#arma3_config

1 messages · Page 55 of 1

jolly nest
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EVERY ONE KEEPS TALKING ABOUT IT

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WHAT IN THE HECK IS A P DRIVE!!!

sullen fulcrum
# jolly nest WHAT IN THE HECK IS A P DRIVE!!!

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

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

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

▶ Play video
hearty sandal
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just dont always build with full build 😅

strange locust
clever creek
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How does one config correctly to avoid this in the editor list?

wintry fox
clever creek
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Yes

wintry fox
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If you don't want them showing, you can just have the unit be scope = 1

clever creek
#

I assume it has something to do with how I configed cfpatches

wintry fox
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Nah, that's eden

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CfgPatches >> units is mainly for Zeus

clever creek
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They are currently set to scope 2

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So scope 1 is Off and scope 2 is On essentially?

wintry fox
clever creek
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Ok, does that also remove it from the aresnal or just in the editor screen?

wintry tartan
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Arsenal is not related with scope=1 in this context, if that's what you mean

clever creek
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I changed the config to scope 1 and now all of my acex options within the arsenal are grayed out

sweet pecan
clever creek
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Each class under cfgWeapons has its own "scope" so I changed them from 2 to 1

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It did remove the multiple listings from the editor menu, however it cooked my Acex in the Arsenal

sweet pecan
clever creek
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In vehicles only?

sweet pecan
clever creek
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Correct

wintry fox
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Yes, just the units (CfgVehicles)

clever creek
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This helped me, thanks everyone

waxen cosmos
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Does anyone know what the different scope variables actually mean in cfgMarkers? Seems like 0 or 1 is the most used by BI but I can't seem to find an explanation as to the difference other than the general terms of private, protected, and public

viral dragon
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As with all config classes that can potentially be created, scope 0 means the class cannot be created in-game by any means; 1 means it can be created by scripts but does not appear in the Editor; and 2 means it appears in the Editor

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(scripted systems like the Arsenal may also refer to a class's scope when deciding whether to make something available through them, but this is down to the specific system)

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Usually, 0 is used for base classes which are there to help with config inheritance, and may be missing vital config that would be needed to actually create a working thing. 1 is used for classes which can safely be created but don't need to appear in the Editor, like minor variants or things that are meant to only be created by scripted systems. And 2 is used for everything else.

waxen cosmos
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So a scope of 1 means they're not seen in 3DEN? I've got a bunch of map markers with scope 1 that are visible in 3DEN though

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I believe they also show up in Zeus, though admittedly I'd have to double check that

viral dragon
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Are you sure they're exactly the same classes and not just similar variants?

waxen cosmos
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I'm entirely sure that each of the map markers is its' own class, yes. Their configs are almost identical but are entirely independent from each other because I never wrote a base class. Below is one of them:

class SOR_Flag_Afghanistan
{
  scope = 1;
  name = "Afghanistan";
  icon = "\SOR_MapMarkers\data\icons\flags\SOR_Icon_Flag_Afghanistan.paa";
  texture = "\SOR_MapMarkers\data\textures\flags\SOR_Flag_Afghanistan.paa";
  color[] = { 1, 1, 1, 1 };
  shadow = 1;
  size = 32;
  markerClass = "SOR_Markers_Flags";
};
viral dragon
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Sorry, I thought you meant existing markers. For example, there are shadow/no shadow variants of many vanilla markers, and only one of the variants is visible.
That's odd. How I described it is how scope is meant to work, and according to the exported CfgMarkers on the wiki, there are some vanilla markers that are scope 2. But a lot of the classes that I know are visible are scope 1.

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I guess the markers UI list interprets it differently to everything else. In that case, you may as well just treat 1 and 2 as the same. Only for markers though, for other configs there are functional differences as described.

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* actually I know most of those scope 0 classes are script-creatable.
So that means that (for markers only) 0 is just hidden, and 1 is visible, and there is no equivalent to the normal scope 0. I suppose that makes some sense, marker config is pretty flat and there isn't much need for uncreatable base classes. Kind of annoying though.

viral dragon
waxen cosmos
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All good, I thought it was really weird too hence the question 😂

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Thank you for the thorough response though, perplexing though the answer turned out to be

fleet canopy
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anyone willing to debug a config ? very short 170 lines

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nvm verbally abused chat gpt till he made it work 😹

wintry fox
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Don't bother, it's been said countless times how wrong it can and will be.

fleet canopy
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mb im sorry

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was having a problem with texutres not showing up even after reviewing my code for some time (im not perfect it might have a been a semi collon hiding somewhere) i think its prob just directory issue cuz one of the hidden textures is showing but they do have the same directory, if anyone is willing to help i'll share some further info, please and thank you to anyone willing to help

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and if anyone can offer some materials i can use to debug cuz i couldn't find shit online

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Only one hidden texture is showing which is used for the gear on the vest

wintry fox
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Looks like you're just not giving it a texture

fleet canopy
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i think i did ?

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honeslty im just helping a friend so im not sure 😹

wintry fox
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Would need to know more about whatever mod you're retexturing

jolly nest
jolly nest
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retexturing the vests

viral dragon
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Why are you inheriting directly from itemCore instead of from the vest you're retexturing? You're having to redefine most of the config, when you could inherit most of it and only need to worry about the bits you're actually changing (so basically just the name and hiddenSelectionsTextures)

viral dragon
# jolly nest Shit how do i do that ?

You see where you're inheriting from ItemCore? Inherit from whatever the original vest's class is instead. Then remove everything from your config that doesn't need to change from the original vest.

jolly nest
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how do i inherit it ?

viral dragon
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Do you see where you're inheriting from ItemCore? It should be quite easy to find, it's likely to be the only instances of the word ItemCore in the file.

jolly nest
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yh yh i got it

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what should i write instead ?

viral dragon
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The class name of the vest you're retexturing

jolly nest
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from the mods cfg files ?

viral dragon
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Or from finding it in the config viewer, or from hovering over it in the arsenal and reading the tooltip, or from equipping it on a unit and exporting the loadout, or any other way of finding an item's classname

jolly nest
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soo milgp_v_jpc_Light_rgr right ?

waxen cosmos
# jolly nest

This is how the class declaration works:

class [Your New Thing]: [What You're Inheriting From]
{

};
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So you might have the right thing, not that anyone here will necessarily know, but you've got it in the wrong spot

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So in your case you'll want

class taf_v_jpc_Light_rgr: milgp_v_jpc_Light_rgr
{

};
rough hatch
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what config property or properties would control how fast a plane comes to a stop on the ground when thrust has been set to 0?

lean bloom
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Uhm, what controls the time it takes to reload an infantry launcher´s magazine? Is it somehow tied to the reload animation?

wintry tartan
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Yes, you need a reload anim (CfgMoves wise) that takes a time not to insta reload

lean bloom
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so If I am using a vanilla anim then I am hard locked into that duration?

wintry tartan
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You can inherit the anim and change time

lean bloom
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Ahh, so I need to change the duration of the anim itself, rather than changing a paratemer in cfgWeapons? I see

grizzled mason
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If I wanted to edit a Cfg to make a secondary weapon/ a weapon that is a secondary weapon a primary weapon instead, would i just change the class it inherits from Pistol_Base_F to Rifle_Base_F? (if (rifle_base_f even exists)

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im browsing through the cfgweapons reference and dont see anything about how primary/secondary weapons are defined

wintry fox
# grizzled mason If I wanted to edit a Cfg to make a secondary weapon/ a weapon that is a seconda...

No, for a couple reasons

  1. That'd be an "updating base class" error. The correct way to try and do something like that would either be to make a new class and basically re-make the pistol or to modify the original class's properties to try and change it that way.
  2. Pistols and rifles are set up very differently, and have specific requirements for correct implementation, you'd need to edit the model
  3. Similar to 2 but for their animations as well
empty sable
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Hey guys, so I'm trying to do a simple "Retexture" of base game vehicles to fit my group; I've written up a config.cpp file and everything is (from what I understand) pathed correctly; but my vehicles are still just the "default" red color (using the offroad as the first vehicle) any input would be great (also I wasnt sure if I ask this here or in the config chat because this is a texture related question.

class CfgPatches {
    class SOB_Pack {
        units[] = { "SOB_Tran" };
        weapons[] = {};
        requiredVersion = 1.0;
        requiredAddons[] = { "A3_Soft_F_Enoch" };
    };
};

class CfgFactionClasses {
    class SOB
    {
        displayName = "Swords Of Battle";
        priority = 1;
        side = 2;
        icon = "";
    };
};

class CfgVehicles {

    class I_E_Offroad_01_comms_F;

    // Base class
    class SOB_Truck : I_E_Offroad_01_comms_F {

        scope = 0;
        displayName = "SOB Offroad";

        hiddenSelections[] = { "camo1", "camo2", "camo3" };

        hiddenSelectionsTextures[] = {
            "@Project_Sword\addons\Offroad\data\sob-truck.paa",
            "@Project_Sword\addons\Offroad\data\sob-truck.paa",
            "a3\soft_f_enoch\offroad_01\data\offroad_01_cover_blk_co.paa"
        };

        class textureSources
        {
            class SOB_Tran_Offroad
            {
                displayName = "SOB Offroad";
                author = "Guardian";
                textures[] = {
                    "@Project_Sword\addons\Offroad\data\sob-truck.paa",
                    "@Project_Sword\addons\Offroad\data\sob-truck.paa",
                    "a3\soft_f_enoch\offroad_01\data\offroad_01_cover_blk_co.paa"
                };
                factions[] = { "SOB" };

            };
            class SOB_Command
            {
                displayName = "SOB Command";
                author = "Guardian";
                textures[] = {
                    "@Project_Sword\addons\Offroad\data\sob-command-truck.paa",
                    "@Project_Sword\addons\Offroad\data\sob-command-truck.paa",
                    "a3\soft_f_enoch\offroad_01\data\offroad_01_cover_blk_co.paa"
                };
                factions[] = { "SOB" };
            };
        };
    };

    // Actual placeable vehicle
    class SOB_Tran : SOB_Truck {
        displayName = "SOB Offroad";
        author = "Guardian";
        scope = 2;
        scopeCurator = 2;
        faction = "SOB";
        crew = "I_Crew_F";
        textureList[] = {
            "SOB_Tran_Offroad", 1,
            "SOB_Command", 0
        };
    };
};
nimble sequoia
# empty sable Hey guys, so I'm trying to do a simple "Retexture" of base game vehicles to fit ...

The pathing to your textures is likely wrong.
@Project_Sword\addons is the path to where your pbo should be built, but not to where the config and data files should be.
They should be on a p:\ drive, probably at p:\sob\project_sword\
Then your code would look like this:

            "\sob\project_sword\Offroad\data\sob-truck.paa",
            "\sob\project_sword\Offroad\data\sob-truck.paa",
            "a3\soft_f_enoch\offroad_01\data\offroad_01_cover_blk_co.paa"
        };```
The usual recommendation is to use mikero's free tools to set-up the p drive, extract the game data to p:\a3\ and use mikero's pboProject to compile your pbo.
In addition, your texture files should be named with a _co suffix before converting to .paa
eg sob-truck_co.tga ---> sob-truck_co.paa
empty sable
nimble sequoia
empty sable
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heard, will do that now

nimble sequoia
empty sable
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wow... didnt realize modding simple retextures where gonna be this complex lol... I guess the "p:" drive is from that tool that mikero made?

nimble sequoia
wintry fox
empty sable
#

ok so; where do I get this tool?

nimble sequoia
empty sable
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yeah I found it; smallest text on the page

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I assume this one here?

nimble sequoia
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You'd probably be better off with the AiO Installer

empty sable
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gotchu the Mikero_AiO_Installer_stable gotchu

hearty sandal
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also in my experience P drive and project folder structure is easier to manage for most

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so there is no need to mess around with pboPrefix and stuff like that

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a lot of things can yes be done without

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but basic new user has already a lot to deal with and P drive focuses the modding files into one place that imo is easier to understand and work with

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it gives better structure that 100 folders on desktop

wintry fox
hearty sandal
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Also it is a bit more difficult to set up for a newb who has less computer experience

tacit zealot
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FFV turret config, for some reason the enabledByAnimationSource parameter isn't working on the Po-30. Double-checked config viewer that the source is called Doors, but the FFV seat is always active.

hearty sandal
tacit zealot
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As far as I know it's doors - the single animation opens both sides, but I guess door is worth a shot

Just checked, nope, doesn't work.
I did notice I had to use AnimateSource/AnimationSourcePhase instead of AnimateDoor and AnimationPhase to get the doors action to work, like so:

        statement = "this animateSource ['Doors',1];";```
hearty sandal
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I am fairly sure its door

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@tacit zealot

tacit zealot
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what helicopter classname is that? None of those animation sources look familiar. I unpacked the config.bin today and found this:

viral dragon
# hearty sandal

source in this part of the config is for determining what type of interaction the animation is controlled by, not the name of an actual animation source. Note how some of the other animation sources in those config examples have source = "user" or "damper". They're universal enums, not sources for use with animateSource.

#

animateSource uses the classname in AnimationSources

tacit zealot
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Yeah, my action using the classname works at least
Then how would I get the correct string for enabledByAnimationSource? All I can think of is using dubious methods to examine the model.cfg

viral dragon
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Have you compared it to another vehicle that has FFV enabled by an animation source? I think uhhh the LoW cargo/passenger vans have some seats with that mechanic. You could see if there's anything they do that's of interest.

tacit zealot
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I've been using the CH-67 as my reference, and I have a working example for the UH-80 as well. My class structure is identical to the CH-67's except for the view limit definitions

viral dragon
tacit zealot
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Tried that to no avail. I recall digging through the Arma 2 model.cfgs that lots of things were internally in Czech. Maybe this one is too... nope
even the dubious method to check the model.cfg of the actual model points to `source="doors"; for all its door part translations and hides

nimble sequoia
# tacit zealot Tried that to no avail. ~~I recall digging through the Arma 2 model.cfgs that l...
   class door1_open {
      source = "door";
      animPeriod = 2.5;
      initPhase = 0;
   };
};
class Turrets {
   class codriver_ffv: CargoTurret {
      enabledByAnimationSource = "door1_open";
      isPersonTurret = 1;
   };
};
class UserActions {
   class door1_open {
      ...
      condition = "alive this && (this turretUnit[0] == player) && (this doorPhase 'door1_open' < 0.5)";
      statement = "this animateDoor ['door1_open', 1];";
   };
   class door1_close {
      ...
      condition = "alive this && (this turretUnit[0] == player) && (this doorPhase 'door1_open' > 0.5)";
      statement = "this animateDoor ['door1_open', 0];";
   };
};```
winter rain
#

Has anyone tried/experimented with something weird like you got a MainTurret (Player) and you got a NewTurret (AI) and you got a MachineGun in MainTurret with mempointsGun attached to NewTurret but MainTurret is using the MachineGun (fires it)?

I did a test, effects appear on the NewTurret like gunEffects (smoke) and cartridge exit too but the bullets still go straight where Player (MainTurret) is looking at and not where NewTurret is looking at..

Or is it possible to enable manual fire of NewTurret as MainTurret?

mortal pumice
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@dark anchor did something similar with the mantis in optre I think

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Maybe they can help

dark anchor
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Unfortunately 99% of my system is script.
While I do have memory points set up on the mantis and memory points on each weapon, they are merely for me to reference in the code to spawn said weapons or projectile spawn points from each weapon's barrel poz.

I think what sentry needs to do is add a different muzzle, if I'm reading what they are describing properly.

But they would already know to do that so I'm probably misunderstanding

winter rain
# dark anchor Unfortunately 99% of my system is script. While I do have memory points set up o...

Im doing this guy completly working with both turrets seperated + mainturret as player. AI vehicle only works as it has to work but player not 100%, mostly 95%.. i got stuck with the firecommands, something gets bugged when AI gets forced to fire it keeps for that moment the position until you release LMB / or when mag is empty and has to reload and doesnt follow cursor anymore while its fireing.. only if you release short LMB and if it reloads it follows your cursor.

I want to get rid to force the AI to fire with script cause targeting with my cursor works so it follows.. i want to try to make it fire with manual fire but dont know if that works (im just trying now stuff).. so if its possible to enable manualfire for both like commander can enable manual fire for gunner.. or the other way ive tried already to give the gunarms the start and end points of weapon but like ive mentioned above the guneffects work there but bullets keep go straight of mainTurret and not of gunarms

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Means i cant fire at moving targets fullauto with pressing constantly LMB

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Got to release and do like bursts or when reload happens, not good for players

dark anchor
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have you considered doing what the dual minugun helicopter does and having the fire position alternate between the two arms when firing?

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to make it seem like both are shooting at the same time but its just one gun

winter rain
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I did this before with my hover MLRS and his rockets to make the rocket coming out of each tube yeah.. not sure if this will work for 2 animated gunarms but could be a try worth yeah.. good input

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Just a bit mad and not sure if its a bug if you force AI to shoot it stucks at position

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If this would work it would work 100%

winter rain
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mines are animated gunarms with turn and elevation

dark anchor
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so the fire positions would follow their "weapon" arm independently and you would just have them alternate.
maybe alternate "visibility" instead of position

winter rain
dark anchor
winter rain
#

did this already

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thats why the effects appear on correct pos but not the bullets

dark anchor
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okay solid

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one sec

winter rain
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you can also PM me

dark anchor
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class muzzle_l_Hide
                {
                    type="hide";
                    source="revolving";
                    selection="muzzle_l";
                    minValue = 0.000000;
                    maxValue = 1.00000;
                    animPeriod  = 0.1;
                    memory    = 1;
                    hideValue = 0.5;
                    initPhase = 1;
                };
            class muzzle_r_Hide:muzzle_l_Hide
                {
                    type="hide";
                    source="revolving";
                    selection="muzzle_r";
                    minValue = 0.000000;
                    maxValue = 1.00000;
                    animPeriod  = 0.1;
                    memory    = 1;
                    hideValue = 0.5;
                    initPhase = 0;
                };
#

tho you'd probably have to change the values so that both cant be visible at the same time

tacit zealot
coral knoll
#

what actually determines what an itemType is, looking through some configs I cant find something that defines what it is
BIS_fnc_itemType specificly when using this function

viral dragon
#

You can open BIS_fnc_itemType in the Functions Viewer to see what it checks

coral knoll
#

freezed
would you happen to know what it is under

viral dragon
#

If you use Advanced Developer Tools (and I highly recommend it) you can search by name

coral knoll
#

real

tacit zealot
#

Okay, so I have one last bug to iron out. Both the left seat and right seat use pos cargo and pos cargo dir for their get in memory point. However, when outside the helicopter, there is only the option to get in the left seat. The right seat is only available as an option once the player is in the left seat or a passenger seat. I know this model isn't set up with this ability in mind, but why might the action for the second seat not be appearing?
AI seems to be able to hop in from outside just fine
Furthermore, the Right Window option does appear when the left window seat is occupied

winter rain
#

There are also other useful entries

winter rain
winter rain
#

did it like before just regular 2 turrets no alternating points

nimble sequoia
silent depot
#

Is there some debugging for config files? I'm getting some errors, but the game doesn't specify from which addon

chilly tulip
#

I'd have thought you could tell by context.

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It won't specify the addon but it'll specify filepath, and you shouldn't have two addons with the same prefix.

tacit zealot
hearty sandal
empty sable
empty sable
nimble sequoia
#

Put your work files in some folder that doesn't start with an @
The @folder is the one which contains the finished pbo and should be with your other downloaded mods

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I suggested you might want to create an sob folder in your p drive and do your modding work inside that
#arma3_config message

empty sable
#

I guess I should have told you my file structure at the moment post-pbo

@Project_Sword
| mod.cpp
| SOBARMA.paa
| addons
| | [This is where my .pbo is]

nimble sequoia
#

Yeah that's fine, but put it with your other mods, not in the p drive

empty sable
nimble sequoia
empty sable
#

to be 100% transparent, I have never manually downloaded mods. I started playing Arma roughly 5 months after that one site everyone got mods from went down lol

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every mod I have ever installed was from the Steam Workshop. I personally like to keep stuff im working on, on my desktop so its a easy grab

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Apologies for the annoying questions that should probably be simple lol; I've watched tutorials and read guides on steam and not a single one has ever talked about using these tools and setups

empty sable
waxen cosmos
#

Does anyone know what would cause a Member already defined error? It's currently pointing to an empty line in my cfgVehicles, but immediately before it are #includes for different files, but I can't find a conflict in either of them

wintry tartan
#

Member already defined will be caused by duplicated class, regardless you notice or not. Scan precisely especially the include files

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Also, IIRC the error should tell which class is duped

waxen cosmos
#

Give me a sec and I'll screenshot the error because I think I must be missing something somewhere

wintry tartan
#

Screenshot of the error alone will not solve it. You also need the config itself

waxen cosmos
#

Here's the error and what it's pointing to, am I wrong in thinking that it's trying to say there is another class cfgVehicles?

wintry tartan
#

How do you include that hpp

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This hpp does not look alright anyways. Why you have multiple vehicle outside of cfgVehicles

waxen cosmos
#

It was just for ease of editing really, I have a similar setup for infantry and it doesn't cause problems. What do you mean by it doesn't look alright?

wintry tartan
#

The latter part of my post says why it doesn't look alright

wheat sluice
#

notlikemeow

//////////////////////
//Base Vehicle Class//
//////////////////////

class rhsusf_m1a2sep1tuskiid_usarmy;
class RHS_M2A3_BUSKIII;
class RHS_M6;
class rhsusf_m113d_usarmy;
class rhsusf_m113d_usarmy_unarmed;
class rhsusf_m113d_usarmy_medical;
class rhsusf_stryker_m1132_m2_d;

class rhsusf_m1a2sep1tuskiiwd_usarmy;
class rhsusf_m113_usarmy;
class rhsusf_m113_usarmy_unarmed;
class rhsusf_m113_usarmy_medical;
class rhsusf_stryker_m1132_m2_wd;

class RHS_MELB_AH6M;
class RHS_UH60M_d;
class RHS_UH60M;

...those are not global classes. They need to be inside CfgVehicles.

wintry tartan
#

And no that's not what I ask. I ask what is the entire context of include in config.cpp

waxen cosmos
wheat sluice
#

Base game unit classes don't work outside of CfgVehicles. It doesn't matter if it's from vanilla or a mod; humans, ground vehicles, planes, etc. are all "vehicles".
You don't inherit from global classes unless you're grabbing a property for something that's used by the vehicle.

waxen cosmos
waxen cosmos
#

Or is it just luck that it's working and not throwing errors?

wheat sluice
#

It doesn't "work" though. All you did was create empty global classes for B_Soldier_TL_F, B_Soldier_SL_F, B_soldier_LAT_F, etc.
Whatever you defined inside CfgVehicles is simply inheriting from the headers that you #include, hence why you aren't getting any errors.

waxen cosmos
#

So pretty much just luck, rightio then

wintry tartan
wintry tartan
#

#include does not do any error check etc. It only does dumb copy and paste

waxen cosmos
#

Okay, I shall give it a fix and a try and see how it goes, thank you for the insight

toxic solar
#

what does explosionTime = -1; mean?

mortal pumice
#

“Declares after how many seconds ammo will explode (e.g. used on timed hand grenades). If set to -1, grenade will act as impact grenade.”

waxen cosmos
#

Does anyone know how to make something show up in Zeus? I've got scope and scopeCurator set to 2 but I'm only getting 1 of 4 vehicles showing up and I'm not even sure why that 1 is showing up and not the others

wintry tartan
#

Make sure the crew are also scopeCurator = 2 and listed in CfgPatches

waxen cosmos
wintry tartan
#

Nothing scares me but configuring Zeus does

waxen cosmos
#

😂

wintry fox
waxen cosmos
lean bloom
#

Uhm, please, is it possible in any way to join two distinct turretInfoType elements into one?

There is a custom one that creates a moving optics overlay, but I would also like to include the vanilla RscOptics_APC_Wheeled_01_gunner to make use of the rangefinder because I am too stupid to create my own.

Can I achieve this in any way?

wintry fox
lean bloom
#

Hmmmm, I will take a gander, cheers

toxic solar
#

is there some point where if the initSpeed on the mag for a GL round like on a mk19 is high enough that the shell model wont render? I increased the velocity to 600 and even if I slow time down I dont see the shell spawn but if its say the initSpeed = 240 or near the basegame value the shell model is shown

hearty sandal
#

at that speed it would get pretty far fast

#

(it migth not be shown thought that is a possibility)

toxic solar
toxic solar
novel lava
#

yeah it does dont remember what speed it is

#

it will reappear if the round slows down enough

toxic solar
lean bloom
#

Is there some issue with the MX? It is the only vanilla weapon that somehow allows me to load it´s magazines into a completely unrelated launcher.

None of the other vanilla weapons do this.

#

I quite clearly have the only compatible magazine defined

wintry fox
#

Might cause that

nimble sequoia
lean bloom
#

Yeah, this corrected the issue, thank you very much plus15

half peak
#

When I add the "Stabilize turret" function to the tank, I added "directionStabilized=1" to the "OpticsIn" section, like this.
However, this can only achieve "Locks the camera to area" but cannot achieve "Locks the camera to point (target)". What went wrongnotlikemeow

wheat sluice
half peak
winter rain
sullen fulcrum
#

Is there a way to override the default vehicle sound engine in the configs? I want to make new sounds for effects that are normally looped, or ones that are played for a duration (such as an aircraft warning tone). The goal is to play a single and complete sound clip, rather than being at the mercy of the stock system's timing and repetition. Any info on that side of things appreciated.

hallow quarry
#

hello I have a question what does modelSides[] = {3}; mean

#

modelSides[]={0,1,2};
means opfor,blufor,indfor

wintry fox
#

It's civilian

hallow quarry
#

thanks

wintry fox
#

Trying to remove this like dust / dirt kickup effect from a fake bullet. I've emptied the HitEffects class and set all the effect... properties I can find on the ammo to an empty string but it stills remains.

Any idea where this is set? Other pistols I've looked at don't have this effect

#

Also my bullet is just inheriting from FakeAmmo, if that affects anything

nimble sequoia
wintry fox
#

Wouldn't make sense, other pistols don't do it

#

Those point to the ammo's HitEffects anyway

winter rain
wintry fox
winter rain
#

so it works now?

wintry fox
#

No

winter rain
#

try it out which one it is or compare it with yours what you dont have what i have

    {
        displayName = "Sonic";
        model = "\tg_weapons\gdi\model\gdi_disruptor_beam.p3d";

        deflecting = 0;
        deflectionDirDistribution=0;

        effectsFire = "TG_Sonic_Fired";
        effectFly = "TG_Sonic_Fly";

        hit = 150;
        indirectHit = 50;
        indirectHitRange = 5;

        cost = 1;
        coefGravity = 0;
        typicalSpeed = 500;
        caliber = 100;
        timeToLive = 1;
        airFriction = 0.0;
        explosive=0;
        fuseDistance = 0;
        tracersEvery = 1; 
        tracerScale = 1;
        tracerStartTime = 0.001;
        tracerEndTime = 2.5;

        soundFly[] = {"",0,0,0};
        soundEngine[] = {"",0,0,0};
        supersonicCrackNear[] = {"",0,0,0};
        supersonicCrackFar[] = {"",0,0,0};

        CraterEffects = "";
        explosionEffects = "";
        muzzleEffect = "";
        craterShape="\A3\weapons_f\empty.p3d";

        soundHit1[]={""};
        multiSoundHit[]={"soundHit1",0};
        aiAmmoUsageFlags="64 + 128 + 512";

        audibleFire = 0;

        //lightColor[] = {0, 1, 1, 0};

        class HitEffects
        {
            Hit_Foliage_green = "";
            Hit_Foliage_Dead = "";
            Hit_Foliage_Green_big = "";
            Hit_Foliage_Palm = "";
            Hit_Foliage_Pine = "";
            hitFoliage = "";
            hitGlass = "";
            hitGlassArmored = "";
            hitWood = "";
            hitHay = "";
            hitMetal = "";
            hitMetalPlate = "";
            hitBuilding = "";
            hitPlastic = "";
            hitRubber = "";
            hitConcrete = "";
            hitMan = "";
            hitGroundSoft = "";
            hitGroundRed = "";
            hitGroundHard = "";
            hitWater = "";
            hitVirtual = "";
            default_mat = "";
        };
    };```
wintry fox
winter rain
wintry fox
#

Checked all those

ancient tusk
#

anyone have/know of a config that effects a players speed when equipping a certain uniform/vest? example equip heavy armor but it will slow them down

wintry fox
wheat sluice
tacit needle
viral dragon
#

It's not that all other mods will reset it, it's that any mod may choose to reset it, if that mod wants to adjust movement or animation speed for any reason.
If the mod's playing it safe then it might save the previous animSpeedCoef first and restore to that rather than to 1, but if it doesn't, or you have several mods manipulating the coef at unpredictable times, there's still room for conflicts to develop.

#

Or, the other way: this mod enforcing its continuous coef changes might interfere with other mods that try to do temporary changes.

tame raven
ancient tusk
tacit zealot
#

Has anyone ever tried assigning pylons to door guns on helicopters? I'm using my standard method where I remove ammo from the turret magazines list, and add pylons which assign it there. It works by default, but if I go into the Attributes/Pylons menu (open it, not even changing anything), the turrets break
Pic 1: Intended functionality: spawn helicopter, hop in
Pic 2: Vehicle Attributes was opened and closed. Turret is static, moving mouse moves player head.
Pic 3: Pylons menu, nothing unexpected happening here
Pic 4: Config.

I know I'm not assigning pylons to the wrong turret, since if I type something like 5 for the turrets array, the minigun will be movable and tell me I have no ammo.

echo trench
#

Is there any up-to-date documentation on making Zeus modules?

wintry fox
echo trench
#

Didn't mean it like that, I'm coming back from a few years away. So running into some issues wondering if things changed. Ill re read everything.

wintry tartan
#

It is very unlikely to face some instructions are broken and won't work. Only expect minor changes

steady beacon
whole jacinth
#

I'm having an issue while configuring the aircraft cockpit HUD. Since I'm working on a Chinese aircraft, it only has a HUD and no HMD. I really like the HUD configuration style used in the To-201 from the Jets DLC, so I directly copied the entire class MFD block from the To-201's config into my aircraft class (and I also added the HUD position memory points in the memory LOD).
However, the HUD still doesn’t display correctly (nothing is showing at all).

My question is: besides class MFD, are there any other classes or properties related to HUD rendering that I might have missed?

nimble sequoia
whole jacinth
fast ruin
#

Is there anyway to take a facewear item and make it a headgear if it hasn’t been predefined as a headgear item?

lean bloom
#

Can someone perhaps have an idea what the issue could be?

We have a new mod that is using an older mod of ours as a dependency, and the newer mod contains a model from the old mod. The texture / rvmat file paths have been retained, so the new mod is pulling these from the older mod. That is fine.

But the textures referenced inside the old mod´s rvmats are not getting pulled from the older mod. It is quite easily visible on the model, yet there is no error message displayed anywhere.
I even ran into a scenario where only some of the texture sets´ rvmats worked correctly, while others didn´t. I´d virtually have 4 sets of correct textures and a single one with omitted rvmat textures.

I honestly have no clue what the issue is....

#

Can´t make it make sense. Is it a packing software issue? Or something with binarization?

#

I really don ´t want to copy paste the textures from the old mod into the new one and redo the paths since that is a lot of work and it would simply duplicate the textures and spike the addon size for absolutely no reason

wintry fox
dreamy vine
#

Does anyone know where in the code I add a texture to an object?

wintry fox
#

Tldr is selections are vertex groups that you set in the model.cfg >> sections + hiddenSelections in config

hearty sandal
#

not in config

#

config is meant for changing the texture/material

#

which buildings typically dont do as its not supported by terrain placed objects

mortal pumice
#

Can item_base_f or thingX inherited objects do damage texture switching?

lean bloom
# lean bloom Can someone perhaps have an idea what the issue could be? We have a new mod tha...

To follow up on this I am going to assume this is actually some Arma issue that I can´t find documented anywhere.

I just did a simple test to prove that something is not quite right:

I have a static mortar in one mod, and a tracked vehicle carrying this mortar in another mod.

  1. I go to editor and spawn the tracked version first: the _smdi, _as and _nohq of the static mortar do not load
  2. I try spawning the static mortar itself right after - the textures still don´t load
  3. Restart the game and clear cache
  4. I go to editor and spawn the static mortar first - all textures load correctly
  5. I spawn the tracked version right after - all textures load correctly

I tried reversing the order and the results were the same

Why do I have to first spawn the static version first before I can spawn the tracked one? Why do I first need to load an asset from the dependency mod for the game to correctly load the textures I am referencing in a different mod?

Here is the scenario where I start with the tracked version first:

#

So whatever I define in Blender (_co and .rvmat) work correctly, but whatever is referenced inside the .rvmat is not working correctly

grim tree
#

Well folks, having an issue getting a new bit of gear into the game, I am assuming its a config error, I I pop some screenshots of the mod directory in and the Cfg could someone help point me in the right direction pls?

grim tree
#

I have managed to sort it myself anyways lol

tacit zealot
median orchid
#

Anyone know what in config defines if a plane/vehicle shows the throttle/thrust % info in the UI?

median orchid
#

Found what I was looking for unitInfoType meowsweats

bitter niche
#

Where can I get a better understanding of strings in config, especially ''

woeful gull
#

I need to get some help on how to reference an image. I'm making some invisible NVGs for AI to use. To prevent players from using them I'm adding a full-white image overlay when they are turned on to blind them. Issue I'm having is how to properly reference the overlay image. I've done custom NVG overlays a while ago and my old files just have the image name by itself, but when I copy that format now it's not working.

The file structure is in the images. This pbo will be repacked into a larger one sitting at the same level as @Local_test_mod

{
    class ItemInfo;
    class NVGoggles;
    class NVGoggles_AI: NVGoggles
    {
        model = "";
        picture = "";
        descriptionUse = "FOR AI USE ONLY";
        visionMode[] = {"Normal","NVG"};
        class ItemInfo: ItemInfo
        {
            type = 616;
            uniformModel = "";
            modelOff = "";
            mass = 0;
        };
        displayName = "AI NVGs";
        modelOptics = "";
        ace_nightvision_border = "nvg_mask_4096_AI.paa";
        ace_nightvision_bluRadius = 0;
        ace_nightvision_colorPreset[] = {0,{0,0,0,0},{1.3,1.2,0,0.9},{6,1,1,0}};
        hoa_sling_slingWithHelmet = 1;
        hoa_sling_hideWhenSlung = 0;
    };
};```
#

Everything works fine except I get a cant find error referencing the image name when turning the NVGs on

rain scarab
#

ace_nightvision_border should probably have the path to your file: 3SA_NVGs_V1\nvg_mask_4096_AI.paa

woeful gull
#

I'm sure that's the issue, but I can't seem to get the correct filepath formating. Lemme try what you just posted since I havent tried that varaition

rain scarab
#

Lmfao

#

Good

wintry fox
woeful gull
#

HOA?

wintry fox
#

Helmet on ass (helmet sling mod), you have config properties for it in your config

woeful gull
#

Oh, I actually need to pull those out

#

may be why im getting a missing image error when I open my inventory\

wintry fox
#

Not that

#

It's because you have the picture as an empty string

You can just remove the line and be fine

#

Also if you don't want players to use it, add scope = 1 and it won't be in the arsenal

woeful gull
wintry fox
#

Probably one in vanilla yeah but I wouldn't know where
Can also make one pretty easy though, just take a blank page and use image to paa

woeful gull
#

yeah, lemme do that.

mortal pumice
#

Anyone know what method spearhead cdlc uses to allow towing of trailers and artillery etc.

#

Is it with a very small rope and disabling the breaks?

remote mist
#

Regarding hiddenSelectionTextures: can I make it so when a player grabs a weapon from the arsenal it spawns with a random texture from an assortment of options? If so, how?

mortal pumice
wintry fox
#

You can't change weapon textures in-game, correct

remote mist
#

End of the day, my hope was to avoid arsenal bloat, so that's a bummer. Guess I'll have to risk hours of Barbie dress-up time when I do the op I was planning to make this mod for

strange locust
#

no arsenal no barbie.

viral dragon
tame raven
mortal pumice
#

Ah true forgot about arsenal closed

pale dew
#

Uh do you mean only considering config.cpp because

setObjectTexture (local effect only)

object setObjectTexture [selectionIndex, "path\to\texture.paa"];

setObjectTextureGlobal (synced across multiplayer)

object setObjectTextureGlobal [selectionIndex, "path\to\texture.paa"];
viral dragon
#

Does not work on weapons as they're just proxies, not unique objects

pale dew
#

Uh, have you tried using the weapon as the object? I'll try this when I get home but I'm certain you can

viral dragon
#

How do you plan to get an object reference to a weapon?

pale dew
#

By referencing the weaponHolder?

wintry fox
#

Weapons when in a unit's hands aren't objects

viral dragon
#

A weaponHolder is just an invisible container that shows the models of things in it. There could be many things in it. How do you expect to target a weapon in it? Using which command?

pale dew
#

Again I'm not 100%

wintry fox
#

You could use setObjectTexture on like a simple object that uses the model of a weapon, but that's different

pale dew
#

Haven't done that one specifically. But sounds like a challenge

wintry fox
#

Could probably retexture a backpack in a container though, since they're objects

viral dragon
#

Weapons, like almost all inventory items, literally do not exist as unique/persistent entities in the world. There's just an object that knows it has a weapon in its inventory, so it pulls that weapon class's model and uses it as a proxy on its own model.

pale dew
#

Ye of little faith, i have made custom unit skeletons before, custom guns, uniforms, vest and sqfs. I know the makeup of a unit. And I'll come to the conclusion one way or another

viral dragon
#

Alright, well, good luck and let us know how you get on with finding an object reference to something that is not an object.

wintry fox
#

It's literally just not how the engine works

tame raven
wintry fox
#

I was gonna say that, but it'd affect all instances of it so meh

tame raven
#

that's also uhm

wintry fox
#

Could do the tfar thing of 1000 different classes

tame raven
#

really cumbersome and stupid

tame raven
wintry fox
#

Invisible model in config and createSimpleObject

tame raven
wintry fox
#

Yeah

tame raven
#

plus uh

#

first person rendering "bug"

wintry fox
#

Definitely "options", wouldn't ever use them though

tame raven
#

is it a bug if it's just How View Pilot Works ?

wintry fox
#

It's a critter

viral dragon
#

A bug implies it's not on purpose, and the rendering order is definitely on purpose

wintry fox
calm pilot
#

Hey people, i was wondering if it is possible to assign the smoke launcher to the gunner or driver in tracked vehicles instead of the commander.

Or should i just have the commander in place of the gunner turret?

winter rain
calm pilot
winter rain
#

Im at work now, can do later in like 4 hours if you dont have it working until then

#

There are simple cfg entries just dont have it in mind

hearty sandal
#

but named "commander"

mortal pumice
hallow verge
#

Hey guys, I have a custom unit using a custom Cfg for its own animations. How do I apply PhysX when the unit is killed? Do I leave the file input as "" or...?

mortal pumice
#

I think that's possibly the most apt condensed version haha

half peak
#

Hey, guys. I tried to increase the range of the 120mm canno, but I encountered the problem of the impact point being too close. I changed "timeToLive" and "discreteDistance". It seems that as the distance increases, the trajectory becomes more curved, but there is a problem that the impact point is getting closer to the launch platform. Is this a problem with the underlying code?

hearty sandal
wheat sluice
# half peak Hey, guys. I tried to increase the range of the 120mm canno, but I encountered t...

Neither of those tokens are actually increasing the range of your 120mm shells:

  • Increasing the CfgAmmo value for timeToLive just extends the lifespan of the shell before the engine stops simulating it (and disappears in the case of shotShell simulation). Your shell will now fly all the way for however long you increased its lifespan, but it still loses velocity at the same rate that it did before you increased the time. So basically nothing got changed since most tank shells like AP sabots fly at 3x-4.5x the speed of sound anyway (1,300-1,600 m/s).
  • Adding more range elements to the tank turret's discreteDistance[] in CfgVehicles only changes the zeroing, but doesn't actually mean that the shells that get fired will go all the way to whatever elements you defined (i.e. having the last element for discreteDistance[] be 10000 does not mean that your 120mm cannon's shells are going to fly all the way to 10,000 metres). This is why your shell seems to be landing off-target in your screenies; it's because your weapon's zeroing limit was increased, which alters the trajectory of the shell's flight, but the rate at which the shell loses its velocity continues to stay unchanged.

If you really want to increase the range, you need to tweak several other things:
CfgAmmo

  • Decrease the airFriction of the shell so that it loses velocity at a slower rate, giving you a flatter trajectory.
    CfgMagazines
  • Boost the muzzle velocity of the projectile by increasing the initSpeed value to something higher.
    CfgWeapons (optional)
  • Adjust the dispersion of the 120mm cannon itself to a lower value so that its accuracy isn't affected too much at extreme distances.
  • Increase the maxZeroing cap so that your weapon will actually be able to change its zeroing to whatever value you defined in the vehicle's discreteDistance[]. Don't forget that this affects both autozeroing from the cannon's FCS as well as manual zeroing.
nimble sequoia
#

What a well thought out and explained answer, nice one drebin.

half peak
# hearty sandal what did you change to increase the range?

I only changed "timeToLive" (to ensure it has enough flight time to hit the target) and "discreteDistance" (which can be manually adjusted to reach a longer range from zero). In fact, this is quite effective. However, the final flight distance will be a little shorter. This distance value increases as the distance to the target increases. For example, in the uploaded images, they are respectively 4500m, 5000m, 5500m, and 6200m away from the tank.

half peak
# wheat sluice Neither of those tokens are actually increasing the range of your 120mm shells: ...

Thank you for your guidance. However, I attempted to modify airFriction and sideairFriction, setting them to 0. This merely made the distance of the trajectory deviation a little longer, but still failed to eliminate the error in the trajectory. Regarding initSpeed, I don't want to set this value too high. Moreover, it won't completely solve the problem of trajectory errors.
Regarding maxZeroing, 120mm_he does not impose any restrictions on this aspect. It is mostly used to limit coaxial machine guns.
Regarding dispersion, I can be certain that it is not caused by errors.

half peak
wheat sluice
# half peak Thank you for your guidance. However, I attempted to modify airFriction and side...

Nope. It works just fine and HE shells hit directly on target. I changed the following settings for the vanilla 120mm HE shells fired by the MBT-52 Kuma (see attached txt) and it hits on target for something located at a distance of 6,250 metres.

sideairFriction
That's for shotMissile simulation. It isn't relevant to shotShell projectiles.

Regarding initSpeed, I don't want to set this value too high. Moreover, it won't completely solve the problem of trajectory errors.
That's...going to be problematic since it absolutely does affect the shell's trajectory.

Regarding dispersion, I can be certain that it is not caused by errors.
Are you sure? Tweaking this to a high value absolutely did increase the radius spread of the HE shell. High values drastically widened the random radius in which the shell landed. Low values (which in this case I had set to zero) made it land 100% on target all the time.

woeful gull
#

Need some help with an aircraft weapon. I'm trying to make a gun that just drops flares/colored smoke out off the aircraft to simulate the pilot dropping them out the window basically. I've gotten it to the point where there are no errors, but the weapon simply doesn't show up when cycling through the available weapons.

{
    class manual{};
    class sab_fl_1x_cannon_weapon;
    class 3SA_Air_UtilityLauncher: sab_fl_1x_cannon_weapon
    {
        scope = 1;
        displayName = "Utility Dispenser";
        magazines[] = 
        {
            "3SA_AirDep_FlareWhite_20rnd",
        };
        magazineReloadTime = 0.1;
        class manual: manual
        {
            displayName = "Utility Dispenser";
            reloadTime = 2;
            dispersion = 0;
        };
    };
};
class CfgVehicles
{
    class sab_sw_i16_base;
    class sab_sw_i16: sab_sw_i16_base
    {
        weapons[] = 
        {
            "sab_fl_2x_lmg_weapon",
            "sab_fl_2x_cannon_weapon",
            "3SA_Air_UtilityLauncher"
        };
        magazines[] = 
        {
            "sab_fl_3800rnd_lmg_std_mag_air",
            "sab_fl_680rnd_cannon_std_mag_air",
            "3SA_AirDep_FlareWhite_20rnd",
        };
    };
};```
#

This is what the sab_fl_1x_cannon_weapon looks like

{
    displayName = "Cannon";
    magazines[] = {"sab_fl_120rnd_cannon_std_mag","sab_fl_180rnd_cannon_std_mag","sab_fl_200rnd_cannon_std_mag","sab_fl_270rnd_cannon_std_mag","sab_fl_360rnd_cannon_std_mag","sab_fl_500rnd_cannon_std_mag","sab_fl_600rnd_cannon_std_mag","sab_fl_680rnd_cannon_std_mag"};
    class manual: manual
    {
        reloadTime = 0.1;
        dispersion = 0.0015;
    };
    class GunParticles
    {
        class FirstEffect
        {
            effectName = "MachineGun1";
            positionName = "z_gun_muzzle";
            directionName = "z_gun_muzzle";
        };
        class effect1
        {
            positionName = "z_gun_chamber";
            directionName = "z_gun_chamber";
            effectName = "MachineGunCartridge";
        };
    };
};```
woeful gull
#

And sab_fl_cannon_base

{
    scope = 2;
    displayname = "Sabre Cannon";
    class manual: manual
    {
        displayName = "";
        sounds[] = {"StandardSound"};
        class StandardSound: StandardSound
        {
            begin1[] = {"A3\Sounds_F\arsenal\weapons_vehicles\cannon_40mm\autocannon_40mm_body_01",1.1,1,1500};
            begin2[] = {"A3\Sounds_F\arsenal\weapons_vehicles\cannon_40mm\autocannon_40mm_body_02",1.2,1,1500};
            begin3[] = {"A3\Sounds_F\arsenal\weapons_vehicles\cannon_40mm\autocannon_40mm_body_03",1.1,1,1500};
            soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin3",0.34};
        };
        soundContinuous = 0;
        reloadTime = 0.075;
        dispersion = 0.0016;
        aiRateOfFire = 1;
        aiRateOfFireDistance = 10;
        minRange = 0;
        minRangeProbab = 0.01;
        midRange = 1;
        midRangeProbab = 0.01;
        maxRange = 2;
        maxRangeProbab = 0.01;
    };
    class GunParticles
    {
        class effect1
        {
            positionName = "usti hlavne2";
            directionName = "konec hlavne2";
            effectName = "SniperCloud";
        };
    };
};```
woeful gull
#

Talk to me like an idiot (I usually am)

wheat sluice
# woeful gull I'm not the best coder and kind of throwing stuff at the wall. I'm guessing I me...

Yep. That's not how inheritance for firemode classes works. You need to set the inheritance chain properly:

class sab_fl_cannon_base;
class sab_fl_1x_cannon_weapon: sab_fl_cannon_base
{
    // Manual firemode exists within the weapon class that you inherit from
    class manual;
};
// Your custom weapon derived from sab_fl_1x_cannon_weapon
class 3SA_Air_UtilityLauncher: sab_fl_1x_cannon_weapon
{
    // blah blah blah
};
#

manual on its own doesn't exist in CfgWeapons. Hence why your custom weapon (derived from the original) is getting its properties from class manual{}; (which is empty) instead of inheriting from the manual class within sab_fl_1x_cannon_weapon.

woeful gull
#

so its this correct?

    class sab_fl_1x_cannon_weapon
    {
        class manual;
    };
    class 3SA_Air_UtilityLauncher: sab_fl_1x_cannon_weapon
    {
        scope = 1;
        displayName = "Utility Dispenser";
        magazines[] = 
        {
            "3SA_AirDep_FlareWhite_20rnd",
            "3SA_AirDep_FlareRed_5rnd",
            "3SA_AirDep_FlareGreen_5rnd",
            "3SA_AirDep_Smoke_Red_5rnd",
            "3SA_AirDep_Smoke_Green_5rnd",            
        };
        magazineReloadTime = 0.1;
        class manual: manual
        {
            displayName = "Utility Dispenser";
            reloadTime = 2;
            dispersion = 0;
        };
    };```
hearty sandal
wheat sluice
# woeful gull so its this correct? ``` class sab_fl_1x_cannon_weapon { cla...
    class sab_fl_cannon_base;
    class sab_fl_1x_cannon_weapon: sab_fl_cannon_base
    {
        class manual;
    };
    class 3SA_Air_UtilityLauncher: sab_fl_1x_cannon_weapon
    {
        scope = 1;
        displayName = "Utility Dispenser";
        magazines[] = 
        {
            "3SA_AirDep_FlareWhite_20rnd",
            "3SA_AirDep_FlareRed_5rnd",
            "3SA_AirDep_FlareGreen_5rnd",
            "3SA_AirDep_Smoke_Red_5rnd",
            "3SA_AirDep_Smoke_Green_5rnd",            
        };
        magazineReloadTime = 0.1;
        class manual: manual
        {
            displayName = "Utility Dispenser";
            reloadTime = 2;
            dispersion = 0;
        };
    };
#

Keep a close eye on the external class references:
class sab_fl_cannon_base;
class sab_fl_1x_cannon_weapon: sab_fl_cannon_base{};

woeful gull
half peak
# wheat sluice Nope. It works just fine and HE shells hit directly on target. I changed the fol...

Alright, to be precise, the key point is the higher initSpeed. I'm looking for some methods to enable weapons with lower initial speeds to achieve precise hits on targets in a similar manner to how how榴弹炮 (howitzers) can perform curved shots. But such a situation may occur.
I understand that dispersion causes the landing points of the shells to be irregularly scattered. However, for shells fired with a more curved trajectory, the impact points are not like that. Instead, they are densely distributed at a certain distance in front of the target, and this distance increases as the curvature of the trajectory increases.

half peak
woeful gull
# wheat sluice Keep a close eye on the external class references: `class sab_fl_cannon_base;` `...

Ok, I've made the correction and also fixed an issue I noticed above and now have this (some cuts for length), but I still have the same problem

{
    class 3SA_FL_Aircraft_Weapons_V1
    {
        units[] = 
        {
            "sab_sw_i16",
        };
        weapons[] = 
        {
            "3SA_Air_UtilityLauncher"
        };
        requiredAddons[] = 
        {
            "sab_sw_i16",
        };
    };
};
class CfgAmmo
{
    class FlareBase;
    class 3SA_AirDep_Flare_White: FlareBase
    {
        lightColor[] = {0.5,0.5,0.5,0.5};
        smokeColor[] = {0.5,0.5,0.5,0.5};
        useFlare = 1;
        brightness = 12;
        size = 1;
        triggerTime = 0.1;
        triggerSpeedCoef = 1;
        intensity = 60000; //40000;
        flareSize = 12;
    };
};
class CfgMagazines
{
    class UGL_FlareWhite_F;
    class 3SA_AirDep_FlareWhite_20rnd: UGL_FlareWhite_F
    {
        displayName = "Illumiation Flares - 20 (White)";
        displayNameShort = "Illumination Flares (White)";
        ammo = "3SA_AirDep_Flare_White";
        initSpeed = 0.1;
        count = 20;
        nameSound = "";
        descriptionShort = "Type: Air-Deployed Illumination Flare - White";
        weaponPoolAvailable = 0;
        mass = 4;
    };
};```
#
{
    class sab_fl_cannon_base;
    class sab_fl_1x_cannon_weapon: sab_fl_cannon_base
    {
        class manual;
    };
    class 3SA_Air_UtilityLauncher: sab_fl_1x_cannon_weapon
    {
        scope = 1;
        displayName = "Utility Dispenser";
        magazines[] = 
        {
            "3SA_AirDep_FlareWhite_20rnd",
            "3SA_AirDep_FlareRed_5rnd",
            "3SA_AirDep_FlareGreen_5rnd",
            "3SA_AirDep_Smoke_Red_5rnd",
            "3SA_AirDep_Smoke_Green_5rnd",            
        };
        magazineReloadTime = 0.1;
        class manual: manual
        {
            displayName = "Utility Dispenser";
            reloadTime = 2;
            dispersion = 0;
        };
    };
};
class CfgVehicles
{
    class sab_sw_i16_base;
    class sab_sw_i16: sab_sw_i16_base
    {
        weapons[] = 
        {
            "sab_fl_2x_lmg_weapon",
            "sab_fl_2x_cannon_weapon",
            "3SA_Air_UtilityLauncher"
        };
        magazines[] = 
        {
            "sab_fl_3800rnd_lmg_std_mag_air",
            "sab_fl_680rnd_cannon_std_mag_air",
            "3SA_AirDep_FlareWhite_20rnd",
            "3SA_AirDep_FlareRed_5rnd",
            "3SA_AirDep_FlareGreen_5rnd",
            "3SA_AirDep_Smoke_Red_5rnd",
            "3SA_AirDep_Smoke_Green_5rnd",
        };
    };
};```
wheat sluice
# half peak Alright, to be precise, the key point is the higher initSpeed. I'm looking for s...

I think at this point you might as well just convert the vehicle into a pseudo siege tank-like vehicle that has a howitzer for main weapon that looks like a regular tank gun.
You can get more control over the shell's trajectory and CEP by tweaking artilleryDispersion and initSpeed doesn't matter as much since that can be changed by artilleryCharge.
Only downside to this approach is that the RV engine doesn't simulate air drag for artillery shells/rockets.

wheat sluice
half peak
wheat sluice
#

That works too. Just set a long enough triggerTime, then adjust submunitionInitSpeed + submunitionParentSpeedCoef accordingly so that you keep the original shell's velocity or make it higher if needed.

hallow verge
#

nvm

wheat sluice
# woeful gull Ok, I've made the correction and also fixed an issue I noticed above and now hav...

Too much to fit in a single message, so take a peek at the attached config. I omitted some stuff for testing purposes, so just readd back stuff like magazine classes for the LMGs/cannons.

TL;DR is that you tried to use flare-type ammo with a cannon-type weapon. Some ammo simulation types don't work with certain weapons (e.g. using shotSmoke with a shoulder-fired launcher weapon).
Workaround is to use a bomb with dummy primary "bomb" which drops a submunition that deploys the actual flare ammo.
https://i.imgur.com/TpEt6vP.png

winter rain
woeful gull
fleet adder
#

configwise, is there anything that can be done for a collimator to be "flat" when aiming?
I remember that in early beta footage, there were ARCO scopes that had these flat looking models and I was wondering how does one achieve that effect.

Picrel

#

i have a series of collimators in my mod that I would like to config in such way, making them be less intrusive while aiming

#

since im stuck with the "internal tube" of the sight being visible and takes too much aperture away from the sight

woeful gull
wheat sluice
# woeful gull Sorry I need to ask for help one more time. Here's my whole file this time as we...

Your magazine classes for red/green flares are pointing to the actual flare ammo instead of the dummy bomb:

    class 3SA_AirDep_FlareRed_5rnd: 3SA_AirDep_FlareWhite_20rnd
    {
        ammo = "3SA_AirDep_Flare_Red";    // Should be the dummy bomb not the actual flare ("3SA_AirDep_Flare_Red_Dummy")
    };
    class 3SA_AirDep_FlareGreen_5rnd: 3SA_AirDep_FlareWhite_20rnd
    {
        ammo = "3SA_AirDep_Flare_Green";    // ditto ("3SA_AirDep_Flare_Green_Dummy")
    };
rough hatch
#

how do I make my plane slow down faster on the ground? like when I'm on the ground and I drop thrust to 0, it takes a bit longer for it to come to a full stop than I'd like

woeful gull
winter rain
#

does anyone know why bullet projectiles change its size in distance? And its in some sights different too.. here my example what happens.. i want to have it all the time in same size like the dish of the tank is notlikemeow

novel lava
#

cuz bullet assumes its a tracer and 'stretches' due to speed

#

unfortunately your choices are to change to 'shell' simulation and lower the speed till the model is visible or make them a missile, not sure of any other work around

#

well apart from atttachTo a particle or something

wheat sluice
winter rain
# novel lava unfortunately your choices are to change to 'shell' simulation and lower the spe...

did already a test with simulation = "shotShell"; with no luck + in cfgMagazines initSpeed = 200; still no luck, and slower it will be bad its already pretty slow nootlikethis

was also thinking about a particleEffect but then i got 2 problems, while particle effect (modelSpace not billboard) the model gets spawned in all different directions and also particle effects are limited or completly disappear if other particle effects are executed on the field

crisp knot
#

Is it possible to make my custom mine class be deactivatable by units which has canDeactivateMines=0;? I would like any player to be able to defuse a certain mine

wheat sluice
#

Not purely by config. But perhaps a custom user action on the mine that checks if the user has the explosiveSpecialist trait?
If the user is an engineer/demo specialist, user action remains hidden. If they don't have the trait (unit has no ability to disarm), show action and run a script that allows them to "defuse" it.

clever creek
#

Is there lines of code I can add to my config to have nvgs showing in vehicles?

wheat sluice
# clever creek Is there lines of code I can add to my config to have nvgs showing in vehicles?
showNVGCommander = 1;
showNVGDriver = 1;
showNVGGunner = 1;
showNVGCargo[] = {1};

https://i.imgur.com/1HEaheG.png
Be aware that NVGs may clip out of the vehicle depending on how low the vehicle's interior roof is.
You may also get transparency issues if your NVGs have any alpha parts -- the RV engine really doesn't like having multiple alpha objects behind each other. If you're wearing a pair of glasses or any other facewear with transparency that go into the NVG slot, don't be surprised if it doesn't appear properly when looking at it through the vehicle's windows.

cosmic plover
#

I am pretty much brand new to arma 3 modding. I have only been able to get so far with googling and chatGPT and I feel I have hit a brick wall. I am looking for someone to help me out, I have gotten the mod semi-working but I am not sure where to go from here.

If anyone would be willing to VC and help me out I would appreciate it.

wintry tartan
#

You need to ask the question

cosmic plover
#

IVe got a zues module added in game. It pops up a window and when im on a server the module pops up for all zeus'. Ive been trying to figure out how to get it to only show for the zeus who has placed it. This is my current issue at least

tacit needle
#

use gemini instead

sweet pecan
#

Gemini is way worse.

tacit needle
#

no

#

I've made a mod from scratch using it, and it has no issues

mortal pumice
#

The vibe coders are infiltrating 😱😂

sweet pecan
tacit needle
#

It makes it possible to turn any object to simple objects

if (isNil 'GMN_fnc_spawnSimpleObjects') then {
 GMN_fnc_spawnSimpleObjects = {
  params ['_data'];
  private _spawnedObjects = [];
  {
   _x params ['_class', '_path', '_pos', '_dir', '_vec', '_tex', '_scale', '_align', '_super', '_local'];
   _obj = [[_class, _path], _pos, _dir, _align, _super, _local] call BIS_fnc_createSimpleObject;
   _obj setVectorDirAndUp _vec;
   _obj setObjectScale _scale;
   { if (_x != '') then { _obj setObjectTexture [_forEachIndex, _x]; }; } forEach _tex;
   _spawnedObjects pushBack _obj;
  } forEach _data;
  _spawnedObjects
 };
};

_soData = [
['Land_CobblestoneSquare_01_32m_F', 'a3\structures_f_enoch\infrastructure\roads\cobblestonesquare_01_32m_f.p3d', [11674.415039,7965.801758,10.376165], 5.17939, [[0.0902744,0.995917,0],[0,0,1]], [], 1, false, true, true],
['Land_CobblestoneSquare_01_32m_F', 'a3\structures_f_enoch\infrastructure\roads\cobblestonesquare_01_32m_f.p3d', [11688.943359,7945.807129,10.39949], 283.286, [[-0.973234,0.229818,0],[0,0,1]], [], 1, false, true, true],
['Land_CobblestoneSquare_01_32m_F', 'a3\structures_f_enoch\infrastructure\roads\cobblestonesquare_01_32m_f.p3d', [11671.552734,7934.228027,10.375889], 5.17939, [[0.0902744,0.995917,0],[0,0,1]], [], 1, false, true, true]
];```
#

it the object attributes I can select super simple, align, and local. It also gets the textures

#

I can also save the comp in the exact area so that I can have over 30k objects no issue

clever creek
wheat sluice
#

Preferably, it should be put in the base class for whatever vehicle you're trying to modify. If there's no base class for the vehicle for whatever reason, add these tokens to every single vehicle where you want NVGs to be visible.

#

If you're lazy, you can add them to BI's superclasses as a last resort. But only do this if you absolutely need to make your NVGs visible on every single vehicle type (planes, helicopters, tanks, etc.).

sullen fulcrum
#

I have an issue I believe is related to config. I am building a vehicle using the Arma Samples heli pack as reference. I cannot seem to make this HUD go away in testing. Is this an issue with the class, or something to ask about in another channel?

hearty sandal
sullen fulcrum
hearty sandal
#

you just need to define your own MFD class to empty it

#

if you dont want any HUD

sullen fulcrum
nimble sequoia
#

class MFD {}; in your new helicopter class.

sullen fulcrum
hearty sandal
#

you can blank the whole class by making it class MFD (); like apollo said

#

then it wont do anything

sullen fulcrum
sullen fulcrum
nimble sequoia
#

I only typed out what HG said to do, as I thought it might not have been obvious how to blank the class. We're glad to help though, well done on getting it working.

waxen cosmos
#

Okay...I'm getting utterly bamboozled, it's my first time importing a model into Arma and I can't even get the entry for it to show up in 3DEN to test to see if it's working properly, this is the config I've got for it, the cfgPatches and cfgEditorCategories don't seem to have anything missed out, and I'm not getting any errors on startup or when entering 3DEN either.

Would anyone be able to see if I've missed something?

class cfgWeapons
{    
   class ACE_ItemCore;
   class CBA_MiscItem_ItemInfo;
    
   class SOR_Passport_Afghanistan : ACE_ItemCore
   {
       scope = 2;
       scopeCurator = 2;
       scopeArsenal = 2;
       ACE_isUnique = 1;
       ACE_asItem = 1;
       editorCategory = "SOR_Props";
       editorSubcategory = "SOR_Passports";
       displayName = "Passport (Afghanistan)";
       descriptionShort = "A passport issued by the government of Afghanistan";
       picture = "\SOR_Props\data\icons\passport\SOR_Icon_Passport_Afghanistan.paa";
       model = "\SOR_Props\data\models\passport\SOR_Passport_Afghanistan.p3d";
       class ItemInfo : CBA_MiscItem_ItemInfo
       {
          mass = 0.1;
       };
   };
};
wintry fox
#

Also scopeCurator, scopeArsenal, the two ace properties, and editor(Sub)Category are all doing nothing there and should be removed

viral dragon
#

The two ACE properties should be valid

wintry fox
#

They're both for magazines

viral dragon
#

At least unless they're already defined with the same values in ACE_ItemCore

#

ACE wiki says they're for CfgWeapons too

wintry fox
#

Or well, they can be used on items but don't really do anything since they're inheriting from ace's base item

wintry fox
waxen cosmos
#

Okay, so I haven't come across anything about making a ground holder before, the only mention I've seen of it is when I'm deleting dropped items in Zeus, so how do I go about that?

wintry fox
#

Inherit from Item_Base_F in CfgVehicles and add your item in the TransportItems class

#

I just make a base class for the sub(category) and use a macro to make the items for convenience

viral dragon
# wintry fox Which is why I said to just remove

They might change it somewhere else I guess, but as defined in ace_common CfgWeapons, ace_itemcore doesn't define either of those properties. It's just a copy of CBA_itemcore.
* I checked CBA and they don't define either of those properties either

waxen cosmos
#

Would that also be the spot to put the main category so it doesn't get jumbled up with other stuff?

#

Disregard the last question, I misread the documentation

chilly tulip
#

typo btw: editorSubcateogry

waxen cosmos
chilly tulip
#

Also missed the semicolon off that line.

waxen cosmos
#

Yeah just saw that in the file as you messaged, thanks for the eagle eyes 👍

waxen cosmos
#

Bright side, it now shows up in 3DEN, downside...I got an error saying it can't load the model and the reason it gave was magic...

wintry tartan
#

Tell the error message, along with your current config always do it if you're troubleshooting online

waxen cosmos
wintry tartan
#

Tell the error message, literally

waxen cosmos
wintry tartan
#

"Error loading" usually mean your P3D is anyhow corrupted, so recheck P3D and PBO I'd say

pale dew
#

Wtf is (Magic) I haven't seen that one

hearty sandal
#

I think this would be something the Wizard known as @grand zinc might be able to shed light on

clever creek
#

How does one define the left logo from the right logo in the arsenal?

wheat sluice
clever creek
#

Yeah I actually realized that after I asked lol

wheat sluice
#

DLC defines the mod icon (this is not limited to only official use). This is a link to your custom mod entry in CfgMods, but in most cases the engine will automatically pull this for you even if you don't define a value for DLC.
https://community.bistudio.com/wiki/Mod.cpp/bin_File_Format
picture defines the inventory icons. This isn't auto generated, so you need to create one by yourself that is always scaled to a resolution of power of two (e.g. 512x512px, 256x256px, etc).
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#Picture="[\][.pac]"

class CfgWeapons
{
    class ItemCore;
    class MyCustomItem: ItemCore
    {
        DLC = "MyModNameInCfgMods";    // points to your mod in CfgMods
        picture = "\link\to\my\moddirectory\icon_ca.paa";    // inventory icon
    };
};
clever creek
#

So can the dlc still be defined as a paa?

wheat sluice
#

Nope. Or at least AFAIK, it's not possible. Never tried, so don't quote me on that.

clever creek
#

What does it auto generate from for the mod logo?

wheat sluice
#

It retrieves the image you defined for logoSmall in CfgMods. Failing that, it uses logo instead.

clever creek
#

I dont add a cfg mods section in my configs

wheat sluice
#

Well if you don't define one, then the game will just default to displaying the generic puzzle piece icon instead.
It might not be mandatory per se, but it goes a long way to making your mod look presentable and helps with organisation. Having an Arsenal list full of generic puzzle pieces doesn't help people identify what X mod that Y asset comes from.

wintry fox
wintry fox
clever creek
wintry fox
#

This is all I do though

author = "You";
name = "Mod Name";
description = "Description";
overview = "";
overviewPicture = "YourPrefix_logo_ca.paa";
picture = "YourPrefix_logo_ca.paa";
logo = "YourPrefix_logo_ca.paa";
logoOver = "YourPrefix_logo_ca.paa";
wheat sluice
#

magazineGroups 2.0.

severe marlin
#

Hey guys I released my mod
And our unit using it
The thing is when I use my mod items or units in a mission, the mission won't run in multiplayer
But when I don't use my mod items or units, the mission will run also we can wear my mod items and such
Also no problem for items like rvmat or model or classnames

#

They didn't showed me any errors or something

median orchid
#

What's the deal with how the attributes equipment storage defines categories for items? If I have a magazine but no weapon that actually takes it, it won't show up here anywhere. IS there a good way to force a magazine to show in one of these categories?

chilly tulip
#

oh, like ACE painkillers.

zinc oracle
#

is there a way to add a vanilla sandbox to my server config so i can use eden and zeus?

zinc oracle
#

i've never set up my own server before and i have my map set as Sandbox.Altis.pbo

#

but it won't load up anything at all

#

stays on the altis loading screen

chilly tulip
#

Does the same PBO work in localhost?

zinc oracle
#

i haven't tried that

#

only wanted a server to mess about with 1 of my mates didn't realise how difficult it is to get to grips with

zinc oracle
chilly tulip
#

The "loading screen" means that either you specified an empty class Missions or it failed to find the specified missions.

zinc oracle
#

i've saved just a mission with a respawn and a game master and put that in server config as a mp map should that work?

chilly tulip
#

Does it work as localhost?

#

My recollection is that you don't even need a respawn, just a player.

zinc oracle
#

it's actually loading now but i can't press a role

median orchid
# chilly tulip oh, like ACE painkillers.

Sorta, ace painkillers is a funny one along with some of the other items they do since they technically have a cfgWeapon entry for them which gets instantly converted to the cfgMagazine version on event handlers

#

Not something I really want to be dependent on or replicate with scripts

wintry fox
lean bloom
#

Is it possible in the case of a vehicle to enforce the usage of a specific optic on a specific weapon?

Say I have 4 weapons in a vehicle, and 3 of them should be using one optic P3D, but the 4th one should be forced into a different optic P3D

hearty sandal
#

the optic p3d is not weapon specific

nimble sequoia
#

Optics are turret specific, so if you have your 4th weapon in a different turret to the other 3, it's easy.

hearty sandal
#

THIS too. I assumed they were all on same operator

lean bloom
#

They are all on the same operator, yes

#

That´s what´s causing my headache

#

I know in the rhs bmp you have the option to "use XY launcher" which does something similar I guess

mortal pumice
#

RHS has some non enterable separate turret seats you can only access from the initial turret seat

#

Not sure if it’s the same on the bmp but that’s how it works on some hmmvs

novel lava
#

yeah scripted turrets

#

you could - and its kinda janky but probably similar levels of jank to the scripted locked turrets

#

set up all the optics in the turret as per usual

#

sorry was looking up the scripting command as its new

#

if wrong optic - switch to the correct one

#

so technically people could switch but the eventhandler should immediately switch it back

#

actually not sure if that eh works on vehicles

lean bloom
#

Thanks, I will take a gander

grave steppe
#

How is it going guys
Is there any way to use Hidden Selections in NVG Configurations?

wintry fox
#

I.e. define hiddenSelections in class itself and the ItemInfo

real bluff
#

How do you setup a config for a model to have editable text like a license plate or tail number?

green verge
#

Guys, when adding a vehicle to the game, does it always have to have a crew or could the vehicle be unmanned by default?

#

class toyota_cruiser_100: ver_cruiser100_base
{
scope = 2;
side = 0;
faction = "Millitary";
vehicleClass = "Cars";
crew = "";
displayName = "$STR_drg_vercruiser_100";
author = "VER";
hiddenSelectionsTextures[] = {"\ver_cruiser100\data\colors\black.paa","\ver_cruiser100\data\colors\black.paa","#(argb,8,8,3)color(0.603922,0.603922,0.603922,1.0,co)","\ver_cruiser100\data\glass.paa","\ver_data\data\brakes_black.paa"};
};

green verge
#

Another question, if I add the vehicles to the civilian faction but later a OPFOR unit uses the vehicle I believe the whole vehicle effectively changes to the OPFOR side right?

wintry fox
wintry fox
#

So long as an opfor (or whatever side) unit is in it

#

Should go back to empty once they disembark

novel lava
#

it does work to have a vehicle without crew but it isn't simple

#

an example is the taru pods

#

editorForceEmpty = 1; iirc is whats needed

#

i do believe you need to define crew etc tho but they wont spawn

wintry fox
#

Single config property sounds pretty simple

novel lava
#

like I used it for the trailer in SPEX

#

and iirc had to add a dummy cargo position for it to work as the FFV turrets werent enough

novel lava
#

so if you have the crew be opfor it will be under what ever faction the crew is but it will be placed empty

pliant scarab
#

Hello just wanted to ask if there's a guide for me to take a look at to make ammo from certain mods compatible with one another?

hearty sandal
pliant scarab
#

dang alright

pliant scarab
hearty sandal
pliant scarab
hearty sandal
#

that would be the magazines since the magazines are what go into guns

viral dragon
#

Guns don't care about ammo compatibility, it's purely based on the magazines

hearty sandal
#

👆

viral dragon
#

CBA joint magazines might already do what you want, depending on whether IFA is set up to support it

hearty sandal
#

that can be modified by changing the magazineWells

#

but also its not guaranteed that it looks good

#

as mods may have differences in magazine dimensions and placement

viral dragon
#

Though I don't know if IFA bolt-actions have some wacky scripted magazines stuff like the Spearhead ones

hearty sandal
#

so the magazine model can be way off between different mods/weapons

viral dragon
hearty sandal
#

that too

#

compatibilities can go whacky fast 😅

pliant scarab
pliant scarab
pliant scarab
hearty sandal
pliant scarab
hearty sandal
#

but it is just a possibility. it could also be fine

pliant scarab
novel lava
#

its just exists purely for the reload animations

viral dragon
#

I know, what I meant is that if you try to feed it magazines that don't have all the partial stage variants, it might not behave properly

novel lava
#

nah doesnt matter - people have made compat classes for the various other ww2 mods over the years

#

doesn't cause any issues im aware of

#

only thing that potentially could be an issue is if it exceeds the original magazine size

viral dragon
#

Excellent, that's fine then

toxic solar
#

this is something I never quite understood but lets say I have a bunch of turrets like so

class myTurret: wateverParentTurretClass {};
class myLowStandTurret: myTurret {};
class myLowStandTurret_Opfor: myLowStandTurret {};
class myLowStandTurret_Greenfor: myLowStandTurret {};
class myMediumTurret: myTurret {};

what do I need to put in units[] in cfgPatches so that they all show up in zeus? I would think I only need to put myTurret since that would be the parent of everything and that works been working for some time but recently it hasnt and tje fix I know is to list all 5 of those classes in units[] which at times is a bit annoying.

hearty sandal
toxic solar
hearty sandal
#

Then you need to list all

toxic solar
#

what is the tank part ur refering to tho?

#

what happens if its a turret on a tank

#

I wonder then why its been working showing all in the past when I just had one, maybe mikeros fills it out on packing?

hearty sandal
toxic solar
hearty sandal
#

And yes pbo project does some auto filling if I remember right

toxic solar
#

huh I wonder why it stopped working now 🤔

lean bloom
#

Is there any "simple" (that is, no scripting included) way in which I could have a self-propelled mortar´s turret´s interior expend stored ammunition in a way where after firing one stored round gets hidden and an expended casing gets unhidden remain consistent while having multiple reloadable magazines?

This would be quite simple to achieve via either the ammo or revolving sources if I only had a single magazine with a fixed ammo count, but if I have multiple magazines of different types it means when the player fires off a few rounds from one and then reloads a different, full magazine, the animations would stop working properly because both ammo and revolving sources would "reset" their values after the reload.

So I am left wondering what solution could I use that would not have me dabble with scripting too much.
I assume I would have to create some sort of a variable bound to the fireEH that would keep count of how many total rounds have been expended thus far and then somehow use that to animate the stuff, but I don´t want to use scripting!

lean bloom
hearty sandal
#

what you are doing is unfortunately way out of the scope of the engines own animation sources

#

and way more complex than anything vanilla

#

you will likely need to compromise somewhere in the design

#

its very cool

#

but also very complex for the engine 😅

lean bloom
#

It is what it is :/

#

Should be doable though

nimble sequoia
median fable
#

In CfgLights, what do the ambient and diffuse attributes represent when ELI5?

lean bloom
viral dragon
# median fable In CfgLights, what do the `ambient` and `diffuse` attributes represent when ELI5...

The basic light colour is the light that's directly emitted, including the colour of the flare when a flare is visible, and illuminates only surfaces that are facing the light. The ambient colour is the indirect light that appears around the source and can illuminate surfaces that aren't facing it. You can test the difference between those two on a scripted light source, using setLightColor and setLightAmbient.
Dunno what diffuse does and there's no scripted equivalent, so it might not even do anything.

median fable
#

Thank you, that helps a bit. The commands will definitely be helpful in seeing how the game behaves with certain values 🙂

#

Yup, looked up both of those commands on the wiki and got what I wanted to achieve. Time to recreate and test. Much appreciated o7

pastel tusk
#

Heyo, quick question

I am working on my own faction to be accessible in Zeus and Eden. Is there a way to randomise the uniform / headgear that a unit has everytime it is spawned in?

hallow quarry
#

hello which variable affects a radar signature?

#

I want to make backpack drones have a smidge bigger radar signature
Is it "radarTargetSize"

wheat sluice
wheat sluice
# pastel tusk Heyo, quick question I am working on my own faction to be accessible in Zeus an...

For headgear and facewear, you can use BI's default randomisation functions via an EventHandler in the soldier's base class:
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Headgear_and_Facewear_Randomisation
For uniforms and vests, you'll need to create your own randomisation script since the vanilla one doesn't support anything else other than headgear/facewear. You can search for one on the Workshop or base your own script off BI's scripts (you can find it under \a3\functions_f\inventory\fn_unitheadgear.sqf).

pastel tusk
#
  class AET_F_mapleSyrup_I_VLF_T_55A: UK3CB_NAP_O_T55
  {
    faction="AET_F_mapleSyrup_I_VLF_nomas";
    side=2;
    displayName="T 55A";
    hiddenSelectionsTextures[]={"uk3cb_factions\addons\uk3cb_factions_vehicles\armour\uk3cb_factions_vehicles_t-series\t55\data\t55_body_fdf_co.paa","uk3cb_factions\addons\uk3cb_factions_vehicles\armour\uk3cb_factions_vehicles_t-series\t55\data\t55_tower_fdf_co.paa"};
    crew="AET_F_mapleSyrup_I_VLF_Crewman";
    typicalCargo[]={"AET_F_mapleSyrup_I_VLF_Crewman"};

  };

Quick question, when I implement the vehicle above and set its hidden textures, it keeps using a different set of textures, am I doing something wrong? is there a way to select one of the predefined textures that can be accessed in the garage to set it that way too?

pastel tusk
#

Thanks a lot!

pastel tusk
#
  class AET_F_mapleSyrup_I_VLF_KamAZ_5350: rhs_kamaz5350_msv
  {
    faction="AET_F_mapleSyrup_I_VLF_nomas";
    side=2;
    displayName="KamAZ 5350";
    hiddenSelectionsTextures[]={"rhsafrf\addons\rhs_kamaz\data\kamaz5350_cabin_co.paa","rhsafrf\addons\rhs_kamaz\data\kamaz5350_cargo_co.paa","rhsafrf\addons\rhs_kamaz\data\kamaz5350_base_co.paa","rhsafrf\addons\rhs_kamaz\data\bed\rhs_kamaz_bed_co.paa","rhsafrf\addons\rhs_kamaz\data\bed\rhs_kamaz_cover_co.paa","rhsafrf\addons\rhs_decals\data\numbers\default\4_ca.paa","rhsafrf\addons\rhs_decals\data\numbers\default\6_ca.paa","rhsafrf\addons\rhs_decals\data\numbers\default\7_ca.paa","rhsafrf\addons\rhs_decals\data\numbers\default\4_ca.paa","",""};
    crew="AET_F_mapleSyrup_I_VLF_Crewman_Light";
    typicalCargo[]={"AET_F_mapleSyrup_I_VLF_Crewman_Light"};
    textureList[]={"AET_F_mapleSyrup_I_VLF_KamAZ_5350_Texture", 1};
    class textureSources
    {
        // This texture source will be available for every defined factions
        class AET_F_mapleSyrup_I_VLF_KamAZ_5350_Texture
        {
            // Display name of the texture
            displayName = "Olive (No Symbol)";
            // Author of the texture
            author = "RHS";
            // Paths to the texture files, in the same order as the hidden selections
            textures[] = {"rhsafrf\addons\rhs_kamaz\data\kamaz5350_cabin_co.paa","rhsafrf\addons\rhs_kamaz\data\kamaz5350_cargo_co.paa","rhsafrf\addons\rhs_kamaz\data\kamaz5350_base_co.paa","rhsafrf\addons\rhs_kamaz\data\bed\rhs_kamaz_bed_co.paa","rhsafrf\addons\rhs_kamaz\data\bed\rhs_kamaz_cover_co.paa","rhsafrf\addons\rhs_decals\data\numbers\default\4_ca.paa","rhsafrf\addons\rhs_decals\data\numbers\default\6_ca.paa","rhsafrf\addons\rhs_decals\data\numbers\default\7_ca.paa","rhsafrf\addons\rhs_decals\data\numbers\default\4_ca.paa","",""};
            // This source should be available for the following factions
            factions[] = {};
        };
    };
  };
pastel tusk
pastel tusk
#

Maybe it's something RHS does after a vehicle is spawned or something?

pastel tusk
#

Yea so if I add:

    class EventHandlers
    {
        init = "";
    };

to the end, the texture is exactly as I want it to be, hope that doesn't end up fucking anything up...

pastel tusk
#

Is there a way to also handle components through the config so it is not randomized or default?

I thought it is "animationList" from reading the wiki but I can't seem to get it to work

wintry fox
pastel tusk
#

The only way I could get it to work was doing this:

    class EventHandlers
    {
        init = "(_this select 0) animateDoor ['cover_end_hide',1,true];";
    };
#

But I feel like the eventhandler way is the wrong way

#

From what I am reading above in your message though it seems I am wrong and I do have to do it via script?

#

Man configs in Arma 3 gonna make my head twist ;-;

chilly tulip
#

well, usually you have that initVehicle call in init or postInit and that sorts it out.

#

Horrible but normal.

pastel tusk
chilly tulip
#

The parent vehicle probably already has it, if you don't remove it.

#

But otherwise yeah.

pastel tusk
# chilly tulip The parent vehicle probably already has it, if you don't remove it.

If it does then it ain't working chief xD

Alright, I'll try this:

["Door_LF",0,"Door_RF",0,"Hatch",0,"spare_hide",0,"bench_hide",0,"bench_l1_fold",0,"bench_l2_fold",0,"bench_r1_fold",0,"bench_r2_fold",0,"cover_hide",0,"back_door",0,"cover_end_hide",1,"side_walls_hide",0,"ClanLogo_Hide",0]
] call BIS_fnc_initVehicle;

which is what I got from the garage.

chilly tulip
#

The stock EH is this:
init = "if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;};"

#

Should work if you have animationList defined correctly.

#

initVehicle is global effect so you should definitely have the local check either way.

pastel tusk
#
    class EventHandlers
    {
        init = "if (local (_this select 0)) then {[(_this select 0), """", [""Door_LF"",0,""Door_RF"",0,""Hatch"",0,""spare_hide"",0,""bench_hide"",0,""bench_l1_fold"",0,""bench_l2_fold"",0,""bench_r1_fold"",0,""bench_r2_fold"",0,""cover_hide"",0,""back_door"",0,""cover_end_hide"",1,""side_walls_hide"",0,""ClanLogo_Hide"",0], false] call bis_fnc_initVehicle;};";
    };
#

Ey

#

Works

#

Thank you all Salute

waxen cosmos
#

For what it's worth you can use single quotes ' instead of "" for strings within strings

wintry fox
#

You also don't need to specify the values, I'd assume the default just reads from animationList

Also should probably just do class EventHandlers: DefaultEventHandlers {}; which includes initVehicle iirc

It's just defined in config root:

class DefaultEventHandlers;
class CfgVehicles {
    class YourVehicle: ... {
        class EventHandlers: DefaultEventHandlers {};
    };
};
median fable
#

Well, circling back to my question about the CfgLights config entries from 2 days ago.
I'm trying to replicate JCA Hand Flares' effect to add several variants of the flares. My current problem is that my white hand flares are bright enough to be as useful as the green/red ones from the original mod, but getting up close it's hard to see the model of the flare object itself due to how bright it is.

class AET_JCA_HandFlare_Light_White: JCA_HandFlare_Light_Base
{
    color[] = {0.3, 0.3, 0.3};
    diffuse[] = {0.25, 0.25, 0.25};
    ambient[] = {0,3, 0,3, 0,3};
};

And I'm quite honestly not sure how I can make it better on the eyes. I tried fiddling with the A part of the property values with no luck.

For comparison, these are the values the original mod uses for the red one:

    color[]={1,0.25,0};
    diffuse[]={0.80000001,0.34999999,0.25};
    ambient[]={2,0.30000001,0};

What am I misunderstanding/missing here?

#

Is that just because of the white color that I'm struggling with this? Because it doesn't really look like it...

hearty sandal
median fable
#

Correct, the base class is just class JCA_HandFlare_Light_Base; right above mine

hearty sandal
median fable
#

Hmm. How would I do gray? I thought keeping the color values lower from 1,1,1 would mean darker but that didn't seem to be the case. Reducing the alpha?

hearty sandal
median fable
#

Argh

#

Thanks for the sanity check. Time for a break and then back to the nightmare of modding

proper cedar
#

I'm not entirely sure if this is the right place but i've been working on this weapon edit for awhile now and wanted to change the fire mods to sound different then the original model, problem being everytime i try to make my own firemodes they just straight up disappear and give me a small error. Seemingly no entry for the config and then a secondary on a random launcher i havent even looked at. I tried looking through the RPT but tbh i'm not even sure what im looking at or how it'd be fixed

#

For context for those curious this is the weapons config

    {
        class EventHandlers
        {
            fired = "if (isPlayer (_this select 0)) then {_this spawn WBK_FIG_WeaponFiredHandler_RedParticles;};";
        };
        author = "Kurp";
        baseWeapon = "hel_Lasgun_Accatran_Rifle_BlK";
        displayName = "Hel Pattern Accatran MKIV Lasgun";
        hiddenSelections[] = {"camo1","camo2"};
        hiddenSelectionsTextures[] = {"\Accatran\accatran\HELHEIM.paa","\Accatran\accatran\HELHEIM.paa"};
        magazines[] = {"Helheim_Lasgun_Rifle_B_Accatran_75_Battery","Helheim_Lasgun_Rifle_B_Accatran_35_Battery"};
        changeFiremodeSound[] = {"FIG_Imperial_Guard\FIG_Weapons\sounds\lasgun_mode_switch.ogg",0.9,1,10};
        drySound[] = {"FIG_Imperial_Guard\FIG_Weapons\sounds\lasgun_mag_empty.ogg",1.5,1,10};
        reloadMagazineSound[] = {"FIG_Imperial_Guard\FIG_Weapons\sounds\M36_Reload.ogg",2.9,1,30};
        reloadSound[] = {"FIG_Imperial_Guard\FIG_Weapons\sounds\M36_Reload.ogg",2.9,1,30};
        class Single: Mode_SemiAuto
        {
            reloadTime = 0.12;
            recoil = "recoil_burst_pdw";
            recoilProne = "recoil_single_prone_mx";
            dispersion = 0.00087;
            minRange = 2;
            minRangeProbab = 0.5;
            midRange = 200;
            midRangeProbab = 0.7;
            maxRange = 400;
            maxRangeProbab = 0.3;
            class BaseSoundModeType;
            class StandardSound: BaseSoundModeType
            {
                soundSetShot[] = {"ML700_Lasgun_Shot_SoundSet","ML700_Lasgun_Tail_Base_SoundSet"};
            };
            class SilencedSound: BaseSoundModeType
            {
                soundSetShot[] = {"ML700_Lasgun_D_Shot_SoundSet","ML700_Lasgun_D_Tail_Base_SoundSet"};
            };
        };
        class FullAuto: Mode_FullAuto
        {
            sounds[] = {"StandardSound"};
            reloadTime = 0.07;
            dispersion = 0.00087;
            recoil = "recoil_burst_pdw";
            recoilProne = "assaultRifleBase";
            minRange = 0;
            minRangeProbab = 0.9;
            midRange = 15;
            midRangeProbab = 0.7;
            maxRange = 30;
            maxRangeProbab = 0.1;
            aiRateOfFire = 1e-06;
            class BaseSoundModeType;
            class StandardSound: BaseSoundModeType
            {
                soundSetShot[] = {"ML700_Lasgun_Shot_SoundSet","ML700_Lasgun_Tail_Base_SoundSet"};
            };
            class SilencedSound: BaseSoundModeType
            {
                soundSetShot[] = {"ML700_Lasgun_D_Shot_SoundSet","ML700_Lasgun_D_Tail_Base_SoundSet"};
            };
        };
    };
};```
hearty sandal
#

In these situations I usually advice simplifying to starting blocks so your config base works

#

then add new class and inheritance etc and just change displayname of a thing so you can easily see if the new item works

#

and only once it works you start adding the major changes

proper cedar
#

Yeah gotcha, i'll work it from the ground up and see if i can notice anything that changes from it

hearty sandal
#

also whats the exact error you get?

#

and how do you pack the pbo?

proper cedar
#

I use PBO manager, right click pack into PBO

#

I do this mainly because my arma tools wouldnt open addon builder anymore

hearty sandal
#

ah

#

I would really recommend fixing your tools and setting up stuff so you can use better tools like pboProject

#

although it would not catch bad class structure order but only syntax issues

#

even addonbuilder would be better than pbomanager

proper cedar
#

I would like that but wherever i look doesnt have too much information on the fix i need for it, Perhaps a repair or uninstall and reinstall could work.

What usually happens when i open addon builder is the black window will open then close but regardless

#

I appreciate the help tho i'll give that stuff a look and build it up from simpler to more complicated to see where the issue lies

proper cedar
undone dome
pastel tusk
pastel tusk
#
  class AET_F_mapleSyrup_I_VLF_Medic: I_E_Medic_F
  {
    faction="AET_F_mapleSyrup_I_VLF_nomas";
    side=2;
    displayName="Medic";
    uniformClass="UK3CB_CHD_W_B_U_CombatSmock_02";
    weapons[]={"AET_F_mapleSyrup_I_VLF_UK3CB_RK62","AET_F_mapleSyrup_I_VLF_rhs_weap_makarov_pm","Put","Throw"};
    respawnWeapons[]={"AET_F_mapleSyrup_I_VLF_UK3CB_RK62","AET_F_mapleSyrup_I_VLF_rhs_weap_makarov_pm","Put","Throw"};
    items[]={"FirstAidKit","Medikit"};
    magazines[]={"UK3CB_RK62_30Rnd_Magazine","UK3CB_RK62_30Rnd_Magazine","UK3CB_RK62_30Rnd_Magazine","UK3CB_RK62_30Rnd_Magazine","UK3CB_RK62_30Rnd_Magazine","UK3CB_RK62_30Rnd_Magazine","rhs_mag_rgd5","rhs_mag_rgd5","rhs_mag_rdg2_white","rhs_mag_rdg2_white","rhs_mag_9x18_8_57N181S"};
    respawnMagazines[]={"UK3CB_RK62_30Rnd_Magazine","UK3CB_RK62_30Rnd_Magazine","UK3CB_RK62_30Rnd_Magazine","UK3CB_RK62_30Rnd_Magazine","UK3CB_RK62_30Rnd_Magazine","UK3CB_RK62_30Rnd_Magazine","rhs_mag_rgd5","rhs_mag_rgd5","rhs_mag_rdg2_white","rhs_mag_rdg2_white","rhs_mag_9x18_8_57N181S"};
    respawnItems[]={"FirstAidKit","Medikit"};
    linkedItems[]={"ItemMap","ItemCompass","ItemWatch","TFAR_anprc154","rhsgref_hat_M1951","rhs_6sh117_rifleman","rhs_scarf"};
    respawnLinkedItems[]={"ItemMap","ItemCompass","ItemWatch","TFAR_anprc154","rhsgref_hat_M1951","rhs_6sh117_rifleman","rhs_scarf"};
    backpack="UK3CB_PLM_B_B_Sidor_RIF_01";
  };

Quick question, is there a way to specift which items / magazines go into the backpack and which go into the vest for a unit through the config?

wintry fox
pastel tusk
wintry fox
#

No

pastel tusk
#

Alrighty, thank you

timid osprey
#

Is there a way to increase the rotor wash from helicopters?

undone dome
#

If anyone knows how to solve issues with the alive orbat creator please lmk, vehicles work troops dont

undone dome
wintry fox
#

No one can magically know what your issue is, you'd need to send your config

undone dome
hearty sandal
undone dome
#

not really, it was my fault entirely, i created a faction using another one of my factions which i deleted

#

and it couldnt read the classes even though it was using seperate assets

#

so i just reimplemented the old faction

hearty sandal
#

fun times in the configLand 😄

undone dome
#

and it worked

#

yup

rough hatch
#

is there a way to calculate the scene to hud transforms in a MFD config or is it just guesswork?

#

like the pos0 and pos10 values

woeful gull
#

Need some help with turrets. My unit has decided to use the Norther Fronts T-35/85 in our current campaign, but It looks like the sights are broken.

It looks like the sight is made of two layers with one sliding up and down when the gun elevation is changed, but the gun elevation in in the NF T-34 can't be adjusted. I've been trying to compare it to the IFAO T-34/85 which does have an adjustable gun/sight, but I can't identify the relevant values.

elevationMode seemed like the value to check going by the config reference, but neither tank has it. I'm now thinking it's something to do with animationSources?

haughty forge
#

Would anyone be able to explain how to solve this error that i get when I pack my pbo with addon builder: Build failed. Result code=1
CfgConvert task failed
File P:\Arma Modding\D_Sqn_Selection_Gear\config.cpp, line 585: /CfgWeapons/
Watchcap.ItemInfo: Undefined base class 'Headgearitem'
Config :some input after EndOfFile.
Error reading config file 'P:\Arma Modding\D_Sqn_Selection_Gear\config.cpp'
Class destroyed with lock count 1

wintry fox
haughty forge
#

thanks

bitter niche
#

Is it possible to detect startup parameters in config (or in script)? espescially -skipIntro and -world=empty

bitter niche
#

How is -skipIntro handled than? In engine?

#

I thought main menu detecting if it should play cutscenes was a script somewhere, rather than engine thing

wintry fox
#

Engine

gusty scarab
#

Any chance anyone has run into this problem before?

Applying collective to a modded helicopter/drone won't raise off the ground at all

#

Nor does it rotate when told to

sweet pecan
gusty scarab
#

It's not moving at all

sweet pecan
gusty scarab
#

I inherited the AR-2 darter config, if that makes any difference

gusty scarab
#

I'm going to try something with the model properties, just in case

#

Then we'll see if it is config related

#

Nope, still does not move

gusty scarab
#

Anyone?

chilly tulip
#

What did you change from the Darter? The entire model?

gusty scarab
#

Yep, and now the it's just jittering around when I apply collective

#

Can't even pitch or roll

#

Hence why I'm asking here

chilly tulip
gusty scarab
chilly tulip
#

The flight parameters in config are largely unitless, IIRC.

#

Like you can swap them between planes and it doesn't make much difference.

sweet pecan
#

Yeah, for planes, I think they're all just unitless coefficients.
But for helicopters and drones? I don't think so. I have no idea what defines their performance.

chilly tulip
gusty scarab
#

It's sad

chilly tulip
#

I have no idea. I can't even parse "These configuration files are given to the constructor of the GenHeli600 class."

sweet pecan
supple radish
#

Hi guys, i was trying to modify my mod config faction, i disable some vehicles and then save and exit the file don't save. How can i fix it?

molten musk
supple radish
#

And if i override the config mod from the original i can disable only one category, if i disable a heli i can't disable a car and vice-versa

bitter niche
#

How do I make sure a addon1 loads after addon2, but does not require it?

hearty sandal
bitter niche
#

But it isnt required, like without the addon2, addon1 will still work fine, but if addon2 is loaded than addon1 needs to be after it

If I do requiredAddons it will throw an error as well

supple radish
hearty sandal
sweet pecan
chilly tulip
hearty sandal
chilly tulip
#

Hmm, can't find it in open tasks on the feedback tracker. Maybe it was already added. I can't figure out how to see closed tasks.

gusty scarab
#

Now it is too responsive 😂

digital dagger
#

Guys I’m new to this discord where do I go if I don’t know how to enter some servers that are modded with the mod I have?

hearty sandal
bitter niche
# hearty sandal cant you just make separate config mod to be run with different setups?

Not really, In one mod I modify an existing class that is used, but also other used UI elements extend it (and inherit the onbuttonclick) so I have to fix em.

class RscStandardDisplay;
class RscDisplayMain: RscStandardDisplay {
    class Controls {
        class TitleSingleplayer: RscButtonMenu {
            onbuttonclick = "ctrlactivate ((findDisplay 0) displayCtrl 142);";
        };
        class TitleTutorials: TitleSingleplayer {
            onbuttonclick = "";
        };
        class TitleOptions: TitleSingleplayer {
            onbuttonclick = "";
        };
        class TitleMultiplayer: TitleSingleplayer {
            onbuttonclick = "";
        };
    };
};

But in another mod I want to set actions for some of the buttons like

class RscStandardDisplay;
class RscDisplayMain: RscStandardDisplay {
    class Controls {
        class TitleSingleplayer;
        class TitleMultiplayer: TitleSingleplayer {
            onbuttonclick = "connectToServer ['secret.ip', secret.port, '']";
        };
    };
};

If this second mod doesnt load after the first one, Im assuming it would break and the onbuttonclick might end up as ""

#

On the other hand, if the first mod is not loaded at all, everything from the second mod would work fine

lean bloom
#

Could someone please explain to me how am I supposed to read this?

trigger = "direction * (phase factor [0.01,0.02])";

What numerical value does this actually refer to?

#

I just want "trigger this sound when source value is X", that´s it

lean bloom
#

Wait, do all animationSourceSounds get attenuated inside vehicles?

How are you supposed to use them with vehicle gunners then? You can barely hear anything really

next hemlock
#

How do I change a faction side for a warlords mission?
what config files do I have to change?

sweet pecan
next hemlock
#

to use In a warlords scenario I'm making

sweet pecan
next hemlock
#

Warlords only works with OPFOR and BLUFOR, no?

#

The scenario Is FIA against AAF

#

one of the factions needs to be opfor

sweet pecan
next hemlock
#

but I might be doing something stupid because I don't really know how warlords code works

sweet pecan
next hemlock
sweet pecan
next hemlock
sweet pecan
next hemlock
#

I think they are being spawned by AI players, because when I disabled them them they stopped spawning

sweet pecan
next hemlock
#

The sector defenders are spawning correctly

sweet pecan
next hemlock
#

Ok

#

Can I remove the INDEP defenders from the default sectors?

#

I tried to do this, but It gave me error messages

sweet pecan
next hemlock
#

that would be a little unbalanced for my scenario

#

And could I make the units spawn on the ground, and not paradropping?

sweet pecan
next hemlock
#

ok, I'll ask there

#

thanks

next hemlock
#

@sweet pecan So, something pretty weird happened when I was testing the scenario.
For some reason, on the OPFOR side when the AI players spawn requested soldiers on their squads, they start shooting each other, even though they are on the same squad and they are all OPFOR.
This does not happen on the BLUFOR side.

#

It's kind of funny to watch, but It breaks the scenario.

chilly tulip
#

That's normal behaviour if the squad doesn't match the unit side.

#

If you want to do that then the workaround is to joinSilent them into the group after creation.

chilly tulip
next hemlock
chilly tulip
#

Depends how your mission works. I don't know anything about it.

dusky horizon
#

color

robust crag
#

how does one upload a mod to steamworkshop

wintry tartan
#

Through Publisher from Arma 3 Tools

hearty sandal
robust crag
wintry tartan
#

In Arma 3 Tools

next hemlock
#

just search arma 3 tools in your steam library

opal comet
#

Anyone familiar with the ace extended arsenal .hpp etc? im having trouble with it

wintry tartan
lean bloom
#

Would it be possible for the passenger of a vehicle to spawn a controllable UAV above the vehicle flying on a certain vector in relation to the vehicle's current direction?

median orchid
#

I don't see why not, would need some sqf for it - we have something similar in our drone mod

wintry fox
opal comet
wintry fox
#

I've just always done it by hand

opal comet
#

Can you show me a base config i can do it by then or? cause mine works but it doesnt do what i want and i'd rather have something that works

wintry tartan
#

You'd need to show what your config looks like now, and what issues you're having
Please do, then

opal comet
#

I cant send the .hpp or put it in here as its too long

#

I'll send it in two

#
{
    class CfgWeapons
    {
        // =====================
        // UKLC Standard Vests
        // =====================
        class UKLC_standard_vests
        {
            label = "UKLC Standard Vests";
            author = "UKLC Dev Team";
            options[] = {"Camo"};

            class Camo
            {
                alwaysSelectable = 1;
                label = "Camo";
                values[] = {"Black","MTP","RG","Tan","Winter"};

                class Black   { label = "Black"; };
                class MTP     { label = "Multi Terrain"; };
                class RG      { label = "Ranger Green"; };
                class Tan     { label = "Tan"; };
                class Winter  { label = "Winter"; };
            };
        };

        // =====================
        // UKLC Standard Helmets / Berets
        // =====================
        class UKLC_standard_helmets
        {
            label = "UKLC Standard Helmets / Berets";
            author = "UKLC Dev Team";
            options[] = {"Camo","Beret"};

            class Camo
            {
                alwaysSelectable = 1;
                label = "Camo";
                values[] = {"Black","MTP","RG","Tan","Winter","MTPA"};

                class Black   { label = "Black"; };
                class MTP     { label = "Multi Terrain"; };
                class RG      { label = "Ranger Green"; };
                class Tan     { label = "Tan"; };
                class Winter  { label = "Winter"; };
                class MTPA    { label = "MTP Alt"; };
            };

            class Beret
            {
                alwaysSelectable = 1;
                label = "Beret";
                values[] = {"No","Yes"};

                class No  { label = "No"; };
                class Yes { label = "Yes"; };
            };
        };

        // =====================
        // UKLC Custom Vests (Freyja / SRR)
        // =====================
        class UKLC_custom_vests
        {
            label = "UKLC Custom Vests";
            author = "UKLC Dev Team";
            options[] = {"Camo","Variant"};

            class Camo
            {
                alwaysSelectable = 1;
                label = "Camo";
                values[] = {"Black","MTP","RG","Tan","Winter"};

                class Black   { label = "Black"; };
                class MTP     { label = "Multi Terrain"; };
                class RG      { label = "Ranger Green"; };
                class Tan     { label = "Tan"; };
                class Winter  { label = "Winter"; };
            };

            class Variant
            {
                alwaysSelectable = 1;
                label = "Variant";
                values[] = {"Fey"};

                class Fey { label = "Fey"; };
            };
        };

        // =====================
        // UKLC Custom Helmets
        // =====================
        class UKLC_custom_helmets
        {
            label = "UKLC Custom Helmets / Berets";
            author = "UKLC Dev Team";
            options[] = {"Camo","Variant","Beret"};

            class Camo```
#
                alwaysSelectable = 1;
                label = "Camo";
                values[] = {"Black","MTP","RG","Tan","Winter"};

                class Black   { label = "Black"; };
                class MTP     { label = "Multi Terrain"; };
                class RG      { label = "Ranger Green"; };
                class Tan     { label = "Tan"; };
                class Winter  { label = "Winter"; };
            };

            class Variant
            {
                alwaysSelectable = 1;
                label = "Variant";
                values[] = {"Fey"};

                class Fey { label = "Fey"; };
            };

            class Beret
            {
                alwaysSelectable = 1;
                label = "Beret";
                values[] = {"No","Yes"};

                class No  { label = "No"; };
                class Yes { label = "Yes"; };
            };
        };

        // =====================
        // SAS / SRR Vests
        // =====================
        class SAS_vests
        {
            label = "SAS Vests / SRR Vests";
            author = "UKLC Dev Team";
            options[] = {"Camo"};

            class Camo
            {
                alwaysSelectable = 1;
                label = "Camo";
                values[] = {"CB","OD","MC","Black","MTP","RG","Tan","Winter"};

                class CB     { label = "Coyote Brown"; };
                class OD     { label = "Olive Drab"; };
                class MC     { label = "MultiCam"; };
                class Black  { label = "Black (SRR)"; };
                class MTP    { label = "MTP (SRR)"; };
                class RG     { label = "Ranger Green (SRR)"; };
                class Tan    { label = "Tan (SRR)"; };
                class Winter { label = "Winter (SRR)"; };
            };
        };

        // =====================
        // SAS Helmets / Berets
        // =====================
        class SAS_helmets
        {
            label = "SAS Helmets / Berets";
            author = "UKLC Dev Team";
            options[] = {"Camo","Beret"};

            class Camo
            {
                alwaysSelectable = 1;
                label = "Camo";
                values[] = {"CB","OD","MC"};

                class CB { label = "Coyote Brown"; };
                class OD { label = "Olive Drab"; };
                class MC { label = "MultiCam"; };
            };

            class Beret
            {
                alwaysSelectable = 1;
                label = "Beret";
                values[] = {"No","Yes"};

                class No  { label = "No"; };
                class Yes { label = "Yes"; };
            };
        };

        // =====================
        // Osprey Vests (HiVis)
        // =====================
        class UKLC_osprey_vests
        {
            label = "UKLC Osprey Vests";
            author = "UKLC Dev Team";
            options[] = {};
        };
    };
}; ```
#

The problem is, that no matter what i do it just wont show up in the arsenal, the variant shows up but not options for it etc, and doesnt merge the items into one it just only puts the config onto one item and idk whats the problem

#

But thats the only problem afaik..

brittle echo
#

When creating variants of base uniforms, how do I customize the names of the new uniforms inside the define? I want the names to be ORIGINAL_NAME_<TAG>. Also, currently these modded uniforms appear side-by-side with the original uniforms; sorting by mod does not separate them. I dont want my modded uniforms interfering with the originals, and want them grouped under a separate mod.

class CfgWeapons 
{
    class Uniform_Base;
    class UniformItem;
    
    class vn_b_uniform_base: Uniform_Base 
    {
        class ItemInfo: UniformItem {};
    };
    
    class vn_o_uniform_base: Uniform_Base 
    {
        class ItemInfo: UniformItem {};
    };
    
    #define MAKE_NEOPREN(ORIGINAL) \
        class ORIGINAL: Uniform_Base \
        { \
            class ItemInfo: UniformItem {}; \
        }; \
        class ORIGINAL##_neopren: ORIGINAL \
        { \
            scope = 2; \
            class ItemInfo: ItemInfo \
            { \
                uniformType = "Neopren"; \
            }; \
        };
    
    // BLUFOR Character
    MAKE_NEOPREN(vn_b_uniform_basecharacter_01);
    
    // BLUFOR SOG Uniforms
    MAKE_NEOPREN(vn_b_uniform_sog_01_01);
    MAKE_NEOPREN(vn_b_uniform_sog_01_02);
    MAKE_NEOPREN(vn_b_uniform_sog_01_03);
molten musk
#

So remove :UniformItem{}

brittle echo
lean bloom
#

Is there any way to make a launcher use a different P3D when it is on the player´s back as opposed to being in his hands?

lean bloom
#

Or at least make some animation happen?

hearty sandal
lean bloom
#

ah, cheers

opal comet
chilly tulip
opal comet
opal comet
#

Unless thats wrong

chilly tulip
#

I might be blind but I can only see XtdGearModels at the top level.

#

The documentation suggests that it's two-part. You have the XtdGearModels stuff, and then either entries in CfgWeapons or XtdGearInfos.

opal comet
#

Im pretty new to it so idk alot is there any guides i can follow or is there someone that can teach me the basics of it?

lean bloom
#

How should I go about diagnosing AI not being able to fire from a vehicle´s gunner slot? They turn the turret around to aim at the enemy, but they don´t fire.

chilly tulip
#

You can shoot it fine yourself?

#

Maybe view model blocking if so.

lean bloom
#

Yeah I can shoot it just fine

#

I only have the "view cargo" LOD

#

Maybe something else is needed, idk. Or maybe some turret parameter is messed up.

hearty sandal
nimble sequoia
#

Target might be too low value for ai to shoot their weapon.

lean bloom
nimble sequoia
#

Or weapon doesn't have ai modes or min range

lean bloom
lean bloom
#

Right, the vanilla weapon works, so I guess that is where the issue is

#

I seem to be missing the "close, medium, long" etc fire modes. Is this for the AI to use?

wheat sluice
# lean bloom I seem to be missing the "close, medium, long" etc fire modes. Is this for the A...

Yep. You can either copy the values from vanilla weapons (rifles, SMGs, sniper rifles, etc.) or change them accordingly to suit your needs.
BIKI has a (surprisingly) detailed list for the parameters:
https://community.bistudio.com/wiki/Arma_3:_AI_Config_Reference#CfgWeapons
https://community.bistudio.com/wiki/Arma_3:_AI_Config_Reference#CfgAmmo
requiredOpticType for CfgWeapons and allowAgainstInfantry, airLock, cost, and aiAmmoUsageFlags for CfgAmmo are the ones you'll want specifically to read up on.

lean bloom
#

thanks mate

brave crag
#

If I wanted to make a sawed off shotgun a secondary weapon option instead of primary, will a simple config adjustment suffice? Or is it going to be wonky

#

You can see pistols for example in the holsters on some uniforms. Assuming a shotgun will appear there too

tame raven
#

You'd have to re-import it, since pistols are positioned differently in the P3d. So, it has to be a model you have the rights and access to.

brave crag
#

I will take a look at those dual primary mods and see how they did it instead

#

Just didnt wanna have to make scripts haha

tame raven
#

You should load my pal kjw's mod, kjw's two primaries

wintry fox
strange locust
brave crag
tame raven
severe marlin
#

Hey guys

#

I'm trying to add a custom main menu
I saw the coding in bi site

#

I kinda don't understand the "myworldscene" lines idk what exactly should i type there

#

Is maps or mission have classnames?

lean bloom
#

Is there something I am not getting about dispersion in the weapon firing mode config? It looks like increasing this simply creates a static offset of where the bullets land, but this offset is the same for all the bullets fired.

As in, if I aim at something and fire the entire magazine, all of the shots land in the same spot every time, no matter what dispersion value I use. But the higher the dispersion value, the further away from the point of aim I hit.

#

Shouldn´t this also somehow randomize the place where every bullet lands?

wintry tartan
# severe marlin Is maps or mission have classnames?

class CfgMissions
{
    class Cutscenes
    {
        class Stratis_intro1
        {
            directory="a3\map_stratis_scenes_f\scenes\introExp.Stratis";
        };
        class Altis_intro1
        {
            directory="a3\missions_f_orange\scenes\introOrange.Altis";
        };
        class Credits
        {
            directory="A3\missions_f\data\scenes\credits1.Altis";
        };
        class Map_VR_anim01
        {
            directory="a3\map_VR_scenes_f\scenes\introExp.VR";
        };
        class Malden_intro
        {
            directory="a3\Map_Malden_Scenes_F\scenes\Malden_intro.Malden";
        };
        class Tanoa_intro1
        {
            directory="a3\map_tanoa_scenes_f\scenes\tanoa_intro1.tanoa";
        };
        class Enoch_intro1
        {
            directory="a3\Map_Enoch_Scenes_F\Scenes\Enoch_intro1.Enoch";
        };
    };
};```Vanilla config here. You can write whatever here
severe marlin
wintry tartan
#

I don't get the question

severe marlin
#

Required addons line

wintry tartan
#

I don't get the question

severe marlin
#

Do I have put addons in it or leave it empty?

wintry tartan
#

If you mean whether you need CfgPatches >> requiredAddons[] to do any changes in config.cpp, it is ALWAYS required to fill it

severe marlin
wintry tartan
#

What

severe marlin
#

Nothing

wintry tartan
#

What

severe marlin
#

Nvm

sacred willow
#

im curious if anyone can give me an idea of how hard its going to be learning how to config and animate an aircraft ive got two models ive went through and built, joints are all set, i now just need to learn the hard part of the process

hearty sandal
chilly tulip
#

hmm no. You're describing something weirder than that :P

lean bloom
chilly tulip
#

What sim is that?

lean bloom
#

I don´t have it up now, but the ammo is inheriting from R_80mm_HE

#

It is also dual-barreled, so there is a function that moves around the spawnpoint of the shot based on ammo count. That might add to the mess I guess too

chilly tulip
#

Ah, I think that's scripted with a Fired EH?

lean bloom
#

Yes

chilly tulip
#

But yeah, probably related & bugged.

lean bloom
#

I ended up reducing the dispersion and not really caring about it too much. It´s fine-ish the way it is.

timber flicker
#

Hi everyone!
I need help!
Where is the weapon that I downloaded from the Workshop?
I downloaded Arma Reforge yesterday and I don’t know where it is 🙂

#

Sorry, I wrote it in the wrong place

blissful moon
#

#arma3_model message would it be possible to do some sneaky config so it plays an animation like you’re bolting down the weapon system then it switched models?

hearty sandal
#

just make weapon variants different models.

#

that is the only smart play

midnight mantle
#

Was told to post this here:

#

Hello!

I’m not totally sure if this is the right place to post this, but I’m hoping someone might be able to point me in the right direction.

I’m trying to build an auxiliary mod for some custom Misriah (Halo) gear that a friend re-textured for our unit. The assets were done in Substance Painter, but I’m struggling with the process of actually packaging everything so it works in-game and on multiplayer.

If anyone has experience creating aux mods or is willing to teach, I would really appreciate any guidance. At this point I’m even willing to pay to learn, I just really want to get these custom armors implemented for the unit.

Thanks in advance, and I’m all ears for any help or resources!

wintry tartan
#

Please do tell what's your current blocker

midnight mantle
#

Current blocker? I’m unfamiliar with the term

wintry tartan
#

...Or rather I'd say, "the issue" or "the problem"

midnight mantle
#

Well I have the custom/spp- but I don’t know where to go from there whatsoever, I have all the png’s and stuff but I noticed other aux mods use stuff like rvmats which I’m not sure how to make etc, just a lot of confusion and I have no clue where to go/start

wintry tartan
#

So you did not even started to make a PBO?

midnight mantle
#

Well I have a pbo with everything from atleast my understanding but I believe I completely screwed the pooch on the config, at some point I just used ai to try it which gave me better results but still didn’t work

wintry tartan
#

What exactly is the issue, which software you use to pack

midnight mantle
#

I used pbo manager to pack everything-

Here’s the uniform that I have and what it looks like in game(standbye)

wintry tartan
#

First of all, I'd suggest to throw your pboManager into your garbage bin and use a proper software. That's the first step. pboProject or HEMTT

#

And the ingame picture, what's the issue?

midnight mantle
#

Well the vest itself ain’t supposed to look like that, there should be a red streak down the middle and the yellow shoulder should be there but it ain’t

viral dragon
#

How are you doing this? Are you modifying/replacing the p3d, or is it only a texture you're applying via hiddenSelectionsTextures to an existing asset?

midnight mantle
#

If I’m being honest I’m honestly not sure at all- this is my first time working with something like this and I’m just kind of going on a whim- my assumption it’s the textures I have as the p3d is what I actually got within the config editor

#

Should I post my config in here?

wintry tartan
#

Yes

viral dragon
#

...how do you not know whether you're modifying the p3d or not? You have to actively choose to do that. If you opened the p3d in some 3D editor, made changes to it, saved it, put it in your PBO, and made your config model attribute point to the new version of the model: you have modified or replaced the p3d. If you instead only exported a texture and only put that texture in your PBO, then you haven't modified or replaced the p3d.

midnight mantle
midnight mantle
winter rain
#

Just when i look over your posts it sounds like you got hiddenselectionstextures wrong (without looking in your config)

midnight mantle
#

so what should i do?

viral dragon
winter rain
#

First is explain what you do like Nikko asked already, i mean you got there pics of model in 3d program.. are you doing a retexture or is it a own made 3d model you have done and apply your textures

midnight mantle
#

just a retexture, were using the spp's given by the misriah devs and simply applying new textures over them

wintry tartan
#

"Just a retexture" does not require a model update. Alsocpp hiddenSelectionsTextures[] = { "14th_odst_textures\data\Antonio\MA_ODST_Helmet_Diffuse.paa", "14th_odst_textures\data\Antonio\MA_ODST_Visor_Diffuse.paa", "MA_Armor\data\Attachments\Balaclava\Marine_Balaclava_CO.paa" };Which texture is yours?

viral dragon
#

The base mod is MA, so those 14th ODST Textures files must be the new ones

winter rain
#

So probably switch the second 14th to first and first to second and might be solved

#

Cause hiddenselections got a order

midnight mantle
winter rain
#

Because helmet is a other object with a own hiddenselectionstexture entry and probably only 1

viral dragon
winter rain
#

Also could be but if the unwrap is already done before and they just change the texture itself it looks for me the order is not correct but i can be wrong too

midnight mantle
#

how do i find out if the order is right?

viral dragon
viral dragon
winter rain
#

Im on phone so i cant look into your config atm for the orders..

But POLPOX sent the Helmet one so we need to see the Vest one.. you can just change your first texture path to the second texture path and second texture path to first texture path if anything happens.. i prefer simple way first if it would solve the problem

viral dragon
# winter rain Im on phone so i cant look into your config atm for the orders.. But POLPOX se...

The vest textures config looks like this:

       // Keep same 10-slot mapping as MA "A"
        // Slot order MUST match MA’s camo1–camo10 usage
        hiddenSelectionsTextures[] =
        {
            // camo1 - H3 Upper
            "14th_odst_textures\data\Antonio\H3_Upper_Armor_co.paa",

            // camo2 - H3 Lower
            "14th_odst_textures\data\Antonio\H3_Lower_Armor_co.paa",

            // camo3 - Thigh pouch
            "MA_Armor\data\Vests\H3_ODST\Addons\Thigh_Pouch_co.paa",

            // camo4 - Reach Upper (leave default unless you made one)
            "MA_Armor\data\Vests\Reach_ODST\Reach_Armor_Upper_co.paa",

            // camo5 - Reach Lower
            "MA_Armor\data\Vests\Reach_ODST\Reach_Armor_Lower_co.paa",

            // camo6 - Canisters
            "MA_Armor\data\Vests\Reach_ODST\Canisters_co.paa",

            // camo7 - Forearm vents
            "MA_Armor\data\Vests\Reach_ODST\Forearm_Vents_co.paa",

            // camo8 - Sniper shoulders
            "MA_Armor\data\Vests\Reach_ODST\Addons\Sniper_Shoulders\Sniper_co.paa",

            // camo9 - CQB shoulders
            "MA_Armor\data\Vests\Reach_ODST\Addons\CQB_Shoulders\CQB_co.paa",

            // camo10 - Shoulder radio
            "MA_Armor\data\Vests\Reach_ODST\Addons\Reach_Shoulder_Radio\Shoulder_Radio_Green_co.paa"
        };```
winter rain
#

Looks like he has just to keep the orders like ive mentioned already in hiddenSelectionsTexrures.. even if you only retexture one of these you need to mention the other 9 aswell to keep the orders

viral dragon
#

Yes, but that's the config they posted and are presumably actually using, and it does in fact mention all the other textures, and it does follow the order described by the comments

winter rain
#

How is the inheritance?

midnight mantle
#

im having my painter redo a texture just for a test run to see if he baked it or not

winter rain
#

Does it inherit of the original with the defined selections?

midnight mantle
viral dragon
#

The selections that are still using base textures look like they're mapped fine. The smoke grenades and the thigh pouch, for example.

#

Find the original texture PAA for the upper and compare it to your PAA. It should be laid out the same way, e.g. the chest plate should be in exactly the same position in the texture sheet. If it's not, then... there's your problem. The P3D is set up (mapped) to read the texture sheet in a particular way, and if your texture isn't mapped the same way, you'll get this kind of result.

deep roost
#
        class LinkedItems {
            class LinkedItemsOptic {
                slot = "CowsSlot";
                item = "rhsusf_acc_compm4";
            };
            class LinkedItemAcc {
                slot = "PointerSlot";
                item = "rhsusf_acc_anpeg15side";
            };
            class LinkedItemsMuzzle {
                slot = "MuzzleSlot";
                item = "rhsusf_acc_aac_scarh_silencer";
            };
            class LinkedItemsUnder {
                slot = "UnderBarrelSlot";
                item = "rhsusf_acc_grip3_tan";
            };
        };
    };````
Is there a specific order that each class needs to be put in? having trouble getting attachment to show up once I get above 2 attachments or so
viral dragon
#

I see you have LinkedItemAcc rather than LinkedItemsAcc. Is that correct?

deep roost
#

hmm that could definitely be the problem, let me check

left zodiac
#

Q -
Can a single vehicle possess two artillery guns that function with the base game artillery computer

If not ill just make it work with a single ace arty table and only one gun have an accurate single gun on the computer

brazen merlin
#

does anyone know why i can go from my ffv seat to the driver, but not from the driver to the ffv seat? both are in the same compartment

nimble sequoia
brazen merlin
#

just me

nimble sequoia
#

Does the turret have turn-out available on it?

brazen merlin
#

isPersonTurret is 2 and both are compartment1, yes

#

there is a turn out available

nimble sequoia
#

Do you also have turn-out for the driver?

brazen merlin
#

no, driver cant

nimble sequoia
#

That might be something to look at then - try disabling turret turn-out and see if that allows bi-directional movement

brazen merlin
#

if you can give me a hint again for how to turn it off 😄

nimble sequoia
brazen merlin
#

ah, alright.

nimble sequoia
#

obv you'll lose the ffv, but if that allows movement back to the turret, it'll help indicate what the problem is, if not a fix