#arma3_config

1 messages · Page 53 of 1

hollow bison
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When I call it from debug - it still does not work. Apparently, when looking through its contents, these lines are automatically added to it somehow,

{
    private _fnc_scriptNameParent = if (isNil '_fnc_scriptName') then {'Pepe_fnc_AdditionModule'} else {_fnc_scriptName};
    private _fnc_scriptName = 'Pepe_fnc_AdditionModule';
    scriptName _fnc_scriptName;

#line 1 "Pepe_SimpleCustomModule\functions\AdditionModule.sqf [Pepe_fnc_AdditionModule]"
#line 1 "Pepe_SimpleCustomModule\functions\AdditionModule.sqf"

// Start of the actual function code
params ["_logic"];
#

Even though my build files are clean and does not have them

chilly tulip
#

That's what happens when a function is compiled.

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That sounds like the linkages are correct anyway though. Your function just doesn't work :P

molten musk
hollow bison
#

God i feel stupid -_-

hollow bison
molten musk
#
--
        isGlobal = 1;                        // 0 for server only execution, 1 for global execution, 2 for persistent global execution
__
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You have defined this value in your module?

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well it should affect because you use zen base.

hollow bison
#

The current config. I've'nt added that due to zen base

hollow bison
#

I restarted my pc and everything seems fine now shrug

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Another question: How do you add Linebreaks to 3DEN Module Description? Adding \n does not seem to work

Fixed it using <br />

vale basin
#

good afternoon, guys!
It's me, the suppressor guy XD

I was wondering about something

The suppressor mods I made work for most weapons packs but not for the SMA one (Special Military Arms)

Couple days ago Drebin mentioned checking how the muzzle slots configs looked was important. Could this be the reason?

I looked it up in the config viewer and this is what it looks like compared to, for example, the rhs weapons

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RHS weapons:

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SMA weapons:

wheat sluice
#

Yes. That is the perfect example of a mod that was made post-2019 (RHS) and a mod that was made before it (SMA).
SMA was never updated to utilise the newer global MuzzleSlot classes since it was abandoned in 2016, long before the system was introduced. So it still uses the old compatibleItems[] array method of assigning attachments.

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This requires changing the way SMA weapons handle their attachment slots in WeaponSlotsInfo. Either create your own replacement config or grab one off the Steam Workshop.

There should be plenty of compatibility patches available; from what I can see, this should be good enough to address the lack of CBA JR compatibility:
https://steamcommunity.com/sharedfiles/filedetails/?id=2264836821

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Just keep in mind that SMA is still very outdated in terms of weapon functionality. It won't have magazine proxies as that was introduced post-2019, nor will it have magazine wells since that was also not available in Arma 3 at the time of SMA's release.

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You're honestly better off just using some other weapon pack as a basis of your modpack. Outdated mods like this are not worth the effort in the long run.

stuck coral
#

For some reason my animation won't trigger, any indicators why?

vale basin
sullen fulcrum
#

What config options would I edit if I need to de-sensitize the controls on a helicopter?

mortal pumice
#

So it appears that in ace the interaction points go off of the models origin for say ace Arsenal, is there a naming convention for a memory point or something of the sort that I can add to things for the default ace interaction point position to be defined for that model?

chilly tulip
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"position" in the action config defines a model-relative position, or "selection" in the action config defines a selection point to attach to. If neither exists, it uses the model origin.

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It doesn't have fallback logic though, so you can't use a selection position if it exists and the origin otherwise, for example.

wintry fox
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No, position is an sqf expression that returns an array. And selection with a non-defined memory point would just be 0, 0, 0

mortal pumice
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I believe crates, some players of my mod are saying the positions of the interaction point is not in a great place. From what they’ve shown me it looks like it auto generating off of the model origin point which I would expect of ace is looking for something in the memory lod called something like ace_point or something like that but then falls back to the model origin if not

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Was just wondering if there was a way I could define it so it’s compatible when someone loads ace with the mod

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I’ve never personally used ace so I’m clueless on the specifics but I’m just looking for some pointers on how it works, what it looks for etc

wintry fox
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Looking at code to make sure, but you can just define the selection / position values yourself. They're located in ACE_Actions >> ACE_MainActions on your object

mortal pumice
#

Okay so there’s a config component for it where you can then define the point, that’s good. Is there wiki documentation on the setup for it?

wintry fox
#

I can also send how we do it in our mod

Tl;Dr: We have a compat addon that only loads when ace is, and just inherits the MainActions class and then modifies the selection / position

mortal pumice
#

Yeah we have the same being setup but I’m not the clever clogs doing the main meat of the compat but thought this sounded simple enough for me to do haha

wintry fox
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Yeah it's not too bad, just basic inheritance for the most part

mortal pumice
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Yeah looks that way, thanks for pointing me in the right direction, seems easy enough to setup

tender fiber
#

What can i do to protect a crew of a vehicle from indirectHit?

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Or better, how do i avoid having the crew of a static weapon get hurt, when the Static weapon is destroyed with a IndirectHit ammo type?

still dirge
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with a config or a script?

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@tender fiber

tender fiber
still dirge
#

oh, my bad. Don't know then, sorry.

wheat sluice
# tender fiber What can i do to protect a crew of a vehicle from indirectHit?

Use crewExplosionProtection:
https://community.bistudio.com/wiki/Config_Properties_Megalist#crewExplosionProtection
crewExplosionProtection = 1 for full immunity whilst the gunner is manning the turret.
crewExplosionProtection = 0.9999 for near-impervious protection but still allowing the gunner to potentially die from very powerful blasts (e.g. ARMs vs. radar-equipped ground vehicles).
You may want to tweak the turret's explosionShielding multiplier as well so that it doesn't get damaged so heavily from explosive-type damage.

With regards to crew being ejected, you'll need an event handler for that. Without scripts, a turret will always kill the crew once its global health pool runs out since turrets are just immobile vehicles.

sharp stone
#

@BusterBlader The initSpeed entry in its config

severe marlin
#

Hey guys I'm trying to use randomization with event handlers
I made a faction with drongos config generator

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I kinda have problem with randomization gear

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I have this error from in game
For randomizing unit gears
Helmet, facewear, uniform

winter rain
severe marlin
hearty sandal
severe marlin
#

Or remove goggles

hearty sandal
#

he just said it

winter rain
#

No between removeGoggles space _this instead of removeGoggles no space _this

hearty sandal
severe marlin
hearty sandal
#

this does not look right

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you have to check each of your words and commands if they are missing spaces

severe marlin
hearty sandal
#

ALL

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no just that one

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check ALL

severe marlin
#

Only 3 of them it's at middle

hearty sandal
#

I do not understand what that means.

severe marlin
#

Nvm

hearty sandal
#

this part is what it errors at. so this part is what you have to look at

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thats how you read the error message

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you look at at that part and solve whats wrong with it

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then you solve the next one

severe marlin
winter rain
#

So just add a space between local and _this and then try again.. i did not see this issue, only second one i did

severe marlin
sullen fulcrum
#

I have been stuck on something. I asked on here a few weeks ago, but no luck. I have a map markers mod. Extremely simple, but I cannot get them to display in a new custom class in the editor. I have tried editing the marker class variable and a faction cfg as well. I am only able to make the entire catalog show in the Flags category. I must be overlooking something painfully simple.

wintry fox
sullen fulcrum
mortal dove
#

You can set mass on the magazine for pylonweapons, other than limiting what pylonMagazine can be used on what hardpoint (with the mass limit); does this effect and aircrafts performance?
I.e 4x 500mass pylons make the aircraft behave heavier?

wheat sluice
# mortal dove You can set mass on the magazine for pylonweapons, other than limiting what pylo...

Yes and no as per Dedmen:
#dev_rc_branch message
'Yes' in the sense that it only affects helicopter simulation when the Advanced Flight Mode is activated. But because none of the vanilla pylon magazines use weight (they only use mass), it doesn't get factored in by the engine unless you define it.
'No', because plane simulation isn't affected by this. And for helicopters, it's because of the reason above.

west schooner
#

I'm trying to work out what config controls whether or not the pilot of an aircraft can target/cycle through radar contacts without having a person in the gunner seat.

For instance on the Blackfoot you can manually target a vehicle without a gunner by looking at a vehicle with the targeting pod and hitting the lock button, however if you want to go and cycle through radar contacts you need to have someone in the gunner seat.

Any idea what controls this? Because I've seen other modded vehicles where you can't even manually use the targeting pod without someone in the gunner position.

pastel salmon
#

# Good evening people. 😄
Im a bit busy at the moment but want to send this in to ask you for some help

Im into testing out doors and their animations. Ive watched a few videos and took looks at
the sample files. Ive build up quite everything but it wont work still.

Ive added the axe point into my memLOD and named the verts with the door with tuer1 (door1) like in pic 1&2
Ive created an model.cfg where Ive defined the verts of the door as bones of a skeleton and also the CfGModels wich contains the class Animation like in picture 3

Also did I have created the UserActions where the player can open/ close the door. On top did Ive defined the AnimationSource like in the sample files (maybe someone can explain what it does) Like in picture4

I would be really greatful if anyone could give me some input about this topic

pastel salmon
#

The first source is new for me. Ill study it tomorrow with new energy

pastel salmon
#

Maybe I woke up and couldnt sleep again. Ive started reading and saw that there are multiple conditions to do it like I would like.
One is the step of "Binarize" (https://community.bistudio.com/wiki/Binarize)

Ive noticed that its something similar like the addon prefix. To shortcut things down for better engine usage.
So the why is clear. Just the "how" remains open..

I gues it works like: please correct any failures
binarize (command) [options] (syntax of path, filename, addon folder) "source of destination mask" (idk.. something like addon prefix?)

hearty sandal
#

you are wandering way off

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go back to sleep

pastel salmon
#

There stands exactly: "However, if you use the model.cfg file, you always need to binarize your addon - otherwise, your animations won't work."

hearty sandal
#

you dont do it manually

pastel salmon
#

Isnt the Arma3 Addon Builder an right tool?

#

Thats how I do my .pbo

wintry fox
#

The binrarize checkbox handles it, you're fine

pastel salmon
#

Then its time to revive my model.cfg

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I gues thats because I dont have an extra cfgFunctions.hpp file

hearty sandal
#

you could write everthing into config.cpp

pastel salmon
#

Binarizing the mod only effected in loosing all paths.
So I will stick to the config.cpp method. Ive inserted the CfgSkeletons/ CfgModels now inside my CfGVehicles of the object I would like to add the animation.
(line188)

I really dont know if this is correct..

wintry fox
#

You're likely missing stuff in the "Files to include directly" setting

pastel salmon
#

"Files to include directly"?

wintry fox
#

It's an option in addon builder, it's empty by default but should include stuff like this

*.pac;*.paa;*.sqf;*.sqs;*.bikb;*.fsm;*.wss;*.ogg;*.wav;*.fxy;*.csv;*.html;*.lip;*.txt;*.bisurf;*.sqm;*.ext;*.dbf;*.prj;*.shx;*.shp;*.jpg; *.rvmat;*.inc;*.xml;
pastel salmon
#

That one?

wintry fox
#

Correct

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Yeah your actual sqf file wasn't being included in the pbo, hence the missing file error

pastel salmon
#

Ill copy&paste yours into that. If I got the error right

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You already wrote it haha

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Thats now all blacklisted file typed to binarize, right?

wintry fox
#

Correct

pastel salmon
#

Ive tried to Dm you but Ive got dono-walled

wintry fox
#

Did you put your CfgModels into an actual model.cfg?

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You did not, it needs to be in a model.cfg file right next to your p3d

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Oh do you have it twice?
It shouldn't be in the config.cpp at all

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Does the class name in CfgModels match exactly the file name of the .p3d? (Without the .p3d obviously)

Other than that I haven't messed with animations much personally so nothing else sticks out to me

young mortar
#

ok, and how does it work? which values do have which results?

sharp stone
#

i mean an integrated silencer just lowers sound and barrel velocity doesnt it?

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set it to what youd like

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normally youd make sure to get subsonic exit velocity

young mortar
#

but this entry seems to be for silencer attachments or am I missing something?

sharp stone
#

no this is in cfgWeapons

young mortar
#

thank you, I'll try it out 😄

sharp stone
#

heres the wiki on cfgWeapons

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linked it to initSpeed for ease of use

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dont forget that before A3 there werent any separate silencers

young mortar
#

weapon noob question: what might be a good speed?

sharp stone
#

try looking at other weapons to get a good feel? I'm afraid i never actually modded weapons 😄

young mortar
#

hmm i tried 300 as a value for subsonic ammunition

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but it does not change the sound at all

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sounds[] = {"SilencedSound"}; <- i thought this might do it but it doesnt....

sharp stone
#

"\ca\Weapons\Data\Sound\AGS30_shot1"

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needs to point to an actual sound file

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try looking at the silenced DLC gun

pastel salmon
#

============================================== new topic ==================================================
** What is Binarizing?** How does it work?

hearty sandal
#

its done automatically

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also like Crumble said, dont abuse the text size

pastel salmon
#

I thought it would be a good way to do a cut under the unanwsered questions Ive posted. I will quit this in future and just delete all old posts so people realize Im texting new things...
I also thought it would be nicer to read with an heading and marked keywords. Is it now better?

pastel salmon
hearty sandal
pastel salmon
#

Do you listen to what I say

hearty sandal
#

AddonBuilder does very little checking of what you feed it and if you feed it errors things wont work

pastel salmon
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I sayed that this created issues

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That my files are gone, that the paths are gone

hearty sandal
#

the problem is not binarizing its something in your setup

pastel salmon
#

Im repeatly say that now since yesterday

hearty sandal
#

the question what is binarizing is irrelevant

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you cant affect that process

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you just need to feed it right kind of data

pastel salmon
#

So I have to prepare it diffrent. Thats what I also asked yesterday a few times

hearty sandal
#

the errors you get are the relevan thing to ask about

pastel salmon
#

"ErrorDataReceived" -> AddonBuilder.rpt

hearty sandal
#

it outputs more errors you can understand

pastel salmon
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https://community.bistudio.com/wiki/pboProject

I havent done that before because I dont have a clue about Mikero. I dont even know why people use it for what kind of things...
And then I ask myself if its worth my time to be investigated. But your word in gods name. I trust you.

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The download link isnt working

hearty sandal
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I think you already had that actually

pastel salmon
#

There we are

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Weve abandond that topic last time in the setup and explanation of my workspace manager and why mine is wrong

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I think my last learning was that I use A3 Tools or Mikeros. Thats where weve stoped.
Do you know a source where I could read about the usage? All documantation I was able to find was like "BUY MY STUFF!"

hearty sandal
livid thorn
hearty sandal
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He does not need to setup the P drive again right now though

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(I hope)

pastel salmon
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Its on "Z" drive currently

hearty sandal
#

ah

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maybe you do then

pastel salmon
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I gues that was the point youve quited last time (I can relate)

livid thorn
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if the workspace is activated it should be fine already? no idea its been a while

woven imp
#

Any drive is fine as long as it’s correctly populated

hearty sandal
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yes well following default procedure is easier to find information for

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and can be easier to talk about

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a lot of things can be done beyond the default procedure. but those require the knowledge to do so

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@pastel salmon this means you follow the recommended default procedures

woven imp
#

Or just unmount the current drive

pastel salmon
#

It feels like wasting time in here

hearty sandal
pastel salmon
#

Ive also tried to ask you multiple times in the past if my structure is correct

woven imp
#

Any folder structure that has a config in the root can be built into a valid pbo

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And the config must have valid cfgpatches class entries

pastel salmon
#

That is my config.cpp with its CfGPatches inside

hearty sandal
#

I would not do this kind of folder structuring. But if its what you want then it probably can work

pastel salmon
#

Ive also copied all paths into mikeros but receive some path issues

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I gues its caused by the prefix Im not able to define into mikeros

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Cant I give the prefix to mikeros? Or is mikeros its own prefix by the primary source?

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It works if I put my local file path inside. Is Mikeros tool creating an own prefix from its source directory? @hard chasm

woven imp
pastel salmon
#

Ill have to study the mikeros wiki. I havent even known that there is one until Ive received it today (Dont mind I havent tried)

hearty sandal
#

pboProject is pretty straightforward tool

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you input folder you want to pack and output folder where the pbo goes into

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and hit crunch

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it will throw errors at you if you have something to fix

pastel salmon
#

Ive never used a command line input. Its usage of 1960... But I gues thats only for DosUsage (idk)
If I got everything right its engine based in other uses like creating as much .pbo´s as detected config.cpp

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I wouldnt need this if I understood everthing right because...

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... the prefix is automaticly established to the root of config.cpp file(s)
But what is my prefix then? The name of the source folder?

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would my path then be named like "structures\content\Tuer1\Tuer1.p3d" or
what is my prefix called?

young mortar
#

that was actually a nice idea...why did i not come up with it? thank you

pastel salmon
#

I tried to find some references with semi success..

hearty sandal
#

if you set up the project on P drive right you dont need to even use pboPrefix with pboProject

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like if you have P:\yourTag\Tag_project\config itll simplify your process significantly

pastel salmon
#

Because I would start at the very begin of my source

hearty sandal
#

might be worth it

pastel salmon
#

But Im a German 🇩🇪 - I like to keep things clear and organized hahaha

hearty sandal
#

your setup is not clear

pastel salmon
#

My setup would be clean if I start at the source directory of P:\EBER_Structures\structures\config.cpp...

hearty sandal
#

P:\EBER\EBER_Structures

pastel salmon
#

And then I store mod.cpp in EBER and config.cpp in EBER_Structure, right?

hearty sandal
#

mod.cpp does not go into P drive

pastel salmon
#

ufff

hearty sandal
#

its in the local mod folder

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it does not get packed into pbo

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pbos dont belong to P drive

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they are produced from data on P drive

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P drive has nothing but Arma Project files that go into PBO

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P drive represents the game file structure

pastel salmon
#

ouuuuu

#

I really have to thank you for all the pain you receive from my newbie not knowledge and my language barrier

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My next step will be to copy the structures folder and bring it behind the TAG folder wich I will name simply "EBER"

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(and to delete all unused files on P:\Drive)

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So that became my new source. And because I havent used any "private folders" I also dont need to create the prefix wich would contain the path of my "private folder".
Simple as good. My inner monk still would like to learn about prefix but thats on another page

pastel salmon
#

Now Ive fixed the issue of aborted game extraktion with simply setting up Z drive instead of P
I also had the problem that my drive was initialiesed but mikero only gave me the oppurtinity to activate it. So I wasnt able to
fullfill the extraction ongoing... Now Ive an empty P drive and an (hopefully) correct filled Z drive

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But I gues that I will need to read more about CfgVehicles. He isnt accepting my Reference of an vanilla house anymore

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Now my Z drive doesent exist anymore and begins from 0 Im so fucking confused by everything
Beeing able to do something is like beeing pregnant...
... everybody says "congratulations - well done"...
... but nobody knows how many times youve got fucked on the way.

Now it extract the files to my F drive wich is mounted from my P drive (wich shouldnt exist) and also creating
an Z drive where I would like to receive some intel from the extraction.
Everything feels like a feaverdream hahaha

wintry fox
#

How can I edit the "Direction: Has no effect" in a module's description? Guessed it might be direction = 1; in AttributeValues, but that still displays that it has no effect

winged umbra
#

Potentially dumb question but how do I prevent a config of mine of overwriting existing entries? Basically wanting to add a vic skin to the box Van and my current code just overrides all the BI entries.

class CfgVehicles
{
  class Van_02_vehicle_base_F;

  class C_Van_02_vehicle_F : Van_02_vehicle_base_F {
    class textureSources
    {
      class meatwithoutfeet {
        displayName = "Meat Without Feet";
        author = "Celene";
        textures[] = { "z\frog_campaign\addons\lingor\textures\vehicles\Van_meat.paa" };
      };
    };
  };
};
wintry fox
winged umbra
#

ohhh, so just schwack on : textureSources to that?

wintry fox
#

Not exactly, because you also need to reference the TextureSources class in the parent class

winged umbra
#

Sorry, do you perhaps have an example to hand as to how to do that? I understand what I need to do, just not how and the wiki page on inheritance is kinda not helpful 😄

wintry fox
#

You need to "open up" Van_02_vehicle_base_F by getting its parent class and referencing the class inside

class parent; // placeholder
class Van_02_vehicle_base_F: parent {
    class TextureSources;
};
class C_Van_02_vehicle_F: Van_02_vehicle_base_F {
    class TextureSources: TextureSources { ... };
};
winged umbra
#

Awesome, I'll try that, thank you

devout plume
#

Quick question: Is there a specific way to make a patch that replaces the equipment of an existing faction, or can i just format everything like I was making a new faction and use the classnames of the existing faction?

wintry fox
#

There's not a specific way no, you just need to use the same names

#

I.e. if UnitB inherits from UnitA in the original mod, you need to do:

class UnitA;
class UnitB: UnitA {};
devout plume
wintry fox
#

You can just use the in-game config viewer

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With the advanced developer tools mod if you want to keep your sanity

sullen fulcrum
#

Can someone point me to the Bohemia example helicopter and airplane physics cfgs? The ones that control the speed, stall, thrust variables and the like. I remember seeing them months ago, but I can't find them this round.

sullen fulcrum
devout plume
#

if i'm inheriting a soldier class that's in the base game, specifically B_Soldier_F, B_Soldier_AR_F, etc. Do I have to define them in cfgVehicles before I define the inheritor, or can I just go straight to defining my custom unit classes?

wintry fox
#

You must always include the inheritance when modifying a class. Not doing so will overwrite the inheritance, resulting in all the inherited properties being removed

devout plume
#

and so on and so forth for every class

wintry fox
#

Otherwise yes, thar would be correct. Make sure your requiredAddons in CfgPatches is set as well

pastel salmon
# hearty sandal Arma 3 samples on steam

Thanks mate for the recommondation even if I had a bad start with it haha
I already saw what youve talked about with the extended errors. It really will help me understanding whats going wrong and whats the standart.
That was worth the extra mile and the triple session

devout plume
pastel salmon
#

Is there a way to troubleshoot or read about the errors?

devout plume
#

would it be like so

class MILLS_hgun_Glock19_auto_RF:hgun_Glock19_auto_RF
  {
    displayName="G19A 9 mm";
    scope=1;
    class LinkedItems
    {
      slot="Magazine"
      item="33Rnd_9x19_Mag_RF
    };
  };
hearty sandal
pastel salmon
#

The console errors of the pboProject from the Mikero Tools. Good morning by the way 😄

pastel salmon
#

Ive also to set #include on my learning list

pastel salmon
#

HALLELUJAH! xD That humor is nice! @hard chasm

But where is my .bisign file? Ive localized my .privkey

hearty sandal
pastel salmon
#

Copy that I suggested something like that.

pastel salmon
#

But what is that?
I know its the parent of my vehicle class. But it creates errors.
In the samples its simply "house" but I would like to know it in detail

hearty sandal
#

now you are refering to a class you invent

#

that does not exist

#

youll want to read about config structure and class inheritance

pastel salmon
hearty sandal
#

they are part of the existing game configs

pastel salmon
#

Ive tried to describe whats ment with "existing" class.

Or is it simply:

class cfgVehicles
{
  class EBER_default; //creating new
  class EBER_default;
  class EBER_Tuer1 : EBER_default
  {
  ...
  };
};
wintry tartan
#

No.

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It's not a "new" class. You are not defining a new class

#

You cannot declare same class twice

#

I believe you were told the same thing more than twice

grand zinc
#

Its a "forward declaration" in C++ land.
You're telling the game "someone else has created this class, you'll find it later when that other mod is loaded".

The "defines a new, empty class" is.. half-right.
It is forward declaring a class, that actually does not exist. The game will error on that, but as fallback insert an empty class. But you shouldn't do that to create an empty class if thats what you wanted (generally you don't want empty classes)

pastel salmon
pastel salmon
wintry tartan
#

Check in-game config viewer

pastel salmon
#

Copy

pastel salmon
wintry tartan
#

Yes I guess

pastel salmon
#

Ill check in other objects if that syntax is consistent

#

Seams to be
just a question byside: carX -> The X is for DirectX calculation, or what does it mean? I think Ive read something about (Second picture)

nimble sequoia
pastel salmon
#

Ahh sorry physX not DirectX my mistake

#

But still.. my door keeps closed. Gues its a model issue.

hearty sandal
#

I think in the future try to keep focus on the original problem

#

you post a lot and the original issue gets often lost

pastel salmon
#

Thats really true

#

I have made this really basic door to get into making doors and later animations.
But somewhy it wont open
Then I found out about model.cfg and binarizing

hearty sandal
#

youll want to use the ObjectBuilders Buldozer preview to test your model.cfg animations

pastel salmon
#

Ouuu

hearty sandal
#

that way you know the p3d-model.cfg connection works

#

then in game all you need to worry about is the scripting to toggle the animation

pastel salmon
#

I saw that in a video. Then I also see the process step by step of the animation. And its also good to seperate ongoings for debbuging

nimble sequoia
#

The class in your model.cfg (class myDoor { }) needs to exactly match the p3d file name in the same folder.

pastel salmon
pastel salmon
#

Default isnt correct?

hearty sandal
#

default is not needed. and not what he talked about

pastel salmon
#

win - win
I will delete the Default parent then.
And also change the class Tuer1 to "class Tuer1.p3d"

hearty sandal
#

if you dont have any use for parent class, dont add one

pastel salmon
#

Good that weve talked about I was wondered

hearty sandal
#

the connection between XYZ.p3d and model.cfg

#

is the name

#

XYZ.p3d -> class XYZ

pastel salmon
#

Okay yeah, thats given

hearty sandal
pastel salmon
#

But then thats correct how it is. Just the : default is wrong. Is that enough to cause my error of the stuck door?

hearty sandal
#

and no it does not cause animation to not work

pastel salmon
#

So its an warning not an error check

hearty sandal
#

test your animation in buldozer

#

thats the first step

pastel salmon
#

Right. Thats where we were at.. || srys ||

hearty sandal
pastel salmon
#

Thats true true true haha

#

But hello door. In Bulldozer it works

hearty sandal
#

ok then the problem is in your config/script that animates the door

pastel salmon
#

I would gues at the skeleton because thats the moving part. Is that a good guesing?

pastel salmon
#

damn

hearty sandal
#

model.cfg works

#

config refers to config.cpp

#

and the userAction in there

pastel salmon
#

Ouch. Name based usage.
model.cfg = .p3d
config.cpp = a3.exe

#

But I receive an userAction. It just does nothing

hearty sandal
#

if you see the action it means the userAction condition is valid

#

that leaves the statement that it tries to run being likely faulty

pastel salmon
#

There we are. And because its a bis function it needs to be the Door_1_rot value

#

The last part was wrong (Ive deleted)
Ive to investigate journalisticly

#

Its always the fucking same..

nimble sequoia
#

Show your class AnimationSources {} in your config.cpp

pastel salmon
#

This feels so wonderfull. Thanks @nimble sequoia Big thank you brother to @hearty sandal ❤️
|| I call it the dino-gate-wonder ||

hearty sandal
#

👍

wintry fox
wintry fox
devout plume
#

when i'm trying to compile my addon into a .pbo, it's throwing the following error:
Error reading config file [*path to file*]. Class destroyed with lock count 1

#

nvm it randomly fixed itself on its own when i tried recompiling lmao

#

goodness me is this what you modders have to deal with regularly?

wintry fox
#

No

pastel salmon
#

Im brining an errer wich Ive no clue about. I gues Ive marked the right line. Maybe you have an idea where I could take a look at..
Ive also cleared the temp folder already

hearty sandal
#

but as it says look into the log file to see what it errors/warns about

pastel salmon
#

I cant find more informations in that wich could help me. Or Im to new to read it. Is there anything more then
-> "binarise found 'errors'. View the binlog"?

And am I looking at the right spot? Or are there more then one type of logs?
Its only if I crunch it with +C Full Build

pastel salmon
#

Ive seen that but is it clever to just silence him?

nimble sequoia
#

It's not silencing it, as you will still get warnings in the log.
But there are some spurious "errors" that binarise throws which cannot be fixed, so changing it to "warnings" is almost required.

pastel salmon
#

Ahhh Ive reached the category of "known issues" got you 😄

#

Really thanks for the clearance, I was wondered 😄

devout plume
#

is there a way to control when a unit is defined/loaded in by the game

I've successfully managed to overwrite the Western Sahara ION units, but now i'm trying to overwrite the tropic units created by Aegis, and it's leading to a really bizzare conflict.

Normally the Aegis units inherit off the base lxWS units, and replace the weapons/equipment.
In my patch, i've defined the loadouts for the base ION, then immediately after defined the tropic units.

When the game loads, the ION units have the weapons given to them by Aegis, but the inventory and magazines are the ones my mod defines. Seemingly, the mod is somehow loading Western Sahara, then Aegis, which my mod uses as a dependency, then my mod, overwriting the WS loadouts, then loading Aegis again, to replace the loadouts a second time.

wintry fox
devout plume
#

Which would be A3_Aegis_Characters_F_Aegis. I've already included it under requiredAddons. I even double checked to make sure that A3_Aegis_Characters_F_Aegis was in fact where the Tropic ION units are defined

wintry fox
#

Unrelated but why would they use a3 as a prefix... that's what vanilla uses

#

Anyways where a class is initially defined isn't all that matters, you'd want your addon to load after all addons that modify it (or at least modify the inventory)

#

If you have the ADT mod, take a look at the class(es) in the config viewer and see what addons modify them

And if you don't have it, you should download it

devout plume
#

huh...it's saying only Aegis is editing it

#

my mod correctly shows up for the regular units

devout plume
#

good news, i figured out how to fix it. I just split up the script into two seperate .pbo files, one for the regular loadouts, and one for the tropic loadouts

prime tulip
#

low key at my wits end, does anyone know what causes this issue? It seems to happen randomly and something as small as changing the UI image name can cause it to come and go

wintry fox
#

Those are meant to represent the attachments on the weapon

prime tulip
wintry fox
#

Set the icon scale to something really small

winged umbra
#

Unsure if this goes here or scripting but I'm having an issue with custom leaflets, my changes in the description.ext just Do Not appear in the config editor. And this is taken basically straight from the wiki, so I'm unsure if this is a bug or if I am doing something wrong

class CfgLeaflets
{
    class Custom_01 // configuration for 1Rnd_Leaflets_West_F
    {
        text = "Test leaflet! :)";    // text shown when previewing the leaflet full-screen. Should ideally be localised, so even player who cannot read the image can get the information
        texture = "leaflet_CA.paa";    // leaflet texture shown when previewing the leaflet full-screen
    };
};
#

Also throws this error

tacit zealot
#

Does the acceleration parameter do anything to PhysX aircraft?

tacit zealot
#

Also is it possible to modify a driverAction in config to remove the effect of a head moving forwards and backwards depending on speed/acceleration, or ambient shaking? Say, to create a derivative version of configfile >> "CfgMovesMaleSdr" >> "States" >> "Pilot_Plane_Fighter_04"?
Or are those types of effects dependent on the rtm file?

nimble sequoia
winged umbra
hearty sandal
winged umbra
#

You supposedly can override the existing customs ones via the description ext, wiki mentions it explicitly

hearty sandal
chilly tulip
#

Does anyone have any info on allowedSlots in CfgMagazines? It seems to be used to block putting rockets in vest/uniform containers but I can't find any documentation.

#

Oh, it's documented in CfgWeapons. Never mind.

grand comet
#

Does there happen to be any convenient config value I can reference to check with __has_include for if the client is on profiling branch?

wintry tartan
#

__has_include does nothing to do with profiling

grand comet
#

ah, fair enough. didnt know there was a discrete command for that, thought I would have to look for a file. thanks

tender fiber
#

is there still no way to add delay between bursts in a burst weapon?

wintry fox
tender fiber
#

doesn't that is between shots instead of between bursts?

wintry fox
#

Should be between bursts, I may be misremembering

Single fire mode is just a burst mode set to 1

tender fiber
wintry fox
#

What did you set the reloadTime to

tender fiber
#

1

wintry fox
#

So setting it to 1 adds a 1 second delay between each shot

tender fiber
# wintry fox So setting it to 1 adds a 1 second delay between each shot

i don't want a 1 second delay between each shot, i want a 1 second delay between each burst, so people don't spam burst as if it was an automatic

you can do that with semi? sure, but burst makes it easier, and you would like the burst to fire faster than the semi, for it to be reliable

mortal pumice
#

I feel as if, and I could be wrong. But doing a burst ignores the reload time between the burst group and only applies it after they have all fired

#

If it’s all correctly configured as a burst of course

wintry fox
lethal shuttle
#

Trying to make a suppressor for RHS 556 weapons but it won't show in-game? Not the model, but the option to choose it in the arsenal.

class CfgPatches
{
    class dh_m4reece_mod
    {
        units[]={};
        weapons[]={"dh_m4reece"};
        requiredVersion=0.1;
        requiredAddons[]={"A3_Weapons_F", "rhsusf_weapons"};
    };
};
class CfgWeapons
{
    class ItemCore;
    class InventoryMuzzleItem_Base_F;
    class rhsusf_acc_nt4_black;
    class dh_m4reece: rhsusf_acc_nt4_black
    {    
        scope = 2;    
        author="Dyson H";
        displayName="M4 Reece";
        picture="\A3\weapons_F\Data\UI\gear_acca_snds_h_CA.paa";
        model = "\dh_m4reece\dh_m4reece";
        class ItemInfo: InventoryMuzzleItem_Base_F
        {
            muzzleEnd             = "zaslehPoint";
            alternativeFire     = "Zasleh2";         
        };
    };
};```
wintry tartan
#

baseWeapon is undefined

lethal shuttle
#

Unfortunately still won't show. Do I perhaps need to define it in the compatibleitems in asdg_MuzzleSlot_556?

I figured the inherited rhsusf_acc_nt4_black would've already done that?

class CfgWeapons
{
    class ItemCore;
    class InventoryMuzzleItem_Base_F;
    class rhsusf_acc_nt4_black;
    class dh_m4reece: rhsusf_acc_nt4_black
    {    
        scope = 2;    
        author="Dyson H";
        displayName="M4 Reece";
        baseWeapon = "M4 Reece";
        picture="\A3\weapons_F\Data\UI\gear_acca_snds_h_CA.paa";
        model = "\dh_m4reece\dh_m4reece";
        class ItemInfo: InventoryMuzzleItem_Base_F
        {
            muzzleEnd             = "zaslehPoint";
            alternativeFire     = "Zasleh2";
        };
    };
};```
wintry tartan
#

Nono.

#

baseWeapon should have the classname

#

Not displayName

lethal shuttle
#

ah

#

It still won't show up in VA or editor 😭

class CfgWeapons
{
    class ItemCore;
    class InventoryMuzzleItem_Base_F;
    class rhsusf_acc_nt4_black;
    class dh_m4reece: rhsusf_acc_nt4_black
    {    
        scope = 2;    
        author="Dyson H";
        displayName="M4 Reece";
        baseWeapon = "dh_m4reece";
        picture="\A3\weapons_F\Data\UI\gear_acca_snds_h_CA.paa";
        model = "\dh_m4reece\dh_m4reece";
        class ItemInfo: InventoryMuzzleItem_Base_F
        {
            muzzleEnd             = "zaslehPoint";
            alternativeFire     = "Zasleh2";
        };
    };
};```
#

already checked in the in-game config viewer, it is there

wintry tartan
#

Do you have any Mods that changes something on Arsenal functionality?

wheat sluice
wintry tartan
#

Oh wait is it about suppressor?

wheat sluice
#

Yep.

wintry tartan
#

I see. I must've missed smth

lethal shuttle
#

I figured it had something to do with that. But it works now, thanks!

lethal shuttle
#

Ok, I got all of the stuff working. Except the suppressor isn't making any sound when fired. I tried to add soundTypeIndex = 1 and even adding class StandardSound with its properties but it doesnt seem to work.

#

Would appreciate the help again 👍

wheat sluice
#

You shouldn't need to modify anything in your suppressor class because firing SFX is handled on the weapon itself. If the weapon is silent when you pull the trigger, then it means that the weapon itself doesn't have soundsets for firing with a suppressor.

...that being said, looking at your inheritance structure shows that you haven't set it up correctly. You're not inheriting properties from RHS's NT4 suppressor (rhsusf_acc_nt4_black) but are instead getting them from InventoryMuzzleItem_Base_F.

I'd suggest changing up your suppressor config like this:

    class rhsusf_silencer_base;
    class rhsusf_acc_nt4_black: rhsusf_silencer_base
    {
        class ItemInfo;
    };
    class dh_m4reece: rhsusf_acc_nt4_black
    {    
        author = "Dyson H";
        displayName = "M4 Reece";
        model = "\dh_m4reece\dh_m4reece";
        picture = "\A3\weapons_F\Data\UI\gear_acca_snds_h_CA.paa";
        class ItemInfo: ItemInfo
        {
            muzzleEnd = "zaslehPoint";
            alternativeFire = "Zasleh2";
        };
    };
#

Be sure to check if the weapon's firemodes has soundsets for when it's unsuppressed and suppressed. It'll typically look like this:

        class Single: Mode_SemiAuto
        {
            sounds[] = 
            {
                "StandardSound",
                "SilencedSound"
            };
            class BaseSoundModeType;
            class StandardSound: BaseSoundModeType
            {
                soundSetShot[] = 
                {
                    "MyWeapon_Shot_SoundSet",
                    "MyWeapon_Tail_SoundSet",
                    "MyWeapon_InteriorTail_SoundSet"
                };
            };
            class SilencedSound: BaseSoundModeType
            {
                soundSetShot[] = 
                {
                    "MyWeapon_silencerShot_SoundSet",
                    "MyWeapon_silencerTail_SoundSet",
                    "MyWeapon_silencerInteriorTail_SoundSet"
                };
            };
        };
lethal shuttle
#

Thanks. I guess it was an inheritance issue. 👍

pastel salmon
#

Is this the right place to ask about glasses in models?

pastel salmon
#

I think window glasses would be a better wording

hearty sandal
#

what about them?

pastel salmon
#

I know nothing about them sadly...
I know that there is a macro_glass.hpp and some points for the hitbox of destruction.
Ive also found out that there are diffrent models that needs to be connected. (Broken/ Alive)
And I saw something like a glass shader with its own fresnal etc.

What I need is the practice part about it or at least a source to read about
Thats all realeted Ive found:
https://community.bistudio.com/wiki/Material_-_Basic_glass_reflectance

#

Ive found the main source of my confusing
|| The example from my mate @Banratte doesent have destructable windows ||

I feel confident to figure it out with the A3 Samples_House_F but a source to read would be dream

hearty sandal
#

like the sample model basically has the parts

#

if you have model related questions about glass those can go to #arma3_model, those are visual things.
For configuring tings you can ask here.

#

On config side you can make the glass (and any other part) destructible

#

such feature connects to the model side via animations and/or texture swapping

pastel salmon
#

Okayyyy lets go Im still on this
At the moment Im building in the doors and figuring out why Im not finding it in Bulldozer

strange locust
#

What does the the config entry CfgNetworkMessages do? I found it in old advanced slingloading code and some exile servers seem to use it.

nimble sequoia
young mortar
#

i have a problem getting the muzzleflashes to hide on my weapons....I don't know what I'm doing wrong

#

the selections are called muzzleflash

#

and it just doesn't work

sharp stone
#

What does your flash and flashSize property look like?

young mortar
#

i was not aware of these values

#

checking it out now

#

thanks

#

lol it works

#

why am i such a noob? 😄

warped perch
#

Having an issue with turrets vertical traverse input being inverted. Both side turrets face forward initially and are turned through initTurn in config. Anyone have any idea how to fix this?

minElev=-10;
                maxElev= 16;
                minTurn = 10;
                maxTurn = 170;
                maxHorizontalRotSpeed=10;
                maxVerticalRotSpeed=10;
                initElev = 0;
                initTurn = 90;
hearty sandal
#

in model.cfg

#

or invert the angle directions

true fossil
#

Anyone know if requiredOpticType is supposed to work with secondary weapon launchers? The AI seems to ignore the setting for launchers and use whatever fire mode it wants. The same appears to be true for other mods that try to use requiredOpticType (for example RHS AFRF), no issues with primary weapons.

warped perch
hearty sandal
#

but begin/ end is fine as well

pastel salmon
#

Hey there 😄
Im bringing multiple little issues. But I think there will be
quick solutions each because its all similar.

Some of my doors skip their animation and tell me that they need a number instead of a string.
I compared everything to the further, working processes but werent able to detect an issue.
Same is at the garage gate but with no error.
All anims work flawless in Bulldozer

wintry tartan
#

Maybe quote around the code

nimble sequoia
pastel salmon
wintry tartan
#

Correct

wintry tartan
#

Well

#

_this not this

pastel salmon
#

Dedmen posted something about! FUCK IVE FORGOT. Shame over my head..

#

Here we are again. That was the topic I was looking for.

grand zinc
#

No its not related to that

grand zinc
#

Read the error message

#

you got a string, where it expected a number

pastel salmon
#

One time! One time I thought that Ive connected something right haha

wintry tartan
#

Ah shit you're right

pastel salmon
grand zinc
#

You're also passing 7 arguments to a 5 argument function

#

very much looks like you didn't read the wiki page

pastel salmon
#

Nope. Ive started with NoHandle. For that there is no wiki if I remember right

#

So Ive got something to do. Thanks mate 😄

I gues my best way to go will be to do it similar to the doors, Unite the handles together and reverse the angle1 from one of it
or I find out how to execute multiple commands at the same statement so I do two anims at all and launch them paralel

pastel salmon
#

Im back with a quick question Is it possible to execute two commands via one statement?
Ive tried a lot with ; , " * ) but nothing really worked. Am I doing something fundamental wrong or is it
impossible?

nimble sequoia
grand zinc
#

Semicolon, but not in parenthesis

pastel salmon
hearty sandal
pastel salmon
#

There are similar cases in the samples file? Ill take a search

pastel salmon
#

Goooood morning (Ive did nothing wrong on the techniqual site yesterday as it seams as far as Im today)
|| Those are my nemesis issues ||

pastel salmon
#

For the case that I would like to work with degrees instead of radians, where is the 0° in my circle?

#

Because Im not understanding how the radian calculation works. Ive tried to read or remember to be sure
that Im at least using the correct formula but also the converters spit the same result

nimble sequoia
#

rad 0 means no rotation, leave it where it is.
rad 50 means rotate it around my axis points by 50 degrees. Whether it goes clockwise or anticlockwise depends upon which of the axis points was made first/last.

pastel salmon
#

Thats what Ive hoped. Until my confusion started after Ive found this hint in one of the samples file 2 days ago.
But Im reaching an limtit with this logic on my door handle because it does unexplainable turns like breakdance

nimble sequoia
#

Putting rad in front of the number means you are using degrees, so you don't have to do calculations.
There are 2π radians in a circle.
There are 360 degrees in a circle.
angle1 = 2 * 3.1415926
angle1 = rad 360
Those two are equivalent.

pastel salmon
#

I never was good in math lessons back in the school but this sucks me in until I fully understand...
So the engine is working with radians so I enter degree values and execute them for calculation 🤦

#

So now Ive to proof it in practice because Ive also guesed that and earned strange results haha

nimble sequoia
#

No calculation.
Just decide how many degrees rotation you want, say 75 degrees, and write rad 75

pastel salmon
#

The rad orders the calculation. Thats what Ive ment. Degree isnt the default value

nimble sequoia
#

Correct

pastel salmon
#

Those are my values. They are going in the wrong direction

So all I need to to is to swap the minus in front of the parenthesis and all good
First coffee drank, first cigarette smoke. Lets wake up hahahaha shiat that was too easy

#

Thanks for confirming my guesing. But hey! Now I finaly know what the "Bogenmaß" || radian || is. And how its calculated 😄

nimble sequoia
#

Yes, you can put the minus sign in front rad -50 or -rad 50
Alternatively swap the axis memory points around

pastel salmon
#

Thats also an idea I thought about. But tbh I thought thats not possible to do

nimble sequoia
#

Radians are actually the SI standard unit of angular measure and very commonly used in mathematics, but a lot of people don't know about them at all.

pastel salmon
#

Why not metric system you fools 😢😂

nimble sequoia
#

Algabreic expressions are greatly simplified by using radians. When you know advanced maths it all makes sense.

pastel salmon
#

I wish I could

nimble sequoia
#

Same in physics.

pastel salmon
#

Thats more my topic but also unsafe in details

#

Its like latain for language

#

Now it has to become waterproof and work ingame

#

Its still an instant door ingame.. but now without an error..
So it got no animation. It just jumps a boolean I gues its the function syntax

pastel salmon
#

I still got an two frame animation.. slowly Im running out of ideas

nimble sequoia
latent monolith
#

im guessing this is is either a model error or config error so ill post here first and if its the wrong place someone say and ill move this to Arma3_model

so basically ive got a tank thats not "drawing" the tank treads when it moves does anyone have any idea on why that might be? its got the corresponding memory points and its labelled like so in the config:

hearty sandal
#

do you have autocenter named property in use?

latent monolith
#

for the memory lod or just in general?

latent monolith
hearty sandal
#

their height compared to model 0 height and the physX wheels

latent monolith
#

the unselected are the closest PhysXwheels

#

does it need to be on the same "height"?

hearty sandal
latent monolith
#

copy will adjust now and let you know if it works

latent monolith
#

got it to work in the end turns out this code was wrong:

#

needed to be this instead

hollow haven
#

hi. need some HELP. currently running server on bisect, but gameplay desync/lag when player encounter with enemy.

hearty sandal
#

this channel is for modding configs, not servers

hollow haven
#

ohh sorry. my bad. i thoung server config

brave crag
#

Anyone know where the config for the contact DLC objects are housed?

pastel fog
brave crag
idle imp
#

Hey

I spent 5 hours trying to fix by myself a mod I found, Ghillie strips by Alyx
Here's the problem :
The Ghillie strips appears as Facewear in all 5 camos (MTP, TAN, KT, WDL and DPM)
The Ghillies strips are also available as NVGoggles but only in MTP, and I want it to appear in all 5 camos (especially WDL) - it seems to be meant to be that way, every single class already exists

What I did so far :

  • I compared it with a config file from a working NVG mod, all seems in order
  • I changed the scope of every class to 0, except the WDL one set to 2, still appears as MTP
  • I changed some parameters to the same used in the working NVG mod
  • I changed the hiddenSelectionsTextures of the MTP ghillie strip with the one with a WDL camo
  • I changed several values in the config file

Here's my way to test my changes :

  • Open the pbo file with PBO Manager
  • Extract the config file then convert it to .cpp using Arma Tools
  • Edit the file and save it
  • Extract everything from the pbo and create a new one (non-binarized) with the edited config.cpp file
  • Place the "new" PBO where it was and launch the game

I can't find a solution ... If anyone can take a look please, I'd be grateful

hearty sandal
#

Also you must not repack someones mod. Unless it's specifically licensed to allow that.

idle imp
idle imp
hearty sandal
#

You sure it didn't have separate models for that?

idle imp
#

let me send it to you, I may be wrong tho

#

the third class uses a hiddenselection

#

I was confused between HiddenSelection and HiddenSelectionTextures, so not the third one
but they all use HiddenSelection

#

at long last, I "fixed" it by replacing the MTP camo file (the texture file) in the pbo by one with the WDL camo ... it's not really a long-term solution, if I ever need the MTP camo, but at least now people can use both the Ghillie and a Facewear

#

thanks @hearty sandal for your remark, your comment about hiddenSelection gave me the idea to "brute force" the issue by replacing the MTP file

hearty sandal
#

does its license allow that?

#

TFN...

#

is this same series as TFL stuff

#

which is banned anyway due to being all ripped

idle imp
#

Idk where the guy found it, but I guess we'll delete it then

rough hatch
#

is there a way to configure a missile to lose its lock if the unit that fired it is no longer locked locked onto the target, like a semi active radar missile? none of the vanilla missile flight profiles seem to do that, is there maybe a way to create custom flight profiles?

tame raven
#

Don't ask me when that change happened though lmao

warm topaz
#

Apologies if this is the wrong channel for this but is there a step by step guide for creating a mod compat anywhere? Specifically wanting to add gear to KJW’s low vis systems and creating weapon compats for JSRS 2025 but I have very little knowledge of scripting, creating mods etc

hearty sandal
tacit zealot
#

Are bombs that don't explode on water contact possible? i.e. trying to make a depth charge, or a torpedo using cruise missile logic

idle imp
#

there are naval mines in the base game, so yes I'd say it's possible

tacit zealot
#

hmm yeah I should look into how SOG:PF did their air-dropped naval mines

steady beacon
rough hatch
#

I thought scripting would work using setMissileTarget but that doesn't seem to work for making a missile lose its target after being fired

steady beacon
rough hatch
#

I ran it on the projectile object that you get from the fired EH

steady beacon
rough hatch
#

I was just testing it on some vanilla AA missile to see if it was even possible

#

is there way to disable its sensors via script?

steady beacon
#

Yes and without the sensors even with loal enabled in theory it shouldn't be able to guide into anything anymore

rough hatch
#

what commands can do that?

steady beacon
#

enableVehicleSensor but I haven't actually tried it on a weapon,that I can remember, so it may or may not work.

sullen fulcrum
hearty sandal
#

helicopters might not have page like that

sullen fulcrum
#

Ah ok. I think the standard vehicle page should work then. Heli speed and torque functions like a normal "engine," I guess? I experimented with the plane. The goal is to change the variables a bunch for a sci fi flying car mod.

hearty sandal
#

you probably dont want to mess with that though

#

the sample helicopter config has comments on what different parameters do

#

its mostly there

sullen fulcrum
hearty sandal
#

especially since you are making something that wont be flying like a real helo anyway

#

youll want the simplistic normal flight model

sullen fulcrum
#

Yeah the plane example flew in an impossible manner regarding real world technology. Not going for flight sim level realism, so that should work.

hearty sandal
#

not really fine tuned

sullen fulcrum
# hearty sandal the samples are just samples

I was referring to a test I have done already. I used the sample config, and entered some rough variables and played with it a couple times. It was just tested as a simple patch for an existing plane. It looked silly as could be with the wrong model, but it is definitely possible.

rain scarab
wicked sandal
#

I'll give it a try!

wicked sandal
#

it didn't seem to work for me. it couldn't find any classes for the items I want to image. that honestly might be because I'm missing something in my config, though

#

basically, I want to create this sort of thing, but for items that I'm modding into the game. I've been able to get away with making a unit invisible for things like vests and backpacks, but I can't seem to do the same for uniforms

hearty sandal
#

but also dont over think it

#

and just take picture with the character in it

wicked sandal
#

oki doke

#

thanks for everyone's help so far!

wintry fox
#

Hemtt can create those for you with its photoshoot command

wicked sandal
#

Hemtt sounds familiar

wintry fox
#

It's a build tool, like addon builder or mikero's but far better IMO

wicked sandal
#

looks like there's a bit of setup involved

#

Thanks for that 😄 I'll get stuck into it

wintry fox
#

Not that much setup, it's just downloading it and then setting up a config file

delicate cypress
#

does anyone know how to configure viewpilots for vehicles? I know you can adjust the seat with the numpad but is there any ways of changing the player's head at a specific position?

#

My issue is that the animation and proxy placement I have right now match the aircraft's controls but the head is misaligned to the left

amber nacelle
#

Are you sure your first person view uses the right view LOD?

delicate cypress
#

yes

#

I have a viewpilot lod

#

its just that the animation I chose has the head slightly offset

amber nacelle
#

Then it might be a question of the animation/pose used? 🤔 I think I have a similar issue where my tank driver also seems to be a bit offcenter even though the proxy is centered

delicate cypress
#

tried playing around with minMoveX / maxMoveX in class Viewpilot but that doesnt seem to work for the starting pos, only limits the seat adjustments

#

ideally I'd make my own anim but I'm not quite there yet

amber nacelle
#

Seat adjustment is how your camera moves when you hold Ctrl and move your mouse, right?

delicate cypress
#

yes and no

#

im talking about control + numpad / page up page down

amber nacelle
#

I'm asking because the head/PoV movement has been the bane of my existence when flying planes and I couldn't find a way to unbind it, but that's OT itstime

#

Anyway, for the reason I appeared here, to ask for help myself - Is there any simple way to increase the deceleration rate of a tank? I've got my tank set up pretty good, except this bit. I tried messing arouund with the dampingRate in the PhysX set-up, but that also killed my acceleration.
EDIT: Found it, it was

dampingRateZeroThrottleClutchDisengaged```
amber nacelle
#

Nope

#

WT doesn't even have the AGDS 😄

#

And it's not from Armored Warfare either

hearty sandal
#

where is it from then?

amber nacelle
#

My own

delicate cypress
delicate cypress
#

there might be a friction coef somewhere aswell

amber nacelle
#

But thanks nonetheless

amber nacelle
hearty sandal
amber nacelle
#

Yeah, I haven't touched textures yet 😅

#

Finished Fire Geo today

#

Weapons and textures are missing

amber nacelle
tacit zealot
#

Been trying to make a depth charge using similar ammo submunition logic like a cluster bomb. However, whatever I do it still keeps detonating on the surface. Any suggestions for making an ammo/submunition that doesn't explode on water contact?
Maybe I can just spawn a bomb at X meters below surface using submunitions... That would have problems in water shallower than explosion depth though
Otherwise I know how to make a mine go to a set depth, but I'm not sure how to make it explode instantly when it gets there. TimeTrigger

hearty sandal
#

!ban 372482192057696266 0 homophobic racial slur trolling. You are no longer welcome here.

violet driftBOT
tacit zealot
wintry fox
tacit zealot
#

Also, is there a way to make an underwater sensor? Radars have a Max/MinTrackableATL property but that only ever seems to work up to the water surface and not below.

valid flint
#

does anyone know how i can set up dynamic loot for my mission in arma 3?

wintry fox
#

You'd likely need to script one yourself, or find a mod that adds it that lets you configure what you want

wintry tartan
#

You still need to define what's the requirements of dynamic loot you say

valid flint
#

but i dont know how that is done

valid flint
#

as in dayz

#

im trying to recreate dayz experience

hearty sandal
#

and more a scripting or mission making thing than config

valid flint
#

zombies and scavengers i think i made it

#

i just lack vehicles, weather and loot

#

i dont want to do it multiplayer

tacit zealot
#

At best on the config level, you can randomize headgear and facewear natively. Any more and you need scripta and eventhandlers. Beyond adding the EH to a unit config, thats for Scripting chat.

wet pike
#

Does anyone know if it's possible to set the backpack bags in Arma to assemble more than one item on the scrollwheel?

i.e. if there's two different versions of a turret, and you want one version (raised) as opposed to the other (lowered).

tacit zealot
#

Different tripods right? Vanilla backpacks do that IIRC

wet pike
#

Same tripod, same gun - but with two potential outputs.

tacit zealot
#

I dont think so, you would need separate "tripod" and "raised tripod" backpack

But gun can be the same

pastel salmon
pastel salmon
#

Is there a source to read about something similar to that?
Just something that makes it easier for me to understand whats going on in the templates config.cpp/ _macros_glass.hpp

#

Im looking for something that creates me an overview of the needed parts and theyr dependencies to each other

wet pike
amber nacelle
#

Hello, any idea what syntax error I have commited? I can't find it for the life of me itstime

grand zinc
amber nacelle
#

oh

amber nacelle
lament sluice
#

If using BIS_fnc_exportEditorPreviews, is there any way to specify a faction only rather than addons or an entire side?

wintry fox
#

No

#

You could filter it by script yourself and pass the exact class names though

lament sluice
#

Ah, thanks 👍

wintry fox
#

DestructNo seems to disable damage from normal means, and DestructDefault has it falling through the floor when killed

tacit zealot
storm river
#

How to set up root folder like \A3\Something. I'm worrying about doing it wrong

winter rain
wintry fox
storm river
#

what have i done wrong?

wintry tartan
#

What are we supposed to understand from this chunk of image?

storm river
#

apprently prefix doesn't work

#

or I just have bad understanding in codes

wintry tartan
#

How you can be sure it's not working?

storm river
#

Because it appears to have model, just no texture.
I tried some simpler such as images for logo, and it still can not find the picture

wintry tartan
#

Do you mean an error popup

storm river
#

So I'm guessing that the game can not find the texture file

wintry tartan
#

I thought I asked a yes or no question

storm river
#

yeah

wintry tartan
#

Then check your folder path

#

And folder structure

storm river
#

Addons\Characters_F_Vindonia_Pack1\Vests\Data\CarrierVest_IPM_CO.paa
"\PV\Characters_F_Vindonia_Pack1\Vests\Data\CarrierVest_IPM_CO.paa

wintry tartan
#

What is this path supposed to mean

#

Your folder structure or config

storm river
#

top is folder, lower is config

wintry tartan
#

And which is the folder you put in AB

storm river
#

ab?

wintry tartan
#

Addon Builder

storm river
#

I packed Characters_F_Vindonia_Pack1 into Addons

wintry tartan
#

Then your PBOPREFIX is PV\Characters_F_Vindonia_Pack1\

storm river
#

Thank you sir

pastel salmon
#

Can anyone give me a source to read more about the simulation/ type value of the DestructionEffects section inside the class hitbox of config.hpp?
Im currently reading to https://community.bistudio.com/wiki/Arma_3:_Damage_Enhancement but cant find enough helpful data about the named topic. Is there any more to read about that could help?

hearty sandal
#

basically you can mimic how vanilla destruction effects do it

pastel salmon
#

So next step is to search through existing data for usefull

hearty sandal
#

the all in one config dump file in pinned messages can be very useful source to search

#

vanilla buildings inherit their destruction effects from quite early parent

pastel salmon
#

Looks like Ive reached that point at some topics 😄
Can you tell me something about what to care if I place down the mem point of Glass effects?

pastel salmon
#

So it simply spawns some kind of simulation = "particles" of glass? on the given memLOD position

hearty sandal
#

yes

#

you can see what it looks like in game

#

when shooting windows

#

in game you can see how most things like that look like easily

#

just

pastel salmon
#

I will have to collect all of them haha
Also Ive to find out how to do own

hearty sandal
pastel salmon
#

Thats the benefit I receive from ~10years arma3

hearty sandal
#

pretty much

pastel salmon
#

Love everything about it.

hearty sandal
#

but also you rarely need your own effects since the basic effects cover most things easily

#

theres smoke and dust and glass for buildings

#

and fire

pastel salmon
pastel salmon
#

Okay that could work. But I still have to unexplained lines I took over from other documents

hearty sandal
#

the material you dont need to concern with

pastel salmon
#

Thats also a lot to take care about. But its a good start and Ill definitly need this later.

#

I thank you alot but still have questions

Where does the _hitbox suffix comes from? Is it a given name or a engine thing because its part of the Hit-Points layer?

hearty sandal
#

it could be
class AWEöothjYHaedlijh
{
name = Glass_1;
};

#

the name parameter connects it with the points cloud in the hitpoints lod

#

this can be useful

#

although it describes soldier hitpoints, it still shares same basics

nimble sequoia
#

AWEöothjYHaedlijh "Owww tooth ache head hurts"

hearty sandal
#

exactly

rough hatch
#

are there any guides for setting up MFDs past the BI wiki MFD page? I'm looking for what it takes just to add a simple gun sight to a MFD

hearty sandal
#

no dont think so. you could check vanilla mfd classes. thats where I've looked to figure them out

rough hatch
#

I've looked at other plane configs, as far as I could see it just has a crosshair Draw entry which has a circle with a bunch of points that are based on ImpactPoint and then has the ImpactPoint bone with ImpactPoint as a source

#

but when I tried adding that, it didn't really draw anything new

#

is there maybe something I'm missing that it needs to draw?

pastel salmon
chilly tulip
#

The "line 24" is wrong because the #includes just get dumped into the file.

#

It might actually be complaining about something in cfgPatches or cfgFunctions.

pastel salmon
devout plume
#

Not sure which channel to ask this in, but what's the best way to go regarding making a custom faction config for the workshop: Is it okay to use and require DLC assets like the weapons and gear from Apex, Tanks or Marksman or should I try to use more modded/vanilla content? What about using stuff from the CDLC like reaction forces' Rocket Launcher?

pastel salmon
#

The class was the mistake. Ontop was my AnimationSource unfinished. It always feels like still doing this idiot failures. Thanks for the help 😄
Im now at the point of investigating for the 2 selections of diffrent glass conditions that switchs in case of fire. @chilly tulip

warm furnace
#

No entry 'bin\config.bin/CfgGlasses/Default.identityTypes' i have this problem how can u find this ?

#

When i turn on server cant log in

#

Im missing some pbo but which one uhh

storm river
#

Huh so it does work, might be some other problem

wintry tartan
#

Okay?

storm river
#

So uh the texture doesn't work when wearing

livid thorn
#

Gonna need a little more context

#

The texture on your uniform shows up when on the ground but not while wearing it?

storm river
#

yep

hearty sandal
# storm river yep

have you retextured also the unifrom character from cfgVehicles and not just the unifrom item from cfgWeapons?

storm river
#

Hmm, but it decided not to work after a clothes changing

rapid sparrow
#

What is it that determines if an object is subject to gravity or not when placed? (eg all the vanilla explosives fall to the ground when placed via ace, but a lot of breaching charges from mods do not despite not being attached to anything)

hearty sandal
rapid sparrow
hearty sandal
#

and enough mass

rapid sparrow
#

Will look into it, thanks

nimble sequoia
#

Possibly simulation type too?

tame raven
#

HouseX isn't subject to gravity yeah

#

ThingX is

hearty sandal
tame raven
balmy junco
#

i have created faction and i want my unit to use randomly selected gear/equipment when spawn. how do i do that? im using Alive orbat

sweet pecan
#

What are all of the config things that affect a helicopter's flight model? I want to make one helicopter fly exactly the same as another.

pastel salmon
#

Hello people 😄
Could someone experienced do me the favor to take a quick look over what Ive did in the attached code.
To explain my issue, Im now having a glass but thats because of the default glass.rvmat wich Ive assigned to the mesh.
So it has nothing to do with the point that Im not receiving an interaction if I hit the glass. There is no sound or particle effect.
Ive marked the lines in wich I expect some possible issues, but Im doing glasses for the first time and cant be sure.

My current step is the "interaction" by hitting the glass by receiving particles and a glass sound. The next step will be the diffrent glass states and their UV maps

nimble sequoia
# pastel salmon Hello people 😄 Could someone experienced do me the favor to take a quick look o...
  1. For testing, replace macros with straightforward code
  2. Confirm that you have a hitpoints LOD with a correctly named glass hitpoint present
  3. Check that you have a valid Fire Geometry at the glass position (closed, convex, named both ComponentNN and with hitpoint name, with penetration material)
  4. Use dev branch diagnostic exe with "hitpoints" debug command to verify that your glass is actually taking any damage
pastel salmon
#

Bro you denied just everything haha thank you alot for that detailed analyse
My issue was that Ive forget to complete the componments after building the glass pane.
The sound as the particles are coming up now, the destruction is next

Now I will need to setup the diffrent graphics for the destruction state. But I dont know how
I would insert two textures at the same mesh. (Im using Blender with Toolbox/ ObjectBuilder)

nimble sequoia
pastel salmon
#

I gues Im doing both then. I gues the issue is in the texture assigning at the second image in line 76/77.
Ive only assigned one texture in there as you can see in image 3 (object builder) I dont know how to attach the second texture (broken glass) there

#

I gues that I will have to insert it into my .blend file somewhere around the marked area inside the material tab.
But I dont know how to add a second texture/ .paa to the same mesh

hearty sandal
pastel salmon
#

wow

hearty sandal
#

each blender material has Arma texture/material entry

pastel salmon
#

Please tell me that Its not just simply adding a new material

hearty sandal
#

as simple as that

#

well also you have to assign that material on some surface you want to use it on

pastel salmon
#

Thats where my confusion started. Cant I only assign one material at the same mesh? I thought I simply would overwrite the position

#

I cant assign 2 materials at the same Mesh. Its like Ive expected. They are overwriting each other

nimble sequoia
#

On vehicles, I always use mat[] in class Damage, where you apply 3 lines for each material

#

So in the p3d you have "window_set.rvmat" applied to the glass.
Then the code swaps that to "destruct_half_window_set.rvmat" when it is damaged and destruct_full_window_set.rvmat when destroyed.

pastel salmon
hearty sandal
#

but 2 faces can each have different material

pastel salmon
nimble sequoia
#

Textures or materials, yes.

hearty sandal
pastel salmon
hearty sandal
#

the engine then detects that from your config list and swaps it

hearty sandal
pastel salmon
#

Good. But Im still not sure how to

hearty sandal
#

in this case I mean the walls have 1 texture the window have 1 texture

nimble sequoia
#

1 plane = your glass in the model
Best to keep it separated from other parts of the model.
Assign that plane a texture and material.
That texture/material gets changed by the config code when damaged/destroyed.

pastel salmon
#

Ahhh so the first material/ texture is assigned in the model itself and shows the config.cpp where to start the "diashow" of destruction states wich is defined in the config.cpp damage section.

But Im noticing that the samples file shows up one more window .tga at its visLOD as mine

pastel salmon
#

I do need the window_set.rvmat not the glass penetration value to connect it to the config.cpp, right?

#

Could it be true that my textures are changing but my UV Tex map is that horrible that it scales up on a size I cant see changes?
And if so, how can I allign the UV Map on the .paa image?
I gues no because the geometry dont fade out as well, the window remain always solid

nimble sequoia
#

Have you verified that the glass is taking damage by monitoring the hitpoint value?

pastel salmon
#

I gues my solution will be the glass1_hide/ _unhide wich is alligned at the same mesh and should contain the diffrent textures.

pastel salmon
hearty sandal
#

does not necessarily mean they connect with the hitpoint config

pastel salmon
#

I gues thats what Im doing in my macros.hpp/ config.cpp together with the vertex groups in my mesh

pastel salmon
#

Ive a good and a bad news.
The good one: Ive fixed an UV issue
The bad one: Im still missing my texture switching on hit interaction

nimble sequoia
#

I've already suggested what you should try next. Read back.

pastel salmon
#

Ive already added a class Damage and a skeleton called like the convex componment

pastel salmon
nimble sequoia
#

Try googling "arma dev branch diagnostic exe" and look at the first result

mortal pumice
#

If im remembering correctly it needs to be the same as what you define as your visual in your hitpoint class

#

but without it defined in sections it cant change the material/texture on the glass

pastel salmon
pastel salmon
#

How do I add something to its parameters? *Do I use the standart steam start setting? It instant launchs into the main menu

#

There are many errors

#

I finally was able to join the editor but cant find the wanted .pbo in there

pastel salmon
#

Im also able to use it on vanilla content. But wasnt able to implement the .pbo

pastel salmon
#

Its a windows thing..
.. Ive to create a shortcut and add its parameters.
But Im still not able to load the exact data

whole jacinth
#

The smoke effect of the cruise missile always seems to spawn at the attachment point, which is in the middle of the missile, instead of at the engine exhaust. How can I fix this issue?

pastel salmon
#

It says missing ; if I try to launch it via launcher and execute an command

chilly tulip
#

You're probably running the dev exe not the diagnostic one?

pastel salmon
#

Ive done a shortcut of the arma3diag64.exe to add a target to its path. The issue happens ingame when I receive an empty mod screenshot2

chilly tulip
#

Should be P:\foldername but if diag_enable throws a syntax error then either you're not running the diag exe or BI fucked up.

nimble sequoia
pastel salmon
chilly tulip
#

No, you don't have the backslash.

pastel salmon
#

but I like the diag tool haha

chilly tulip
#

P:foldername is wrong, P:\foldername is correct. If it exists.

pastel salmon
#

Your right. I could bet Ive tried and errored it away haha

chilly tulip
#

But that won't stop it running the exe so something else must be broken.

pastel salmon
#

Thats correct but still no result

nimble sequoia
#

Are you definitely on dev branch?

pastel salmon
#

To be sure, dev branch in the status in my steam or what?

chilly tulip
#

It said dev branch in the other screenshot.

#

Can you paste that whole startup line text, not the screenshot?

#

Mod stuff doesn't even matter.

pastel salmon
#

You mean that?

 "E:\Steam\steamapps\common\Arma 3\arma3diag_x64.exe" -mod=P:\@EBER_Structures
chilly tulip
#

yeah I dunno then. Suspecting BI screwup. Can't check because it takes too long to switch to dev branch here.

amber nacelle
#

Good day. When creating ammo/magazine and inheriting from existing classes, do I need to copy the whole existing entity I'm inheriting from or are just the definitions of them enough?
In other words, do I need to do what's in the first image or is the second image enough?

wintry fox
amber nacelle
#

Oh, so I don't need the three preceding inheritance lines? Wonderful, thanks 🙂

wintry fox
#

You only need to "open up" a class when inheriting from a class within it

#

Also is that a new class you're creating or are you modifying a vanilla one?

amber nacelle
#

Creating a Bushmaster III based on the vanilla 35mm AA cannon

wintry fox
#

When creating a new class, you should always add a unique prefix to prevent conflicts with other mods

amber nacelle
#

Good point, thanks 😅

wintry fox
#

E.g. CG_100Rnd_...

amber nacelle
#

Will do horny_police_salute

#

Btw, I presume this code handles dualfeed, is that correct?

wintry fox
#

Yes, that gun will have two muzzles

amber nacelle
#

Thanks. I think I might do that as well 😄

tacit zealot
#

How can I figure out where certain config classes are defined? I'm seeting the AH-99's MFD has the classes MFD_Left_Engine, MFD_Left_Flight, and MFD_Left_Radar defined, but when I opened up my local copy of Air_F_Beta's config, I don't see those classes in the aircraft MFD. I also checked every other Air_F_X PBO and can't find references anywhere.

amber nacelle
#

Wouldn't that be in the config of the vehicle itself?

sweet pecan
tacit zealot
#

hmm
Welp, I guess I'll just deal with the annoying mega-inheritance chain just to add a multiplied value

amber nacelle
#

Is there no way to make a fixed missile launcher on a vehicle? intensethinking As in I don't want the launcher to elevate with the main guns and I want to have the missiles always come out at the same elevation angle.
Looking at RHS, the BMD-2M, BMP-2 have a fixed launcher, but the missiles still come out at the angle of your optic/main gun, not the launcher.
Same story with the CUP BMP-1 and BMP-2. The TOW launcher of the Bradleys in both CUP and RHS has a lower max elevation than its M242 autocannon, but the missiles still come out at the angle of the cannon. itstime

pastel salmon
tacit zealot
#

Forgive the brute-force helicopter inheritance, but any clue on why my HMD displays aren't visible upon activating collision lights? My goal is to make the HMD togglable for pilot+gunner, and use the "multiply condition by user variable" method successfully on every other aircraft I've modified (but as seen here, I use collisionlights for debug to minimize places for error).

On every other aircraft, I manually redefine the entire MFD config, but the Commanche's MFD class is just way too much for me to sanely copy over, especially since the external pylons one is configged separately as well.
I have put air_f_beta in the requiredaddons, used the brute force vehicle inheritance to prevent issues I found with overwriting vanilla classes, and have manually redefined all the classes that are present in the MFD setup, since otherwise they behave similar to turret inheritance and don't appear either.

Do I need to also manually re-inherit every subordinate of AirplaneHUD>Draw? The class isn't overwritten since the config viewer still lets me view everything within AirplaneHUD.

wheat sluice
#

Is there a reason why you aren't simply using A3_Data_F_Decade_Loadorder for your requiredAddons?
You are inheriting from the vanilla AH-99 Blackfoot class, so anything you do has to be after A3_Data_F_Decade_Loadorder if you want to ensure that your changes properly override vanilla stuff.
Air_F_Beta is earlier in the loadorder chain, so your changes are being placed between that and before A3_Air_F_Beta_Heli_Attack_01 (which comes after it in the loadorder priority).

#

Also, if readability is a concern, you should consider just copying over all of the Blackfoot's MFD stuff into a separate header file (.hpp). Then use a preprocessor macro to slide it into the config so that you can avoid bloating the main config file.

{
    ...
    #include "BlackfootMFD.hpp"
    ...
};

This way you can avoid needing to inherit from the vanilla Blackfoot if it's still giving you inheritance problems with the MFD.

pastel salmon
tacit zealot
# wheat sluice Also, if readability is a concern, you should consider just copying over all of ...

Implementing requiredaddons fix at this moment.
Every other aircraft I have set up uses HPP file, I just have this current setup for testing. I was initially going to do a copypaste of existing MFD, but after I finished fixing the formatting and rounding errors due to binarization, I realized I used an outdated source file and amn't really in the mood to do that all again. Though I could, I was really hoping I could get it with inheritance since all I want to do is add a single extra condition to the HMDs.

Yes, I do care about formatting and not having rounding errors, since once I make a MFD HPP, I copypaste that thing like crazy, and don't want to propagate errors and hard-to-read files into my work.

Current solution: Inherit all MFDs, and re-define HMDs.

pastel salmon
#

Im still searching for the way to assign the second texture to my visualLOD. Ive texted with HorribleGoat about that yesterday. Gonna read the 10x time then. Maybe Ill find something or have a better understanding now

Meanwhile I gues that its something between the .blend and .p3d file because its also "unmapped" doesent sound that good

pastel salmon
pastel salmon
#

Update:
Im still on that second image part with my vertex group.
I dont know how I assign the second texture to the same mesh.
Im only receiving the material that is assigned at the actual face in my .blend file

I gues thats also the reason why my animation begins backwards if I add the bone for
the glass_unhide, wich contains the destroyed texture. Because the _unhide is empty..

The issue has to be in the _unhide selection

wintry fox
#

How is CfgAnimationSourceSounds set up?
Looking at vanilla config I see that sound in the AnimationSources class points to a class in it, and then there's seemingly specific named entries like OpenTheDoor, SlamTheDoor, DoorMovement, etc.

#

I'm working on setting up a door to use the vanilla system, so I have this in my object

class AnimationSources {
    class Door_1_sound_source {
        source = "user";
        initPhase = 0;
        animPeriod = 5;
        sound = "TAG_door_open"; // not sure how to set up correctly
        soundPosition = "door_pos";
    };
};
#

Also semi-related I guess, but can I have unique sounds for the door opening and closing right? I have different sounds for each that were previously just played manually from the UserAction

midnight apex
#

Hello my good people, does anyone know how to change a vehicles honk sound?
It would be very nice if someone could point me to the right direction :)

wintry fox
#

The sound itself is the drySound of the specific weapon

midnight apex
#

Thanks :D

winter rain
wintry fox
winter rain
wintry fox
#

I mean the open / close
Like all that's in the AnimationSources class is the sound which points to the whole class itself

What determines which class in TG_Doors_Open_Close is played?

winter rain
wintry fox
#

Yeah I get that, is direction like the phase of the animation or something?
So it's going through all the classes in TG_Doors_Open_Close and checking the trigger for each class?

So if direction is 1 for the door being closed (which would seem backwards) it plays the opening sound, and then vice versa for the close?

That was the part I was looking for some more info on

winter rain
#

you got to try it out, i havent experimented lot with this stuff, i have just added my own sounds for my doors and what im able to understand is the trigger and its direction, so open comes first, close second and is combined together as 1 class

wintry fox
#

Oh alright, yeah I was trying to find some more information on this but couldn't find anything on wiki. I'm not terribly concerned with trying to figure out how the internals work. It was playing the sounds correctly so I just was wondering if you had some more info on it

Thanks 👍

wintry tartan
#

Looking for opinions:

  • Goal of the project: don't let people make their own randomization way to randomize their units' loadout, but use one framework. Benefits both creators and users through unifying the ways to one goal

  • Achievements that has to be done: Config being simple. No extra EHs to work, just config for units

  • Current status: working product is actually done. But I have some doubts and points I want to achieve. No release guaranteed

  • Opinions to look: is this way modders friendly? Easy to understand? Easy to config? Can array[] += {}; work and (at least hard to) not break the original Mod's intention?
    Example configs to follow:

#
class B_Soldier_base_F;
class B_Soldier_02_f;
class B_Soldier_F: B_Soldier_base_F {
    PLP_ERF_uniformPool[] = {    // it will pick one of these randomly
        "U_B_CombatUniform_mcam",
        "U_B_CombatUniform_mcam_vest",
        "U_B_CombatUniform_mcam_tshirt"
    };
    PLP_ERF_primaryWeaponPool[] = {
        "arifle_MX_F",
        "arifle_MXC_F"
    };
    // "optic*" here is equivalent of "" but for optic. other accessories have its own equivalent
    // in this context, 1/5 chance to have no optic
    // this array should include every accessories and items of the primary weapon, including magazines
    PLP_ERF_primaryWeaponItemPool[] = {
        "optic*",
        "optic_ACO","optic_ACO","optic_ACO","optic_holosight",
        "30Rnd_65x39_caseless_mag"
    };
    // for later use
    PLP_ERF_primaryWeaponItemPoolBlack[] = {
        "optic*",
        "optic_ACO","optic_ACO","optic_ACO","optic_holosight_blk_f",
        "30Rnd_65x39_caseless_black_mag"
    };
};
class B_soldier_AR_F: B_Soldier_02_f {
    // this system uses its own way to inherit configs, not to make unintentional mixup
    // eg an unrelated faction unit that is inheriting B_Soldier_F will not inherit the such parameters without this PLP_ERF_poolInherit declaration
    PLP_ERF_poolInherit = "B_Soldier_F";
    
    // PLP_ERF_primaryWeaponItemPool will be ignored if PLP_ERF_primaryWeaponPool is a two-dimensional array
    // and will use the latter parameter of array to randomize
    // main purpose of this way is not to mixup colors eg having black magazine to sand rifle
    PLP_ERF_primaryWeaponPool[] = {
        {"arifle_MX_F","PLP_ERF_primaryWeaponItemPool"},
        {"arifle_MXC_F","PLP_ERF_primaryWeaponItemPool"},
        {"arifle_MX_black_F","PLP_ERF_primaryWeaponItemPoolBlack"},
        {"arifle_MXC_black_F","PLP_ERF_primaryWeaponItemPoolBlack"}
    };
};```
hallow quarry
#

if I want to make a uniform avalable to all 3 sides (blufor,indfor,opfor) how do I do it

#

The same faction has a version for indfor, blufor and opfor

wintry tartan
#

Duplicate classes, as vanilla game does

hallow quarry
#

in cfgvehicles?

#

or also the item in cfgweapons

wintry fox
#

You can set it to 6 to have it available for all sides

hallow quarry
#

does it work with uniforms

#

?

#

and where do I put it in cfgweapons

wintry fox
#

You put it in the unit (CfgVehicles) that corresponds with the uniform (CfgWeapons)

hallow quarry
#

just in the open?

              {
                  author = "Gamenator";
                  scope = 1;
                  hiddenSelectionsTextures[]=
                  {
                      "Uniforms\fed\Viper_fedwdls_suit.paa"
                  };
                  
                  modelSides=[0,1,2];
                  uniformClass="FLPMC_vipersuit_fedwdls";

              };


#

eg this

#

0 is opfor, 1 blufor, 2 indfor

hallow quarry
#

in the open I mean I don't need it in a class within the class in cfgvehicle

#

my code is without the modelsides rn

#

just asking where to place it

wintry fox
#

Yes

wintry fox
#

That doesn't include civilians there

hallow quarry
#

will test with that first and if it doesn't I write this right?
modelSides=[6];

wintry tartan
#

modelSides[] = {6};

wintry fox
#

Like polpox / Prisoner sent it, that's how arrays in config are written

grand comet
#

Probably out of scope though. General concept looks pretty good

wintry fox
grand comet
#

Pretty much yeah, you're running selectRandomWeighted here which is what I'm thinking. It would just be a data structure change regardless; could support both by checking the first element of the array and seeing if its a string or array and then flattening that full array and feeding it to selectRandomWeighted

wintry fox
#

I meant more so that you didn't have to re-implement something I'm working on for cba

grand comet
#

Ah. I'm not the person to ask in that case sorry, with the reply I thought it was directed at me

toxic solar
#

I am making a small vtol around like 50 kgs and I dont really know what values I should put for envelope[] ,thrustCoef[] and the other flying related values cause theres really no example of a small vtol to follow off, where would be a good starting point?

sweet pecan
toxic solar
sweet pecan
wintry tartan
livid robin
#

For making an air vehicle, is there a way I can make it unable to take "impact" damage from smashing into things/landing too hard, or am I shit outta luck?

clever stone
#

I'm trying to make a replacement config, can someone point out the exact folder structure needed for single config.cpp

median wedge
#

you shouldnt need one if its just config.cpp

quartz rampart
#

Does anyone know which Visual Studio Code extension allow for the syntax in the Config.cpp to be read as Arma 3 style rather than C++ style?

chilly tulip
#

What's the difference?

quartz rampart
#

Comments were green, variables were light blue, class definitions were another color, etc. Just makes parsing it visually easier

nimble sequoia
wintry fox
somber cloak
#

p:\tag\tag_addon\config.cpp

sharp stone
#

thats just convention

somber cloak
#

coincidentally it is the exact folder structure needed for a single config.cpp

#

just sayin'

sharp stone
#

you dont need that structure

wintry tartan
twilit ledge
#

im also not a CBA user 🙂

modest surge
#

i am trying to identify which seat / turret is the co-pilot seat for helicopters.
Im woundering, where in config it is defined which seat can "take over controls" - anyone knows that?
nvm: isCopilot = 1

twilit ledge
#

@wintry tartan hay your loadout framework looks Awsome: really cool man

#

@modest surge

#

in a GostHawk chopper in game

this moveInTurret [helo1,[0]]; // pilot
this moveInTurret [helo1,[1]]; // Co-pilot
this moveInTurret [helo1,[2]]; // left gunner
this moveInTurret [helo1,[3]]; // right gunner
#

i know thats not a config but there you go 🙂

wintry fox
#

The turret paths will vary for every vehicle

twilit ledge
#

yes i ment just the vanilla GostHawk

#

i don't know about any mods or anything like that

#

but he did say - turret co-pilot seat for helicopters

sweet pecan
twilit ledge
#

yup i saw that

#

i can only give what i got lol 🙂 witch is not much i know

#

but maybe its a start

wintry fox
#

Knowing the setup for one vehicle doesn't extend to others
They had asked in the ace discord before and got what they were looking for though

dry plover
#

Hello!

Guys, I have an issue with a gun I am updating. For some reason, when I equip a optics on it (TOP mount), the camera gets set wa lower (inside the gun) instead of being properly to aim. I know it is something in the gun itself, since the same optics is working fine with other guns. I am sure I forgot something.

Any idea?

wintry fox
#

Your gun is missing the memory points for using a scope

#

Should be "eye" and "opticView" by default iirc

dry plover
#

thanks, let me test it

tacit zealot
#

I'm working on trying to make aircraft cannons compatible with the pylon system. So far, it's worked on the AH-99, but I'm having trouble with the Mi-48 since it's dual-feed. When using the vanilla non-pylon method (add magazines/weapon to turret) is used, the desired results are achieved: Gunner can switch between both muzzles with a tap of the F key. However, with the pylon system in place (despite each muzzle being restricted to separate magazine lists), only one muzzle is filled with ammo. If I press "F" as a pilot, the gunner skips the next muzzle, and if I press "F" as the gunner, the second muzzle is displayed as being filled with the first ammo type; however, I do get the option to reload the intended magazine, and then the system works as designed. This is insufficient because it requires manual player input and does not work out of the box for unknowing players or AI. The attempted solution was to configure each feed as a separate weapon, which worked, but broke aircraft animations as they can only be assigned to a single weapon. Any suggestions?

Fig. 1: Using pylon system, second muzzle is selected, but the first muzzle's ammo is displayed, and the option to "reload" to the correct ammo is present
Fig. 2: Intended result after "reloading" the second muzzle's ammo type
Fig. 3: Weapon configs - dual-muzzle vanilla-alike option, and "separate weapons" option which causes animation issues. Note the separation of allowed magazine types.

novel lava
#

i don't think it'll work - pylons always add a weapon and a magazine to the vehicle

#

so the only way to do it would be to have a HE weapon and an AP weapon

#

although rereading your post i guess you could potentially work around it by forcing a scripted reload to the 'correct' magazine

#

it reads like an oversight in the pylon system to me where it just loads the magazine to the first available muzzle instead of the correct one

grand zinc
grand zinc
grand zinc
clever stone
#

thanks

viral dragon
#

am I...stupid? How is this causing a "script not found" error?

molten musk
viral dragon
#

Well, that seems to have fixed it, so thanks.
It's annoying that it doesn't really explain what that option does.

lofty zealot
#

@clever stone simple:
...\config.cpp where the ... is any path which contains a folder you can run through some makePBO tool

tacit zealot
grand zinc
#

I don't know everything.
Modders know configuration stuff better than I do

tacit zealot
#

The magazines are regular vehicle magazines just with hardpoiints added - they dont add weapons since they dont have pylonWeapon defined. The turret still has a weapon defined.

I think. Sparky showed this method to me

jagged fractal
#

Yo I made new 3D model vehicle is it better to take configs from other vehicle or to make new config?

hearty sandal
#

you got to learn to understand what you are doing

jagged fractal
jagged fractal
jagged valve
#

@sharp stone I would get in the habit of doing what Uro says or at the very least using tags_ otherwise you stray down a bad path

sharp stone
#

oh yes

#

and i do

#

but the question of what was needed when dealing with just a config,cpp

jagged valve
#

Well if you making a config its gotta go somewhere. So putting it in your addon folder that is tagged is a good idea

#

And good practice

sharp stone
#

oh yes for sure

split zenith
#

Hello people, I'm having trouble with my dedicated server. Trying to modify some CBA settings like third person only in vehicles (ACE view restriction). Looked at CBA wiki, tried editing Mission tab in Eden before uploading my mission to the Workshop, tried editing Server tab aswell. When I enter the server, in addon options everything is set correctly but I still can't go to third person when I enter vehicles. Anyone knows what I'm doing wrong ?