#arma3_config
1 messages · Page 55 of 1
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...
just dont always build with full build 😅
How does one config correctly to avoid this in the editor list?
Is that from your mod?
Just looks like a bunch of unit variants without different names
Yes
If you don't want them showing, you can just have the unit be scope = 1
I assume it has something to do with how I configed cfpatches
Scope 0 means unusable (and only meant for inheritance), scope 1 means hidden, scope 2 means public
There's also scopeCurator for objects, so you can make things Eden only or Zeus only with it. If its not defined, just scope is used
Ok, does that also remove it from the aresnal or just in the editor screen?
Arsenal is not related with scope=1 in this context, if that's what you mean
I changed the config to scope 1 and now all of my acex options within the arsenal are grayed out
What are you changing the scope of?
Each class under cfgWeapons has its own "scope" so I changed them from 2 to 1
It did remove the multiple listings from the editor menu, however it cooked my Acex in the Arsenal
If you want the units in the editor to go away, you need to set the unit scope to 1 in CfgVehicles.
The one in weapons is the item, which I assume you don't want to go away.
Correct
Yes, just the units (CfgVehicles)
This helped me, thanks everyone
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
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
(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)
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.
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
I believe they also show up in Zeus, though admittedly I'd have to double check that
Are you sure they're exactly the same classes and not just similar variants?
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";
};
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.
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.
* 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.
So just take what the information here and subtract 1 from the numbers and that's it (for markers only)
All good, I thought it was really weird too hence the question 😂
Thank you for the thorough response though, perplexing though the answer turned out to be
anyone willing to debug a config ? very short 170 lines
nvm verbally abused chat gpt till he made it work 😹
Don't bother, it's been said countless times how wrong it can and will be.
.....Im not even mad
mb im sorry
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
and if anyone can offer some materials i can use to debug cuz i couldn't find shit online
Only one hidden texture is showing which is used for the gear on the vest
Looks like you're just not giving it a texture
Would need to know more about whatever mod you're retexturing
yeah u did babe
ahhhh milgp
retexturing the vests
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)
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.
how do i inherit it ?
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.
The class name of the vest you're retexturing
from the mods cfg files ?
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
This is how the class declaration works:
class [Your New Thing]: [What You're Inheriting From]
{
};
So you might have the right thing, not that anyone here will necessarily know, but you've got it in the wrong spot
So in your case you'll want
class taf_v_jpc_Light_rgr: milgp_v_jpc_Light_rgr
{
};
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?
Uhm, what controls the time it takes to reload an infantry launcher´s magazine? Is it somehow tied to the reload animation?
Yes, you need a reload anim (CfgMoves wise) that takes a time not to insta reload
so If I am using a vanilla anim then I am hard locked into that duration?
You can inherit the anim and change time
Ahh, so I need to change the duration of the anim itself, rather than changing a paratemer in cfgWeapons? I see
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)
im browsing through the cfgweapons reference and dont see anything about how primary/secondary weapons are defined
No, for a couple reasons
- 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.
- Pistols and rifles are set up very differently, and have specific requirements for correct implementation, you'd need to edit the model
- Similar to 2 but for their animations as well
Ah i see
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
};
};
};
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
so @Project_Sword is the file that is sitting on my desktop that has all the files in it, I thought it was wrong but wasnt sure. but what is p: and why do texture files need _co? I had folks do the texture making which gave me a jpg (which I turned it into .paa) I can change the file name no problem.
That will answer questions on the texture suffix and why it's important.
https://community.bistudio.com/wiki/Texture_Map_Types
You can just rename the jpg to add the _co, then convert to paa.
heard, will do that now
p:\ drive is a virtual drive you create on your computer that acts as the root folder for the Arma modded files
It can be mapped to any folder on a real drive
For example, you might have c:\arma_dev\ and you could map p:\ to that
Then you put your modding folders and files in p:
You can mount the p (project) drive using the Steam Arma 3 Tools, and also have it mapped on startup if you wish.
wow... didnt realize modding simple retextures where gonna be this complex lol... I guess the "p:" drive is from that tool that mikero made?
The usual recommendation is to use mikero's free tools to set-up the p drive
It doesn't have to be, nothing except like buldozer and terrains actually requires a p-drive AFAIK
ok so; where do I get this tool?
top result Google. If you fancy it, get the AiO Installer
You'd probably be better off with the AiO Installer
gotchu the Mikero_AiO_Installer_stable gotchu
if one uses pboproject the file path validation expects P drive and files to be on it
also in my experience P drive and project folder structure is easier to manage for most
so there is no need to mess around with pboPrefix and stuff like that
a lot of things can yes be done without
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
it gives better structure that 100 folders on desktop
That's a 3rd party tool
HEMTT also does file validation (in config and models) without the need for a p-drive
Also it is a bit more difficult to set up for a newb who has less computer experience
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.
Does it need to be door or doors?
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];";```
what helicopter classname is that? None of those animation sources look familiar. I unpacked the config.bin today and found this:
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
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
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.
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
I assume the commented-out value here is what the CH-67 uses?
I notice it has _source on the end. Does the corresponding animationSources class on the CH-67 have that on the end of its classname? If not, then try putting _source on the end of your value.
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
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];";
};
};```
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?
@dark anchor did something similar with the mantis in optre I think
Maybe they can help
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
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
Means i cant fire at moving targets fullauto with pressing constantly LMB
Got to release and do like bursts or when reload happens, not good for players
have you considered doing what the dual minugun helicopter does and having the fire position alternate between the two arms when firing?
to make it seem like both are shooting at the same time but its just one gun
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
Just a bit mad and not sure if its a bug if you force AI to shoot it stucks at position
If this would work it would work 100%
- not sure if this works cause these miniguns are both just straight
mines are animated gunarms with turn and elevation
yea the memory points can be attached to the arms independently
so the fire positions would follow their "weapon" arm independently and you would just have them alternate.
maybe alternate "visibility" instead of position
the direction needs also to be like the gunarms are and thats what im not sure if it still follows mainturret direction or not

you can also PM me
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
ah, so taking the animation source class and putting source = "door";, and adjusting the action appropriately fixed it.
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
You can open BIS_fnc_itemType in the Functions Viewer to see what it checks

would you happen to know what it is under
If you use Advanced Developer Tools (and I highly recommend it) you can search by name
real
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
Check this out, there are some entries which make it possible to enter from outside, or only enter from insidd to switch turret seats
https://community.bistudio.com/wiki/Turret_Config_Reference
There are also other useful entries
i fixed my issue did a cfg entry wrong 😅
did it like before just regular 2 turrets no alternating points
Turret seats need to have their own dedicated get-in/out memory points.
Try isPersonTurret = 2;
Is there some debugging for config files? I'm getting some errors, but the game doesn't specify from which addon
I'd have thought you could tell by context.
It won't specify the addon but it'll specify filepath, and you shouldn't have two addons with the same prefix.
ispersonturret = 2 did nothing, but I think I'm willing to overlook, since current implementation is fully AI compatible, and players can get to the right seat by hopping in first (or directly if left seat is blocked)
Thanks for the help!
disable addons see when it stops
Hey Apollo, sorry to ping I got that stuff installed; but setting up a "workspace" is there a "recommended" place I should put it or could I just slap that sucker onto my desktop where I can easily find it?
oh nvm, did not see that lol
so once I do that, part if I understand; the only thing that should be in the arma_dev file is this?
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
I suggested you might want to create an sob folder in your p drive and do your modding work inside that
#arma3_config message
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]
Yeah that's fine, but put it with your other mods, not in the p drive
like the general mods I install from the workshop? the hidden Workshop folder?
Possibly not the workshop folder as that might get overwritten. Somewhere that you would put other mods you manually downloaded. Anyway, that's up to you, but not the p drive.
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
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
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
Pre-PBO file path is like this though
Project_Sword
| mod.cpp
| SOBARMA.paa
| addons
| | Common // This doesnt have anything in it, it was added while I was following a tutorial
| | Offroad
| | | config.cpp
| | | data // This is where all my textures are placed
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
Member already defined will be caused by duplicated class, regardless you notice or not. Scan precisely especially the include files
Also, IIRC the error should tell which class is duped
Give me a sec and I'll screenshot the error because I think I must be missing something somewhere
Screenshot of the error alone will not solve it. You also need the config itself
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?
How do you include that hpp
This hpp does not look alright anyways. Why you have multiple vehicle outside of cfgVehicles
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?
The latter part of my post says why it doesn't look alright

//////////////////////
//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.
And no that's not what I ask. I ask what is the entire context of include in config.cpp
So base game unit classes work outside of cfgVehicles but modded ones need to be inside?
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.
My config.cpp is just a list of #includes to the separated files, literally just the following:
#include "define_macros.hpp"
#include "cfgFunctions.hpp"
#include "cfgPatches.hpp"
#include "cfgFactionClasses.hpp"
#include "cfgWeapons.hpp"
#include "cfgEditorCategories.hpp"
#include "cfgUnitInsignias.hpp"
#include "cfgTroops.hpp"
#include "cfgVehicles.hpp"
#include "cfg3DEN.hpp"
Then why does it work here?
Or is it just luck that it's working and not throwing errors?
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.
So pretty much just luck, rightio then
The error only complains when the syntax is broken. Having vehicle class like this is not a syntax error, but will just not work intentionally
And yeah, this is causing it. You have two cfgVehicles because having both cfgVehicles.hpp and cfgTroops.hpp that's why you have the error
#include does not do any error check etc. It only does dumb copy and paste
Okay, I shall give it a fix and a try and see how it goes, thank you for the insight
what does explosionTime = -1; mean?
“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.”
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
Make sure the crew are also scopeCurator = 2 and listed in CfgPatches
Ahh, cfgPatches was what I was missing. Seems like I'm just losing my mind these days...don't even remember doing the first one but ohh well, thank you 🙂
Nothing scares me but configuring Zeus does
😂
I totally forgot about that
The crew also needs to be listed in CfgPatches >> units as well
In case you run into more issues
Appreciate it, all the units are accounted for, just working on vehicles at the moment so shouldn’t have that issue for the crew 👍🏻
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?
They're just ui classes in CfgInGameUI
You can just copy the controls from the vanilla and include it in your custom one
Hmmmm, I will take a gander, cheers
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
did you look far enough forward?
at that speed it would get pretty far fast
(it migth not be shown thought that is a possibility)
I did setAcctime 0.01, and I think I looked far ahead enough. let me try one thing by makin my shell super big in p3d
yeah I think it gets hidden after a certain velocity, I made projectile super big and one mag with slow velocity shows and the higher one doesnt show 🙁
yeah it does dont remember what speed it is
it will reappear if the round slows down enough
Ahhhh tragic I like shell simulation since it doesn't warp the projectile model
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
magazineWell should be an empty array, not an array with an empty string. Not sure where it comes from where people do that (not shaming you for it, I just don't get where it started)
Might cause that
Good question 
It's a fairly natural interpolation for non-programmers that perhaps aren't familiar with arrays and are having to look for patterns in the language construction imo
Parameter = "something";
Parameter = ""; // empty
Parameter [] = ["something"];
Parameter [] = [""]; // empty?
Whereas correct code is
Parameter [] = [];
Yeah, this corrected the issue, thank you very much 
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 wrong
Engine limitation IIRC. It doesn't work (?) for Tank-type vehicles.
Per Apollo on the subject:
#arma3_config message
Well, thanks. seems I wasted time.
Probably this might help, i do know this command since some hours cause i did get help by KillzoneKid and his improvements with a problem i had
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.
hello I have a question what does modelSides[] = {3}; mean
modelSides[]={0,1,2};
means opfor,blufor,indfor
It's civilian
thanks
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
Penetration rvmat of the impacted surface?
Wouldn't make sense, other pistols don't do it
Those point to the ammo's HitEffects anyway
mostly 23 hiteffects, you did get all of em?
I emptied the class which has worked in the past, as well as setting all of them to an empty class name
so it works now?
No
so my ones dont do anything
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 = "";
};
};```
I have all those same hit effects set, would probably have to see full config in-game to try and see any differences
could also be this here
CraterEffects = ""; explosionEffects = ""; muzzleEffect = ""; craterShape="\A3\weapons_f\empty.p3d";
Checked all those
This is the full config + inheritance for the bullet
https://gist.github.com/DartRuffian/ba5cda39cddb0bd4994613b07cdc58f2
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
There's not
Movement speed is tied to the animation. You could use setAnimSpeedCoef but mods tend to change that and reset it back to 1
That mod you've linked does exactly what Dart said. Its movement_system.sqf script just has an event handler that changes the user's animation speed with setAnimSpeedCoef.
he also said that other mods reset it, though I have yet to see that when using this mod
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.
my kingdom for a stackable animspeedcoef
not quite what was looking for but gives me a direction
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.
Is there any up-to-date documentation on making Zeus modules?
What do you think is wrong with the current docs
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.
It is very unlikely to face some instructions are broken and won't work. Only expect minor changes
Yes it's borked pylons don't work properly with multiple turrets, only way to make it work as you want is a scripted solution possibly
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?
Very short on time to reply, but will just through this your way class AirplaneHUD {};
Sorry, I forgot to mention—the issue has been resolved. The key was that I hadn’t added the macros contained in the attribute defaultUserMFDvalues[] = {0.15,1.0,0.15,0.65};.
Is there anyway to take a facewear item and make it a headgear if it hasn’t been predefined as a headgear item?
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
Yeah, the p3ds (helmets and facewear) are set up the same way
Just need to do normal helmet config and set the model/uniformModel
hiddenSelectionsTextures
You'll also need to list the sections in hiddenSelections
Tldr is selections are vertex groups that you set in the model.cfg >> sections + hiddenSelections in config
texture and material should be assigned on the model
not in config
config is meant for changing the texture/material
which buildings typically dont do as its not supported by terrain placed objects
Can item_base_f or thingX inherited objects do damage texture switching?
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.
- I go to editor and spawn the tracked version first: the _smdi, _as and _nohq of the static mortar do not load
- I try spawning the static mortar itself right after - the textures still don´t load
- Restart the game and clear cache
- I go to editor and spawn the static mortar first - all textures load correctly
- 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:
And here I spawn the static version first:
So whatever I define in Blender (_co and .rvmat) work correctly, but whatever is referenced inside the .rvmat is not working correctly
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?
I have managed to sort it myself anyways lol
You have to have it configured as an HMD not a HUD.
If you want to learn, use the F/A-181's as a reference and try to map similar bones/draws
Maybe also consider checking out the Xi-an's HUD and removing the VTOL stuff from it and adding some fighter jet elements
Anyone know what in config defines if a plane/vehicle shows the throttle/thrust % info in the UI?
Found what I was looking for unitInfoType 
Where can I get a better understanding of strings in config, especially ''
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
ace_nightvision_border should probably have the path to your file: 3SA_NVGs_V1\nvg_mask_4096_AI.paa
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
Thank you so much. That was it
Those are the default values for nvgs for HOA btw
HOA?
Helmet on ass (helmet sling mod), you have config properties for it in your config
Oh, I actually need to pull those out
may be why im getting a missing image error when I open my inventory\
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
I wanted to have the icon be blank so players don't even notice them if they look at enemy inventories. Is there a Null image I can use instead?
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
yeah, lemme do that.
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?
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?
I don’t believe you can switch textures on a weapon while ingame, you can define them I believe in the weapons config so you could make several variants such as gun_red, gun_blue and gun_green and then have some kind of script that’s linked to the slotitemchanged event handler to check if the weapon taken is on the list and then randomise it to another option?
You can't change weapon textures in-game, correct
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
no arsenal no barbie.
It's possible to hide weapons in the arsenal, so using the variants + event handlers method wouldn't necessarily result in extra clutter in the arsenal
Tbh I'd use an arsenal closed eh (there's a bis scripted one for bi arsenal and a cba eh for the Ace one) rather than slot item changed, since you could just drop and pick up the gun to swap variants
Ah true forgot about arsenal closed
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"];
Does not work on weapons as they're just proxies, not unique objects
Uh, have you tried using the weapon as the object? I'll try this when I get home but I'm certain you can
How do you plan to get an object reference to a weapon?
By referencing the weaponHolder?
Weapons when in a unit's hands aren't objects
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?
Again I'm not 100%
You could use setObjectTexture on like a simple object that uses the model of a weapon, but that's different
Haven't done that one specifically. But sounds like a challenge
You can't
Could probably retexture a backpack in a container though, since they're objects
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.
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
Alright, well, good luck and let us know how you get on with finding an object reference to something that is not an object.
It's literally just not how the engine works
dart what if you uiontex inside the gun model and use that to script a change in texture with an rscpicture
I was gonna say that, but it'd affect all instances of it so meh
that's also uhm
Could do the tfar thing of 1000 different classes
really cumbersome and stupid
hell yeah let's go
Invisible model in config and createSimpleObject
attachto offset bug tho
Yeah
Definitely "options", wouldn't ever use them though
is it a bug if it's just How View Pilot Works ?
It's a critter
A bug implies it's not on purpose, and the rendering order is definitely on purpose
Could force a specific texture in the res lod though
Doing that for a sci-fi thing so you don't see UI stuff on other people's weapons
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?
Is both possible
I got a APC with only driver and has SmokeLauncher and i got a tracked Vehicle only Driver and Gunner and Gunner has SmokeLauncher
Nice, would u mind sharing the config setup for the latter? That being gunner having the smoke launcher 🙏🏻
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
Np i can wait. Cheers man
commander is just another turret
but named "commander"
Just bumping my question, having had a look its possible its entirely scripted. It appears things like the towable artillery has a bunch of variables configured such as the wheels that are used, the distance to the hitch, the distance between the wheels etc.
Any further info on how this was all works together to get to the end result would be very interesting
it is "just maths" 😅
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...?
I think that's possibly the most apt condensed version haha
Is it the same-ish implementation as this mod? https://steamcommunity.com/sharedfiles/filedetails/?id=1413218487&searchtext=towing
It seems to have a similar effect, but maybe abit more jittery
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?
what did you change to increase the range?
Neither of those tokens are actually increasing the range of your 120mm shells:
- Increasing the CfgAmmo value for
timeToLivejust extends the lifespan of the shell before the engine stops simulating it (and disappears in the case of shotShellsimulation). 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 fordiscreteDistance[]be10000does 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
airFrictionof 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
initSpeedvalue to something higher.
CfgWeapons (optional) - Adjust the
dispersionof the 120mm cannon itself to a lower value so that its accuracy isn't affected too much at extreme distances. - Increase the
maxZeroingcap so that your weapon will actually be able to change its zeroing to whatever value you defined in the vehicle'sdiscreteDistance[]. Don't forget that this affects both autozeroing from the cannon's FCS as well as manual zeroing.
What a well thought out and explained answer, nice one drebin.
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.
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.
I think this kind of trajectory deviation is caused by the game engine. I tried to perform similar operations on many weapons, such as rocket launchers, rifles, and 30mm cannons. All of them had the same problem -Vertical correction value is too low. , and as the distance increased, this error gradually became larger.
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 forshotMissilesimulation. It isn't relevant toshotShellprojectiles.
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.
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";
};
};
};```
class manual{};

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";
};
};
};```
I'm not the best coder and kind of throwing stuff at the wall. I'm guessing I messed up the inheritance?
Talk to me like an idiot (I usually am)
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.
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;
};
};```
we did this kind of thing in SOGPF with submunitions
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{};
I've very much at a monkey-see-monkey-do level of skill so I was just trying to copy something else enough to get it mostly working before trying to make it more elegant
Hit me up when u can 🤝🏻
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.
English is not my native language. I need to use translation software to communicate. If there is any strange tone in my words, believe me, that is not my intention at all.
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",
};
};
};```
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.
What's the mod that you're trying to tweak? That OFPEC tag looks familiar...I guess it's one of Sabre's aircraft mods?
Flying Legends
Wait sorry, this is Secret Weapons
https://steamcommunity.com/sharedfiles/filedetails/?id=2710902874&searchtext=secret+weapons
A very good suggestion. If I were to install an LR submunitionAmmo on the cannons that require a longer range, it seems that the problem could also be solved.
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.
alright ,thanks
nvm
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
this 👆
👍
PM
Perfect thank you. I never would have been able to figure all that out
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
Sorry I need to ask for help one more time. Here's my whole file this time as well. Everything seems to work fine, but if I reload red or green flare rounds in the dispenser and then cycle through my weapons the dispenser no longer appears. The white flares and smoke rounds are fine and all will launch from the dispenser without issue.
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")
};
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
Dammit! Thank you. I thought I had gone over everything for consistency, but I think I've been looking at this file for too long
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 
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
Can't really do much via configs. You'd need to change the pilot LOD of the scope's model to revert it back into an Arma 1/2-style 3D optic.
https://community.bistudio.com/wiki/Arma_3:_Scope_3D
The best you can achieve with configs alone is to turn it into a 2D scope with a pseudo 2.5D reticle.
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 
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
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
No don't think so.
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.
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.
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.
You need to ask the question
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
Don't use ChatGPT.
use gemini instead
Gemini is way worse.
The vibe coders are infiltrating 😱😂
What does it do?
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
Where in the config does this get placed? Is it under each individual class name?
Within the vehicle class.
e.g.
class CfgVehicles
{
class SomeParentVehicleSuperclass;
class MyVehicleBaseClass: SomeParentVehicleSuperclass
{
showNVGCommander = 1;
showNVGDriver = 1;
showNVGGunner = 1;
showNVGCargo[] = {1};
};
};
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.).
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?
even if you dont declare it in your config you will likely get basics for it inherited from your parent class
Do you have an idea which may be the offender? Is there a list of parent classes? I have the AIO config if that is the only resource.
these are the parent classes you should be using
you just need to define your own MFD class to empty it
if you dont want any HUD
Gotcha. I didn't know what MFD was, looked it up and gave a quick speed read to the wiki page. Should be easy enough to manage, thanks.
class MFD {}; in your new helicopter class.
So, I would just leave the variables blank in mine?
you can blank the whole class by making it class MFD (); like apollo said
then it wont do anything
Haha, I am dense, just saw that. I will start a development thread for this project later, this was one of the last couple of small issues.
Worked the first time, thanks a bunch, you helped me two for two today 💯
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.
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;
};
};
};
That's a weapon, not an object
For a placeable object (with an item you can grab) you need to make a ground holder for it
Also scopeCurator, scopeArsenal, the two ace properties, and editor(Sub)Category are all doing nothing there and should be removed
The two ACE properties should be valid
They're both for magazines
At least unless they're already defined with the same values in ACE_ItemCore
ACE wiki says they're for CfgWeapons too
Or well, they can be used on items but don't really do anything since they're inheriting from ace's base item
Which is why I said to just remove
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?
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
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
So something like this?
class cfgVehicles
{
class Item_Base_F;
class SOR_Item_Passport_Afghanistan : Item_Base_F
{
scope = 2;
scopeCurator = 2;
displayName = "Passport (Afghanistan)";
author = "160th SOR";
editorSubcategory = "SOR_SubCat_Passports";
class TransportItems
{
item_xx(SOR_Passport_Afghanistan, 1);
};
};
};
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
typo btw: editorSubcateogry
Thanks xD
Also missed the semicolon off that line.
Yeah just saw that in the file as you messaged, thanks for the eagle eyes 👍
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...
Tell the error message, along with your current config always do it if you're troubleshooting online
I don't disagree but it literally just said the word 'Magic'
Tell the error message, literally
I told you. It says it can't load the model and the only thing that comes close to the reason is the word 'Magic'.
"Error loading" usually mean your P3D is anyhow corrupted, so recheck P3D and PBO I'd say
Wtf is (Magic) I haven't seen that one
I think this would be something the Wizard known as @grand zinc might be able to shed light on
How does one define the left logo from the right logo in the arsenal?
???
Do you mean the inventory icon (left logo) and mod icon (right logo)?
Yeah I actually realized that after I asked lol
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
};
};
So can the dlc still be defined as a paa?
Nope. Or at least AFAIK, it's not possible. Never tried, so don't quote me on that.
What does it auto generate from for the mod logo?
It retrieves the image you defined for logoSmall in CfgMods. Failing that, it uses logo instead.
I dont add a cfg mods section in my configs
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.
CfgMods hasn't worked for mods for years
logo in your mod.cpp. if you don't have one, it should be placed next to the addons folder in your mod
E.g.
mod.cpp
addons
- addonName
- config.cpp
Yeah its been broken since 2.02, 4 (almost 5) years ago
https://community.bistudio.com/wiki/Mod.cpp/bin_File_Format#CfgMods
Do you have an example mod.cpp you could provide?
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";
Typical... 🤦♂️
magazineGroups 2.0.
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
the p3d is just corrupted.
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?
oh, like ACE painkillers.
is there a way to add a vanilla sandbox to my server config so i can use eden and zeus?
eden no. zeus yes
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
Does the same PBO work in localhost?
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
so can i create a mission in eden then import to my dedicated server?
Yes
The "loading screen" means that either you specified an empty class Missions or it failed to find the specified missions.
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?
Does it work as localhost?
My recollection is that you don't even need a respawn, just a player.
it's actually loading now but i can't press a role
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
That's the only option afaik
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
all the parts need to be incorporated into single p3d but they might be possible to hide/unhide depending on selected weapon
the optic p3d is not weapon specific
Optics are turret specific, so if you have your 4th weapon in a different turret to the other 3, it's easy.
too. I assumed they were all on same operator
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
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
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
alternative would be https://community.bistudio.com/wiki/getTurretOpticsMode
Thanks, I will take a gander
How is it going guys
Is there any way to use Hidden Selections in NVG Configurations?
Yes
Same way you do it for helmets / vests
I.e. define hiddenSelections in class itself and the ItemInfo
How do you setup a config for a model to have editable text like a license plate or tail number?
class PlateInfos
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"};
};
Why make me suffer through packing and finishing the pbo for it to fail miserably (potentially)
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?
Because I don't know if it works, and packing a single pbo doesn't take long with modern tools
Yeah
So long as an opfor (or whatever side) unit is in it
Should go back to empty once they disembark
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
Single config property sounds pretty simple
it has a lot of weird baggage and limitations
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
this - btw - is what defiens where they show up in the editor
so if you have the crew be opfor it will be under what ever faction the crew is but it will be placed empty
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?
dont think a guide for something that specific exists
dang alright
thank you
in what way do you want them to be compatible?
just for the magazines (or at least just the ammo) to be compatible. like for example a K98 from the ww2 IFA3 AIO mod to be able use the same ammo as the K98 from RHSGREF
that would be the magazines since the magazines are what go into guns
Guns don't care about ammo compatibility, it's purely based on the magazines
👆
CBA joint magazines might already do what you want, depending on whether IFA is set up to support it
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
Though I don't know if IFA bolt-actions have some wacky scripted magazines stuff like the Spearhead ones
so the magazine model can be way off between different mods/weapons
If they do then they may not be able to support other magazines
oh sorry okay i got mixed up there then yes magazines
i understand! okay will try to look around on how to do it s
ah thats okay, tbh
you say that now but when magazine pokes through your guns magwell you may reconsider 😅
well well hahaha that would look funny
but it is just a possibility. it could also be fine
Noted on this will mess around or look for guides somehow since I'm clueless with modding. Thanks @hearty sandal and @viral dragon !
it does but it doesnt have anything to do with the actual used ammo
its just exists purely for the reload animations
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
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
Excellent, that's fine then
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.
Is my turret a turret on tank or a static emplacement?
static emplacement
Then you need to list all

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?
Then you list the tank
oh okay cool
Any vehicle you want to show in there needs to be listed
And yes pbo project does some auto filling if I remember right
huh I wonder why it stopped working now 🤔
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!
scripting it is
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 😅
We do it in SOG:PF with scripting, no other way.
If you're interested, it's in the function vn_fnc_vehicle_spareAmmoUpdate.
In CfgLights, what do the ambient and diffuse attributes represent when ELI5?
I see, cheers, I will take a gander
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.
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
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?
hello which variable affects a radar signature?
I want to make backpack drones have a smidge bigger radar signature
Is it "radarTargetSize"
Yep.
radarTargetSize -> active/passive radars
irTargetSize -> infrared sensors
visualTargetSize vs. visual sensors
Default value is 1.0 (no change). Values < 1.0 make the unit harder to detect (cuts the sensor's detection range) and >1.0 amplifies the range at which sensors can detect it.
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).
Will checkout, thanks a lot!
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?
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Customisation
textureList[] = {"NAPA", 1};
class TextureSources {...}
Oh this works, even without class TextureSources {...} if the vehicle already has the texture I need defined
Thanks a lot!
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[] = {};
};
};
};
Sorry to bother,
I tried to do it for a different vehicle like the one above and it does not seem to work, where this time I hadd to define my own texture source.
Any idea of what I might've done wrong from a quick look?
Maybe it's something RHS does after a vehicle is spawned or something?
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...
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
animationList does control those
It's a random chance for if a given animation is enabled
animationList[] = {"anim1", 0 "anim2", 1}; // anim1 will always be disabled, anim2 will always be enabled
Your vehicle will need a call to BIS_fnc_initVehicle(?) in its EventHandlers for it to work though. It's not an engine feature, it's scripted
I had this:
animationList[]=
{
"cover_end_hide", 1
};
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 ;-;
well, usually you have that initVehicle call in init or postInit and that sorts it out.
Horrible but normal.
Soooooo the way I am doing it is not bad? I guess just replace the animateDoor command and its entire line with the BIS_fnc_initVehicle?
The parent vehicle probably already has it, if you don't remove it.
But otherwise yeah.
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.
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.
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 
For what it's worth you can use single quotes ' instead of "" for strings within strings
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 {};
};
};
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...
Do you inherit everything from original class and just change color?
Correct, the base class is just class JCA_HandFlare_Light_Base; right above mine
If it helps at all, here is the link to my files for the addon: https://github.com/Esmeray6/AET_AUX/tree/main/addons/jca_flares_additions
I would guess this is just how white behaves in this case. You could try darker grey color for example. If you take the yellow image and copy the red color channel to all others it turns bright white as well.
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?
then you may need to play with the other light class properties
Argh
Thanks for the sanity check. Time for a break and then back to the nightmare of modding
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"};
};
};
};
};```
error likely means you build your config wrong way and break some inheritance setup or parent class from before
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
Yeah gotcha, i'll work it from the ground up and see if i can notice anything that changes from it
I use PBO manager, right click pack into PBO
I do this mainly because my arma tools wouldnt open addon builder anymore
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
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
you were correct, had my Mode_FullAuto and such under CfgWeapons not before like most other examples which when switched to there instantly fixed it
might be more fitting to put this here not sure
#arma3_editor message
Will take a look at that thanks!
Honestly not sure why I went with "", I think maybe consistency since it is used elsewhere
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?
items / magazines will only ever go into the uniform / vest.
If something doesn't fit in there, an error is logged. If you want to put things in a backpack you need to make a separate backpack class and add things in its TransportItems/Magazines classes
Alright done that, don't assume there is a way to specifically say "this in vsst and this in uniform"
No
Alrighty, thank you
Is there a way to increase the rotor wash from helicopters?
If anyone knows how to solve issues with the alive orbat creator please lmk, vehicles work troops dont

No one can magically know what your issue is, you'd need to send your config
already solved but ill keep it in mind if anything else pops up
if you describe the issue and solution it can help someone else with the same problem.
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
fun times in the configLand 😄
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
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?
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
Error tells you what is wrong, you're trying to inherit from a class called HeadgearItem but you don't define/reference it in your config
thanks
Is it possible to detect startup parameters in config (or in script)? espescially -skipIntro and -world=empty
dont think so
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
Engine
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
Which flight model are you using?
And vanilla helicopters work?
I inherited the AR-2 darter config, if that makes any difference
Indeed they do
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
Anyone?
What did you change from the Darter? The entire model?
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
yeah you probably want #arma3_model there?
I figured it was a config problem due to the controls not responding at all
The flight parameters in config are largely unitless, IIRC.
Like you can swap them between planes and it doesn't make much difference.
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.
Huh, only heli specific page I can find is some XML stuff: https://community.bistudio.com/wiki/Helicopter_Flight_Model_Config_(XML)
Which in this case isn't useful at all
It's sad
I have no idea. I can't even parse "These configuration files are given to the constructor of the GenHeli600 class."
And that's the cursed (advanced) flight model.
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?
So you have the content of the mod?
If you modify unpacked files and save? It doesn't save ?
And after saving pack your mod again.
What program do you use for packing?
Ps. Don't cross-post the same question to other channels.
Sorry mate, it's a config for us faction,if i disable a vehicle it's says disabled and if i save and exit and reopen the project it's like before the changes
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
Is this for Arma3?
How do I make sure a addon1 loads after addon2, but does not require it?
Required addons is for that
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
Arma reforger
Then you want #enfusion_configuration
I think you'd need to make a separate config with the skip when mission addons or whatever it's called.
You can't do this without __has_include hacks. There is an open request in the feedback tracker for a better feature.
cant you just make separate config mod to be run with different setups?
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.
Ah, missed it: https://feedback.bistudio.com/T195122
Anyone have any ideas?
I figured it out:
I increased the mass to 1 instead of .1 in the model
Now it is too responsive 😂
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?
I'd suggest #arma3_troubleshooting or #arma3_questions
Ok thanks
You can only join servers with the mods a server uses. You can't add extra
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
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
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
How do I change a faction side for a warlords mission?
what config files do I have to change?
What are you specifically trying to do?
I'm trying to change the AAF from both of these mods to OPFOR
https://steamcommunity.com/sharedfiles/filedetails/?id=1298282761
https://steamcommunity.com/sharedfiles/filedetails/?id=1753176082
to use In a warlords scenario I'm making
Why can't you use them as they are?
Warlords only works with OPFOR and BLUFOR, no?
The scenario Is FIA against AAF
one of the factions needs to be opfor
Have you tried setting the factions without changing which side they belong to by default?
I did, for some reason NATO soldiers spawn on the FIA side, and CSAT on the AAF side.
but I might be doing something stupid because I don't really know how warlords code works
What are those sides? Say the faction (e.g. AAF) and the side (e.g. INDFOR/Green) that their spawning for.
You mean the faction default sides?
The FIA Is BLUFOR and the AAF Is INDFOR
No
Who which factions are spawning and on which sides?
NATO soldiers are spawning on blufor side and CSAT on opfor side
Are they the ones that are being spawned in by the AI players or the sector defenders?
I think they are being spawned by AI players, because when I disabled them them they stopped spawning
Those you can easily change separatly. What about the defenders (what you set)?
The sector defenders are spawning correctly
Now, you need to set up the asset list in the description.ext.
Ok
Can I remove the INDEP defenders from the default sectors?
I tried to do this, but It gave me error messages
I don't know. I know you can set all of the sectors to already be owned.
that would be a little unbalanced for my scenario
And could I make the units spawn on the ground, and not paradropping?
You might be able to modify the function. But this has nothing to do with #arma3_config, so lets move to #arma3_scenario or something.
@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.
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.
How do I do that?
ok, where do I type this stuff
Depends how your mission works. I don't know anything about it.
color
how does one upload a mod to steamworkshop
Through Publisher from Arma 3 Tools
??
where do i find that
In Arma 3 Tools
just search arma 3 tools in your steam library
Anyone familiar with the ace extended arsenal .hpp etc? im having trouble with it
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?
I don't see why not, would need some sqf for it - we have something similar in our drone mod
You'd need to show what your config looks like now, and what issues you're having
You can look at their github though, they have examples for how to do it
I've looked at their github i just cant find out how to install the pbo tool they mention, and i've checked its page i just may be missing something but i cant find it
I've just always done it by hand
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
You'd need to show what your config looks like now, and what issues you're having
Please do, then
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..
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);
I assume you need to define item info from the parent class.
Like Dart has shown.
#arma3_config message
So remove :UniformItem{}
It doesn't seem to work exactly like that, since I am also inheriting from sog base classes.
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?
Or at least make some animation happen?
IsSelected animation source
ah, cheers
Display name ,
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Uniform_Configuration
How to change your display name for a new uniform
And for other ground holders etc you need to define those in cfgVehicles
https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide#Ground_Holder_Configuration
Anyone able to assist with this?
I can't see any CfgWeapons or XtdGearInfos stuff in the config you pasted.
At the top it has the cfg weapons and xtdgearinfos
.
Unless thats wrong
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.
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?
One is found from
https://github.com/jetelain/AceArsenalExtended/blob/main/README.md
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.
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.
is the turret modeled straight forward? are the animations 360 degree rotations? and turret limits (if any) set in the turret config
Target might be too low value for ai to shoot their weapon.
It is modelled forward, yes. And the turret limits vary from vehicle to vehicle. Some are 360, others arent
Or weapon doesn't have ai modes or min range
Let me try again with replacing my weapon with a base game one, that might be a good start
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?
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.
Oh, and maxLeadSpeed for CfgMagazines:
https://community.bistudio.com/wiki/CfgMagazines_Config_Reference#maxLeadSpeed_=_23;
If that's too low, the AI won't fire their weapons against a target that's moving faster the defined speed in m/s.
thanks mate
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
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.
Thanks for the info.
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
You should load my pal kjw's mod, kjw's two primaries
They just use a groundholder and put the weapon in that for visuals, but other than that it's just saving weapon data and then swapping it with your current
Do this, it works
I just want a version that only allows shotguns as secondary. Is there a whitelist in that mod for the weapons allowed to be used as secondary?
yeah you can select whitelist or blacklist and it's just a list in the settings
Awesome thanks
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?
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?
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
Look required addons are needed?
I don't get the question
I don't get the question
Do I have put addons in it or leave it empty?
If you mean whether you need CfgPatches >> requiredAddons[] to do any changes in config.cpp, it is ALWAYS required to fill it
Also I used ur base artwork mod for the scene
It must be enabled To show the custom menu?
What
Nothing
What
Nvm
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
If knowledge is 0 then it is hard. There's a lot of things that work together especially in aircraft.
I would recommend starting with simple model.cfg practicing by just having 1 part move/rotate around correct axis. Then expand from there.
You might be changing the wrong dispersion. It's a fire-mode parameter not a weapon parameter.
hmm no. You're describing something weirder than that :P
Nah I changed it in the fire mode.
I noticed it works fine with machine guns and autocannons, but when I tried changing it on a direct-firing MLRS it behaved very weirdly
What sim is that?
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
Ah, I think that's scripted with a Fired EH?
Yes
But yeah, probably related & bugged.
I ended up reducing the dispersion and not really caring about it too much. It´s fine-ish the way it is.
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
#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?
no
just make weapon variants different models.
that is the only smart play
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!
Please do tell what's your current blocker
Current blocker? I’m unfamiliar with the term
...Or rather I'd say, "the issue" or "the problem"
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
So you did not even started to make a PBO?
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
What exactly is the issue, which software you use to pack
I used pbo manager to pack everything-
Here’s the uniform that I have and what it looks like in game(standbye)
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?
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
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?
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?
Yes
...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.
im sorry, im genuinly confused, i just dont know what im doing- is there some wiki i can refer to by chance

Just when i look over your posts it sounds like you got hiddenselectionstextures wrong (without looking in your config)
so what should i do?
It's okay that you don't know what you're doing, but I thought you might know what you have done, the actions you've already taken :I
We can see from the config you posted that you aren't changing the P3D. Your model attribute still explicitly points to the original MA P3D, so you're using that P3D and only applying a texture to it, not making any changes to the model itself.
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
just a retexture, were using the spp's given by the misriah devs and simply applying new textures over them
"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?
They aren't updating the actual model, they're just hard-coding the model attribute to point to the original model - unnecessary but functionally OK
The base mod is MA, so those 14th ODST Textures files must be the new ones
So probably switch the second 14th to first and first to second and might be solved
Cause hiddenselections got a order
well the helmet works fine, its just the vest
Because helmet is a other object with a own hiddenselectionstexture entry and probably only 1
I don't think it's that simple.
Those are meant to be upper/lower selections, and I can see bits of the intended upper texture on the upper part of the equipment. It's just mapped wrong.
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
how do i find out if the order is right?
Change it and see what happens :U or look at the config of the base item
I suspect they've painted their texture freely in Substance Painter and let it figure out the texture mapping automatically, rather than respecting the mapping the actual final p3d in the game is set up to expect. I don't use Substance Painter myself so I can't confirm that, though.
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
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"
};```
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
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
How is the inheritance?
im having my painter redo a texture just for a test run to see if he baked it or not
Does it inherit of the original with the defined selections?
i believe so
It doesn't overwrite hiddenSelections. If the base classname is correct then it's basically fine.
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.
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
I see you have LinkedItemAcc rather than LinkedItemsAcc. Is that correct?
hmm that could definitely be the problem, let me check
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
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
Is this with just you in the vehicle and not part of an AI group?
just me
Are they in the same "compartment"?
Do you have any isPersonTurret parameter set? Try 2.
Does the turret have turn-out available on it?
Do you also have turn-out for the driver?
no, driver cant
That might be something to look at then - try disabling turret turn-out and see if that allows bi-directional movement
if you can give me a hint again for how to turn it off 😄
forceHideGunner = 1; (I think from memory)
ah, alright.
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