#arma3_config
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Third-person can also be controlled by difficulty settings, which takes priority over ACE if the difficulty setting is more restrictive. For example, Veteran difficulty preset has third-person disabled entirely. https://community.bistudio.com/wiki/Arma_3:_Difficulty_Settings
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.
Inherit your config from a vanilla base class that most closely matches the type of vehicle, then only change what needs to be changed.
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.
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.
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.
Yeah, I experimented with making a seaplane, and aquatic wheeled vehicle. I am not aiming for that sort of hybrid anymore. Think of a current real world flying car, with AI pilot, but with District 9/Chappie/Elysium type engines. I could have probably started with a heli, and saved a lot of time. I am dense sometimes, took a while to realize it is the same principle to model a car and heli.
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
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.
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
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.
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.
first mistake was GPT
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?
Im not sure, roblox, not alot still learning. (Vucko and i are together on this one btw)
ok so you guys need to learn 3d modeling basics first
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
Nah we made it in roblox with unions and it looks really good ngl.
Some parts are meshes
thats probably not usable then since its in roblox not a actual model
so back to step 1
learn 3d modeling
I mean we converted everything to meshes.
still back to step 1, learn proper 3d modeling so you can actually make your model game usable
Alright thanks.
a tutorial would not help because you dont have the basic skills to do the things in it
We do have basic skills even more than that we just dont know how to make entire armored vehicle and make it look good.
do you know how to use blender?
Yea in fact i am making building for one roblox game rn. Nothing too special but i know basics
Ok so youll need to first texture your model in blender properly before you start thinking about getting it in game
Still gotta learn uv maps a bit ngl
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?
Probably inside your Turrets classes.
class Turrets
class My_Turret
class HitPoints
class use_unique_name_turret
class use_unique_name_gun
Oh so its from non-unique classes in HitPoints and Turrets >> <name> >> HitPoints?
Mostly just Turrets, where the default inherited is class HitTurret and class HitGun
So is it because (in my vehicle), MainTurret and CommanderOptics both have HitTurret and HitGun defined?
yes
Gotcha, makes sense
What'd be the "standard" way to name them?
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
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
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?
Is it possible to adjust a turret slew rate based on damage points on a gun using configs?
invert the axis memorypoints
or the +/- angles in model.cfg
as unfortunate as it is, buldozer turns turret things inverted to what happens in game
In what way, like swap the position of the two turret_axis vertices or something else?
yes exactly
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
Didn't seem to do anything, though I'm repacking for a sanity check
how did you flip them?
Copy position of one vertex and replace it with the other's and vice-versa
that should do it yeah
Yeah it's still inverted
These are the elev values, in case there's something weird there:
initElev = 0;
minElev = -10;
maxElev = 60;
you can also swap angle0 and angle1 around in model.cfg
That seems to be it, just compared it to the sample tank and the values are swapped compared to it
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)
Example of apparently random cone axis - all 3 shots were taken aiming at the target's head from the same position. Note the completely different trajectories of each cone.
So like, if you set the submunition dispersion to zero, it would still vary?
As far as I can tell, the angle parameters control the tightness of the cone (e.g. my submunitionConeAngle = 0.81 is substantially tighter than the default MAAWS HEAT cone), but I can't control where the cone is pointing overall.
I'm working with the parameters documented here: https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit so if there are other dispersion parameters, I don't know what they are.
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.
Changed simulation to shotMissile, same behaviour observed. shotShell, shotBullet, and shotSubmunitions all break the launcher.
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";
};
};
It's possible that the parameter incorrectly controls both the center and the angle, so do check what zero does.
Not sure why it'd do that for rockets but not shotgun pellets, but it's still a good test case.
nope
Rather than making the cone perfectly narrow, submunitionConeAngle = 0 makes the cone dispersion so wide that I can't really tell if the centre axis is off or not.
I didn't notice any significant change in the axis deviation when using different non-zero values; the deviation is also much wider than the dispersion produced by values like 0.81.
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
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?
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";
};
};
};
how would I just make it not eject anything in the vehicle
Get rid of the Or rather, get rid of any effects within the GunParticles class and anything else in it.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.
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
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
Be a lot cooler if they didn't :U
I wonder if this is why HEAT damage feels inconsistent sometimes - the penetrator submunitions are going wherever they like and sometimes that's not towards the component you were aiming at
Thanks to @mortal pumice who gave me the idea and the inspiration it took to solve my idea โค๏ธ
Thanks to @hearty sandal who gave the trust into myself to try it by myself โค๏ธ
๐ It is basic physics logic afterall.
is it possible for a helicopter to have turn in/out options for the gunner/copilot?
Yes, there's no difference in the turret set-up from any other vehicle.
so if forceHideGunner is 0 they should be able to turn out?
There can be more to it than that, such as enabledbyAnimationSource, but yes.
also needs both in and out actions I think
There's a whole bunch of things it can/might need.
can they not be the same?
yes they're both defined with the same animation
shouldn't the "turn out" action appear if it works?
Because you set the LOD's which display for in and out differently and you get the turn-in/out action menu.
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
It depends what you are inheriting from
Helicopter_Base_H
turret
CopilotTurret
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
Well, you did that wrong. animationSourceHatch creates an animation source.
so should I not have that animation source also defined in animationSources
If you really want to test if that's the issue, do
animationSourceHatch = "";
I did that, still no turn out option
Either have a look through the rest of the inherited config, or next try inheriting from cargoTurret, which might inherit better for you.
do you have a gunner animation set? like there's a gunnerIn or w/e and then another for out gunnerAction gunnerInAction
whoops
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?
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
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 ๐คจ
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.
{
// (_this select 0): the vehicle
// """" Random texture source (pick one from the property textureList[])
// []: randomise the animation sources (accordingly to the animationList[] property)
// false: Don't change the mass even if an animation source has a defined mass
postInit = "if (local (_this select 0)) then { [(_this select 0), """", [], false] call BIS_fnc_initVehicle; };";
};```
Oh, huh. Surprisingly, the CUP Abrams doesn't have that either ๐ Thank you ๐
Is CARC tan what you have in the p3d?
aye
Have you remembered to put the camo selection names in your model.cfg sections[] ?
No RVMAT yet, as I've just made a flat color "texture" to test the camo change texture.
yup, camo1-3
Anyway, try the EH first.
Will do 
Came across the penetrationDirDistribution parameter while looking for something else, name sounded promising; unfortunately it doesn't appear to make any difference.
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?
Where do you have them? Can't exactly see it from the code excerpt.
They should be on the "base" level of the vehicle, like Sounds, PhysX, hiddenSelections, etc.
So at the very end of the "base level"? ๐ค
yessum
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
And every other vehicle works, so it really isn't a keybind/user issue? ๐ค

Literally the only difference I see between your code and mine is that I don't have the weapon and magazine in ""
couldnt hurt ill give it a whirl
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 ๐ค
Ah
It was because I didn't binarize when packing ๐
was gonna say the only thing ive ever experienced that with has been things with custom skeletons
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
hmm ok i completely forgot about the test Tank
Oh, you're writing from scratch?
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
ah
I'd try the Test Tank and see if you notice any differences in the code, but I didn't ๐
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...
ah good old egil ive got alot of his vids saved to a playlist thanks tho!
Yeah, he helped me to get started as well ๐
do you inherit from base tank or whats your parent? you might be missing the rest of the countermeasure requirements
theres at least an evenhandler tanks pull from early inheritance parent I recall
unsure if thats the base base tank
noooo
I don't do either and my smoke launchers do work ๐ฅด
(sorry if that seems unhelpful)
no then that is good
smokeLauncherVelocity=14;
smokeLauncherOnTurret=0;
smokeLauncherAngle=360;```
got all these?
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)
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.
I doubt it'd be that, but does the commander turret/optic itself work correctly? Does it rotate/elevate?
oh yeah it does the trick
Then I'm outta ideas ๐
Set all turrets to commanding = -1;, fixes Driver losing countermeasures when Commander in place.
good to know
ill give it a shout
It's a bit of an engine bug, usually related to another occupied seat having or taking "command".
apologies for the breaks in reply yup still no bueno i put commanding = -1;
for all seats and nada
Have you added it to the class Components and have you added the firedEH?
do you have an example of what that would look like an im going to guess i havent
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?)
I tried using an intermediary shotBullet submunition that gets force-set to the original shotRocket's velocity vector rather than relying on its orientation, with that submunition then dispensing the final submunitions on its corrected vector. The variance is still there.
So...now I'm really out of ideas.
Is it a own rocket model?
The test class retains the model of the vanilla MAAWS HEAT round. I also tested with the MAAWS HE for the same result.
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.
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
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.
?
Just develop it as a mod
Back when I was bad at writing UI config I used to develop it in a mission and then port it to the mod.
You can edit most ui stuff just in script
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{};
Legend cheers amigo
What is the Arguments class for modules used for? I've been making a couple modules recently and haven't had to use it. It also doesn't seem to be on https://community.bistudio.com/wiki/Modules
the Arguments class was for their very first iterations of modules, some of the old ones still have it, such as AddScore but they also have been converted over to the new way with Attributes
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?
In the BI Arsenal this is controlled by BIS_fnc_arsenal, line 187. It's a hardcoded array of ["FirstAidKit","Medikit","MineDetector","Toolkit"] and there doesn't appear to be any way of modifying it unless you overwrite the function.
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.
@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
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
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?
delete the group is the way
Delete the original group in the submod? Sorry, how can I do that?
delete jbm_CUP_blah;
That simple? Off to try, thank you!
But I think overwriting jbm_CUP_blah is less problematic as it won't delete any class
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
nopers. you have a couple of options. keep it changeable so it shows, but every time the attribute changes, revert it back to where it was; or disable it, and use something like a sphere helper to show the radius (kinda like my communication jammer module which uses both the module area + helpers)
Yeah, was thinking of just doing the first or just createSimpleObject'ing the mortar model itself to make it more immediately clear
if you do the first, throw a 3den warning message telling people that size changes were reverted or something
Yeah
Was leaning towards the second since imo that's more clear that the area doesn't matter
https://github.com/hypoxia125/Modules-Enhanced/blob/main/addons/modules/functions/fnc_moduleCommunicationJammer.sqf this has a bunch of different formulas you can use. 3D radius, 2D radius, big orb radius and stuff
I don't need a formula for it, it'd just be createSimpleObject and attachTo
You could also onLoad
Disable those controls.
So ppl would see values but cannot change those
Can still use the area widget
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?
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
yes
when i call AircraftA on my code and doesn't add MFD: Inheritance like it look on yours it just overwrites it correct?
"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
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?"
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
No, doing class MFD {} patches nothing, not overwrite something
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
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
Yes, but if it inherits from nothing then there's nothing to reference
This example does not modify AircraftA, it just "opens up" each class down to IncomingMissile which the child, YourAircraft, inherits from and then modifies in its own class
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
Correct
ty
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?
Working now. Just replacing content of the original group (CUP-based) with new content (GM based) via overwriting, not seeking to hide or delete the original group was key. Thanks.
Unfortunately there is no hide
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?
AFAIK inherited class (aka a class that has a child) cannot be "deleted"
I do believe I just said that nothing inherits from it
My eyes slipped out of it then, apologies
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
i was never able to get the delete command to work ๐
I couldn't either ๐คฃ I only tried for first time today without any luck. It might be very sensitive to where its placed in config maybe?
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;
};
Well, the things I'm trying to delete (that are not being deleted) are not root classes, and some of them are properties and not classes ๐ค
Which is strange. delete seems to be so...selective for whatever reason.
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).
Maybe you can delete a weapon class if you delete all the modes & whatever inside it first.
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
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
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.
got it also this is the optic im using
Oh, and don't forget opticsZoomInit as well. Be sure to use the same value as min and max.
copy
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?
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.
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
You could also attach it to whatever you're looking at when you fire too.
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?
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#fuelConsumptionRate seems to be a mystery im afraid
and side note, wat do u do for tanks now since its helicopter only ?
๐ ill put out a stop watch I guess
actually scroll up a bit fo fuelCapacity
oh I misread
oh I see
so thats for tanks, do helicopters also have rpm?
yes
๐ค 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
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.
the list corresponds with the cargo proxy index numbers but if I recall right in reverse order
so~~ last ~~ first action listed is proxy 0
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
The list of animations is in order of cargo proxy indices.
not reverse?
๐ totally possible I remeber some other list
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
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
poissondisc is the same cone type used by vanilla shotgun pellets, which don't show the same variation ๐ค
That is what a bullet does when it hits an object and penetrates through it. Its trajectory is slightly changed
cant use cba
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.
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?
canSetArea is a missleading name. In engine its called "CanHaveArea". Which explains what you're seeing.
The area resizing widget is only available when the object is selected. Maybe you can use eventhandler on selection, to force-unselect it instantly?
How's that "hacking new stuff in"? CBA misc items are just a bipod iirc
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
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
If your requiredAddons is correctly set, and you are not loading any mods that inherit from it, then that is a bug that can get a ticket and I'll take a look
Everything inside it is handled by engine, no you don't need to do that
Helicopter.
Every simulation cycle, if the rotor speed is >0 (AND, for only advanced flight model helicopters, if the engine is on), it consumes
deltaT*fuelConsumptionRate*fuelConsumptionCoef amount of fuel
Yes but not for fuel usage
Cars and tanks use rpm
airplanes/ships use thrust
helicopters don't use anything, their fuel use is constant
Never said you should
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?
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
You could make a FT ticket and ask for KK to add something into the base arsenal script to allow for it. Maybe he will
ok, will do.
in worst case we'll write a script, i'd just like to avoid it if possible
- is
submunitionZRandomizationAnglea 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/shotMissileprojectiles, not just in submunition generation. I dunno if you can shed any light on that.
Oh its not. If you use randomupcone then its forced to 0. Otherwise its default value is 2Pi
I don't know what that means.
If the submunition comes from a bullet its fine, if it comes from a rocket its not?
the code that creates submunition projectile is the same between all projectiles.
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.
I would need to repro it to see where it would come from. And I don't have time for that
I have the config. I can isolate it into a simple mod for testing, if that would help.
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?
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
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?
Probably the previous class with the sensors (missiles have also sensors) and depends which target is enabled like IRTarget and others on vehicle
I think zeroing out all irtarget/lasertarget/... fixed it, just way too layte night/early morning to run a throrough test lol
is there an up to date page on attachments and how to code them? I believe this one is the old method https://community.bistudio.com/wiki/Arma_3:_Weapon_Config_Guidelines#Slotable_weapons
how you mean old?
Are you thinking of the CBA mod's joint rails system (which basically every mod uses so they all can be compatible)? https://github.com/CBATeam/CBA_A3/blob/master/addons/jr/jr_classes.hpp
that might be it
I've just recently gotten back to modding and have been half remembering things 
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.
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.
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. 
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.
Post your whole config through GitHub or whatever.
Anyone have a good tool for extracting config from arbitrary PBOs that isn't a fiddly two-step process?
mikeros extractpbo
hemtt utils pbo unpack -r <file>, the -r will derapify any files
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. 
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. 
Is that the entire config? Because it seems it should give you an error immediately and crash
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? 
ItemInfo is not defined
And urm, your config viewer screen doesn't tell what's BA_VSM_[...]'s ItemInfo
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; };
๐ค
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
{
...
};
};```
I see, is the parent of parent necessary or is it more about the itemInfo?
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.
Alright, thanks. I'll try that. Hope I can finally make some progress ๐ฅน
Also, it maybe is just possible that your game didn't loaded your config, or skipped
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
did you retexture the cfgWeapons uniform item or the CfgVehicles unit what the uniform looks like?
its not a retexture of a vanilla item, but a model with its own textures
if thats what you mean
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
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"};
};
};
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.
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
Maybe you could try setting a PBO prefix and find out
trying that now
didnt work, still showing the vanilla model instead of the new one
You're not setting a model in your unit
That's what is used when the uniform is worn. Model in the uniform class is just what's used when it's dropped
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.
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.
Any idea what would cause bullet models to appear oversized and start from behind the player when firing but only at night?
Would be also interested for answer its weird at all. Also tracer gets displayed bigger in 3rd person + distance too
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
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?
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
It's not possible. All configs are all final when the game is done its loading
If you donโt specify a ruin but use the correct destruction type or inheritance, it does that by default
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
Okay I have found the answer to my question
Removing the "class DestructionEffects" made it work
The reason is that in your class you posted you have empty destruction effects. When you delete that you actually inherit the default effects from your parent class.
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.
For now at least I intend to have it "fall into the ground and disappear"
Which it does now
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
No don't think so
dam alright cheers
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.
You also need to list it in your CfgPatches >> units array
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
I have it so I can eventually have more textures for the same models
Ah okay
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
Needed in your config
keepHorizontalPlacement = 1;
Depends what you inherit from, house_f should have it by default if I remember it correctly but could be wrong
Lovely, thank you
Turns out I didn't have the ; after the scope curator line
Which was probably breaking a lot of things
your custom map marker needs to be white so it will work with other colors
They are white, they mean visually the icons don't look great when they're other colors.
E.g.. they want the marker icon to be white, while the text could be a different color. Which isn't possible afaik
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.
Hi, does anyone know what files I need to create this type of customization?
https://ace3.acemod.org/wiki/framework/arsenal-framework
It's a part of this. Check in-game config to see some example as well
thanks
No its not
It's a part of the ACE Arsenal Extended mod (which despite the name is not a part of ACE itself)
You can see how to set it up at https://github.com/jetelain/AceArsenalExtended#sample
thanks bro
I see thanks for the correct
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";
};
scopeCurator not scopeZeus
scope = 2, listed in CfgPatches >> units array
scopeCurator is an optional thing, but if Helper_Base_F defines it you also need to define it
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 ?
@native ether It seems to be closely related to the model center.
The higher the better.
oh ok that's really interesting, i'm asking because currently that the mod "[23PzD] Sonderkraftfahrzeuge" and i don't have access to the model so sadly, i can't change that, however, which lod it is ?
is it all lods ? like everything needs to be pushed up a little bit ?
I don't know. I'm not a modeller. I just experimented a lot with different vehicles.
oh ok no problem ๐ and is there a fix inside the config ? or the model need to be changed ?
Everything I know is in that feedback tracker link.
Well, I do have an actual list of affected models somewhere. Probably.
so i checked that feedback because i checked an other one and it wasn't that one and i tried your script command and yeah, it seems to be correlated
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
Yeah, seen similar things with the same vehicle in CUP & RHS.
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).
Center of mass specifically isn't the issue here.
yeah it's what i wanted to say, because John Jordan said that he tried "setCenterOfMass" and "SetMass" and that it didn't work
It's not anything realistic that's the problem. The bad vehicles drive the same as the good vehicles.
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
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.
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.
yeah don't worry but it has something to do with one center, but we don't know which one
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.
yeah but if it was the "Center Of Mass", why the command "setCenterOfMass" doesn't fix the problem ?
Is there any way to run those tests on other people's models? Let's say the vanilla quadbike.
You'd need to read my message which followed
oh, just on spawn...
Surely someone would have noticed that :P
(the vanilla quadbike has this problem)
uh currently i tried it but i didn't get the problem even if it has a "1.41819" center
which is problematic
maybe it's on some bridges, not all of them, i tried only the one near the altis airport
The quadbike is marginal. Some bridges it'll manage sometimes.
oh ok that's why ๐
Hey, have you managed to solve the smoke launcher issue?
no bueno
If not, I think I may have something.
Try adding this to the commander turret section:
gunnerHasFlares = 1;
ohhhh ok ill give that a shout thanks!
I'm cleaning up the config of my tank and came across it ๐
I hope it worked for you, because I tried setting it to 0 and it did fuck all >:\
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?
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?
How hard is it to port over a2 vehicles
How can I extract the CfgVehicles class hierarchy from in game like that of Arma 2 in Wiki? https://community.bistudio.com/wiki/Arma_2:_CfgVehicles
Convert brinell scale to MOHs scale it's roughly around 7.3
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)
Class exhausteffects maybe?
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.
Do you have a Pilot LOD?
Yes I do
I have the smaller version of it and it worked fine. Everything went awry when I scaled up the model size
What about autocenter=0?
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?
Having it on geo is enough AFAIK
did you scale all lods or just visual?
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
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?
Nope no other mods that would alter the camera view
Itโs the weird component that all the other red dots work fine except for this once I scaled up.
could be you made mistake in class inheritance and you are missing definition for eye memory points in config
or something like that
if you copy a working p3d as this p3d (keep backup) does that work?
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
Why do you have units[] listed twice in your CfgPatches?
And for requiredAddons[], please just use A3_Data_F_Decade_Loadorder.
Hey guys
Can someone tell me how to create a vehicle crew members?
I couldn't find anything
createVehicleCrew
This is what u type in vehicle config?
Sorry, I thought was in #arma3_scripting
But in config terms, your question doesn't really make sense
I have faction
And it has vehicles
Like apc
I want to give it crew
For example Like rifleman as driver and grenadier as gunner
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).
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";
};```
How u type like that?
I mean "typicalcargo"
This is mine bruh
I used an faction generator
U know I want the "rifleman 2" as driver and "rifleman 1" as gunner
Works fine for me. Shows up properly in Zeus:
https://i.imgur.com/AFrY90D.png
Note that I don't have access to your model so I just used a placeholder
Just to be sure -- you do have enable all addons (including unofficial ones) selected in the Game Master menu right?
If you don't enable that setting, modded objects won't be shown on the menu.
...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";
};
};
};
};
What does this do out of curiosity?
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.
Oh nice
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?
can you config a 2d scope to have a smooth transition between zoom level?
Yes
can you direct me on how to do that?
or where to find info on that?
I think the default binoculars are like that and I know some modded scopes that are, but that's it.
As far as I remember you cannot animate vests, headgear and backpacks
do you know which mod those scopes are from?
You can retexture them using hidden selections in the config but not at runtime
I know the CSLA Iron Curtain CDLC's PD-54 does it.
That's depressing, but fair enough, thanks 
true
ah Kenny already said that ๐
Ayo, any luck?
You can retexture backpacks via script, they're objects
What do you mean? As in take a working P3D and put it in the broken ones place?
yes
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
Alright Iโll give it a try once Iโm home and go from there
Magazines: RPG32_F, RPG32_HE_F
Ammo: R_PG32V_F, R_TBG32V_F
You can find vanilla classes here: https://community.bistudio.com/wiki/Arma_3:_CfgMagazines and you can use the Config Viewer in-game to browse CfgMagazines and CfgAmmo.
RPG32_F
It's the regular AT rocket?
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.
Another way to find classnames for things is to equip them and use inventory commands in the debug console.
Ah yeah I didn't see the "ammo" word I thought it was 4
Can someone explain how opticsZoomMin, opticsZoomMax, and opticsZoomInit work? Im having trouble understanding how the value for it works.
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
thank you so much for making that as simple as possible โค๏ธ
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?
You have to have a model, you'd just have the visual lod be empty if you don't want people to see anything
cool, how do i go about setting that up?
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
alright, how does setting up a config work?
Is it possible to create a custom stamina scheme
Custom in what way? There are mods to modify different parameters like how much weight you can carry and how far you can go and there's always ACE's over-complicated system that simulates the ATP pathways in the body.
Essentially make the opposite of fastDrain, specificly a scheme I set on a specific person with the setStaminaScheme function
https://community.bistudio.com/wiki/setStaminaScheme
Not at home to check but the stamina page references some global variables (presumably config) for certain things. There may he some class that defines those modes, though that's just a guess
https://community.bistudio.com/wiki/Arma_3:_Stamina
See this previous post of mine on the subject:
#arma3_config message
is that the only way to do it? was hoping to create something in config I could apply later through script
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.
How can I look at the A3 configs without being in the Eden Editor and opening them there?
Why? You can always do it by unpack PBOs or extract the config dump
useful for looking without being in game instead of the Splendid viewer
Splendid Config Viewer is one of the worst viewer in Arma 3, if that's what you mean
wouldn't doubt it, but it's what built in to the game so what should I use?
No. I highly recommend against it
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
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
awesome thanks
the stamina schemes dont seem to be exposed in config so they cant be edited/added.
What you can do through scripting is set stamina/fatigue amount and make a system to control it through there
as in infinite running would set stamina to max and fatigue to 0 periodically
and so on
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
This channel has "Arma 3" in the name, indicating that it's for Arma 3. For Arma Reforger problems, try posting in #reforger_troubleshooting
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?
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
I will definitely check that out! Also, thank you very much for the screenshots. It will be painless to install it.
can i add a new preset to this menu?
like is that an accessible config or is it buried somewhere
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.
@subtle mantle You would need to post your config.
Iโll do that as soon as I can, just got home from food and will need to get a good rest; tomorrowโs a busy day.
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 ?
Whats parameter defines aim cursor in weapon? I need to remove it on helicopter pylon
cursoraim in the weapon class. Set it to a dummy class that has no cursor like this: cursorAim = "EmptyCursor";
Custom cursors are defined in CfgWeaponCursors.
For vehicle HUD/MFD target cursors, it's handled separately in the vehicle class itself.
Alright, from which thing do I get it from? The file in the Arma 3 folder under steamapps or the mod's PBO? This is my first time doing this stuff so forgive my ignorance.
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
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.
Worked before, but I think I found out the real reason LOL
Well...having only <2 MB of space would indeed be problematic. 
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?
~~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~~
๐ญ
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
I've been through setting up tank physx on here a number of times with various people.
Try this link for some information:
#arma3_config message
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.
did you define the helicopters class to use that action?
Yes, it is very odd. I have tried many formats and classes, and this happens often. The rtm is very simple, and should be valid. I must be missing something.
what does the action defines the the helo config look like?
This test file is only to learn how to add the animations, so it is otherwise unedited.
youll want "" around all the actions
Something different happened, so I will count that as progress. When I packed it, this is the error it gave ^ I am not sure what I have missed with the class.
I suppose you are not using P drive environmnet
Not currently, is this mandatory to make it work?
it helps to debug things and the tools to work
I will set it up if it will make things easier. Does that method provide more detail with errors and the like?
with addon builder no. but if you use pboProject it can show more
or HEMMT but I dont have experience with it
I have attempted to write this from the Samples pose cfg and looking at the All in One cfg. I won't do AI scripting, and have searched pretty wide for any example or template. Is there anything beside those two for installing animations?
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
I downloaded the files and will set it up properly. You are not the first to wag a finger of shame for not using the P drive. Fixing that now lol ๐ป
Any way to make a grenade fly point first when thrown?
scripting
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
Brilliant haha
Weโre trying to add Radar and countermeasures on the SOG airframes. We got the countermeasures working (looks jank though) but we canโt get the radar menu to show up even after adding the components. Any advice?
Did you add just the sensor components, or the manager components as well? https://community.bistudio.com/wiki/Arma_3:_Custom_Info
Lots of SOG vehicles have sensor panels that are hidden by default and you need to bring up with the bracket keys.
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
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
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 ๐ค
yes
there is ammo source that you can use for example to hide one flash at even shots
etc
๐ 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.
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
1k
yes all animation classes are "single motion"
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
aye
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
Oh I've got the most of the tank working already, just wanted to try this ๐
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
lmao
Got it ๐
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 ๐
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.
its in the weapons config
gunparticles
you probably inherit it
Thanks
So Iโm 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 doesnโt 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 Iโm gonna have but havenโt 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?
you might be able to animate the proxy to move between these locations
but can not have 2 proxies to swap between
animate the proxy works, i did something similar with one of my guns.
Hmm I didnโt think about animating the proxy ๐ค
Iโll have to give it a try!
Thanks guys.
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?
Could be. But also all modelcfg animations work with same basic parts. Looking at other models should not be necessary
And you might find bad examples too
I've looked at the vanilla Cheetah, RHS M1 and CUP M1 ๐
Either way, solved it ๐
But thank you for your time and input ๐ (sorry if this sounds sarcastic)
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
Not on stable branch. The TS3 protocol is currently allowed on dev branch for release with 2.22
I was wondering why it wasn't working for me ๐ I forgot that I switched back to perf.
Thanks
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
Correct, you can have an animation define a source, which is a class in the vehicle config
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 itโs one animation and then a different light has a different animation applied?
Hey! Wondering if you ever got this working? I've been having similar issues. It will appear on the menu and flashes when you hover over to click, but nothing happens. I have tried on the dev branch too
problรฉme is on ts3 try reinstall
How do you turn off an MFD (such as a HUD in an aircraft), using a UserAction?
I think MFD conditions are part of that. Maybe some toggle variable set in the vehicle that the condition checks?
Thanks HG
Hi,
I need some help with a config.
I have an helicopter with 2 supports for machine guns, one on each side.
But I donโt 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.
Nevermind, is proxy on p3d model
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.
Afaik, you cannot as the proxied weapon would have no animations. I donโt believe thereโs something like separated out weapon models and they are usually part of the main model. But I could be wrong
Best bet would be to have your own weapon model
?
They're asking how to add different magazines to it
Different people
Too early apparently (it's 1PM)
What is nameSound in CfgIdentities again?
I vaguely remember it being what's used when the name is written out for dialogue
Yes.
nameSound: String - defines how the unit is called (instead of "2, take cover" it will be for example "Adams, take cover").
This must be a value defined in the NameSounds list or any valid word found in configFile >> "RadioProtocolENG" >> "Words"
See commands nameSound, setNameSound
What is "the NameSounds list"?
~~And looking at that words class, it seems to be missing some of the ones that are listed at https://community.bistudio.com/wiki/Arma_3:_CfgIdentities#NameSounds~~ Found them
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
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.
Awesome, thank you
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
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
You should share your setup.
Config, use a paste bin if that is long.
And your current folder (.pbo) structure
I was Sending it
and the error log
Do I need to add "hide" and "unhide" to the model.cfg when making dive gear?
It is a part of config.cpp, besides sections[], AFAIK
Roger Ill give it a go
sections in model.cfg
does the zeroing animation source workthe same way on vehicles as it does for weapons?
im not sure it does work
Sadly it does not
Can anyone help?
Config and error is below
you should not need to redefine those files if they are already in the dependency mod
Wdym?
Redefine what?
U mean character heads?
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.
I used mikero tools
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.)
That doesn't change anything I said
you dont need any of these
since they come from the TCGM mod
I needed them for the custom body model textures
What about the other errors?
idk fix this first
Then what can I do?
To fix it?
They removed
ok what does it say now when you pack?
Same missing files
Except those tcgms removed from error log
ok do those exist on your P drive?
Wdym?
P drive folder or P drive itself?
do you have P: drive?
P drive itself
?
I have both
P drive and P drive folder
what is P drive folder?
It's a folder in drive D
ok so the target of your P drive. yes that wouldbe expected
And arma addons are in P drive folder
ok so are those missing files on your P drive on that reported path?
U want me to put arma addons in P drive itself?
do you have P:\a3\ folder?
No
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
It uses drive D I thought maybe it take them from there
Can I remove them from D:\P drive folder?
no
P drive is virtual drive that should be using the folder on D drive as its source
Then why needs addons to be in P
I already did that
hit P for drive letter, hit no for when it asks if you want dubbing
you just said there is no A3 folder on your P drive
so no you did not do that
or your whole setup is very messed up
Im copying addons from P drive folder
sorry I dont know how to help you
That A3 folder in P drive folder was already extracted in drive C
But I doesn't had enough space on C
So I putted that in drive D
then your whole setup is totally messed up
So if I run A3 it puts them on C
this
I asked from a person
they probably gave wrong answer
No I just had doubt
The apex dlc
It's A3_characters_F_exp?
exp is usually apex stuff sure
Can't just extract necessary stuff?
Why it extracts Rocks?
What about other addons do I need to put them in drive?
Like that tcgm or cup
if you intend to refer to files from inside them yes you need them there too so the path check can work
Wtf?
how would you check for validity of a file path
if you dont have anything to compare with?
but also
I don't have space
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
It started dlcs now
"Argo" now
Soon it will be canceled by itself
Cuz of space
It extracted the addons
which drive is out of space?
D and P
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
Looks like it's ended
No space for jets
Poor jets
Now some syndikat stuff missing
And contact stuff
And what's EBP
And bootcamp
Others are CUP
well the answer is you need the files there for the check to be possible
Ebp is there but says missing
maybe your path is not right
It says A3 weapons\empty.p3d is missing
But it's there
Look
For CUP stuff Can I just copy some of those I need in P drive?
U mean the model path in config??
or texture path
the extraction is to make sure user does not fuck up placing the files right
because user can no be trusted
But still says empty.p3d is missing
your path is not right
\A3\weapons_f\empty.p3d
In config model
How's that not right?
I also had "cant load .rvmat" problem
When i used addon builder
Before I using mikero
try without the leading \
No one of them had an * before A3 idk how's that got there
So most of thr missing files I see are CUP
TCGM
Apex and enoch
@hearty sandal can u tell me about this?
Probably some wrong path
maybe rvmat is not written correctly
whats the exact error?
I think it was cannot load the file
But it showed that on uniform
was there any specific reason why some hitpoints use very high negative values instead of positive?
Is it possible to use another similar material for it?
I do not know since I have no idea what file is the problem and what the problem in it is
Idk too it's an .rvmat
That can't be loaded
Says in error
then there is no information to know what the actual issue is
Negative armor values were brought in with Tanks DLC damage enhancement.
More info here, under negative armor
https://community.bistudio.com/wiki/Arma_3:_Damage_Enhancement
ah, so it's the armor value without modifier
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.
Check config viewer, see if it's doing what you expect.
looks alright to me. no idea where the <null> is coming from
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" };
};
};
};
That wasn't in your code?
Not sure what's wrong with it either aside from consistently misspelling Livonian :P
i change the class name and the value = "" to different things
Civilian presence spawns units called CivilianPresnece_<selectedUnit>
The vanilla units have some changes to their fsms
Is there any debug/way to see the values of the source a model.cfg animation? ๐ค
lol I was looking for the same thing today ๐ I don't think so
what kind of values?
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.
youre missing parts
compare yours to sample model cfg animations that do similar things
You mean like the min/max value/phase?
yes
I've not noticed any changes to these animations when changing the values of those or removing them fully, so I removed them.
Any one offering to hop on a call with me ? my textures arent showing in game i think smthin is up with the config
minmax phase is not necesseary but min max value are as far as I recall
how do you pack the pbo?
Ahhhhh 1 sec
is this a custom model you made?
Nope, just retexuring for personal use
you dont copy p3ds
you use them from their original locations
even for personal use
how can i point at the models in the directory ?
write the orginal path the original class has
and put the original addons cfgPatches classname into your configs cfgPatches requiredAddons array
huh....
i just started doing this man ur going to fast for my pace
mind going slower please ?
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
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
alr thats done
Im doing a vest not a unit tho
mind providing and example or a blog ?
arma 3 samples on steam could work for that
works ?
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
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?
Also, your hidden selections (and ofc textures) need to line up with MGP's
If u mean pixel wise i used the originals desaturated then applies the texture
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 ๐
ummm its coded :3
and also i used one from a retexture mod
ummm, CfgConvert :3
You got ArmA Tools installed, right?
mind hopping on a call for like 10 mins, i promise ill be a good learner
I tried adding min/max Value and it broke it fully ๐
So it turns out, in this case, either they can't be there at all or I need to find different values.
They should be min 0 max 1
Huh, you're correct. I was trying to put different values for each gun.
But putting 0 and 1 for both guns reproduced the same behavior as if I didn't have them at all.
๐
Textures arent showing any ideas ?
What's the pbo prefix? (Check the headers button at the top)
You're generally not using the correct prefixes
https://community.bistudio.com/wiki/Texture_Map_Types
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
is that your P: drive folder?
hmm ?
did you have P drive?
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?
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
It checks anything that starts with ace_
Probably acex_ too but I don't remember for sure
id recommend setting up P drive
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.
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.
