BI's Mníšek HQ 😄

pastel salmon
#

Boom.
Ive met a guy who told me about the LODs and stuff. I maybe got a little distracted
by growing my mind.. 😄
But Ive learned a really lot.

No one was able to anwser me how Im able to manipulate the LOD distances.
So how to set

  • LOD res 0 to 10m
  • LOD res 1 to 50m
  • LOD res 2 to 100m
    ?

I dont know wich channel PANNIIC

hearty sandal
#

engine handles it on its own

pastel salmon
#

Could I?

hearty sandal
#

you just provide the different levels

hearty sandal
pastel salmon
#

wowy wowy wowy

#

Okay that changes my plans to build 20k+ polis LOD res 0 buildings with enterior and light switches

nimble sequoia
pastel salmon
#

Isnt that worth to be pinned? just saying
Ive screenshoted it and post in our modding documentation if its ok @nimble sequoia

#

That would be the post

nimble sequoia
#

To many modders it's fairly basic knowledge, not worthy of being pinned, although I appreciate it's not obvious to beginners. A bit like suggesting that "to turn a car you use the steering wheel".

nimble sequoia
pastel salmon
#

Ouch... Ive got things to do. Im already on this since 4.30am... its 10pm in germany 🇩🇪

amber nacelle
amber nacelle
hearty sandal
#

can not substitute that by teaching

amber nacelle
prime violet
#

Hey fellas, got a question.

Im trying to modify the MFD of an aircraft, and its a bit of an inheritance nightmare.

If im trying to modify external class D, do i go

class ExternalAircraft:a3Aircraft
{
    class A
    {
        Class B
        {
            class C
            {
                class D;
            };
        };    
    };
};```

And then

```class MyModifiedAircraft:ExternalAircraft
{
    class A
    {
        Class B
        {
            class C
            {
                class D
                {
                    valueToEdit = myEditedValue
                };
            };
        };    
    };
};```


or do I have to do

```class a3Aircraft (or whatever ExternalAircraft inherits from)
class ExternalAircraft:a3Aircraft
{
    class A;
};

class ExternalAircraft2:ExternalAircraft
{
    class A:A
    {
        class B;
    };
};
class ExternalAircraft3:ExternalAircraft2
{
    class A:A
    {
        class B:B
        {
            Class C;
        };
    };
};
class ExternalAircraft4:ExternalAircraft 3
{
    class A:A
    {
        class B:B
        {
            Class C:C
            {
                Class D;
            };
        };
    };
};    

And then edit my value? Or am I just approaching it the completely wrong way?

hearty sandal
prime violet
#

gotcha, busted my head on this for like 2 hrs yesterday, thank you

mortal pumice
pastel salmon
#

# Gooood Day Bohemia 😄 **
** Its a mod-publishing issue Im bringing today.

Ive published my mod so others could download and update between our GameDays
The problem:
They dont receive the textures. They receive the LODs but not the texture.

Ive attached my mod structure, do I have to put the textures folder somewhere else?
Please correct me if wrong channel posting

During seting up the folder strucure I sticked to https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon#Mod_Folder_Structure

hearty sandal
#

no texture showing up usually means you have pathed them wrong and the path does not match what is inside pbo

#

also how do you pack the pbo?

pastel salmon
pastel salmon
#

From where do I have to start it?

hearty sandal
#

it has to match to what you got in your pbo

#

and again

#

how do you pack the pbo?

pastel salmon
#

I pack the pbo

hearty sandal
#

with

#

pbomanager

pastel salmon
#

enter on mouse button is nice haha sry

#

With addon builder

hearty sandal
#

why is your enter on mouse

pastel salmon
pastel salmon
#

Since them Ive always bought the same mouse because it showed of that it can become reeally usefull

#

If I press my thumb downside

#

Completly out of topic sorry

#

So to bring it on point I pack my .pbo with AddonBuilder during I sign it. Then I take the .pbo and move it to the @Folder\addons it will finally remain.

And thats the final I need to go with my path wich starts at my P:\Drive?

hearty sandal
pastel salmon
#

So I designates them together with the paths before packing

hearty sandal
# pastel salmon

as you can see this path does not correspond to what you have in the pbo

#

also why so many folders

vale basin
#

good evening, guys! 😄

how hard would it be to mod an attachment so that it can be used on a different gun?

Specifically a suppressor. I want to put it on a gun that usually doesn't have access to it

hearty sandal
vale basin
#

yes it does

latent dust
#

Comrades, I’ve been searching for an answer for a long time and can’t find one.
I need to create an RscShortcutButton for the interface, but the problem is that the images I set in the parameters animTextureDefault, animTextureNormal, animTextureOver, animTextureFocused, animTexturePressed, and animTextureDisabled are applied to the button in a very strange way.
I don’t understand how to change the size of these images without changing the size of the button itself.

pastel salmon
#

5am. Starting time.

The folder structure took me a bit but I filed ||sry for that joke :D|| a lot on it and thats what gives me a good enviroment to work in.

Thats my whole P:\Memory Ive documentaded evrything about that

pastel salmon
wintry tartan
#

No.

#

You need to understand the point of PBOPREFIX

pastel salmon
#

That should become key, if I understood it kind of correct. embarrassing that Ive left it like that thinking it will work lol

wintry tartan
#

I don't think you can use such character in the prefix

#

Just use nothing but only a-z, A-Z, 0-9, and _

pastel salmon
wintry tartan
#

PROPREFIX is not a mandatory part of it anyways. You are just doing it too much

#

Well, technically it is. You just need to unserstand how you can tell Arma 3 to find a P3D within a PBO

pastel salmon
#

That made things a lot more clear

#

That means, if Ive got it correct, that my addon prefix is defined in the addon builder as path and later used as start source. (PBOPREFIX isnt clear so far)

pastel salmon
#

Still unclear is what the "path to project folder" does in that. *(I gues its the @Folder I store my .pbo/ .bisign inside)
So my "path to project folder" becomes "EBER\MainFolder@EBER_Structures"

The "path to project folder" will be used as something like a "value" of my addon prefix wich makes it available as start path
is my learning somehow correct?

#

Thats what my theory is leading in. I gues I could meanwhile test it.

#

Now Im confused because also others are leading the "path to project folder" to the @ModFolder. The only diffrence I made is that Im working on P:\Drive and he got no prefix

#

Sometimes I cant find the trees inside the forest...

pastel salmon
# hearty sandal also why so many folders

I slowly begin to understand why youve asked buddy...
its confusing for outsider in first instance and in second its diffrent to what others did. So its hard to compare

But Im honest, and yeah it sounds weird, but I think it was a good way to understand.
Most people only copy or steal but never will understand why that happens if they do this or that.

pastel salmon
pastel salmon
hearty sandal
pastel salmon
#

Im thinking about to make the chair as a vehicle and define the seating area with as an passenger seat

hearty sandal
pastel salmon
#

The hatchet mod arrives with a diffrent solution

hearty sandal
#

ACE and other mods use attachTo scripting to glue character on another thing and then they set it to sitting/lyingdown animation

#

with userActions

#

it does not necessarily need to be a passenger like in vehicles

pastel salmon
#

How do I define a turret? I gues I use memPoints for their position but Im missing the command for defining them

hearty sandal
#

you can check out the tank sample in the arma3 samples

pastel salmon
pastel salmon
pastel salmon
hearty sandal
pastel salmon
#

Uhhhh more Arma content

#

For what do I have to look?

#

I gues Ive found them those are the things I whised to know earlier about haha

pastel salmon
grand zinc
#

It is the name of a named-selection in memory lod that contains one vertex

pastel salmon
#

I love that "from vision to reality"

hearty sandal
pastel salmon
#

So for people that are already in the vehicle? Is that what is ment with crew members? Im smelling a wiki entry and a knowledge gap of mine

hearty sandal
#

the memorypointGetIn.. is connected with the getting in part

#

but you dont need to focus on this right now

#

you are making user action

pastel salmon
pastel salmon
# hearty sandal you are making user action

I have two options now.

  1. I overhaste things and get lost in information
  2. I do a break because its better because Im on this since 6 hours already (but I enjooooy 😄 ) to think about everything and come back later
    I gues I go with No.2

So again I really need to thank @hearty sandal && @grand zinc for the support and guidance throught my learning I
was able to do in that short amount of time.

devout venture
#

I need some help with making a simple item. Im trying to make an item similar to the firstaidkit or toolkit so that I can use it in scripts. This is my current config:

class CfgWeapons
{
    class ItemCore;
    class InventoryItem_Base_F;

    class MSS_CoTi : ItemCore
    {
    model = "\A3\weapons_f\acc\acco_tws_F";
        scope = 2;
        scopeArsenal = 2;
        scopeCurator = 2;
    simulation = "Weapon";
    picture = "\a3\Weapons_F\acc\Data\UI\icon_optic_tws_ca.paa";
        displayName = "Clip-On Thermal Imager";
        descriptionShort = "A clip-on thermal imager for various optics.";
        class ItemInfo: InventoryItem_Base_F
        {
            allowedSlots[] = {801,701,901};
            mass = 10;
        };
    };
};

however I cant get this item to appear in arsenal or in my inventory using addItem

vale basin
#

Hello guys!

how hard would it be to mod an attachment so that it can be used on a different gun?

Specifically a suppressor. I want to put it on a gun that usually doesn't have access to it

#

Let's take the NIA weapons pack.

I want to use the "Ops. Inc. 12th model" suppressor available for the "RRA Lar 15" rifle and use it on an M4, for example.

Is there a way for me to acheive this?

pastel salmon
#

Im back with some question about the vehicle cargo.
Ive investigated into the A3Samples. Specifcly for anything wich contains the cargo positions.
The only problem is that I cant find any definition or usage in the config.cpp to where its connected to
an animation or interactopn.

Is there a name system with "pos cargo" of the vertex group?

hearty sandal
#

you dont need these at the moment

#

focus

pastel salmon
wintry fox
# devout venture I need some help with making a simple item. Im trying to make an item similar to...

I'm pretty sure simulation = "Weapon" is what actual weapons use, not inventory items, though I may be misremembering.

If you're fine with a dependency, the easiest and most compatible way to make basic inventory items like that is to use CBA's classes.

class CBA_MiscItem;
class CBA_MiscItem_ItemInfo;
class YourPrefix_YourItem: CBA_MiscItem {
    scope = 2;
    author = "You";
    displayName = "Your Item";
    descriptionShort = "Description";

    class ItemInfo: CBA_MiscItem_ItemInfo {
        mass = 10;
    };
};

If you don't want a dependency, you can do the same changes manually but little bit more effort

#

CBA just makes their misc items bipods

hearty sandal
#

Id recommend focusing first on making the model

#

youre jumping on so many things right now

pastel salmon
#

For texture uploading? Thats solved, weve tested that out

devout venture
wheat sluice
# vale basin Hello guys! how hard would it be to mod an attachment so that it can be used on...

It's very easy if your custom M4 weapon has its weapon attachment slots set up correctly.
If the slots were not set up correctly to inherit from one of the global MuzzleSlot classes, then it gets a little more complicated but it shouldn't be too difficult to remedy.

For now, you'll need to find out how your M4 weapon's MuzzleSlot class under WeaponSlotsInfo has been set up. Is it inheriting from the one of the global MuzzleSlot classes? (e.g. MuzzleSlot_556, asdg_MuzzleSlot_556, etc.)
Or is it hardcoded using the old compatibleItems[] array method?

pastel salmon
# hearty sandal Id recommend focusing first on making the model

For fixing my issue with the prefix Ive just replaced all local paths with the addon prefix.
Ive also created the vertex group and exported them. After Ive tried to connect that via class UserAction to an statement.
But Im achieving an error after starting the game that something cant enter the userAction scope

vale basin
pastel salmon
wintry fox
pastel salmon
#

Wait.

#

Were talking about an file.cpp or the section in the config.cpp itself?

#

(I couldnt send in text either here or in dm)

#

Thats what Im using for my position value

vale basin
wintry fox
pastel salmon
#

wait what. that was actually in purpose because I defined the class in the UserActions itself. But yours sounds also logic. Ill try

wintry fox
#

If you fixed your indenation it'd be easier to see, this is how arma is reading your config

class CfgVehicles {
    class EBER_StuhlMititaer1 : EBER_TischMititaer1 {
        // ...
    };

    class UserActions {
        // ...
    };
};
wintry fox
#

You need to wrap those in like a class Eject

#
class CfgVehicles {
    class EBER_StuhlMititaer1 : EBER_TischMititaer1 {
        class UserActions {
            class Eject {
                statement = "...";
            };  
        };  
    };
};
pastel salmon
#

just a brackit

#

class Eject is the "Id" of the UserAction, right? in case there should be more then one

wintry fox
#

No, the ids are numbers

#

The class name itself isn't relevant to the action at all really

pastel salmon
#

Thats true. I would compare to CfGFunction ongoings with class seperations

wintry fox
#

The class name is relevant for CfgFunctions

#

Assuming you don't override it with a file parameter

pastel salmon
#

The screenshot Ive posted in hasnt created an error so far

wintry fox
#

It won't create an action

wintry fox
vale basin
#

is this going in the right direction ?

wheat sluice
#
class asdg_MuzzleSlot;
class asdg_MuzzleSlot_556: asdg_MuzzleSlot
{
    class compatibleItems;
};
class rhs_western_rifle_muzzle_slot: asdg_MuzzleSlot_556
{
    class compatibleItems: compatibleItems
    {
        suppressor_class_name_goes_here = 1;
    };
};
vale basin
#

oho!!!!

wheat sluice
#

Replace suppressor_class_name_goes_here with the name of the OPS 12th suppressor's classname.

#

Keep in mind that in the example config I wrote for you (asdg_MuzzleSlot, asdg_MuzzleSlot_556, rhs_western_rifle_muzzle_slot), these changes are written at the global level. Don't put this under CfgWeapons or anything else.

pastel salmon
#

Thats with what Ive went in

Ive now added a new class inside the UserAction wich Ive moved inside my CfGVehicle class itself (thrid picture)

vale basin
#

if I hover over the suppressor in the arsenal, it calls it "hlc_muzzle_556NATO_OpsINC12th"
Could this be its name?

pastel salmon
wheat sluice
vale basin
#

uuuh!!! 😄

wheat sluice
#

Don't forget to make sure that the core configs for RHSUSF and NIArms' addons are listed in your CfgPatches requiredAddons[] array.

vale basin
#

where do I put all this? :3

I have no clue XD

Do I just paste it into the devtool and run it?

can't be THAT easy I imagine ^^"

#

ah, there we go XD

I'm sorry but I have zero knowledge of coding and such

wheat sluice
vale basin
#

ah so it's gonna be an actual mod, like the ones I get from the steam workshop?

wheat sluice
#

Yep.

vale basin
#

oooh!!!

wheat sluice
#

Can't change this via scripting so this is your only option.

vale basin
#

Understood 🫡

pastel salmon
#

That looks like a first start. Now I would like to connect it to a default animation so I can build up on that

vale basin
wheat sluice
#

You need both regardless.

#

For packing the PBO, either use Mikero's pboProject or HEMTT.
Bohemia's own Addon Builder is rubbish when it comes to verifying errors so stick to either of those tools.

vale basin
#

Understood!

vale basin
# wheat sluice You need both regardless.

I think I hit a hardware wall

I've been trying to create the P drive with the arma 3 tools and copy the game files

but I don't have enough space to copy them and I get errors during the process ^^"

#

I'm split into 2 drives

C, SSD drive with windows
D, HDD drive with everything else

C is almost maxed out and for some reason the Arma Tools try to copy files in that one when doing their thing

#

I'm talking about the "extract game data" part

I'm following this tutorial:

https://youtu.be/wZ-OkQeaiAQ?t=424

Hi I'm tox I'm brand new to the modding community I just wanted to make a series to try helping new people like me. I'm probably going to get stuff wrong and if I do please let me know so I can fix it. Take care and stay safe out there.

mikero tools: https://mikero.bytex.digital/Downloads

special thanks to sokolonko : https://www.youtube.com/u...

▶ Play video
nimble sequoia
vale basin
nimble sequoia
vale basin
#

oh! ok!

nimble sequoia
#

Can't promise it will resolve your issue with lack of space on C:\ but it's the recommended method anyway

vale basin
#

I'm trying

hearty sandal
vale basin
#

I'm checking

hearty sandal
#

forget the video tutorial

vale basin
#

alright! ^^

umbral hornet
#

Heya can someone pls explain (at best with an example) how I override only the armor values as a patch for certain vests, without defining their model and other propertys again or is this not possible?

#

Heya, did you manage to find a working result? 🙂

whole blaze
vale basalt
#

Does anyone have the latest config dump at hand?

tacit zealot
#

Any help on why these radar guided missiles aren't locking on to anything? The laser-guided version works just fine.
I've had other air-to-ground radar missiles, too, where the missile wouldn't lock unless I had a datalinksensor and datalink turned on

hmm might be groundnoisedistcoef yep, setting that to -1 fixed it

chilly tulip
# umbral hornet Heya can someone pls explain (at best with an example) how I override only the a...

It is possible but fairly annoying due to the structure:

class CfgWeapons {
    class ItemCore;
    class Vest_Camo_Base: ItemCore {
        class ItemInfo;
    };
    class V_TacVest_blk_POLICE: Vest_Camo_Base {
        class ItemInfo: ItemInfo {
            class HitpointsProtectionInfo {
                class Chest;
            };
        };
    };
    class JJ_Vest_Test: V_TacVest_blk_POLICE {
        class ItemInfo: ItemInfo {
            class HitpointsProtectionInfo: HitpointsProtectionInfo {
                class Chest: Chest {
                    armor = 20;
                };
            };
        };
    };
};
pastel salmon
#

Hey people 😄
Chair topic

Ive experimented with animations and CfG Functions in the config.cpp I went throught. It works.
My current ongoing is to write the function to sit down.
But Im failing in the syntax of attachTo in "object2" because I dont know how to show him the memory point I want to glue him to

Ive attached my current code

wintry tartan
#

However you want. pos cargo is not how you define anything, though

pastel salmon
#

pos cargo is the name of the memPointLODs vertex group. I hoped to be able to use it as variable for an X,Y,Z cord

wintry tartan
#

No.

#

Not about that

#

It is about how an SQF works. Not about config

pastel salmon
#

That sounds critical

wintry tartan
#

As you already found out you skipped QUITE a lot of path before you do anything constructive

pastel salmon
#

I went my way. Now Im here. Not ready to stop. Lets continue
What is my issue?

wintry tartan
#

Not knowing how an SQF works. Or how your concept could work

#

attachTo takes [theObject, offset] not [pos cargo,[0,0,0]]

#

theObject here is the object, the chair I guess

#

pos cargo is not a valid SQF variable or command or anything, it cannot be

#

"pos cargo" and pos cargo are entire different things

#

Also the function does not know which object the player wants to sit

pastel salmon
#

I know how to read syntax. But I dont know what I dont know. So I try things. And of course do I know that attachTo needs an object. My thought was that the vertex counts as object so its name is would be the vert group.
Ive found out that its not like that. So Im here to learn.

Can I transform my memLOD vertex into an object?

#

wait

wintry tartan
#

No. That's not how it works

pastel salmon
#

Thats how it works?

wintry tartan
#

Can I actually beg you to use a high vis syntax highlighter on SQF for everyone's sake, actually?

hearty sandal
pastel salmon
#

Ive tried 😭

hearty sandal
#

1 command at a time

pastel salmon
hearty sandal
#

so you can see what they do and require and return

grand zinc
#

That is unreadable as crap because the colors

pastel salmon
#

I agree

#

How about that?

wintry tartan
#

This is a highlighter for CPP

pastel salmon
#

ou

#

now I feel guilty

#

Is that okay for everybody?

wintry tartan
#

Relatively

pastel salmon
#

That step is done. Next step is the the communication between config.cpp and
function.sqf

Ive tried now with _this and removed the incorrect array around but it wont work.

wintry fox
#

You don't the the _this explicitly, call will use it by default if there's no left argument
It's slightly slower to specify it, not the end of the world if you leave it though

pastel salmon
pastel salmon
wintry fox
#

paramas ["_this"] is wrong though.
The command is params, without the second A and you're redefining the _this variable alltogether

pastel salmon
#

Hahaha paramas sounds really spanish

wintry fox
#

What you'd want is:

params ["_target", "_caller"];
[_caller, "SIT_U3", "ASIS"] call BIS_fnc_ambientAnim;
_caller attachTo [_target, [0, 0, 0]];
pastel salmon
#

Thats what Ive tried to do.. But where to define _target/ _caller? And how to keep them unspecific?

wintry fox
#

params is what defines the variables

#

What do you mean by "keep them unspecific"?

pastel salmon
#

Forget about. Each execution is an diffrent scope so they cant collide. Ive texted to fast 😄

#

I remember about! Jan from german TOB explained already. Its like a year ago.

He said that the arriving values are sorted in the prepared params command by their arrival index like params [0,1,2,3]

do I remember right?

#

I gues thats a good setup to find out

wintry fox
#

_chairTarget isn't defined in your UserAction

wintry fox
wintry fox
#

It's [_target, _caller, ...], _target being the thing with the action and _caller being the unit that triggered it

pastel salmon
#

They both receive any

#

So I had this idea to define them

wintry fox
#

The statement should just be "call EBER_MilChair_..."

pastel salmon
#

Thats what resulted in "any"

wintry fox
#

Because you're params is incorrect

#

You have it as a single string, it's trying to define a variable called _playerTarget, _chairTarget, which fails

pastel salmon
#

Aiiiiii

#

Thanks for waking me up

#

So thats what I need

wintry fox
#

Yes

#

This is why syntax highlighting is helpful

pastel salmon
#

that feeling

plain rose
#

i have a question regarding arma 3 addon configs and getting them onto a server// Death and Hit Reactions

do i place them in the server config file like this? (at the bottom) cause it results in a crash and i honestly have no idea how to get it working (it does it with every addon)

wintry fox
#

Are those CBA settings?

plain rose
wintry fox
#

Either way a mod's settings aren't going to be in your server config

wintry fox
plain rose
wintry fox
#

Well where are you getting the names from

plain rose
#

mb

pastel salmon
#

Its still "any"

#

I think its because Ive no springs connected

grand zinc
#

It also only mentions having the object, not whoever activated the action, but you can reasonably assume that the activator is player

wintry fox
#

Oh UA config uses this?

grand zinc
pastel salmon
#

I hoped to do it with that

wintry fox
grand zinc
#

especially when onlyforPlayer is set, then its probably player

grand zinc
pastel salmon
grand zinc
#

the argument on the left side of the call command, will be stored in the _this variable when the function on the right side of the call command is executed

pastel salmon
#

Talking to you is like watching into the future haha || immer wieder beeindruckend ❤️ ||

pastel salmon
#

Im back. Time to understand and learn

pastel salmon
wintry fox
#

Just use this instead of cursorObject, it potentially could be something different than the object being interacted with. this will always be the chair in this case

pastel salmon
fleet adder
#

whenever you create a placeable "prop" weapon for Eden, do the model of the weapon depends on the classname you are feeding into the transport classnames?

For example, if a weapon comes with no predefined magazine or attachments, even if you are telling the prop that is carries such magazine or attachments, do I need to include them into the actual weapon config as predefined attachments/mag for it to reflect on the prop model?

wintry fox
wintry fox
fleet adder
pastel salmon
trim thorn
#

is there a way to add an ace interaction to an existing vehicle?

wintry fox
#

Yeah

trim thorn
#

how would one do such a thing

wintry fox
#

The same way you'd modify any other class

#

You can just pull up the ACE_Actions >> ACE_MainActions class in the config viewer and copy the inheritance. Use Advanced Developer Tools if you're not already

trim thorn
#

class UAV_01_base_F : UAV_01_base_F { class ACE_Actions { class ACE_MainActions { class IC51_PackUAV { displayName = "Pack UAV"; condition = "alive _player && isNull objectParent _player && {_player distance _target < 3}"; statement = "[_target, _player] remoteExec ['fnc_packUAV_server', 2]"; }; }; };

#

so doing something like that in my config vehicles or am I misunderstanding

wintry fox
#

You're redefining Actions and MainActions, not inheriting, also code blocks are three backticks

trim thorn
#

yeah I hit the wrong thing lol

wintry fox
#

You just need three instead of 1

#

```cpp
code
```

trim thorn
#

yeah I know abou the the 3 ` I just hit the wrong thing

so rather than doing redefining what would I need to change?

wintry fox
#

Your remoteExec also seemignly doesn't have the full function name, or you're not prefixing your functions. Either way it's wrong

wintry fox
trim thorn
#

so would I just copy that over or what woudl I need to do for that

wintry fox
#

You need to grab UAV_01_base_F's parent class(es) and reference the MainActions class and inherit from it

#

I also just realized you're trying to make a class inherit from itself

#

Which is also incorrect

amber nacelle
#

Is there a way to define which position in a tank will use which model/LOD when turned in/out?
Because as is, my tank's crewmembers see the following:

| Position  | LOD turned in | LOD turned out |
+-----------+---------------+----------------+
| Driver    | Gunner        | Pilot          |
+-----------+---------------+----------------+
| Gunner    | Gunner        | Resolution 0   |
+-----------+---------------+----------------+
| Commander | Gunner        | Resolution 0   |
+-----------+---------------+----------------+```
It's not a problem per se, but I'm just not sure if that's normal or something wonky is going on.

EDIT: Found it. Variables in the config file. Info about it is here: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#LODDriverTurnedIn
For driver, it's *LODDriverTurnedIn*, *LODDriverTurnedOut*, *LODDriverOpticsIn* and *LODDriverOpticsOut*. For gunner and commander, it's *LODTurnedIn*, *LODTurnedOut*, *LODOpticsIn* and *LODOpticsOut*.
wintry fox
#

You need to reference the MainActions class from Helicopter_Base_F and then inherit it

trim thorn
wintry fox
#

No

trim thorn
#

so then would i just call the uav class or what woudl I do im a little confused

wintry fox
#

Your current setup is correct, the inheritance is just wrong

wintry fox
whole blaze
#

@umbral hornet Hey, sorry it took so long for me to reply. Can you DM me?

umbral hornet
fleet adder
#

pointers and cowslots seems to be working just fine though

fleet adder
# wintry fox You'd have to show your config

I.e:

    class KMPE_AM_AMB17_kitted : KMPE_AM_AMB17
    {
        baseWeapon = "";
        
        class LinkedItems
        {
            class LinkedItemsOptic
            {
                item = "";
                slot = "CowsSlot";
            };
            
            class LinkedItemsAcc            
            {
                item = "";
                slot = "PointerSlot";
            };
            
            class LinkedItemsUnder
            {
                item = "";
                slot = "UnderBarrelSlot";
            };
            
            class LinkedItemsMuzzle
            {
                item = "KMPE_muzzle_snds_AMB17";
                slot = "MuzzleSlot";
            };
        };
    };
#

the attachment IS compatible, i have it equipped

wintry fox
#

Can you show the weapon slots info class?

#

Specifically the MuzzleSlot class in it

fleet adder
#
        class weaponSlotsInfo
        {    
        
            class CowsSlot : ScopeSlot_PicatinnyShort {};
            class MuzzleSlot : muzzleFamily_AMB17 {};
        };
#

sec

wintry fox
#

Thought it might have had wrong casing, slot is case sensitive to the slot class name in WeaponSlotsInfo

E.g. it wouldn't work if you had like slot = "muzzleslot" but did class MuzzleSlot

fleet adder
#
class muzzleFamily_AMB17 : muzzleFamily_939_detachable
{
    class compatibleItems : compatibleItems 
    {
        KMPE_muzzle_snds_AMB17 = 1;
    };
};

This is the parent all the way up

class muzzleFamily_SR3 : MuzzleSlot
{
    class compatibleItems 
    {
        KMPE_muzzle_brake_SR3 = 1;
        KMPE_muzzle_snds_SR3 = 1;
    };
};
wintry fox
#

Yeah that all seems fine, nothing sticks out to me

fleet adder
#

all the slot names match their definition in my configs, SomethingSlot

#

i wonder if its intentional

#

i havent seen vanilla defined muzzles in the weapon variants

wintry fox
#

It's worked fine in my experience

#

Do the other slots work fine and just Muzzle isn't working?

fleet adder
#

well, same with magazines, but all vanilla weapons execept the ones with the model that has the magazine in their actual p3d have no mag

#

so im not too worried about that

wintry fox
#

You just include a magazine in the ground holder as well and it'll be loaded into the gun

#

But yeah, no clue about why the muzzle specifically wouldn't be working for you there

fleet adder
#

yeah but the props placed wont show the mag proxy for whatever reason

#

i wonder if its because i have empty slots as ""

wintry fox
#

Shouldn't affect it, but you can remove those

fleet adder
#

weapons that have actual attachments in cowslots and pointers do show, but since i have nothing at all in underbarrel makes me think it might be related since in all of them muzzle comes last

fleet adder
#

they do affect

#

moral of the story, dont leave placeholder empty classes as they somehow halt the definition of the rest of the classes

wintry fox
#

Interesting

hollow bison
#
class CfgFunctions {
    class Pepe {
        class PepeSimpleCustomModuleCategory {
            file = "functions";
            class AdditionModule {file = "Pepe_SimpleCustomModule\functions\AdditionModule.sqf";};
        };
    };
};

class CfgVehicles {
    class zen_modules_moduleBase;
    class Pepe_SimpleCustomModuleAddDeviceZeus: zen_modules_moduleBase {
        author = "Pepe";
        _generalMacro = "Pepe_SimpleCustomModuleAdditionModule";
        curatorCanAttach = 1;
        category = "Pepe_SimpleCustomModule";
        function = "Pepe_fnc_AdditionModule";
        displayName = "Addition Module";
    };
};``` Why is the function AdditionModule not working when placing it in game (via Zeus)? I don't see anything wrong with this config.cpp file
young mortar
#

how do I config a weapon with an integrated silencer? e.g. MP5SD?

pastel tusk
#

Heyo

#

Quick question

#

What field in an entities config would handle executing a script on spawn / initialization?

#

I am trying to run a simple script to disable a unit's damage as soon as it is spawned via Zeus or at the start of a mission

wintry tartan
#

EventHandlers

nimble sequoia
#

Example

{
    postInit = "if (local (_this select 0)) then {[(_this select 0), """", [], true] call bis_fnc_initVehicle;};";
};```
pastel tusk
nimble sequoia
pastel tusk
nimble sequoia
pastel tusk
pastel tusk
nimble sequoia
#

Um, what does the screenshot I posted show?!

pastel tusk
#

I meant if it can take it like like:
init = bis_fnc_initVehicle;

for example if that is even viable.

nimble sequoia
vale basin
#

Good afternoon guys

When I subscribe to a new mod...

Do I have to update the P drive or anything like that?

The whole "extract game files" deal

hearty sandal
#

the default P drive setup (arma3p) extracts only the vanilla data, not mods

#

if you needs mod content for some reason like for terrain building then you need to extract those manually

vale basin
#

Ok, what about my little project?

Allowing a suppressor to be used on a different weapon. All within the same mod pack.

hearty sandal
vale basin
# hearty sandal I dont know what you mean

Sorry, I was AFK. Here’s what I’m trying to do:

I want to take the “OpsInc 12th” suppressor from the NIA weapons pack (currently linked to the RRA LAR-15 AMR rifle) and make it usable on a Mk18 rifle from another weapons pack (e.g., RHS).

Drebin and you have been helping me the last couple of days, and here’s what I’ve done so far:

Learned that the RHS Mk18 rifle has good configs, and that I just need to add the suppressor to its class attachment list.

Got an example of what the script should look like.

Was told I’d need to package this as an actual mod.

Downloaded ARMA 3 Tools.

Downloaded PBO Manager.

Downloaded Mikero Tools.

Created a P drive using Mikero Tools.

That’s where I’m at now — and honestly, I have no clue what to do next, it's the first time I try anything like this and I have 0 exp with coding or programming 🙁

hearty sandal
#

and pack that up into mod.

#

the config needs to refer to both mods you want to use data from in the cfgPatches required addons Array

#

that way your new config Patch Mod loads after the original requirements and can overwrite and use their data

vale basin
#

P:\RobbsFancyMods\RFM_SuppressorCompatibilityMod\config.cpp

this would just be a folder I create in the P drive?

hearty sandal
#

yes

vale basin
#

ok give me a second

hearty sandal
#

and you would make your other mods there too to keep P drive nice and tidy

vale basin
#

I imagine the .ccp file is the one with the actual script?

#

such as this:

class rhs_western_rifle_muzzle_slot: asdg_MuzzleSlot_556
{
class compatibleItems: compatibleItems
{
hlc_muzzle_556NATO_OpsINC12th = 1;
};
};

#

?

hearty sandal
#

yes

vale basin
#

and does it have to be a note++ file or something?

hearty sandal
#

you can check out the Arma 3 samples on steam for example configs

hearty sandal
#

it is basically a text file though

grand zinc
#
class CfgPatches {
    class wolf_osssuppressor {
        units[]= { };
        weapons[]= { "wolf_foxsuppressor" };
        requiredAddons[]= { "cba_jr" };
        requiredVersion=0.1;
    };
};
class asdg_MuzzleSlot;
class asdg_MuzzleSlot_762: asdg_MuzzleSlot {
    class compatibleItems {
        wolf_foxsuppressor=1;
    };
};
class asdg_MuzzleSlot_556: asdg_MuzzleSlot {
    class compatibleItems {
        wolf_foxsuppressor=1;
    };
};

Like this, to add it to all 556/762 guns at once

#

You also don't need a p-drive for this, as this doesn't reference any files

#

nor do you need mikeros tools for a mod this simple

hearty sandal
#

true but maybe he makes something more complex in the future

vale basin
amber nacelle
#

Hello, please, which part of the code defines how many headlight beams a vehicle projects? Some vehicles I've come across (most SOG tanks, RHS Abrams, some QAV vehicles) project 2, whereas most vehicles (including the one I'm working on) project just one.
Looking at the config.hpp and model config, I don't see any difference between the code on my end (stock code from the sample) and the code in RHS' Abrams. Unless there's something else I should be looking at besides class Reflectors.

vale basin
#

I substituted the name like this

( I got the part name by hovering over it in arsenal)

#

is this ok?
if so, what would my next step be? 🤔

#

do I need to do the mod thingy or use the other option Dedmen mentioned?

grand zinc
#

You need to put that into a config.cpp
And then pack it into a pbo.
You can use any tool for that. Mikeros pboProject, Arma 3 tools addon builder, hemtt.
Any pbo packer could work. Here you don't even need to binarize the config but its still better to do so (the 3 names tools above do that)

#

You have two errors in yours though.
The classname in CfgPatches, should be unique, the name of your mod.
The weapons array in CfgPatches lists weapons that you have added, but you didn't add any, so that should be empty.
I ommitted the part of my config where I add the suppressor

outer wyvern
#

Hello, what rvmat uses the default custom face in Arma 3?

vale basin
grand zinc
#

yes

vale basin
#

hue hue hue

#

now I save this

#

this is what it looks like in my P drive

grand zinc
#

it must be named literally config.cpp not any extra letters on the filename

vale basin
#

oh! sorry

#

ok

#

just to be sure, the code inside is exactly what I pasted before, there's nothing else to add, right?

#

I tried compiling it with pbo project, it sung halleluja and gave me this:

nimble sequoia
amber nacelle
#

Thanks 👌

#

I've not done the textures for my tank yet 😅

#

aggregateReflectors is what I was looking for. By default, it's aggregateReflectors[] = {{"Left","Right","Left2","Right2"}}; What I need (and didn't notice was different) is for it to be aggregateReflectors[] = {{"Left","Left2"},{"Right","Right2"}};

#

That did it 😄

vale basin
#

ok I'm gonna try to create the mod now

#

(I'm sure I messed up somewhere along the way) ahhahahah

#

ok let's test it

#

keep your fingers crossed

#

holy shit I can't believe it!

it worked!!

#

@wheat sluice
@hearty sandal
@grand zinc

Thank you guys so much!!!! 🙏

I can't believe it worked!!! 😄 😍

vale basin
#

feels like it, ngl XD

now imma try adding another suppressor using the same method

vale basin
#

it worked again

#

now, the placement is not perfect
I expected that, but can it be changed?

#

I'm talking about modifiying the placement of a suppressor on a barrel

is it something relatively doable or ungodly difficult?

hearty sandal
#

its part of the model

vale basin
#

understood!

sweet abyss
#

Can anyone point me to docs or otherwise in removing ACE's camera shake/recoil when firing a launcher. I've removed vanilla shake but now ace is an issue and can't find the solution.

I've defined a custom Recoil Cfg as a test but no joy.

amber nacelle
#

I've just noticed that the sample tank has no collision with soldiers when destroyed. It interacts with map assets normally and can be pushed around with another tank, but a soldier will go straight through.
Do I need to somehow manually assign the geometry LOD to the wreckage? 🤔

EDIT: As usual, this issue with the sample tank is solved by adding one single line of code to the CfgVehicles.hpp/config.hpp file. destrType="DestructDefault";

wintry fox
sweet abyss
wintry fox
#

You could make a script to edit the cache, it'd be pretty easy to do

ace_recoil_recoilCache set ["YourWeaponClass_muzzleName", [0, 0]];
#

You'd need to run that after ace defines the variable, so something like a separate addon that requires ace and runs the script would be simple enough

sweet abyss
wintry fox
sweet abyss
#

I know there are things like the XEH_preInit, Start and Post not sure how they are used.

wintry fox
sweet abyss
sweet abyss
#

Super weird tbh

wintry fox
#

It means your script has some kind of error, which causes CBA to not run the rest of the postInit functions

sweet abyss
wintry fox
#

Could you share your config and script?

sweet abyss
#

I followed this before you replied. I'm guessing the layout might be outdated or something so I might have to redo it with the docs you sent

wintry fox
wintry fox
#

Seems mostly fine from a quick look, but it's assuming you're using CBA's macro setup, which you may or may not

sweet abyss
#

Not sure if there's a better way to share those so you don't have to download them individually.

wintry fox
#

Bit annoying on mobile but it's fine, just downloading and renaming to .txt works fine

#

But yeah, from that it doesn't seem like you're calling your script there at all

sweet abyss
#

I prep it in the prep file and call FUNC in the preStart.sqf

wintry fox
#

Ah well that'd be too early, the recoilCache is defined in preInit

sweet abyss
#

Ah so move the call. Then that should hopefully work

wintry fox
#

Yeah, preStart is the black screen before the main menu

#

PreInit is Eden / before mission load, postInit is mission load

sweet abyss
#

So i have my preInit as

#include "script_component.hpp"
#include "XEH_PREP.sqf"
[] call FUNC(removeRecoil);
ADDON = true;

#

Can I delete the postInit and preStart as I don't use them? Or are they required?

wintry fox
#

You can remove them yeah, just remove the script and classes from CfgEventHandlers

sweet abyss
wintry fox
chilly tulip
#

There are plenty of weapons around that don't have any muzzles defined except the base.

wintry fox
#

Or well, from how ace formats it + how the fired event handler defines the params

chilly tulip
#

Depends on how ACE handles the case, but weaponName_weaponName, weaponName or weaponName_this are all plausible options.

wintry fox
#

Yeah
Easy way to check would be firing your weapon and checking the cache (you can just paste ace_recoil_recoilCache into the debug console and run the code)

chilly tulip
#

chiller quoted ace_recoil_recoilCache.

#

So one of these is wrong :P

wintry fox
#

I was wrong there

sweet abyss
#

I'm kinda confused tbh. How can I debug/determine why CBA isn't loading properly with my mod loaded. I'm guessing it was the muzzle but don't know for sure.

wintry fox
#

CBA goes through and runs all the code, if there's an error in any of scripts then the rest will fail to load

sweet abyss
#

I know my mod and the script within are the culprit but can I debug them to get the problem?

#

Or thinking about it, the only parts that I've added is that particular line in my function so I probably don't really need a debug 😂

wintry fox
#

You can comment out the init = lines and run them in-game later to see if an error occurs

sweet abyss
wintry fox
#

You'd need to essentially do the preprocessing yourself, i.e. call compileScript ["\path\to\XEH_preInit.sqf"]

chilly tulip
#

QUOTE and COMPILE_FILE are macros so they won't be recognised in the debug console.

sweet abyss
sweet abyss
wintry fox
#

You don't have to use the macros if you don't want to

I started using them ~a year into modding and while they are certainly helpful once you learn them it's important to know what those macros are doing

sweet abyss
# wintry fox You don't have to use the macros if you don't want to I started using them ~a y...

I'm having an issue with regards to compiling now.

<MakePbo start>

CfgEventhandlers.hpp:loading...
config.cpp:compiling...

**********missing file(s)***************
\x\TIA\addons\TIA_OldArriflex_16ST_AceFix\CfgEventhandlers.hpp circa Line 4: call compile preprocessFileLineNumbers '\x\MYTAG\addons\MYMOD\XEH_preInit.sqf'
**********missing file(s)***************

\x\TIA\addons\TIA_OldArriflex_16ST_AceFix\config.cpp Rapify:**********missing file(s)***************
fnc_removeRecoil.sqf:loading...
script_component.hpp:loading...
XEH_preInit.sqf:loading...
XEH_PREP.sqf:loading...


Missing File Summary
missing in CfgEventhandlers.hpp : call compile preprocessFileLineNumbers '\x\MYTAG\addons\MYMOD\XEH_preInit.sqf'

\x\TIA\addons\TIA_OldArriflex_16ST_AceFix: DePbo:missing file(s)
pbo_Make failed
#

I had a bunch of warnings about defines inside CBA when I was compiling. Unsure if that highlights another issue or if that's normal. I got around those warnings as errors by disabling them as warnings.

wintry fox
sweet abyss
#

I'll test my weapon class name twice like mentioned earlier.

#

Actually I'm getting a Script XEH_preInit.sqf not found warning when I launch even though it compiles ok with pboProject. 🙄

wintry fox
#

Look for your launcher in there

sweet abyss
#

It's in there with [["Arriflex_16STArriflex_16ST",[0,0]]]

#

So that's my muzzle then?

wintry fox
#

If it's still giving you a camera shake it shouldn't be

#

I assume addCamShake [0, 0] (which is what ace would run) shouldn't shake the camera though, considering that's 0 power and a 0 second duration

sweet abyss
#

I would assume also with the values being 0 that the ace recoil should be fixed but it isn't. Thing is I still think Ace3 is the issue because I don't have that shake with ace off.

wintry fox
#

I think you might have pulled the wrong value from the cache

Could you show the output when you look at it in the console?

wintry fox
#

And that's after firing your launcher?

sweet abyss
wintry fox
#

Odd

#

Oh nevermind, I read the ace code wrong. It takes the values in the cache and then does extra math on top of it

#

Sorry about that, I thought that math was what was saved to the cache, but the value is pulled from cache and then modified

sweet abyss
wintry fox
#

I think it would require some edits on ace's side, like maybe skipping the camShake if it's like-1

#

Alternatively you could try setting it to a really low negative number instead of 0 and see what happens

#

You can also test it without restarting the game for convenience btw, just take the code from your function and run it in the debug console

sweet abyss
sweet abyss
sweet abyss
#

If it do ace_recoil_recoilCache set ["Arriflex_16STArriflex_16ST", [-1, -1]]; then run ace_recoil_recoilCache i then see the correct values of -1,-1

wintry fox
#

And what's in your function currently?

sweet abyss
#

ace_recoil_recoilCache set ["Arriflex_16STArriflex_16ST", [-100, -1]];

#

Was testing crazy values 😂

wintry fox
#

Not sure why it'd still be 0, 0
Did you rebuild and relaunch after modifying the function itself?

sweet abyss
#

It's like my changes aren't being reflected in game.

#

I'll manually delete all files and recompile to make sure

#

So turns out it's a macro issue again. MYTAG and MYMOD aren't being changed for the function path.

#

[] call FUNC(removeRecoil); gonna try without macros

#

Not sure why CBA is such an issue with Macros like these.

wintry fox
sweet abyss
wintry fox
#

It'd be something with your pbo prefix

CBA expects it to be like z\Prefix\addons\AddonName\...
E.g. for ace recoil it'd be z\ace\addons\recoil\...

#

I think pbo project uses a different default file path

#

I only used pbo project for like 10-15 minutes before switching to hemtt, so I don't remember too much about it

sweet abyss
#

Oh so I'm using x instead of z that might do it smh. I'll try change that

chilly tulip
#

Last I saw, ACE used PREFIX and COMPONENT rather than MYTAG and MYMOD. There are different versions of the CBA architecture.

#

You gotta follow the include chain and see.

wintry fox
wintry fox
chilly tulip
#

ah, maybe. Can't tell with macros :P

#

In that case it's working but you haven't set the values.

sweet abyss
#

My path I have established is x\TIA\addons\TIA_OldArriflex_16ST_AceFix\

chilly tulip
#

In general, each of your files will include a script_component.hpp from the root of their addon. This should have a line at the top like #define COMPONENT TIA_OldArriflex_16ST_AceFix

#

That file will also have an include for script_mod.hpp somewhere in your mod.

#

That one has MAINPREFIX and PREFIX defines, which you need to set correctly.

hollow bison
chilly tulip
#

Can you successfully call Pepe_fnc_AdditionModule from the debug console?