#arma3_config

1 messages ยท Page 54 of 1

sharp stone
#

its a good convention / practice

viral dragon
sullen fulcrum
#

Is there any way to know which variables are required, or will cause errors when missing, while setting up a config.cpp and model.cfg for a vehicle? I am doing some stuff with fictional physics, and making some odd hybrid vehicles. They are working well enough in editor, but show errors, "bad vehicle type," etc. So, far I just hastily fused some different configs together, so I need to be set up properly. If the answer is, there is no such list or table, I will go get a cup of coffee and get to it, lol.

nimble sequoia
#

For model.cfg, you can use the Arma Samples for cars/helicopters/tanks to get an idea of what is needed, but each will be different depending on the model you make.

sullen fulcrum
# nimble sequoia Inherit your config from a vanilla base class that most closely matches the type...

That is what I did, so far. I used the Samples car and heli, changed sound effects and some animations, and have a flying car prototype. I was thinking to make the config from scratch (as I am now making a model and skeleton for it), but you are right. I will just get each config out, and very carefully copy over, and edit out things a step at a time. It will take forever, but should be worth it. The test so far is promising.

nimble sequoia
#

People have done flying cars before, you can probably find some example mods around.
The issue will be that ground handling using either the helicopter or plane simulation type is going to be poor at best. I think from memory they made the car basically hover slightly above the ground, so it continued to fly, rather than have physx contact with the ground.

sullen fulcrum
hearty sandal
#

model cfg issues wont really throw errors in game

#

animations and texture changes just wont work

#

for flying car youll have to decide which type of thing it is

#

there are carx, helicopterx, planex, tankx, shipx simulation types

#

car and tank cant fly

sullen fulcrum
#

I learned that the hard way. I had VERY messy configs and models. I tried putting carx and shipx in the same config, and Arma got mad, lol.

hearty sandal
#

so technically your flying thing has to be either plane or helicopter

#

with some scripting you can technically swap between a car type class and say helicopter class vehicles

#

as in create one or other, move crew into it, delete old one

#

etc

sullen fulcrum
#

I am definitely sticking with the helicopter physics. I was able to tweak even some of the advanced physics. The flight model is great on that end. The only good thing about taking the long road is, I was able to use the car sample to practice the skeleton adjustment correctly.

jagged fractal
#

Hi, I have 3D model modern Serbian MRAP but I have problem with making config for vehicle. I tried with GPT but not successfully. Does anyone have some tutorial or anything.

hearty sandal
#

dont use that crap

#

for basically anything

#

now you say you have a model

#

is it game ready model? where did it come from? how much do you know about 3d modeling?

vast sky
hearty sandal
#

and second you can not just grab a random model from the internet

#

you have to know where it comes from and if its stolen from some game

#

which in Roblox it probably is

#

so it is not something you can use

#

so you probably need to make your own instead

vast sky
#

Some parts are meshes

hearty sandal
#

thats probably not usable then since its in roblox not a actual model

#

so back to step 1

#

learn 3d modeling

vast sky
hearty sandal
#

still back to step 1, learn proper 3d modeling so you can actually make your model game usable

vast sky
#

Alright thanks.

hearty sandal
#

a tutorial would not help because you dont have the basic skills to do the things in it

vast sky
hearty sandal
vast sky
#

Yea in fact i am making building for one roblox game rn. Nothing too special but i know basics

hearty sandal
#

Ok so youll need to first texture your model in blender properly before you start thinking about getting it in game

vast sky
wintry fox
#

What exact does:

Duplicate HitPoint name 'HitTurret'
Duplicate HitPoint name 'HitGun'
Duplicate HitPoint name 'HitTurret'
Duplicate HitPoint name 'HitGun'

Mean? Like where is the duplicate HitPoint coming from?

nimble sequoia
wintry fox
#

Oh so its from non-unique classes in HitPoints and Turrets >> <name> >> HitPoints?

nimble sequoia
#

Mostly just Turrets, where the default inherited is class HitTurret and class HitGun

wintry fox
#

So is it because (in my vehicle), MainTurret and CommanderOptics both have HitTurret and HitGun defined?

nimble sequoia
#

yes

wintry fox
#

Gotcha, makes sense
What'd be the "standard" way to name them?

nimble sequoia
#

I always rename my class Turrets anyway and then follow format for their hitpoints, but you can do it however you like as long as they are unique.
For example
class mg1_turret
class Hitpoints
class hit_mg1_turret
class hit_mg1_gun

wintry fox
#

Yep that fixed it, the second set was coming from MainTurret >> Turrets >> CommanderOptics, but that seat shouldn't even be there so I just cleared the turrets class

Thanks

wintry fox
#

My turret controls are inverted, I don't see anything on wiki or in the config itself that seems related to it. How can I change that?

thorn leaf
#

Is it possible to adjust a turret slew rate based on damage points on a gun using configs?

hearty sandal
#

or the +/- angles in model.cfg

#

as unfortunate as it is, buldozer turns turret things inverted to what happens in game

wintry fox
hearty sandal
#

they are read in an array from first to last

#

which gives the axis a vector direction

#

if you swap them around the direction mirrors

wintry fox
#

Didn't seem to do anything, though I'm repacking for a sanity check

hearty sandal
#

how did you flip them?

wintry fox
#

Copy position of one vertex and replace it with the other's and vice-versa

hearty sandal
#

that should do it yeah

wintry fox
#

Yeah it's still inverted

#

These are the elev values, in case there's something weird there:

initElev = 0;
minElev = -10;
maxElev = 60;
hearty sandal
#

you can also swap angle0 and angle1 around in model.cfg

wintry fox
#

That seems to be it, just compared it to the sample tank and the values are swapped compared to it

viral dragon
#

I'm having some trouble with submunitions.
I'm making a variant of the vanilla MAAWS HEAT round and I would like it to dispense submunitions in its direction of travel. Dispersion within the submunition cone is working as I want, but I'm finding that the overall axis of the cone can vary wildly from the direction of travel. Like, 20+ degrees in any direction. I've done some testing and it seems like the vanilla parameters for the HEAT round also have this behaviour, but it doesn't matter as much because it's an impact fuze.
I don't really know what to do about this. Is there a secret randomisation thing in the submunitions system? Are rocket projectiles actually just constantly wobbling 20+ degrees off their direction of travel? I don't think I can use a different projectile type as it has to still work with a launcher-type weapon.
Test config: https://pastebin.com/bDNuStMB both classes display wide variance in submunition cone angles when tested with the Virtual Arsenal visualiser. (Changes to the second class are just to make it easier to test with)

viral dragon
grand zinc
#

So like, if you set the submunition dispersion to zero, it would still vary?

viral dragon
#

Shotgun pellets don't seem to have this problem, their cone axis is perfectly consistent. That's what leads me to suspect it's something to do with the rocket projectile type. I have to start with a rocket or missile projectile though, because that's what the game uses to determine if the weapon is a launcher, and it freaks out if you try to use bullet types.

viral dragon
unique ravine
#

Hey there, I'm new to writing configs for arma 3. I'm trying to create a mod where I modify the destruction type for the base game's: Land_City_4m_F (the white city walls) and replace it with a destroyed model: City2_8mD_F.p3d upon destruction. I'm using pbo project and it seems to take issue with line 20: destroyedModel= "\A3\Structures_F\Walls\City2_8mD_F.p3d";

Here's my config below, any help on this would be greatly appreciated!

class CfgPatches
{
class MyCityWallPatch
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Structures_F"};
};
};

class CfgVehicles
{
class House_F;

class Land_City_4m_F: House_F
{
    destrType= "DestructBuilding";
    armor=50;
    destroyedModel= "\A3\Structures_F\Walls\City2_8mD_F.p3d";
};

};

chilly tulip
#

Not sure why it'd do that for rockets but not shotgun pellets, but it's still a good test case.

strange egret
#

nope

viral dragon
chilly tulip
#

Ah, I guess 0 gets translated to a default value.

#

I wouldn't actually be surprised if rockets are wobbling 20 degrees around axis of travel

rough hatch
#

what config property defines if a weapon will eject casings or not?

#

vehicle weapon to be specific

#

or would that be in the vehicle using that weapon?

wheat sluice
#

You can define it in the weapon's GunParticles property. The casing itself is a particle defined in CfgCloudlets.

class MyAutocannonWeapon: autocannon_Base_F
{
        class GunParticles
        {
            class Shell
            {
                positionName="shell_eject_pos";
                directionName="shell_eject_dir";
                effectName="HeavyGunCartridge1";
            };
        };
};
rough hatch
#

how would I just make it not eject anything in the vehicle

wheat sluice
#

Get rid of the GunParticles class and anything else in it. Or rather, get rid of any effects within the GunParticles class that emits shell casing particles.

#

May need to also check the ammo class(es) to see if an object was defined for cartridge.

rough hatch
#

another thing, why would my gun memory points on a helicopter not work? I have the usti hlavne and konec hlavne memory points in the model, weapon config I'm using uses those memory points, I set my memoryPointGun also to those but the gunfire still seems to just come from somewhere center of the vehicle and not from those points

#

I have gunBeg and gunEnd in the vehicle too

#

looks like setting shotFromTurret in the weapon to 0 fixed that

clever creek
#

Can anyone help me with this script?

hiddenUnderwaterSelections[]=
{
"hide",
"hide1",
"hide2",
};
shownUnderwaterSelections[]=
{
"unhide"
};
hiddenUnderwaterSelectionsTextures[]=
{
"Omega_Maritime\data\Textures\swim_fins_co.paa",
"Omega_Vest_Core\data\Accessories\Lanyard\sa_militia_carabiner_CO.paa",
"Omega_Vest_Core\data\Vests\Comms\Acc\wire_co.paa",
"Omega_Maritime\data\Textures\swim_fins_co.paa"
};

Does this look correct for a diver uniform? It works in game but the I have been crashing if I try to jump in water

viral dragon
pastel salmon
#

Thanks to @mortal pumice who gave me the idea and the inspiration it took to solve my idea โค๏ธ
Thanks to @hearty sandal who gave the trust into myself to try it by myself โค๏ธ

hearty sandal
#

๐Ÿ‘ It is basic physics logic afterall.

rough hatch
#

is it possible for a helicopter to have turn in/out options for the gunner/copilot?

nimble sequoia
rough hatch
#

so if forceHideGunner is 0 they should be able to turn out?

nimble sequoia
hearty sandal
#

also needs both in and out actions I think

nimble sequoia
#

There's a whole bunch of things it can/might need.

rough hatch
#

can they not be the same?

hearty sandal
#

are they both defined

#

gunnerAction (out) gunnerInAction (in)

rough hatch
#

yes they're both defined with the same animation

hearty sandal
#

that should work

#

but how would you know if it works or not ๐Ÿ˜…

rough hatch
#

shouldn't the "turn out" action appear if it works?

nimble sequoia
#

Because you set the LOD's which display for in and out differently and you get the turn-in/out action menu.

rough hatch
#

is canHideGunner related to it?

#

I have forceHideGunner as 0, I have both in and out actions defined but there's no turn out option

#

what else might it need to enable it

nimble sequoia
#

It depends what you are inheriting from

rough hatch
#

Helicopter_Base_H

nimble sequoia
#

turret

rough hatch
#

CopilotTurret

nimble sequoia
rough hatch
#

I now set that to animation that the model does have, but now that animation is stuck in its 1 phase and there's still no turn out option

nimble sequoia
#

Well, you did that wrong. animationSourceHatch creates an animation source.

rough hatch
#

so should I not have that animation source also defined in animationSources

nimble sequoia
#

If you really want to test if that's the issue, do
animationSourceHatch = "";

rough hatch
#

I did that, still no turn out option

nimble sequoia
#

Either have a look through the rest of the inherited config, or next try inheriting from cargoTurret, which might inherit better for you.

novel lava
#

do you have a gunner animation set? like there's a gunnerIn or w/e and then another for out gunnerAction gunnerInAction

novel lava
#

whoops

rough hatch
#

comparing my fully turret config and a vanilla tank that has a turn out option turret I'm not seeing much different that seems related

#

what does viewGunnerInExternal do?

novel lava
#

when the unit is turned in the model isnt hidden

#

when its set to 1

rough hatch
#

yeah I can't find what I would be missing

#

alternatively, is there a way to have optics be enabled/disabled by an animation source?

#

like if you have a sight in a turret that can be raised/lowered and would only be usable in one of those positions

amber nacelle
#

Hello, I am once again asking for your assistance as I can't for the life of me figure out how to properly assign camos/skins to faction variants of a vehicle.

{
  "camo1",
  "camo2",
  "camo3"
};
hiddenSelectionsTextures[]=
{
  "\AGDS\Data\carc\wheels_co.paa",
  "\AGDS\Data\carc\hull_co.paa",
  "\AGDS\Data\carc\turret_co.paa"
};
class textureSources
{
  class OD
  {
    displayName="Olive Drab";
    author="CraigMitchell";
    textures[]=
    {
      "\AGDS\Data\od\wheels_co.paa",
      "\AGDS\Data\od\hull_co.paa",
      "\AGDS\Data\od\turret_co.paa"
    };
  };
  class CARC
  {
    displayName="CARC Tan";
    author="CraigMitchell";
    textures[]=
    {
      "\AGDS\Data\carc\wheels_co.paa",
      "\AGDS\Data\carc\hull_co.paa",
      "\AGDS\Data\carc\turret_co.paa"
    };
  };
};```
This is the code in my base class.
The inherited class has the following code.
```textureList[]=
{
  "OD",
  1
};```
But the vehicle still always spawns with the default CARC tan texture I've declared in the base class. The *textureList* is completely ignored. I'm confused by this because the CUP Abrams has it like I have it but works fine ๐Ÿคจ
I know I can simply declare the hidden textures in the inherited class, but at that point I don't get what the point of *textureList* is.
nimble sequoia
amber nacelle
#

Oh, huh. Surprisingly, the CUP Abrams doesn't have that either ๐Ÿ˜… Thank you ๐Ÿ™‚

nimble sequoia
amber nacelle
#

aye

nimble sequoia
#

Have you remembered to put the camo selection names in your model.cfg sections[] ?

amber nacelle
#

No RVMAT yet, as I've just made a flat color "texture" to test the camo change texture.

nimble sequoia
#

Anyway, try the EH first.

amber nacelle
#

Will do salute

viral dragon
latent monolith
#

so how exactly does one get smoke launchers to work?

Ive got this code:

But nope nada nothing the smoke launchers show up in game but i cannot fire em its not a keybind issue as the other vanilla stuff works but mine wont?

amber nacelle
#

They should be on the "base" level of the vehicle, like Sounds, PhysX, hiddenSelections, etc.

latent monolith
amber nacelle
#

So at the very end of the "base level"? ๐Ÿค”

latent monolith
#

yessum

amber nacelle
#

That's weird then ๐Ÿค”

#

They shouldn't be dependent on anything in the memory LOD

latent monolith
#

right after the turrets nested clause ive tried at the start of the code ive tried middle ive now tried end nope nada zilch i have 0 clue what the problem is.

I even tried swapping it to my gunner seats and my driver seats with mixed results.

Gunner the smokes showed up but still couldnt fire

Driver nothing changed no smoke screen visible at all

amber nacelle
#

And every other vehicle works, so it really isn't a keybind/user issue? ๐Ÿค”

latent monolith
#

yup modded un modded all of em work

#

except mine

amber nacelle
#

Literally the only difference I see between your code and mine is that I don't have the weapon and magazine in ""

latent monolith
amber nacelle
#

Meanwhile I'm stumped as to why the game freezes for ~5 seconds when I try to spawn my tank for the first time in the editor/Virtual Arsenal. Doesn't do it with any other vehicles that usually have much bigger and more complex models ๐Ÿค”

#

Ah

#

It was because I didn't binarize when packing ๐Ÿ˜„

latent monolith
#

was gonna say the only thing ive ever experienced that with has been things with custom skeletons

amber nacelle
#

One more thing I suggest trying is booting up the unmodified (well, just with the few bugs in it fixed) Test Tank from Samples and seeing if the smokes work there

latent monolith
amber nacelle
#

Oh, you're writing from scratch?

latent monolith
#

no ive got other tanks and such but none of them have ever used smoke launchers this is my first attempt at that

#

so ive been using the code from the previous vehicles which all stemmed from a friends code

amber nacelle
#

ah

#

I'd try the Test Tank and see if you notice any differences in the code, but I didn't ๐Ÿ˜…

#

This video contains info on what you need to delete from the code of the Test Tank to make it work: https://www.youtube.com/watch?v=vgymTnhZqWs&t=65s

This is the first part of a tutorial series I plan to make importing a tank into arma (or APC or whatever). This is very quick and basic, I dont really explain too much in this video. The goal with this was to show you how to get your tank model ingame very quickly.

It's hard to make tutorials when I have a 3 year old hanging around my nech all...

โ–ถ Play video
latent monolith
amber nacelle
#

Yeah, he helped me to get started as well ๐Ÿ˜„

hearty sandal
#

theres at least an evenhandler tanks pull from early inheritance parent I recall

latent monolith
#

unsure if thats the base base tank

hearty sandal
#

probably should be ok

#

do you have class eventhandlers defined?

latent monolith
#

noooo

amber nacelle
#

I don't do either and my smoke launchers do work ๐Ÿฅด

#

(sorry if that seems unhelpful)

hearty sandal
#

no then that is good

#
        smokeLauncherVelocity=14;
        smokeLauncherOnTurret=0;
        smokeLauncherAngle=360;```
#

got all these?

amber nacelle
#

He does, it's in the code excerpt he posed.

#

Check if your config has this inheritance tree, it might be something here

#

(taken from the test tank sample)

latent monolith
#

i saw through searching through these posts here i literally just searched "smokeLauncher" and i saw something about how you needed a class Components; which ive got.

amber nacelle
#

I doubt it'd be that, but does the commander turret/optic itself work correctly? Does it rotate/elevate?

amber nacelle
#

Then I'm outta ideas ๐Ÿ˜”

nimble sequoia
latent monolith
#

ill give it a shout

nimble sequoia
#

It's a bit of an engine bug, usually related to another occupied seat having or taking "command".

latent monolith
winter rain
latent monolith
winter rain
# latent monolith do you have an example of what that would look like an im going to guess i haven...

Im at work, back on my pc maybe in like + - 8hours but im sure someone else could help shortly..
2 things needed in config, class Components Countermeasures entry (depends if you inherited already class Components) and Eventhandler Fired something with smoke. (Cause if you added own Eventhandlers it gets forgot and you need to readd it) And like Apollo said probably these -1 stuff
Also the smokescreen edits in config like angle and how many smokegrenades(in Tank Sample you might find everything i think?)

viral dragon
viral dragon
winter rain
#

Ok i dont know if the geometry (LOD) of the rocket itself can make problems, or the flight model in config, i did some experiments with geometries a while ago to make the rockets fly straight first and then they curved randomly somewhere in any random direction. It could be the vanilla rocket does some circle movement and does not straight straight move. Probably try to use a own rocket model and maybe also a own flightmodel in config

#

I think when no clear answer of your question is around here, you got to experiment around at your own.. i had to do my own experiments aswell to get to my goals.

viral dragon
#

Making my own rocket model is not really within my capabilities

#

Also, considering the trigger distance for this munition is going to be "basically as soon as it leaves the tube", it would be a bit of a waste :U

brittle echo
#

Do you have tips on how to develop and debug mods as missions, but export them as addons? So far I'm using python scripts and templates to generate both description.ext and config.cpp and such. I am wondering what everyone else is doing.

wintry fox
#

?
Just develop it as a mod

chilly tulip
#

Back when I was bad at writing UI config I used to develop it in a mission and then port it to the mod.

wintry fox
#

You can edit most ui stuff just in script

winter rain
# latent monolith do you have an example of what that would look like an im going to guess i haven...

in config cfgVehicles:

smokeLauncherGrenadeCount=8; smokeLauncherVelocity=14; smokeLauncherOnTurret=1; smokeLauncherAngle=120;

in config class Eventhandlers:
fired = "_this call (uinamespace getvariable 'BIS_fnc_effectFired');";

in config class Components (if you did own stuff with this, if not it should be standard available and you dont need to do anything)
class TransportCountermeasuresComponent{};

wintry fox
pallid sierra
brazen merlin
#

wild question. does anyone know if it's possible to add new misc items to 3den that dont depend on being first aid kits, etc?

viral dragon
brazen merlin
#

lame

#

there should be some default item base that we can use

viral dragon
#

I think it would be quite easy for BI to add one - just add a dummy item config only (no asset work) and add it to the array.
Be nice to have a way of specifying tab by a config attribute on the item, but that would require system changes to a fairly complex function, so I guess that's unlikely.

brazen merlin
#

@grand zinc maybe that's feasible?

#

"DefaultItem" classs or something should do the trick, i guess

#

or "MiscItem", to keep it in line with the category name

toxic solar
#

wat makes it so targeting shows distance? is active radar needed or is there a way to have it where active radar is not needed?
also wat determines hte little icon of the vehicle in the center of radar? found it its icon

#

and final question I have a drone and when in zeus I press G the 2 crew that are supposed to be B_UAV_AI get out, something am missing? im inheriting off darter soo idk tbh

oak beacon
#

does anyone know if there is a way to hide groups in Eden and Zeus when using skipWhenMissingDependencies?

For context this is for setting up optional submods (specifically hiding CUP models and replacing with GM models only if GM is loaded)

Submod uses skipWhenMissingDependencies=1

The submod sets scope=1 and scopeCurator=1 to hide the CUP asset and then creates the replacement GM class

So jbm_CUP_blah gets hidden
and jbm_GM_blah gets created

This works perfectly in Eden when looking at single assets, the CUP asset is gone and the GM asset is there instead as expected.

Except in groups panel the previous group with the CUP asset still exists

In cfgGroups I have tried doing the same

Eg set jbm_CUP_groupname to scope, scope Curator, scopeArsenal to 1 (have also tried 0)

Regardless of what I do with scope values for the group name it still doubles up with the new group

Pic shows (using Shilka as example) two groups, one with the new GM group and one for the old CUP group (that should now be hidden!)

Is there a way of hiding or modifying the original group with content from the optional submod?

wintry tartan
#

delete the group is the way

oak beacon
#

Delete the original group in the submod? Sorry, how can I do that?

wintry tartan
#

delete jbm_CUP_blah;

oak beacon
#

That simple? Off to try, thank you!

wintry tartan
#

But I think overwriting jbm_CUP_blah is less problematic as it won't delete any class

wintry fox
#

Is it not possible to have a module with an area that a player can't change?

Making a module similar to the fire support module, so I was making the area the same size as the mortar yellow circle model (20m radius) that the ordnance one uses, but the area only shows if canSetArea is set to 1

pallid sierra
wintry fox
#

Yeah, was thinking of just doing the first or just createSimpleObject'ing the mortar model itself to make it more immediately clear

pallid sierra
#

if you do the first, throw a 3den warning message telling people that size changes were reverted or something

wintry fox
#

Yeah

#

Was leaning towards the second since imo that's more clear that the area doesn't matter

pallid sierra
wintry fox
#

I don't need a formula for it, it'd just be createSimpleObject and attachTo

molten musk
wintry fox
tender fiber
#

To explain my situation i have Mod A which i want to inherit from and Mod B my mod

i want to make a variant of a aircraft with a modified MFD value, but the path it is in is too big and the original Mod A MFD code doesn't inherit from anything else, is there a way to do what i want?

Tree from original config
CfgVehicles>AircraftA>MFD>B_Plane_Fighter_01_static_HUD>Draw>IncomingMissile>Text

i want change text = "!INCOMING MISSILE!"; to text = "";
but the original tree doesn't use inheritance from MFD and on foward, so i can't do

class MFD:MFD
{
    class B_Plane_Fighter_01_static_HUD:B_Plane_Fighter_01_static_HUD
    {
        class Draw:Draw
        {
            class IncomingMissile:IncomingMissile
            {
                class Text
                {
                    type = "text";
                    source = "static";
                    text = "";
                    align = "center";
                    scale = 1;
                    pos[] = {{0.485,0.216788},1};
                    right[] = {{0.545,0.216788},1};
                    down[] = {{0.485,0.266058},1};
                };
            };
        };
    };
};

to keep the existing values and just change the text at the end of the tree, what could i possibly do?

because from what i understand if i want to maintain the other values within CfgVehicles>AircraftA>MFD>B_Plane_Fighter_01_static_HUD>Draw i'd have to inherit everything from before right?

wintry fox
# tender fiber To explain my situation i have _Mod A_ which i want to inherit from and _Mod B_ ...

You just have to copy the original like so:

class AircraftA: AircraftA_base {
    class MFD {
        class B_Plane_Fighter_01_static_HUD {
            class Draw {
                class IncomingMissile {
                    class Text;
                };
            };
        };
    };
};
class YourAircraft: AircraftA {
    class MFD: MFD {
        class B_Plane_Fighter_01_static_HUD: B_Plane_Fighter_01_static_HUD {
            class Draw: Draw {
                class IncomingMissile: IncomingMissile {
                    class Text: Text {
                        text = "";
                    };
                };
            };
        };
    };
};
#

I assume that's the structure you meant at least, where nothing in MFD inherits from anything at all

tender fiber
#

when i call AircraftA on my code and doesn't add MFD: Inheritance like it look on yours it just overwrites it correct?

wintry fox
#

What?
It's config, nothing is being "called"

#

I'm not sure what your question is

tender fiber
#

"call" i mean what you did with AircraftA

#

AircraftA exists in another pbo, of a mod i want to create my own variant, i need to call it to use the inheritance

wintry fox
#

Yeah you need to declare it, I'm still not sure what you mean by "doesn't add MDF: Inhiertance like to look on yours it just overwrites it correct?"

tender fiber
#

so if i declare

class AircraftA_base;
class AircraftA: AircraftA_base
{
  MFD{};
};

i will overwrite it on my config.cpp
to not do that i would need to do:

class AircraftA_base;
class AircraftA: AircraftA_base
{
  MFD:MFD{};
};

but the original code's MFD doesn't inherit from anything, so i can't declare it's MFD without overwriting it since the original code doesn't inherit from anything

wintry fox
#

If it inherits from something, then you will cause an updating base class error though

#

But you said it doesn't inherit from anything

#

class MFD {}; defines the class, class MFD; just references the class for inheritance

tender fiber
#

If it originally didn't inherit from anything it remains? i thought the way to maintain the values was to call the same inheritance it had

wintry fox
#

Yes, but if it inherits from nothing then there's nothing to reference

wintry fox
tender fiber
#

I see, i thought to keep the original code value i had to have the same inheritance, and because of this i though i couldn't do it because the original code didn't have one

#

if it doesn't have any inheritance declaring it without will bring the same values it had

wintry fox
#

Correct

tender fiber
#

ty

tender fiber
# wintry fox Correct

well the i did the following for declaring the Aircraft

class Helicopter_Base_H;
    class Aircraft_Base: Helicopter_Base_H
    {
        class MFD
        {
            class B_Plane_Fighter_01_static_HUD
            {
                class Draw
                {
                    class IncomingMissile
                    {
                        class Text;
                    };
                };
            };
        };
    };

and

class Prefix_Aircraft_Base: Aircraft_Base
{
    class MFD:MFD
    {
        class B_Plane_Fighter_01_static_HUD:B_Plane_Fighter_01_static_HUD
        {
            class Draw:Draw
            {
                class IncomingMissile:IncomingMissile
                {
                    class Text:Text
                    {
                        type = "text";
                        source = "static";
                        text = "";
                        align = "center";
                        scale = 1;
                        pos[] = {{0.485,0.216788},1};
                        right[] = {{0.545,0.216788},1};
                        down[] = {{0.485,0.266058},1};
                    };
                };
            };
        };
    };
};

it lost all it's other values as i imagined it would, did i do something wrong?

oak beacon
wintry tartan
#

Unfortunately there is no hide

viral dragon
#

Under what circumstances does the delete command actually work?
For example, I have a new missile class that inherits from an existing class which has event handlers in its config. I want to remove one of the EHs from my missile, but keep the other. In the config of my new missile, I do this:

class eventHandlers : eventHandlers
{
    delete rhs_guidance;
};```
However, in the final config in-game, that "deleted" EH class is still present.
Nothing inherits from the "deleted" class (nothing inherits from my new missile at all), so according to everything I've found, it _should_ work. What am I missing?
wintry tartan
#

AFAIK inherited class (aka a class that has a child) cannot be "deleted"

viral dragon
#

I do believe I just said that nothing inherits from it

wintry tartan
#

My eyes slipped out of it then, apologies

viral dragon
#

I've just noticed there are a couple of attributes (not classes) which I also try to delete, but are still present in the final config

brazen merlin
#

i was never able to get the delete command to work ๐Ÿ˜„

oak beacon
#

I couldn't either ๐Ÿคฃ I only tried for first time today without any luck. It might be very sensitive to where its placed in config maybe?

wheat sluice
#

Huh...did some tests with delete and it seems like it only works for properties within a class but not for root level classes.

This works fine and properly gets rid of LinkedItems, which causes this subvariant of the PDW2000 to not spawn with a preattached 9 mm suppressor:
https://i.imgur.com/ngaUsTn.png

    class hgun_PDW2000_F;
    class hgun_PDW2000_snds_F: hgun_PDW2000_F
    {
        delete LinkedItems;
    };

...but this doesn't work and the class doesn't get removed even though hgun_PDW2000_snds_F doesn't have any children:

class CfgWeapons
{
    delete hgun_PDW2000_snds_F;
};
viral dragon
wheat sluice
#

Which is strange. delete seems to be so...selective for whatever reason.

nimble sequoia
#

delete is generally useless in my experience - something about it only working when it has no children classes inside it (some c++ techie will explain it properly).

chilly tulip
#

Maybe you can delete a weapon class if you delete all the modes & whatever inside it first.

west crater
#

does anyone know what i have to change to make this scope a 3x class ItemInfo: InventoryOpticsItem_Base_F { mass=3; opticType=2; optics=1; modelOptics="\A3\Weapons_F\empty"; class OpticsModes { class HCOG { opticsID=1; useModelOptics=0; opticsZoomMin=0.33; opticsZoomMax=0.33; memoryPointCamera="opticView"; opticsFlare=0; opticsDisablePeripherialVision=0; distanceZoomMin=100; distanceZoomMax=300; cameraDir=""; visionMode[]={}; opticsPPEffects[]= { "Default" }; }; }; }; inertia=0; ive looked at the amra forms and that didnt help much just went from 1.0x to 1.0x-0.8x

tender fiber
#

iirc

opticsZoomMin=0.33;
opticsZoomMax=0.33;
#

within Optic modes you'll have 1 or more types of sights,
you tell them their ID, opticsID (in which order they will swap)
useModelOptics, iirc you will be able to add another parameter to select a .p3d that is a 2D sight
and opticsZoomMin/Max are used for the zoom, if they're different values when you hold right click you can swap between them, otherwise they will be a static zoom

#

keep in mind sights and scopes have their own config for zoom, so if you're trying to add this 3x to a weapon itself you can add it to the weapon's OpticsModes, if not you gotta go to the Scope/Optic OpticsModes

#

the lower the value the greater the zoom iirc, i could be wrong tho

wheat sluice
# west crater does anyone know what i have to change to make this scope a 3x ``` class ...

Your opticsZoomMin and opticsZoomMax values are wrong. The formula for calculating FOV is 0.25 / opticsZoomMax (for the minimum zoom) and 0.25 / opticsZoomMin (at maximum zoom). If you don't need variable zoom capability, use the same FOV for both opticsZoomMax and opticsZoomMin.

Based on your current config, 0.25 / 0.33 = 0.75, hence why your scope is not zoomed-in and goes to a wider field of view instead (0.75x). If you want 3x zoom, use 0.083 instead (0.25 / 0.083 = 3.01).

Also, since I assume you're making a 3D scope, just keep in mind that very high FOV values don't work too well with 3D optics. 3x is pushing it a bit but if you need higher values, stick with a 2D scope reticle instead.

west crater
wheat sluice
#

Oh, and don't forget opticsZoomInit as well. Be sure to use the same value as min and max.

west crater
#

copy

rough hatch
#

would it be possible to config a pylon weapon in arma that could do like fire and forget glide guidance like the AGM-62? like, you would target a point, drop the bomb and it would navigate to that point without any kind of active laser tracking

#

like would it be possible to configure a weapon to be able to only lock onto a target that you are aiming directly at?

viral dragon
#

You could try a weapon that's notionally SACLOS but has an extremely short loss-of-control range; it should then fly in its last commanded direction, which is kind of like F&F TV guidance.

#

With event handlers and some scripting (setMissileTargetPos) you could maybe make it a little smarter.

rough hatch
#

I was thinking of configuring the weapon to not have any lock on cability but make the ammo have IR lock on capability and then script it so when you fire, it spawns an IR marker at your aim point and then sets that marker as the missile's target

#

so you would aim at a point with your targeting pod, fire and then the missile would lock onto the marker it would create post-launch

sweet pecan
toxic solar
#

is there any math with fuelCapacity and fuelConsumptionRate, like is fuelCapcity/fuelConsumptionRate the time in seconds how long a helicopter will be able to fly for?

toxic solar
#

and side note, wat do u do for tanks now since its helicopter only ?

toxic solar
hearty sandal
toxic solar
#

so thats for tanks, do helicopters also have rpm?

hearty sandal
#

yes

toxic solar
#

๐Ÿค” how would I find out wat the idle rpm is, I never really changed it in config and I dont recall helicopters having rpm values? or do they and I just never looked? I shall go peep config viewer now

sullen fulcrum
#

I am working on some vehicle passenger animations. I have seen in the configs that you can make a line featuring more than one for the cargo. Does anyone know if those possible movements are assigned randomly to a character, assigned to characters in the order of the script, or randomized for any character while in the cargo area? I simply want to know if there is a way to align seat order with specific animations for units other than driver or turrets.

hearty sandal
#

so~~ last ~~ first action listed is proxy 0

sullen fulcrum
#

That is the section I want to use. I will have to test the order when I put my proxies in the model soon. That is going to be helpful if possible, heading over to animation to ask a question about this โ˜•

nimble sequoia
#

The list of animations is in order of cargo proxy indices.

hearty sandal
#

๐Ÿ‘ totally possible I remeber some other list

grand zinc
# viral dragon As far as I can tell, the angle parameters control the tightness of the cone (e....

The submunition distribution is set by coneType entry submunitionConeAngle(horizontal) is only used if the cone type is "randomupcone".
Your sample code uses submunitionConeType[] = {"poissondisc", 9};

poissondisk has a random starting angle, seems out of 180ยฐ front.
Then per sample applies some extra random angle to it, centered around the starting angle.

I just skimmed over the code but I think thats it.
You have no ability to influence the random starting angle

grand zinc
# viral dragon Rather than making the cone perfectly narrow, `submunitionConeAngle = 0` makes t...

Ah I see.
After the random samples are generated, submunitionConeAngle is applied overtop of it as a multiplier... but.. also not quite uh..
This code is only for non-randomupcone type.

  // scale samples to cone angle, also switch coordinates from XZ to XY + Z
  float tg = (tanf(_submunitionConeAngle[0]*DEG2RAD));
  float y = (tg > 0.0f) ? 1.0f/tg : 1.0f;
  for (auto& sample : _submunitionSamples)
  {
    if (swapSubmunitionZY)
    {
      sample[1] = sample[2];
      sample[2] = y;
    }
    sample.Normalize();
  }

sample is 3D direction vector

viral dragon
grand zinc
brazen merlin
#

cant use cba

grand zinc
# oak beacon That simple? Off to try, thank you!

note delete requires you have requiredAddons set so the to-be-deleted class is loaded first.
And you cannot delete if anything inherits from it.

Another cheat to hide groups from Eden can be that you set their side config entry, to "AmbientLife" number 9.
All AmbientLife groups are skipped during Edens groups loading.

brazen merlin
#

maybe cba people should have made a ticket for that long time ago, instead of hacking new stuff in like that. isn't it a bit overkill?

grand zinc
wintry fox
brazen merlin
#

and a script that adds it to the list in arsenal

#

if you just turn it into a bipod, it would show up in bipod list and not misc, no?

#

that said, my item is already type = 302, interestingly. so it looks like i had that idea already once

grand zinc
# viral dragon Under what circumstances does the `delete` command actually work? For example, I...

I think delete can only delete classes that exist. exist is a bit hard to describe uh.

Your class eventHandlers is empty, it, itself has no entries, it just has a base class that has entries.
Thus delete doesn't do anything, there is nothing in that class, nothing to delete.

The engine will first look inside the class itself for the entry. If it doesn't find it, it goes up to the base and so on.
in your eventHandlers, there is no "rhs_guidance", so it goes up to the base class, where it will then find it.
It would need to leave a marker saying "If you look for a class by this name, consider it to not exist". That feature doesn't exist in the engine afaik. Probably possible to add but I need a repro config and a ticket.
I recently did changes to delete behavior so I still haven't forgot the code, there is still time

grand zinc
grand zinc
grand zinc
grand zinc
grand zinc
brazen merlin
#

it felt implied

#

i cant use the code either. we would have to write our own. but that just feels so.. bad? it's an additional script on startup just for some minor things? wouldn't it be much more effective to just put a dummy object into the main editor script that does exactly the same?

grand zinc
# viral dragon poissondisc is the same cone type used by vanilla shotgun pellets, which don't s...

Ah I see. Then submunitionZRandomizationAngle ?

ZRandomization sets a random rotation around Z
Then, the random samples of the submunition, are lerped between forward and the sample direction, based on random value in range of triggerSpeedCoef. The result of the lerp is multiplied into the rotation.

That is then the relative direction.
How that is transferred into absolute direction depends on submunitionDirectionType, you will want SubmunitionModelDirection there to make it purely dependant of the orientation of the spawning projectile

grand zinc
brazen merlin
#

ok, will do.

#

in worst case we'll write a script, i'd just like to avoid it if possible

viral dragon
# grand zinc Ah I see. Then `submunitionZRandomizationAngle` ? ZRandomization sets a random ...
  • is submunitionZRandomizationAngle a valid config attribute? It's not documented and I've never seen it in config.
  • shotgun pellets don't explicitly set submunitionDirectionType, and I didn't notice much difference between setting it and not. I'll try again though.
  • I did also try this: #arma3_config message which is what led me to suspect that there is actual variance in the orientation/trajectory of shotRocket/shotMissile projectiles, not just in submunition generation. I dunno if you can shed any light on that.
grand zinc
grand zinc
#

the code that creates submunition projectile is the same between all projectiles.

viral dragon
# grand zinc I don't know what that means. If the submunition comes from a bullet its fine, ...

Vanilla shotguns start with a shotBullet that then deploys the pellet submunitions. They have no wild variance; the pellet spread goes where you'd expect every time.
I use shotRocket/shotMissile (because I have no choice, I'm firing from a launcher weapon); there is variance. I've copied all the submunition-related config from a vanilla shotgun starter projectile, so to my eyes, the difference is that I'm using a rocket/missile.
On that basis, I tried using a single submunition as a transitional stage between the (apparently variance-inducing) rocket starter, and the pellet submunitions. For that submunition, I forcibly set its direction and velocity to the same as the starter projectile - overwriting whatever the submunition randomisation was doing. The result was that there was still variance. To me, that indicated that the variance was coming from the actual orientation of the starter projectile, not from the submunition system, because I'd (apparently) eliminated the influence of the submunition system.

grand zinc
#

I would need to repro it to see where it would come from. And I don't have time for that

viral dragon
#

I have the config. I can isolate it into a simple mod for testing, if that would help.

wheat sluice
# grand zinc If your requiredAddons is correctly set, and you are not loading any mods that i...

Tested it again with the change to delete functionality on devbranch 153361. Seems like it works for custom classes now!

Config #1

class CfgWeapons
{
    class Rifle_Long_Base_F;
    class myRifle: Rifle_Long_Base_F
    {
        scope = 2;
        displayName = "My Custom Rifle";
    };
};

Config #2

class CfgWeapons
{
    delete H_Beret_grn_SF;    // This vanilla hat doesn't get deleted
    delete myRifle;        // My custom weapon gets deleted properly
};

...but vanilla assets apparently remain off limits. I tried deleting a hat (H_Beret_grn_SF) that I know for certain isn't inherited by anything else and have A3_Data_F_Decade_Loadorder in requiredAddons but still no luck. I assume that's probably by design?

grand zinc
#

I just updated some vanilla configs to delete other vanilla classes, but they were in root not in CfgWeapons, but it shouldn't make a difference

#

I would say it should work and is broken

tacit zealot
#

Any help on why my custom ammo class "AR-1D" is getting a lockon cue, but only on the Praetorian 1C? I used a config adjustment to remove all sensors from the Jian missile, and make it camera/SACLOS guided only; I have used this exact same code on the Kh-25/Sharur with no issue, and even have a screenshot using it in the above scenario with no lockon cue. The missile config shows in the viewer as having no Components class. I did notice that unlike the Kh25/Sharur base class where I used the same method, the Jian is marked as irLock and LaserLock with true. I thought these were depricated? Does Arma attempt to fall back on these if it doesn't detect the newer sensors config?

winter rain
#

Probably the previous class with the sensors (missiles have also sensors) and depends which target is enabled like IRTarget and others on vehicle

tacit zealot
#

I think zeroing out all irtarget/lasertarget/... fixed it, just way too layte night/early morning to run a throrough test lol

fringe radish
sweet pecan
fringe radish
#

I've just recently gotten back to modding and have been half remembering things meowsweats

viral dragon
#

You might also be thinking of the magazine system change (which is up-to-date on that page) which switched weapons from mag arrays defined in the weapon's config, to separately-defined magazine wells which can have magazines added without changing the weapon.

wheat sluice
# hearty sandal how you mean old?

Unfortunately, that part of the BIKI guide still doesn't mention anything about the post-Contact attachment slot classes that were introduced:

  • Optic rail classes (CowsSlot_Rail, CowsSlot_Rail_Pistol, CowsSlot_Pistol, CowsSlot_Dovetail, CowsSlot_Dovetail_SVD, CowsSlot_Dovetail_RPG, CowsSlot_MSBS65)
  • Muzzle classes (MuzzleSlot_45ACP, MuzzleSlot_9mm, MuzzleSlot_556, MuzzleSlot_65, MuzzleSlot_762, MuzzleSlot_338, MuzzleSlot_93, MuzzleSlot_57, MuzzleSlot_58, MuzzleSlot_545R, MuzzleSlot_762R, MuzzleSlot_65MG)
  • Bipod rail classes (UnderBarrelSlot_rail)
  • Side rail classes (PointerSlot_Rail, PointerSlot_Pistol, PointerSlot_Launcher)

The new method uses enums and not the old arrays system for compatibleItems. Nor does it mention anything about needing to change your weapon slots so that they inherit from one of the global attachment classes.

wise ruin
#

Would anyone with more modding experience be willing to have a look at my code and tell me what I'm doing wrong?

I've been trying to normalise gear values for the uniforms, vests, helmets and backpacks we're using so the only difference between each of the same type is cosmetic, but I've been stuck on this wall for a while and I have no idea what the issue could be. FeelsBad

I've tried editing the existing ItemInfo of the same class, I've tried inheriting the class to a new class and editing that ItemInfo, but the only luck I've had is with Backpacks which don't use ItemInfo. I originally tried to set it up with Macros but when that didn't work I tried to do it manually, but still I'm having no success either way. I must be missing something, I just can't put my finger on what.

pallid sierra
#

Post your whole config through GitHub or whatever.

chilly tulip
#

Anyone have a good tool for extracting config from arbitrary PBOs that isn't a fiddly two-step process?

austere prism
wise ruin
# wise ruin Would anyone with more modding experience be willing to have a look at my code a...

It feels a bit awkward to just post it out here so I was hoping someone would like to help in DMs but I'm getting desperate so here goes ig. sigh
So this is what I'm testing with rn, I basically have a new pbo for each gear mod we use and I'm trying to normalise the values so each uniform has the same load capacity and mass but I need the rest to be the same as the base class hence why I inherit like ItemInfo : ItemInfo. I was doing it with macros at first, so I'd only have to make a list of BA_UNIFORM(Classname) for each uniform instead of having to copy pasta the whole thing for each uniform since there's so many.. But I'm trying to dissect that a bit now to try and find the issue.

class CfgPatches {
    class BA_Gear_VSM {
        name = "Black Aegis - PMC - VSM Gear";
        author = "Black Aegis P.M.C.";
        url = "" //edited out, not trying to advertise
        requiredAddons[] = {
            "BA_Gear",
            "aceax_compat_VSM",
            "Alpine_Config",
            "AOR2_Config",
            "Arid_Config",
            "Black_Config",
            "DTS_Config",
            "MLO_Ghost",
            "VSM_AOR1_Config",
            "VSM_CSAT_OD_Config",
            "VSM_M81_Config",
            "VSM_Multicam_Config",
            "VSM_MulticamTropic_Config",
            "VSM_OCP_Config",
            "VSM_OGA_Config",
            "VSM_OGA_Fix",
            "VSM_ProjectHonor_Config",
            "VSM_Scorpion_Config",
            "VSM_Scorpion_Fix"
        };
        units[] = {};
        weapons[] = {"BA_VSM_Multicam_casual_Camo"};
        magazines[] = {};
        ammo[] = {};
        worlds[] = {};
        skipWhenMissingDependencies = 1;
    };
};


class CfgWeapons {
    
    #define BA_UNIFORM_CONTAINER "Supply40"       // light uniform, about 3 kg target feel
    #define BA_UNIFORM_MASS      10               // 1.0 kg
    class VSM_Multicam_casual_Camo;
    class BA_VSM_Multicam_casual_Camo : VSM_Multicam_casual_Camo { 
        author = "Black Aegis P.M.C."; scope = 2; scopeArsenal = 2;
        displayName = "BA Test";        
        class ItemInfo : ItemInfo {
            containerClass = BA_UNIFORM_CONTAINER; 
            mass = BA_UNIFORM_MASS; 
        }; 
    };
    
    //#include "Lists\Uniforms.hpp"
    //#include "Lists\Vests.hpp"
    //#include "Lists\Helmets.hpp"
};

class CfgVehicles {
    
    //#include "Lists\Backpacks.hpp"
};

So this gives me an error in the rpt log saying No entry 'bin\config.bin/CfgWeapons/BA_VSM_Multicam_casual_Camo/ItemInfo.scope'. But I checked to see in the ConfigViewer that the class does indeed have an ItemInfo and I have no clue on how to fix this short on making a new UniformItem but that kind of defeats the purpose of inheriting; I only want to change the containerClass and mass. shrug

wintry tartan
#

Is that the entire config? Because it seems it should give you an error immediately and crash

wise ruin
#

That's the config.cpp the includes are commented out while testing, idea was to just make macros and then lists of the items to patch.
Why should it give an error though? dogehide

wintry tartan
#

ItemInfo is not defined

#

And urm, your config viewer screen doesn't tell what's BA_VSM_[...]'s ItemInfo

wise ruin
#

Right, I don't think it actually made the BA_VSM class, rpt just gives that no entry error.
So I need to pre-add ItemInfo? Like

class ItemInfo;

or in the VSM_Multicam?

class VSM_Multicam_casual_Camo { class ItemInfo; };

๐Ÿค”

viral dragon
#

If you want to inherit a subclass you have to mention the subclass when you bring in your parent classes first.
Should look a bit more like this:

class some_parent_of_parent;
class VSM_Multicam_casual_camo : some_parent_of_parent
{
  class itemInfo;
};
class BA_VSM_Multicam_casual_camo : VSM_Multicam_casual_camo
{
  class itemInfo : itemInfo
  {
    ...
  };
};```
wise ruin
#

I see, is the parent of parent necessary or is it more about the itemInfo?

viral dragon
#

It's necessary, you're sketching out the inheritance of the item. If you don't mention the parent of VSM_Multicam... then you're essentially telling the game it has no parent. That tends to end badly.

wise ruin
#

Alright, thanks. I'll try that. Hope I can finally make some progress ๐Ÿฅน

wintry tartan
#

Also, it maybe is just possible that your game didn't loaded your config, or skipped

wintry cedar
#

Hey everyone, trying to make a config for a uniform and I have the model and textures all pathed correctly but when i pack it into a pbo it shows the base arma 3 uniform and not my modded one, anyone able to help me out

hearty sandal
wintry cedar
#

its not a retexture of a vanilla item, but a model with its own textures

#

if thats what you mean

viral dragon
#

The CfgWeapons entry for the uniform describes the inventory item, but it also needs a corresponding/linked CfgVehicles entry that handles its apearance when actually worn by a unit

#

You need to have both and they need to be properly connected

wintry cedar
#

this is what i have so far

#

class CfgPatches {
class OCP_Uniforms {
author = "Webb";
requiredVersion = 1.0;
requiredAddons[] = {"A3_Characters_F"};
units[] = {"OCP_Soldier"};
weapons[] = {"OCP_Uniform"};
};
};

class CfgWeapons {
class Uniform_Base;
class UniformItem;

class OCP_Uniform : Uniform_Base {
    author = "Webb";
    scope = 2;
    displayName = "Garrison Test Uniform";
    picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
    model = "\OCP\model\acu_garrison.p3d";

    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"\OCP\textures\acu_garrison_blank_co.paa"};

    class ItemInfo : UniformItem {
        uniformModel = "-";
        uniformClass = "OCP_Soldier";
        containerClass = "Supply40";
        mass = 40;
    };
};

};

class CfgVehicles {
class B_Soldier_base_F;

class OCP_Soldier : B_Soldier_base_F {
    author = "Webb";
    scope = 1;
    displayName = "Garrison Test Uniform";
    uniformClass = "OCP_Uniform";

    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"\OCP\textures\acu_garrison_blank_co.paa"};
};

};

viral dragon
#

Have you set a PBO prefix? The prefix defines the runtime path to the PBO. To match the file paths you've already written, you'd want to set it to OCP, though you might like to choose a longer prefix to avoid potential conflicts.
The prefix can be set in Options menu in Addon Builder and uhhhhhh somewhere else in other tools.

wintry cedar
#

so the pbo packs correctly, and the textures are correct in game, it just is using the wrong model. not sure if the PBO prefix would mess with that

viral dragon
#

Maybe you could try setting a PBO prefix and find out

wintry cedar
#

trying that now

wintry cedar
wintry fox
#

That's what is used when the uniform is worn. Model in the uniform class is just what's used when it's dropped

wintry sun
#

Anyone know if there's a reversed get out option for turret gunners as well? In the references I only see one for the driver, and one for the cargo positions, and setting "gunnerReversedGetOut = 1;" in the turret did not seem to work.

wintry sun
#

Found a workaround by flipping the get in point and get in direction point in the memory lod, but still interested in an answer for above.

wintry fox
#

Any idea what would cause bullet models to appear oversized and start from behind the player when firing but only at night?

winter rain
wintry fox
#

Yep same thing
Only started happening after we did a big rewrite of our mod, but the config should all be the same for the mags / ammo

vernal quiver
#

Is there a way to make it so when a building is destroyed it does the whole collapsing animation but then doesn't leave any ruin and just despawns completely?

brave crag
#

Is it possible to ignore an addon if its on a specific server and vice versa. Or does this information only register when the game starts?

#

Assume its the latter

wintry tartan
#

It's not possible. All configs are all final when the game is done its loading

mortal pumice
vernal quiver
#

The current building config is this, which I assume is wrong if I want a building to be destroyable (I have tested firing a lot of things at them and it hasn't destroyed them)

#

From reading the wiki it seems the the "armor" is just the total HP of the object and the "armorStructural" is "a divisor to global damage", so it being 999 would mean it takes no damage. I will change that to 1 and see what happens

#

Okay so I was able to "destroy" the building (it was visible in zeus and now is not) and the vehicle can now drive through it, but its still visually there and shells still collide with it

#

Here is the full cfgvehicles (for this particular building, there are 2 more but they both use the same base)

#

Also they don't show up in the zeus menu despite scopeCurator being set to 2. I assume this is because they are inheriting a category from the House_F class since they show up under a "village" subcategory that I haven't made

vernal quiver
#

Okay I have found the answer to my question
Removing the "class DestructionEffects" made it work

hearty sandal
#

This is fine if the effects are to your liking but if you want to change them you'll either need to inherit also the destruction effects and apply changes or rewrite the whole class.

vernal quiver
#

For now at least I intend to have it "fall into the ground and disappear"
Which it does now

primal dragon
#

So question. Is there a way to make a custom map marker work so the icon doesnt change colour but the text does. I ask as I have custom map markers made but dont work well with other colours

primal dragon
#

dam alright cheers

sweet pecan
#

There's no extra control tab and where are these alleged files supposed to allegedly be?

#

In general, NEVER use ChatGPT for ANYTHING Arma related.
Those aren't supposed to exist.

wintry fox
#

hiddenSelectionsMaterials is also just an override for whats in the p3d. You only need it if you want to change the material to something else

vernal quiver
#

I have it so I can eventually have more textures for the same models

vernal quiver
#

Yep that did it. The only thing now is making it so the buildings are always upright when placed, instead of snapping to the terrain angle

mortal pumice
#

Depends what you inherit from, house_f should have it by default if I remember it correctly but could be wrong

vernal quiver
#

Lovely, thank you

vernal quiver
winter rain
wintry fox
tacit zealot
#

So I'm working on TeTeTe3's Su-35, and trying to incorporate the "Cannan ammo as a Pylon" feature. I noticed that my cannon appeared to be shooting from a pylon position (see screenshot - the pouch is the cannon mag), so I eventually added in a "Dummy" pylon like the Jets DLC aircraft use for their hidden external pylons, and noticed that it switched to the other side. I added another, and another, and you can probably tell how that went from my code. It's still there.
Did the model maker just spam a metric fuckton of proxies? Or am I destined to be forced to use the standard method? I know for a fact that works because I had that configured initially.

dreamy vine
#

Hi, does anyone know what files I need to create this type of customization?

wintry tartan
dreamy vine
#

thanks

wintry fox
dreamy vine
#

thanks bro

wintry tartan
#

I see thanks for the correct

elder mason
#

I use thease config for my model but it is not showed in zeus
The object only showes in editor how can i make to show in zeus?

class CfgVehicles
{
    class Helper_Base_F;
    class SDT_Podium: Helper_Base_F
    {
        editorCategory="Objects_Category";
        editorSubcategory="Training_SubCategory";
        scope=2;
        scopeZeus=2;
        mapSize=5;
        displayName="[SDT] Podium";
        model="spartans_mission_assets\models\PodiumV2.p3d";
    };
mortal pumice
#

scopeCurator not scopeZeus

wintry fox
native ether
#

Hi, i have a vehicle which is unable to go through bridge when the AI is using it, what parameter is the config should i change ?

#

Is it a parameter inside the config or it's something else ?

chilly tulip
#

@native ether It seems to be closely related to the model center.

#

The higher the better.

native ether
#

is it all lods ? like everything needs to be pushed up a little bit ?

chilly tulip
#

I don't know. I'm not a modeller. I just experimented a lot with different vehicles.

native ether
chilly tulip
#

Everything I know is in that feedback tracker link.

#

Well, I do have an actual list of affected models somewhere. Probably.

native ether
#

the height between the center of the model and the ground of the vehicle that works (both are Sdkfz251 but one from IFA3 and the other one from the mod i put) is : 1.96763 and the same thing for the vehicle that doesn't work is : 0.00505447

chilly tulip
#

Yeah, seen similar things with the same vehicle in CUP & RHS.

nimble sequoia
# chilly tulip <@212665565309829120> It seems to be closely related to the model center.

When you're making vehicles, if you use dev branch diagnostic exe, it will warn you on vehicle spawn when CoM is below the vehicle suspension (or something like that), so I assume there's something in the vehicle physx simulation which breaks down in that case, and which probably gives AI driving issues. But mod makers should be aware of this and raise the CoM higher (Geometry LOD mass distribution).

chilly tulip
#

Center of mass specifically isn't the issue here.

native ether
chilly tulip
#

It's not anything realistic that's the problem. The bad vehicles drive the same as the good vehicles.

native ether
#

I chcked one CUP model that has only 1.20 meters with the center and the vehicle model seems to be between the "plane"

#

like the wheels are a part of the vehicle is under the plane, however i'm not sure to know what the center is supposed to be inside Object Builder

chilly tulip
#

It behaves like the lookahead collision detection is freaking out. Just can't be sure exactly why.

#

but it thinks it's going to collide with part of the bridge below the road surface.

nimble sequoia
#

As I said, it was "something like that". The message may have been "warning: model centre is below wheel axles". It's there if you want to experiment.

native ether
nimble sequoia
#

I'm just saying that you're fully speculating, and that probably there is a message which explains it exactly. Not every modder uses dev branch diagnostic to test their physx, so it's probably not that common knowledge, which I'm trying to share.

native ether
chilly tulip
#

Is there any way to run those tests on other people's models? Let's say the vanilla quadbike.

nimble sequoia
#

You'd need to read my message which followed

chilly tulip
#

oh, just on spawn...

#

Surely someone would have noticed that :P

#

(the vanilla quadbike has this problem)

native ether
#

which is problematic

#

maybe it's on some bridges, not all of them, i tried only the one near the altis airport

chilly tulip
#

The quadbike is marginal. Some bridges it'll manage sometimes.

native ether
amber nacelle
amber nacelle
#

If not, I think I may have something.

latent monolith
#

oh goodie please share

#

sorry that sounded sarcastic ๐Ÿ˜…

amber nacelle
#

Try adding this to the commander turret section:
gunnerHasFlares = 1;

latent monolith
#

ohhhh ok ill give that a shout thanks!

amber nacelle
#

I'm cleaning up the config of my tank and came across it ๐Ÿ˜„

#

I hope it worked for you, because I tried setting it to 0 and it did fuck all >:\

tacit zealot
#

I have an aircraft pilotcamera configured to only allow the TI visionmode, B47_AL_PilotCamera_MiG29A_IRST. However, it defaults to the Normal visionmode. Once switched to thermal, it can no longer return to Normal visionmode (intended behavior). Is this something I have to live with or is there a way to force default to Thermal?

tacit zealot
#

I also have a variant which is intended to have its ballistic computer disabled, however, the projected aim point still shows up in the pilotcamera despite setting this value to zero. Is this possible without making a separate version of the weapon class that has the crosshair/ballisticscomputer disabled?

last crag
#

How hard is it to port over a2 vehicles

hollow bison
strange egret
#

brinell hardness of 5

#

5.3 to be precise

#

there are tutorials for it

jagged valve
#

Convert brinell scale to MOHs scale it's roughly around 7.3

livid robin
#

is there a way i can cause the contrails to be permanently visible and or recolor them for a jet/vehicle? (Seraph from Halo Reach, using the contrails to mimic the weird laser tail it has)

tacit zealot
#

Class exhausteffects maybe?

remote salmon
#

Hey hoping some fresh eyes could help me out. So I have made several red dots for handguns in the past with little to no problem. However on this particular version, once I scaled it up the eye memory point seems to be looking to the way wrong place. Reference photos. https://gyazo.com/221c4d1577b252a2343126b503995294 https://gyazo.com/4c5e50b749d391a9ed7d092f57499a66 The iron sights without the red dot work fine. https://gyazo.com/d4f8e2320d4fa993ba05c06e4863af1f Everything else is working fine including the previous version of this dot and even when I revert the size back to it's original the point it's looking seems to be off. Any help would be greatly appreciated as I am currently racking my brain.

wintry tartan
#

Do you have a Pilot LOD?

remote salmon
#

Yes I do

#

I have the smaller version of it and it worked fine. Everything went awry when I scaled up the model size

wintry tartan
#

What about autocenter=0?

remote salmon
#

I have that set on the geo lod same as the smaller version, but no others

#

I took the working version and just scaled it up by 1.35 and it broke it lol. Should I have autocenter on the pilot lod?

wintry tartan
#

Having it on geo is enough AFAIK

hearty sandal
remote salmon
#

All lods

#

I also tried reverting memory points just to see if that screwing with something and it changed nothing

#

if it's any clue the bullets appear to be coming out of the right point, just visually the character is looking in the wrong spot

hearty sandal
#

the sight does not affect the weapon or where bullets come from

#

so bullets working normally is well normal

#

are you running any other mods on top?

#

something that might alter camera view?

remote salmon
#

Nope no other mods that would alter the camera view

#

Itโ€™s the weird component that all the other red dots work fine except for this once I scaled up.

hearty sandal
#

or something like that

#

if you copy a working p3d as this p3d (keep backup) does that work?

elder mason
# wintry fox scope = 2, listed in CfgPatches >> units array scopeCurator is an optional thing...

Sorry for late respons but it don't help here is the full config

class CfgPatches
{
    class SPARTANS_Mission_Assets
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] =
        {
            "A3_Functions_F"
        };
        units[]=
        {
            "SDT_Podium",
            "SDT_AtentionSystem"
        };
    };
};
class CfgEditorSubcategories
{
    class Training_SubCategory
    {
        displayName="[SDT] Objects for Training";
    };
};
class CBA_Extended_EventHandlers_base;
class CBA_Extended_EventHandlers;
class CfgVehicles
{
    class Helper_Base_F;
    class SDT_Podium: Helper_Base_F
    {
        editorCategory="Objects_Category";
        editorSubcategory="Training_SubCategory";
        scope=2;
        scopeCurator=2;
        mapSize=5;
        displayName="[SDT] Podium";
        model="spartans_mission_assets\models\PodiumV2.p3d";
    };
};

... Here is some shits for testing purposes not need for thease items
wheat sluice
#

Why do you have units[] listed twice in your CfgPatches?

#

And for requiredAddons[], please just use A3_Data_F_Decade_Loadorder.

severe marlin
#

Hey guys
Can someone tell me how to create a vehicle crew members?

#

I couldn't find anything

wintry tartan
#

createVehicleCrew

severe marlin
wintry tartan
#

But in config terms, your question doesn't really make sense

severe marlin
#

And it has vehicles

#

Like apc

#

I want to give it crew

#

For example Like rifleman as driver and grenadier as gunner

wheat sluice
#

Use crew and gunnerType.
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#crew
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#gunnerType

class CfgVehicles
{
    class LandVehicle;
    class Tank: LandVehicle
    {
        class NewTurret;
        class CommanderOptics;
    };
    class Tank_F: Tank
    {
        class Turrets
        {
            class MainTurret: NewTurret
            {
                class Turrets
                {
                    class CommanderOptics;
                };
            };
        };
    };
    class MyTank: Tank_F
    {
        crew = "B_Soldier_F";    // Driver is a BLUFOR Rifleman
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                gunnerType = "B_Soldier_GL_F";    // Gunner is a BLUFOR Grenadier
                class Turrets: Turrets
                {
                    class CommanderOptics: CommanderOptics
                    {
                        gunnerType = "B_Soldier_SL_F";    // Commander is a BLUFOR Squad Leader
                    };
                    class LoaderTurret: CommanderOptics
                    {
                        gunnerType = "B_Soldier_AT_F";    // Loader is a BLUFOR Rifleman (AT)
                    };
                };
            };
        };
    };
};
#

You can safely ignore typicalCargo[]. This isn't used to define the vehicle's crew; contrary to what its name would suggest, it's only used for AI targeting purposes (the AI "thinks" that whatever classnames you define in the array are inside the vehicle).

elder mason
# wheat sluice And for **requiredAddons[]**, please just use `A3_Data_F_Decade_Loadorder`.

I fix it but it don't help

class CfgPatches
{
    class SPARTANS_Mission_Assets
    {
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] =
        {
            "A3_Data_F_Decade_Loadorder"
        };
        units[]=
        {
            "SDT_Podium",
            "SDT_AtentionSystem"
        };
    };
};
class cfgFunctions
{
    class SDT_Mission_Assets
    {
        tag="SDT"; // Custom tag name
        class missionAssets
        {
            file="\spartans_mission_assets\functions"; // function will be loaded from this folder.
            class speakAttendance {}; // [this, "black"] call BIS_fnc_quadbike;
        };
    };
};
class CfgEditorSubcategories
{
    class Training_SubCategory
    {
        displayName="[SDT] Objects for Training";
    };
};
class CBA_Extended_EventHandlers_base;
class CBA_Extended_EventHandlers;
class CfgVehicles
{
    class Helper_Base_F;
    class SDT_Podium: Helper_Base_F
    {
        editorCategory="Objects_Category";
        editorSubcategory="Training_SubCategory";
        scope=2;
        scopeCurator=2;
        mapSize=5;
        displayName="[SDT] Podium";
        model="spartans_mission_assets\models\PodiumV2.p3d";
    };```
severe marlin
wheat sluice
wheat sluice
# severe marlin I used an faction generator

...I would really recommend that you learn how to write your own faction configs instead of using a generator. They're OK if you want to quickly create a barebones faction, but it's not going to help you learn how to write configs in the long run. Hence why you're having difficulty doing something as basic as changing the vehicle's gunner.

https://i.imgur.com/O2dbPOu.png
(since I don't know what your custom unit classnames are, I'm just going to use placeholders -- change them to your own classnames as needed)

class CfgVehicles
{
    class CUP_LR_Base;
    class CUP_LR_MG_Base: CUP_LR_Base
    {
        class CargoTurret;
        class Turrets;
    };
    class CUP_O_LR_MG_TKA: CUP_LR_MG_Base
    {
        class CargoTurret;
        class Turrets: Turrets
        {
            class CargoTurret_01;
            class MainTurret;
        };
    };
    class RAF_Land_Rover_M2: CUP_O_LR_MG_TKA
    {
        faction = "BLU_F";
        side = 1;
        crew = "B_Soldier_F";
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                gunnerType = "B_Soldier_GL_F";
            };
        };
    };
};
mortal pumice
viral dragon
#

It's an addon in the vanilla game that's used specifically to mark when all the vanilla addons have been loaded. If your addon requires that, it guarantees that it will be loaded after all vanilla addons.

mortal pumice
#

Oh nice

wintry sun
#

Toying with an idea in my head currently, I recall hearing sometime that model config anims didn't work with Backpacks, is that actually true or am I misremembering?

lofty sonnet
#

can you config a 2d scope to have a smooth transition between zoom level?

lofty sonnet
#

or where to find info on that?

sweet pecan
mortal pumice
lofty sonnet
mortal pumice
#

You can retexture them using hidden selections in the config but not at runtime

sweet pecan
wintry sun
hearty sandal
#

ah Kenny already said that ๐Ÿ™

amber nacelle
wintry fox
remote salmon
hearty sandal
#

if that does not work it could be somehow broken config

#

in obscure cases like this it can often help to try again from 0 or establish a working baseline with existing files

remote salmon
#

Alright Iโ€™ll give it a try once Iโ€™m home and go from there

severe marlin
#

Hey guys

#

Can anyone tell me the RPG-42 rocket's classname?

#

Only rockets

viral dragon
severe marlin
viral dragon
#

The RPG-42 only has 2 types of rocket. One of them is HE and one of them is not. Hazard a guess that the one without "HE" in the name is the AT one.

chilly tulip
#

Another way to find classnames for things is to equip them and use inventory commands in the debug console.

severe marlin
lofty sonnet
#

Can someone explain how opticsZoomMin, opticsZoomMax, and opticsZoomInit work? Im having trouble understanding how the value for it works.

wheat sluice
# lofty sonnet Can someone explain how opticsZoomMin, opticsZoomMax, and opticsZoomInit work? I...

https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#opticsZoomInit=_0.75
To get your desired zoom level, use these formulae (not 0.375 as shown in the BIKI):
0.25 / opticsZoomMin = maximum zoom (opticsZoomMin != minimum zoom, contrary to what the token's name would imply)
0.25 / opticsZoomMax = minimum zoom (just like opticsZoomMin, max means the opposite in this context)
0.25 / opticsZoomInit = default zoom when you first look into the scope

For example, if you want a fixed 2x zoom for your scope, use a value of 0.125 (0.25 / 0.125 = 2).

opticsZoomInit = 0.125;
opticsZoomMax = 0.125;
opticsZoomMin = 0.125;

If you want variable zoom from 1x-25x with a default zoom of 10x, use these values:

opticsZoomInit = 0.025;      // 0.25 / 0.025 = 10
opticsZoomMax = 0.25;  // 0.25 / 0.25 = 1
opticsZoomMin = 0.01;  // 0.25 / 0.01 = 25
lofty sonnet
soft raptor
#

hey, I want to create a new attachement item thats just a laser attachement with no model, any idea how i can start doing this?

wintry fox
soft raptor
#

cool, how do i go about setting that up?

wintry fox
#

Do you know how to make an attachment already?

#

I'm not familar enough to explain the whole process, but just making the empty lod is just making a new object and not putting anything in it

soft raptor
#

alright, how does setting up a config work?

coral knoll
#

Is it possible to create a custom stamina scheme

sweet pecan
coral knoll
wintry fox
wheat sluice
coral knoll
wheat sluice
#

No idea unfortunately. I would assume that it's probably not possible to change it on the fly, but don't quote me on that.

jagged delta
#

How can I look at the A3 configs without being in the Eden Editor and opening them there?

wintry tartan
#

Why? You can always do it by unpack PBOs or extract the config dump

jagged delta
wintry tartan
#

Splendid Config Viewer is one of the worst viewer in Arma 3, if that's what you mean

jagged delta
wintry tartan
#

No. I highly recommend against it

jagged delta
#

you misunderstand me, what should I use instead? XD

#

Splendid has all the configs together, I know that the game has them in separate files so that's kind of nice

wintry tartan
#

Advanced Developer Tools or POLPOX's Base Functions, but latter is rarely seen other than my usage

#

Vanilla viewer is incredibly worse and simply too bad to browse anything

jagged delta
#

awesome thanks

hearty sandal
#

as in infinite running would set stamina to max and fatigue to 0 periodically

#

and so on

coral knoll
#

I see

#

would checking a player's anim for certain ones and add stamina while they are doing said anim work? My goal is to give certain people infinite stamina while jogging

hearty sandal
#

sure yeah

#

the animation eventhandlers could work well for that purpose

viral dragon
#

This channel has "Arma 3" in the name, indicating that it's for Arma 3. For Arma Reforger problems, try posting in #reforger_troubleshooting

sullen fulcrum
#

I am attempting to add a static test pose to a vehicle mod, and could use some assistance. I have a valid rtm with a pose for a pilot holding the stationary controls in the vehicle. I know how to change the driver animations in the vehicle config, but cannot figure out how to add my original one to the test mod. I have looked through the Samples pose and animation examples, and cannot seem to make it work. Can someone please point me to an example of the class structure to add this to my working vehicle config?

hearty sandal
#

you need to define the crew action in moves config action list and then create corresponding animation state class

#

gettin the all in one config dump for corssreferencing vanilla can be useful

sullen fulcrum
frail grotto
#

can i add a new preset to this menu?

#

like is that an accessible config or is it buried somewhere

subtle mantle
#

Hey all, I've actively been trying to make a custom faction in ALIVE for fun via ORBat, based off of WH40K stuff and mixing it in with more grounded equipment. After making some units and adding a vehicle (no groups or anything yet, since I wanted to finish a full roster before that), I decided to take a step back, export everything, pack the content I'd made so far, etc., etc., and then test the faction as a local mod. It actually did work when I got it into the editor, with the few infantry and the repurposed BMP showing up without a problem. I went in, added some more units, did the same process... And the new units didn't show up. A little confused, I went ahead, added units, packaged it, you know the song and dance, and then tried to load it up.

I then got an error as follows (I didn't save pics of it): "cfgpatches.hpp/(linehere).CfgPatches: Member already defined."

I proceeded to spend about 2 hours trying to fix the error to no avail. It was just "crash" the instant I got to "loading addons". Even just adding one vehicle or infantryman, saving the changes, and then doing the song and dance to export and pack it would result in this error. Tired and annoyed, I decided I'd try and fix it today, by effectively making a faction from the ground up, loading the loadouts I made back in (thank God for this, I'd have lost my mind otherwise). Today tried again, with new units, or just anything, and still had the same results. I actually remade the mod folder, made sure to name it right, packed the new version, and am now being hit with this error at "Initializing Addons". I went into the files with PBO Manager and erased the lines that it said were "already defined" in that error. Got it again, opened that file, and it turns out they reappear even when I delete them and save the change. I have no clue what's going on and looking into this error, everywhere, has yielded no answers on this error no matter the circumstance.

As a last resort, I made a new faction with a silly name, slapped the simple rifleman loadout I made, did the song and dance, and... It worked. See second pic. It's just the rifleman but it's like, "okay thank God." Then I tried adding units to it and the same accursed error popped up.

I don't know what's happening in there. I've tried to add units to the new faction after the rifleman, but when I do the same damnable "member already defined" error keeps popping up. I carved through every file to get rid of the duplicate lines, only for it to say that things are missing. I have absolutely no idea what's going on and I'm frankly at wit's end. I might just give up.

chilly tulip
#

@subtle mantle You would need to post your config.

subtle mantle
lean bloom
#

Uhm, I canยดt figure out how to un-make the commander of a vehicle being a turret, as in, Iยดd like him to behave the same way as the driver - have free look by default on and so on.

Is this affected by the main CommanderOptics class, or the one inside Turrets ?

steel moss
#

Whats parameter defines aim cursor in weapon? I need to remove it on helicopter pylon

wheat sluice
subtle mantle
tacit zealot
#

on my PC straight-up packin in, and by it, let me just say, my PBOs...

Okay so Im getting this File Too Short error when testing new builds of my mod. First time seeing this after taking a week break, all I did was tweak some pylon preset classes nothing like major reorganization

wheat sluice
#

Just gotta delete the PBO and repack. Something corrupted your PBO whilst it was being packed, either because Addon Builder (shudder) effed something up or MakePBO/HEMTT was disrupted by something.

#

If it's not a local copy of your mod, then verify and redownload your own mod from Steam.

tacit zealot
#

Worked before, but I think I found out the real reason LOL

wheat sluice
#

Well...having only <2 MB of space would indeed be problematic. meowsweats

warped perch
#

Working on a new vehicle and am having some difficulty with the physX configuration. Mostly default values from the test tank with it weighing less in geo lod. When I go to use the calculated "accurate" values it struggles to break 3kph. Otherwise with the default values it maxes out at 16 kph and is sticking to third gear. Anyone have a better methodology for working through this?

tacit zealot
# tacit zealot Worked before, but I think I found out the real reason LOL

~~Hmm, I'm still getting that 8192 B deal even after restarting, clearing 250 gigs from Recycle Bin, and restarting again. This time, my file size isn't being kneecapped by a lack of storage space at least.
It is kinda odd that 8192 is exactly 8 kibibytes. I've attempted using a few packers, and I've noticed that in PBO Manager's CMD window, I was able to tell that it seemed to stop after packing the last entry in this UserActions folder, which isn't its usual endpoint, though could be significant as its the last code file within a subfolder..

I've also verified that the unpacked version of my packed PBO is identical to the original, down to the individual byte in size~~
๐Ÿ˜ญ
I have been debugging the wrong PBO this entire time. Error was in b47_al_core_al and ive been tearing my heir out over b47_al_core

nimble sequoia
sullen fulcrum
#

I wanted to try a few more things before I finally reached out. I am attempting to add an rtm to the Samples heli for testing. I have made many attempts at the config, and have no clue what to do. In game, there is no option to get in the vehicle as the pilot, and in Editor the pilot clips through the vehicle rather than a seated position. If someone can point out any mistakes or offer troubleshooting advice, many thanks.

hearty sandal
sullen fulcrum
hearty sandal
#

what does the action defines the the helo config look like?

sullen fulcrum
hearty sandal
sullen fulcrum
hearty sandal
#

I suppose you are not using P drive environmnet

sullen fulcrum
hearty sandal
#

it helps to debug things and the tools to work

sullen fulcrum
hearty sandal
#

with addon builder no. but if you use pboProject it can show more

#

or HEMMT but I dont have experience with it

sullen fulcrum
hearty sandal
#

PboProject (and HEMMT) both have lot of config error checking

#

pboProject could be easier to set up

#

they will both help you make proper mod

sullen fulcrum
gusty scarab
#

Any way to make a grenade fly point first when thrown?

hearty sandal
#

scripting

gusty scarab
#

I see

#

Okay, I solved my own problem by random tinkering.

If you put

simulation = "shotShell";

It flies straight if you have oriententd the model correctly

#

I now have a proper paper airplane :P

mortal pumice
#

Brilliant haha

verbal zodiac
#

Weโ€™re trying to add Radar and countermeasures on the SOG airframes. We got the countermeasures working (looks jank though) but we canโ€™t get the radar menu to show up even after adding the components. Any advice?

viral dragon
sweet pecan
verbal zodiac
#

We got it figured out thanks guys. If we can get the chaff looking nicer (maybe pull it from vanilla NATO stuff) then we will probably release a workshop mod

near scaffold
#

can someone help with with the firing drill module? so everything works perfectly exept when restarting the drill, the targets that were on top of buildings or obstacles go down to ground level

near scaffold
#

nvm

#

I got it working

amber nacelle
#

Is there any way to make twin barrel weapons that have a muzzle effect for each barrel only show the effect once per firing cycle?
For example, when you fire the vanilla 35mm autocannon on the AAs, it fires two bullets and shows the muzzle effect twice for each barrel. It's not so noticeable with that gun as the RoF is very high, but it is noticeable with lower fire rates ๐Ÿค”

hearty sandal
#

there is ammo source that you can use for example to hide one flash at even shots

#

etc

amber nacelle
# hearty sandal yes

๐Ÿ‘€ Please, any suggestion as to how would one go about that? I tried the following

class muzzle_rot_ac
{
  source="(ammo % 2) * ammorandom";
  weapon="CM_BushmasterIII";
};``` But all that did was fully disable/neutralize the animation source.
hearty sandal
#

so ammoRandom is used for stuff like rotating muzzle flash along its length

#

also the sources can not be combined like that though Im pretty sure

amber nacelle
#

Ah

#

So make another animation source & animation to show/hide the flash?

hearty sandal
#

I guess you got quite many shots in this thing?

#

not just 2

amber nacelle
#

1k

hearty sandal
#

so if you have multiple things that need to happen each need new animation class

#

also animation class would need what type it is (translation,rotation,hide)

#

and the other parameters connected to the type

amber nacelle
#

aye

hearty sandal
#

wiki has couple of pages about model.cfg and how to animate a model that go through the basics and what animationSources are available

#

also the arma3 samples have example model.cfg

amber nacelle
#

Oh I've got the most of the tank working already, just wanted to try this ๐Ÿ˜„

hearty sandal
#

you probably dont want to make 2000 animation classes for each shot

#

so mirror animation with right source and values could work

#

for example

#

sourceAddress = mirror

amber nacelle
#

lmao

#

Got it ๐Ÿ˜„

#
class muzzle_hide_ac1
{
  type="hide";
  source="muzzle_hide_ac";
  selection="zasleh1";
  sourceAddress="mirror";
  minPhase=0;
  maxPhase=1;
  minValue=0;
  maxValue=1;
  memory=0;
  hideValue=1;
  unHideValue=2;
};
class muzzle_hide_ac2
{
  type="hide";
  source="muzzle_hide_ac";
  selection="zasleh2";
  sourceAddress="mirror";
  minPhase=0;
  maxPhase=1;
  minValue=0;
  maxValue=1;
  memory=0;
  hideValue=0;
  unHideValue=1;
};```
#

No idea why it works with specifically values 1 and 2 for the first gun, but it does ๐Ÿ˜„

#

Source is simply

{
  source="ammo";
  weapon="CM_BushmasterIII";
};```
#

The only thing that bugs me now is that both guns still give off the small cloud of muzzle smoke, but I don't even know what causes that, as it's nothing in my model config.

hearty sandal
#

gunparticles

#

you probably inherit it

amber nacelle
#

Thanks

remote salmon
#

So Iโ€™m just curious if anyone knows. I am making a rifle that swaps barrels and rails when you add a suppressor using the hasSuppresor in model cfg. So when it doesnโ€™t have the suppressor it has a longer barrel and skinnier rail then when you put the suppressor on the rail and barrel change. A problem I know Iโ€™m gonna have but havenโ€™t gotten to yet is giving it the ability to mount a light. Is there a way in the model cfg to have 2 different proxy locations for the side slot and have it utilize one rail position when there is no suppressor and then have it change to the second position when there is a suppressor?

hearty sandal
#

but can not have 2 proxies to swap between

winter rain
#

animate the proxy works, i did something similar with one of my guns.

remote salmon
#

Hmm I didnโ€™t think about animating the proxy ๐Ÿค”

#

Iโ€™ll have to give it a try!

#

Thanks guys.

amber nacelle
#

G'day. Any idea what could be causing my roadwheels to wobble like this?
I've checked all the LODs that have the wheels and in every single one of them, the wheels have the same center. The axes in the memory LOD also line up with the center of the wheels.
EDIT: Solved it. I just needed to manually define/link the axis for each wheel in the model config. I didn't think of this at first as no model config for other tanks I've seen has it. Could it be that when you extract the model config via the online P3D Debinarizer tool, the extracted file doesn't contain everything?

hearty sandal
#

And you might find bad examples too

amber nacelle
#

I've looked at the vanilla Cheetah, RHS M1 and CUP M1 ๐Ÿ˜…

#

Either way, solved it ๐Ÿ˜„

#

But thank you for your time and input ๐Ÿ™‚ (sorry if this sounds sarcastic)

outer wyvern
#

Hi, is it possible to connect to the IP address ts3.example.com using a button that uses the ts3 protocol?

class ConnectTeamspeak: RscButton
        {
            idc=-1;
            text="Teamspeak";
            style=2;
            url="ts3server://ts3.domain.com?port=0000";
            colorBackground[]={0,0,0,0.40000001};
            colorBackgroundActive[]={1,0,0,0,2};
            borderSize=0.054000001;
            colorBorder[]={0,0,0,0};
            x="safeZoneX + safeZoneW - 0.6";
            y="safeZoneY + 0.2 * safeZoneH";
            w="0.27";
            h="0.05";
        };

Thanks

viral dragon
#

Not on stable branch. The TS3 protocol is currently allowed on dev branch for release with 2.22

outer wyvern
#

I was wondering why it wasn't working for me ๐Ÿ˜„ I forgot that I switched back to perf.

#

Thanks

brave crag
#

Are AnimationSources referenced in an objects model? (p3d) like for optional objects you see the checkboxes for in the edit vehicle section.

I/e

class ShowNewThingOnTank
{
    displayName = "NewThingOnTank";
    author = "";
    source = "user";
    animPeriod = 0.001;
    initPhase = 1;
};
#

Cus thats all i see in the config, theres no object model reference or anything. So I assume this is in the p3d for the tank itself

wintry fox
#

Correct, you can have an animation define a source, which is a class in the vehicle config

remote salmon
#

So follow to my question earlier, the animate the proxy worked to swap between different positions of the light. Is there a way to config in an animation change under those circumstances? So if I have the animation of the character holding the rifle normally then have a separate animation with his thumb location adjusted when the light is added, can I make it swap between?

#

Or break it down even further so that way when it has this light attached itโ€™s one animation and then a different light has a different animation applied?

jolly minnow
outer wyvern
nimble sequoia
#

How do you turn off an MFD (such as a HUD in an aircraft), using a UserAction?

hearty sandal
jagged basin
#

Hi,
I need some help with a config.
I have an helicopter with 2 supports for machine guns, one on each side.
But I donโ€™t have the weapons modeled in the p3d.

How can I reuse an existing weapon (for example uh-80 door weapon from vanilla game) and show it on the game ? Proxy?
(Turret is already working but of course, no weapon visible)

Thank you.

P.S: weapon is controlled by door gunners.

jagged basin
#

Nevermind, is proxy on p3d model

runic heart
#

quick question, how would do i add a new type of munition to a vehicle turret? I'm having truble getting my config to work so that the MRAP (GMG) can fire both high explosive but also smoke rounds.

mortal pumice
#

Best bet would be to have your own weapon model

wintry fox
#

?
They're asking how to add different magazines to it

viral dragon
wintry fox
#

Too early apparently (it's 1PM)

wintry fox
#

What is nameSound in CfgIdentities again?
I vaguely remember it being what's used when the name is written out for dialogue

molten musk
wintry fox
#

FWIW, I don't have a custom voice line to play for the name, I just want a different name in radio commands

#

And what if I want to have a space / special character in the name?
I have the name as the character's full name, but want radio messages to just use the first name

stuck coral
#

What's the technical term for the reverse camera / hud screen in vehicles?

wheat sluice
# stuck coral What's the technical term for the reverse camera / hud screen in vehicles?

PIP (Picture-In-Picture). You can define them in the vehicle's RenderTargets property.
If you're referring to the UI panels for stuff like sensor displays, then that stuff is defined under Components >> VehicleSystemsDisplayManagerComponentRight and Components >> VehicleSystemsDisplayManagerComponentLeft.
If you mean Multi-Functional Displays (stuff that you can see in first person on the vehicle's display terminals), then it's handled under the vehicle's MFD property.

stuck coral
#

Awesome, thank you

mortal pumice
#

Just to check, the only way to configure sling load points is in the memory lod right and then define them in the sling load array in the cfgvehicles

slingLoadCargoMemoryPoints[] = { "SlingLoadCargo1", "SlingLoadCargo2", "SlingLoadCargo3", "SlingLoadCargo4" };

Was just wondering if theres a way to define them as model co-ords rather than editing the model

severe marlin
#

Guys I have a mod that I'm trying to pack my mod
But it says materials and textures and models missing in config but I have their files in my mod and in config
I'm using mikero tools

molten musk
clever creek
#

Do I need to add "hide" and "unhide" to the model.cfg when making dive gear?

wintry tartan
#

It is a part of config.cpp, besides sections[], AFAIK

clever creek
#

Roger Ill give it a go

hearty sandal
#

sections in model.cfg

toxic solar
#

does the zeroing animation source workthe same way on vehicles as it does for weapons?

novel lava
#

im not sure it does work

hearty sandal
#

Sadly it does not

severe marlin
#

Config and error is below

hearty sandal
severe marlin
#

Redefine what?

#

U mean character heads?

viral dragon
#

All your config for the heads looks a lot like it's just laying out exactly the same config as they originally had. That's redundant; aside from sketching out class inheritance, you shouldn't mention anything you're not actually changing. But that's not what's really causing the issue at hand.

#

It doesn't look like there's a problem with your config in itself that's causing the missing model errors. I think it's a feature of the tool: it validates the config before packing, and that includes checking whether any mentioned files actually exist. But you haven't set it up to do that in a way that lets it check external mods/the base game too; it can only see your mod folder so it assumes everything else is missing. Note how it only reports issues with assets that aren't part of your mod.

viral dragon
#

My own modding is pretty lightweight and I don't need to use advanced features like that, so I can't tell you how to set up P: drive etc. but I'm pretty sure that's what the issue is. If you have the option to just ignore this error then you probably can. (That doesn't mean ignore any errors - you should always check errors to be sure.)

viral dragon
hearty sandal
#

since they come from the TCGM mod

severe marlin
hearty sandal
#

you just need to use TCGM mod with your mod

#

you dont need to redefine them again

severe marlin
hearty sandal
#

idk fix this first

severe marlin
#

Remove it?

severe marlin
#

To fix it?

severe marlin
hearty sandal
severe marlin
#

Except those tcgms removed from error log

hearty sandal
severe marlin
#

P drive folder or P drive itself?

hearty sandal
#

do you have P: drive?

severe marlin
#

?

#

I have both

#

P drive and P drive folder

hearty sandal
#

what is P drive folder?

severe marlin
hearty sandal
#

ok so the target of your P drive. yes that wouldbe expected

severe marlin
hearty sandal
#

ok so are those missing files on your P drive on that reported path?

severe marlin
hearty sandal
#

do you have P:\a3\ folder?

severe marlin
hearty sandal
#

then yes pbo project expects you to have the files unpacked correctly so it can compare the filepaths to the folder structure

#

to verify your paths are actually correct

severe marlin
#

It uses drive D I thought maybe it take them from there

hearty sandal
#

no

#

forget D drive

#

anything you do with mod packing happens in P drive

severe marlin
hearty sandal
#

no

#

P drive is virtual drive that should be using the folder on D drive as its source

severe marlin
hearty sandal
#

dont overthink it

#

just do

#

run arma3p from mikeros tools

severe marlin
hearty sandal
#

hit P for drive letter, hit no for when it asks if you want dubbing

hearty sandal
#

so no you did not do that

#

or your whole setup is very messed up

severe marlin
hearty sandal
#

sorry I dont know how to help you

severe marlin
#

But I doesn't had enough space on C

#

So I putted that in drive D

hearty sandal
#

then your whole setup is totally messed up

severe marlin
#

So if I run A3 it puts them on C

hearty sandal
severe marlin
hearty sandal
#

they probably gave wrong answer

severe marlin
#

A3 created in P

severe marlin
severe marlin
hearty sandal
#

exp is usually apex stuff sure

severe marlin
#

Can't just extract necessary stuff?
Why it extracts Rocks?

severe marlin
hearty sandal
hearty sandal
#

how would you check for validity of a file path

#

if you dont have anything to compare with?

#

but also

hearty sandal
#

you usually dont need to refer to files inside mods if you just inherit config classes that contain them originally

#

and change only things you want to change

#

then the game will read the file paths from the original configs

#

and your config does not need to have them written

severe marlin
#

"Argo" now

hearty sandal
#

yes well that is how it works yeah

severe marlin
#

It extracted the addons

hearty sandal
#

which drive is out of space?

severe marlin
hearty sandal
#

well P uses space from D so in that way they are the same

#

because you know, virtual drive

#

but yeah if you dont have the space modding can be difficult

severe marlin
#

Looks like it's ended

severe marlin
#

Poor jets

severe marlin
#

And contact stuff
And what's EBP
And bootcamp
Others are CUP

hearty sandal
#

well the answer is you need the files there for the check to be possible

severe marlin
hearty sandal
#

maybe your path is not right

severe marlin
#

But it's there

severe marlin
hearty sandal
#

sure

#

but then its up to you to actually make sure the paths are right

severe marlin
hearty sandal
#

or texture path

#

the extraction is to make sure user does not fuck up placing the files right

#

because user can no be trusted

severe marlin
hearty sandal
#

your path is not right

severe marlin
#

How's that not right?

severe marlin
#

When i used addon builder

#

Before I using mikero

hearty sandal
#

try without the leading \

severe marlin
#

So most of thr missing files I see are CUP

#

TCGM

#

Apex and enoch

severe marlin
hearty sandal
severe marlin
#

I checked that

hearty sandal
#

maybe rvmat is not written correctly

severe marlin
#

What can I do?

hearty sandal
severe marlin
brazen merlin
#

was there any specific reason why some hitpoints use very high negative values instead of positive?

severe marlin
hearty sandal
severe marlin
#

That can't be loaded
Says in error

hearty sandal
#

then there is no information to know what the actual issue is

nimble sequoia
brazen merlin
#

ah, so it's the armor value without modifier

strange locust
#

Im trying to add 3CB Factions Civilians to the Civ Presence Module. Here is my config https://github.com/Andx667/civ_presence_extension/tree/main/addons/3cbf_compat

The groups show up in the dropdown ingame but the units dont spawn. IN the Rpt is this error message:

21:33:51 Cannot create non-ai vehicle CivilianPresence_<null>,

The Config in the config looks alrigt to me, like the vanilla ones.

GitHub

Contribute to Andx667/civ_presence_extension development by creating an account on GitHub.

chilly tulip
#

Check config viewer, see if it's doing what you expect.

strange locust
#

looks alright to me. no idea where the <null> is coming from

strange locust
#

Found the issue:

class CivilianPresence_Presets 
{
    class Civ_Livionian
    {
        name = "Men (Livionian)";
        picture = "\a3\Data_f_enoch\flags\flag_Enoch_CO.paa";
        value = "Civ_Livionian"; //this need to be the exact same as the class name
        defaultValue = "Civ_Livionian"; //this need to be the exact same as the class name
        class UnitTypes
        {
            bis_units[]    = { "C_Man_1_enoch_F", "C_Man_2_enoch_F", "C_Man_3_enoch_F", "C_Man_4_enoch_F", "C_Man_5_enoch_F", "C_Man_6_enoch_F", "C_Farmer_01_enoch_F" };
        };
    };
};
chilly tulip
#

That wasn't in your code?

#

Not sure what's wrong with it either aside from consistently misspelling Livonian :P

strange locust
#

i change the class name and the value = "" to different things

wintry fox
#

The vanilla units have some changes to their fsms

amber nacelle
#

Is there any debug/way to see the values of the source a model.cfg animation? ๐Ÿค”

grand zinc
#

lol I was looking for the same thing today ๐Ÿ˜„ I don't think so

amber nacelle
#

In this case, this.

#

I don't get why my code is working and thus I'd like to see what values are being sent/read/used/whatever.

hearty sandal
#

youre missing parts

#

compare yours to sample model cfg animations that do similar things

amber nacelle
#

You mean like the min/max value/phase?

hearty sandal
#

yes

amber nacelle
#

I've not noticed any changes to these animations when changing the values of those or removing them fully, so I removed them.

jolly nest
#

Any one offering to hop on a call with me ? my textures arent showing in game i think smthin is up with the config

hearty sandal
jolly nest
#

Ahhhhh 1 sec

hearty sandal
#

is this a custom model you made?

jolly nest
#

Nope, just retexuring for personal use

hearty sandal
#

you use them from their original locations

#

even for personal use

jolly nest
#

ohh...

#

did that break it ?

hearty sandal
#

yes

#

or its at least part of it

jolly nest
#

how can i point at the models in the directory ?

hearty sandal
#

write the orginal path the original class has

#

and put the original addons cfgPatches classname into your configs cfgPatches requiredAddons array

jolly nest
#

huh....

#

i just started doing this man ur going to fast for my pace

#

mind going slower please ?

hearty sandal
#

you are skipping way ahead

#

Id recommed starting from scratch with blank config so you can set the basics up properly

#

then add the things you want to change

#

retexturing mod contains basically only config and the new textures you want to use on things

#

you dont repack mods

#

or copy p3ds

jolly nest
#

alr got it

#

so only the rextextures ?

hearty sandal
#

start from creating a config that uses the original addon as dependency through the requiredAddons array

#

then create a single unit class that inherits from an original unit you want to retexture

#

when that loads up normally in game then you can apply the hiddenselectionTextures

hearty sandal
#

same thing

#

essentially

jolly nest
#

mind providing and example or a blog ?

hearty sandal
#

arma 3 samples on steam could work for that

jolly nest
amber nacelle
#

I don't think that's the right path for the MGP

#

I'd suggest opening MGP's config file and pulling the path from there

sweet pecan
# jolly nest works ?

Use A3_Data_F_Decade_Loadorder instead of A3_Characters_F.
I doubt that the requiredAddons can have spaces, so where did you get those two things from?

amber nacelle
#

Also, your hidden selections (and ofc textures) need to line up with MGP's

jolly nest
amber nacelle
#

Ok, that's the textures sorted, but you also need to know which part of the texture is which hidden selection and if they even used those hidden selection names. Once again, you'll find those in the config ๐Ÿ˜„

jolly nest
#

and also i used one from a retexture mod

amber nacelle
jolly nest
#

OUpppp

#

well im clearly lost here

amber nacelle
#

You got ArmA Tools installed, right?

jolly nest
#

mind hopping on a call for like 10 mins, i promise ill be a good learner

amber nacelle
#

Sure

#

I'm in the "Creativity Lounge" voice.

amber nacelle
#

So it turns out, in this case, either they can't be there at all or I need to find different values.

amber nacelle
#

๐Ÿ‘Œ

jolly nest
#

Textures arent showing any ideas ?

wintry fox
#

What's the pbo prefix? (Check the headers button at the top)

nimble sequoia
jolly nest
wintry fox
# jolly nest can you expand on that ?

You're looking at the pbo in the left image, click the headers tab and make sure the pbo prefix is what you expect it to be
The pbo prefix is what the file path to your addon is, based on your config it should be TAF_VESTS

jolly nest
#

still lost man im sorry

#

Property Value
prefix @TAF_VESTS\addons\TAF_VESTS

hearty sandal
jolly nest
#

hmm ?

hearty sandal
#

did you have P drive?

jolly nest
#

Nope

#

a C and D

deep basin
#

Im doing an ACE compat and its doing my head in, anyone able to explain why this happens?

#
requiredAddons[]=
        {
            "ld3k_jca_ia_compat_ace3",
            "ace_medical_treatment",
            "ace_main",
            "Faction_f_ASG"
        };

have i perhaps messed up in the required addons?

deep basin
#

i fixed it, didnt know ace has its own naming checks

#

for anyone elses future reference, if you are making a patch addon to incorporate ace, do not name it ace_compat_xxx

wintry fox
#

It checks anything that starts with ace_

#

Probably acex_ too but I don't remember for sure

jolly nest
#

how do i fix this

hearty sandal
#

id recommend setting up P drive

sullen fulcrum
#

Goat is correct. I resisted the P drive for a year. Two days into Mikero and a proper work flow and life is brighter, sunnier, lol.

sullen fulcrum
# jolly nest how do i fix this

It looks like you are packing from, and into the same folder. I am not sure if that would throw an error, but it is better to separate the two.