#arma3_config

1 messages Ā· Page 56 of 1

brazen merlin
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ok, it's disabled. but still cant go from driver to ffv seat

nimble sequoia
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you're doing it with file patching I assume, quick build otherwise!

brazen merlin
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nah, restarted game

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just takes few seconds, no big deal

nimble sequoia
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Did you verify the turret had no turn-out?

brazen merlin
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yea, the action is gone

nimble sequoia
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hmm

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What simulation type of vehicle?

brazen merlin
#

i mean.. i could always fake it with a custom user action.. but i rather not

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it's carx

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ffv turret uses gunnerCompartments = "Compartment1"; right?

nimble sequoia
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I've seen this before when there are other ai involved and you're not commanding

brazen merlin
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not cargoCompartments[]

nimble sequoia
#

correct

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Ah...

brazen merlin
#

trying to think of a vanilla vehicle right now where you can go from driver to any ffv seat

nimble sequoia
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do you have unique get-in/out memory points in the Mem LOD and matched in the turret config

brazen merlin
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i am using memoryPointsGetInGunner = "pos cargo"; memoryPointsGetInGunnerDir = "pos cargo dir";

nimble sequoia
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that might be a problem

brazen merlin
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hm. ok, will do a test in that direction

nimble sequoia
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I always give turrets their own points, seems to be necessary sometimes, could even be the issue, weird as it sounds

brazen merlin
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renamed it to pos ffv etc. in config and model. let's see what happens

nimble sequoia
#

Another thing that comes to mind is checking you have valid
gunnerAction AND gunnerInAction in turret
driverAction AND driverInAction in main config

brazen merlin
#

ok, will try. renaming mempoints didnt help

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but this gives me an idea.

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ok, just copy&pasting quad anims didnt do anything either

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maybe driver just cant go to ffv seat

nimble sequoia
#

He can go to an FFV seat, just checked with SOG PF Dirt Ranger.
But FFV can be available with or without turn-in.

novel lava
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its cuz the game thinks the driver is 'turned out'

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had a similar thing happen

nimble sequoia
#

Yep, but what's the fix again?

novel lava
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looking it up to remind myself

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it might have been forceHideDriver = 1;

brazen merlin
#

time to try

novel lava
#

when it happened I was trying all sorts of combinations lol so I can't remember exactly

nimble sequoia
#

Could be.
I'm looking at a T-54 I worked on where driver can switch to a Commander with turn-in/out, and he doesn't have forceHideDriver = 1, but that's a tank... maybe car is different

novel lava
#

ok found an old discord message from myself

brazen merlin
novel lava
#

and it was forceHide that fixed it for spearhead halftracks

brazen merlin
#

i knew it was some stupid obscure config property

nimble sequoia
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Was the halftrack a carx too?

novel lava
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yeah

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its a carx with uvanimation tracks

nimble sequoia
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I think that's it then, subtle difference in how turrets and drivers are handled between the simulation types perhaps

brazen merlin
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interesting that swapping to cargo seats is unaffected by it, but ffv is not

novel lava
#

yeah it wasn't an FFV position in my case it was the mainturret/50 cal on the HT

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which worked fine till we added the ability for the gunner to turnin

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and then this happened

brazen merlin
#

ok, funny. now i cant go into driver seat anymore from outside šŸ˜„

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and when inside, driver is invisible

novel lava
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try viewDriverInExternal = 1;

brazen merlin
#

oh, wait. and i cant go from ffv seat back to driver. jeez

novel lava
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is the FFV seat able to turn in and out?

brazen merlin
#

yes

novel lava
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because if so it'll only be able to change position when turned in

brazen merlin
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yes, i was turned in

novel lava
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oh.

brazen merlin
#

ok, needed to copy my animation from driverAction to driverInAction

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this in combination with viewDriverInExternal = 1

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seems to be working correctly now. what a pain

nimble sequoia
brazen merlin
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yeah, i had it before but removed it again since it was not working šŸ˜„

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(at the time)

nimble sequoia
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I never checked, but does adding a turn-out turret to a carx vehicle, change the driver from "turned-in" to "turned-out"?

novel lava
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im not sure if its adding the turret that does it or if all the units are considered turned out in cars

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I can't remember if just using driverInAction instead of driverAction (like leaving it blank) would also fix this

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i vaguely recall trying it but I might not have

nimble sequoia
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That's what I was trying to remember too

novel lava
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the games logic does seem to work on 'is this position turned out? are you turned out? then you can move to it'

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as if you make a vehicle that the units cannot turn in they can move freely between positions

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that was another horrible experiment I spent too many hours on - wanted to make it so tanks engaged AT guns with their cannons, but infantry etc would still shoot at the crew. fix was making it so the crew were all turned out

brazen merlin
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seems to be just old stuff from when it was only about tanks. if you are turned out of a hatch, you cant swap to a different seat. so ofc you need to turn in first

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and we know ffv was just tacked on later down the line, so there's probably bugs and other odd behavior

novel lava
brazen merlin
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oh right, that reminds me i wanted to test ai enemy behavior now .. šŸ˜„

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heh, ai is shooting the vehicle now, not the soldiers

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i am surviving longer now than before, since they dont hit me directly

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this lines up with the old experimentation we did when adding the open top gunner to the marid

novel lava
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yeah the driver etc will be considered under the vehicles protection now so they wont shoot at the driver

brazen merlin
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if ai turns out, they shoot the soldiers. if not, they shoot the vehicle. if the vehicle armor is too much, they dont shoot at all

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no matter what you do, the game wants you to suffer

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almost makes a simple user action to swap seat more attractive again

novel lava
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pretty much, you can lower the damageResistance value and that tweaks how 'strong' the ai consider the armour

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and move the aimpoint to the driver poisition

brazen merlin
#

what was it again? zamerny?

novel lava
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yeah or cxan set it via memoryPointAim

brazen merlin
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ai seems to be a lot less precise as well. they seem to spray slower at the vehicle?

lean bloom
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I am sorry, but which config entry actually defines the commander“s turret?

There seem to be two distinct CommanderOptics classes when I look at some vanilla vehicles. One inside the general vehicle config, the other in Turrets->MainTurret->Turrets->CommanderOptics

They both apparently seem to define some sort of a turret, but I have no clue what is the difference between them. It is not explained anywhere, there“s not a single wiki entry for CommanderOptics.

I want the commander to function the same way as the driver is right now. You sit on the slot and you are in free look by default, then you can press the RMB to go into an "optics" mode, and then you can scroll through several of these modes.
But no matter what I do I can“t achieve for the commander to be in a "free look" by default. I always have to hold down alt do be able to look around...

lean bloom
nimble sequoia
lean bloom
#

ahh cheers

marble falcon
#

Good afternoon, folks, I've been bashing my head against working on this config for a scope. The problem is that at a certain stage, the reticle 'jumps' in magnification and loses alignment with subtensions. Normally, it is at the 10x mark, and with some adjustments, can end up being the 14/15x marks. Anyone spot something glaringly obvious I am blind to?

            minMagnificationReticleScale[] = {2, 0.71};     /// 1.1 Previously, 5 MIL (Real) = 5.2 MIL (Ret)
             maxMagnificationReticleScale[] = {20, (10*0.71)}; /// 0.69 Previously, 5 MIL (Real) = 5.2 MIL (Ret)
            reticleDetailTextures[] =
            {
                {1, "\MSS\MSS_OPTICS\CBA_Optic\Tremor3\Tremor3_1_bar_ca.paa", 1, "\MSS\MSS_OPTICS\CBA_Optic\Tremor3\Tremor3_1_illum_ca.paa"}, 
                {5, "\MSS\MSS_OPTICS\CBA_Optic\Tremor3\Tremor3_5_bar_ca.paa", (1/2), "\MSS\MSS_OPTICS\CBA_Optic\Tremor3\Tremor3_5_illum_ca.paa"}, 
                {10, "\MSS\MSS_OPTICS\CBA_Optic\Tremor3\Tremor3_10_bar_ca.paa", (1/3), "\MSS\MSS_OPTICS\CBA_Optic\Tremor3\Tremor3_10_illum_ca.paa"},
                {15, "\MSS\MSS_OPTICS\CBA_Optic\Tremor3\Tremor3_15_bar_ca.paa", (1/4), "\MSS\MSS_OPTICS\CBA_Optic\Tremor3\Tremor3_15_illum_ca.paa"}, 
                {20, "\MSS\MSS_OPTICS\CBA_Optic\Tremor3\Tremor3_20_bar_ca.paa", (1/5), "\MSS\MSS_OPTICS\CBA_Optic\Tremor3\Tremor3_20_illum_ca.paa"}
            };
            bodyTexture = "\MSS\MSS_Leupold\CBA_Optic\ScopeBody_Leup_B_D_ca.paa";
            bodyTextureNight = "\MSS\MSS_Leupold\CBA_Optic\ScopeBody_Leup_B_N_ca.paa";
            bodyTextureSize = 1.07;
            manualReticleNightSwitch = 1;
            reticleSafezoneSize = 0.8;```
marble falcon
#

Update: I figured it out. It was the 1.(1/2),1/3)... section, needed to be changed to numerals and finely tuned.

copper hazel
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Hello i sometimes get an error No entry 'bin\config.bin\CfgVehicles\Helicopter_Base_H\HitPoints\HitGlass7.name'

i looked at every config of all of my helicopters and there is no HitGlass7

nimble sequoia
copper hazel
nimble sequoia
# copper hazel so this issue is because of the animationsource ?

Either animationSource or HitPoint class, depends which vehicle you inherit from.
Consider, rather than using
class AnimationSources: AnimationSources {...};
class Hitpoints: Hitpoints {...};
instead use
class AnimationSources {...};
class Hitpoints {...};
and define the things inside those classes that you actually need

copper hazel
#

alright thank you very much Apollo

novel oar
calm pilot
#

Hello folks, I’m trying to get the recoil animation and muzzle hide ones to work on my multi-barreled (x4) spaag….ofc with no success.

I tried ā€œreloadā€ for the recoil, but it only animates one barrel.

Also tried ammo for hiding/unhiding the zaslehs, but only 2 of them work.. is there a way to have this configuration working?

#

Barrels ofc do not fire all at the same time, the muzzle positions switch each time between the 4

gaunt hound
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Not sure where else to ask this but I have a fairly simple problem..
There is a mod folder called @East Asia War, 1937 - ę—„äø­ęˆ¦äŗ‰ - ęŠ—ę—„ęˆ˜äŗ‰ but the dedicated server .bat file can't recognize that.
Not sure where to look for the working name of the folder. (or how to make it work, maybe meta.cpp?)

leaden brook
#

have you tried manually renaming the folder to avoid the unicode characters

gaunt hound
chilly tulip
#

Make sure you're not using -autoinit.

gaunt hound
snow raptor
#

Quick question, I have a bunch of objects, flags on flag poles etc. Which I want to be able to spawn via Zeus. I have them setup with the appropitae Zeus config scopes. But they don't appear in Zeus. Is there something else I should be checking?

viral dragon
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Are they in the vehicles units array in CfgPatches?

wintry fox
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Yeah scopeCurator only matters if defined, otherwise it just uses scope

chilly tulip
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Anyone remember where the documentation was for submunition config? I remember there was some but there's no link from the CfgAmmo page.

chilly tulip
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Yeah, that's the stuff. Thanks.

frozen bluff
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Datalink for one of my helicopters isn't working. I have the base helicopter configged to have all three config entries for datalink. All but one helicopter, the datalink works. I tried looking at the Ghost Hawk config, and found nothing to allow it (which it has full datalink, but no entries) to have datalink. So I'm wondering why this particular helicopter doesn't have datalink when it should, and wondering what I need to do to enable it. I've tried everything I think to enable it, but doesn't seem to work.

wheat sluice
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Do you have a DataLinkSensorComponent defined under its Components?
I assume you've got these three tokens defined already:
reportOwnPosition = 1;
reportRemoteTargets = 1;
receiveRemoteTargets = 1;

tacit zealot
#

Is there some way I can make the initial velocity of a pylon as defined in the magazine class be relative to turret's facing direction? For example, this Defender turret is modified to carry Venators and uses the pylon system, but their initial speed entry pushes it towards forward relative to the vehicle, not the turret's facing direction.
I've also tried using initSpeedY and initSpeedZ but those just use the vertical and horizontal planes relative to the entire unit as well - not the turret.
Sample magazine config attached.
I've done something similar to the Praetorian 1C with no issues, not sure what's fundamentally different. Both cases have weapon defined in the turret, magazine in the pylon, and initspeed in the magazine.

frozen bluff
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This is what I have defined in the Components: class DataLinkComponent: SensorTemplateDataLink{};

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Among other things

frozen bluff
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I've spent some time mucking with it, still no luck. Every variant works except the base helicopter, so not sure as I added "DataLinkSensorComponent" and it didn't help, I guess it's bugged out or something.

steady beacon
tacit zealot
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The pylon has no model, I basically just took a banilla magazine and added a hardpoints list, name, description, and kept the weapon unchanged in the turret - same method I did with aircraft cannons and CIWS which behaves without issue

wheat sluice
# frozen bluff I've spent some time mucking with it, still no luck. Every variant works except ...

Is anything else overriding the baseline helicopter? Seems unusual that DL would work on all other variants work but not the baseline helicopter.
If your helicopter(s) is set up like this where your data link properties are set up in the parent class (not in the baseline helicopter), then you shouldn't have any problems with DL access:

class SensorTemplateDataLink;
class CfgVehicles
{
    class Helicopter;
    class Helicopter_Base_F: Helicopter
    {
        [...]
    };
    class Helicopter_Base_H: Helicopter_Base_F
    {
        [...]
        class Components;
    };
    class Flanker562_HelicopterParentClass: Helicopter_Base_H
    {
        scope = 1;
        reportOwnPosition = 1;
        reportRemoteTargets = 1;
        receiveRemoteTargets = 1;
        class Components: Components
        {
            [...]
            class SensorsManagerComponent
            {
                class Components
                {
                    class DataLinkComponent: SensorTemplateDataLink{};
                };
            };
        };
    };
    class Flanker562_BaselineHelicopter: Flanker562_HelicopterParentClass
    {
        scope = 2;
    };
    class Flanker562_HelicopterVariant2: Flanker562_BaselineHelicopter{};
    class Flanker562_HelicopterVariant3: Flanker562_BaselineHelicopter{};
    class Flanker562_HelicopterVariant4: Flanker562_BaselineHelicopter{};
    class Flanker562_HelicopterVariant5: Flanker562_BaselineHelicopter{};
};
tacit zealot
# tacit zealot The pylon has no model, I basically just took a banilla magazine and added a har...

Update: Have tested with an ammo swap from BGM209 (simulation = "shotMissile"); to a 20mm shell (simulation = "shotBullet";) with no changes except to allow the weapon to fire non-cruise-missile mode. Magazine maintains original initspeed, just points to different ammoclass. At all angles including 90° the munition initspeed goes in the intended direction relative to the turret and not relative to the staticweapon. This narrows it down to something within the ammo class; I suspect something hardcoded with the simulation type but it may require more digging.
Also, if I add the magazine via script an not by pylon, it functions like normal

nimble sequoia
tacit zealot
#

It's a vanilla missile launcher, shouldn't those already be set up? They're otherwise facing and going in the right direction

nimble sequoia
#

Anyway, don't ask me, go check, lol

tacit zealot
#

I have no custom p3d file; the missile mempoints on the static are defined as follows: memoryPointMissile[] = {"pos_missile","usti hlavne"}; memoryPointMissileDir[] = {"pos_missile_end","konec hlavne"};
The issue only arises when I made the switch to defining the magazines as pylons instead of in the turret, I have some ideas for a magazine config edit I can try, but the missile's spawning in the right place/direction, just the reference frame of the originnal push is wrong

After more testing, my current guess is that since there is no pylon proxy, it is attached relative to the whole vehicle. But that still doesn't explain why it works for the Praetorian 1C and other aircraft cannons I have done. And that it spawns in the correct position/direction
IDK, heard RHS M142 has artillery as pylon, and I found it has a whole proxy on the model and pylon model on the magazine, so I can confirm that for that functional example, the vehicle's pylon proxy must be attached to the turret

gleaming sentinel
#

Does anyone know how to make it so that my mod can be used on a server without the server giving an error to the client saying that it needs to be loaded? Its an admin mod that not everyone needs, it does however add a module that is in the world, is this perhaps whats throwing the error?

chilly tulip
#

What's the error?

#

If an object exists in a mission then it adds its dependencies in the SQM, and if a client lacks those dependencies then that's a fatal error.

#

Adding an object later might not be fatal though.

gleaming sentinel
# chilly tulip What's the error?

error is that the client is missing a dependency that the mission has. We talked a couple days ago about me saving data to a modules attribute, not sure if you remember. But thats what its about. Thats too bad that everyone will need to have it loaded

tame raven
digital granite
#

hey is it possible i can get someone to help me out on CfgWeaponCursor

gleaming sentinel
tame raven
#

there's options for mission overwrites or server overwrites

gleaming sentinel
#

Ill check that out as a solution, thanks

tacit zealot
#

Is there any config documentation for making a unit not cause any rating penalty for friendly fire if it's destroyed? I'm trying all of these paraemeters but there's very little documentation I can find, and they don't seem to prevent the player from getting renegade status after being credited with kills of them

chilly tulip
#

I suppose the table might not be accurate anymore. I've not tested it.

copper hazel
#

Is there a way to animate a weapons selector switch to be on "Safe" position when the gun is in not ready position ?

I checked the animationSources but couldnt find anything useful for it

tacit zealot
novel lava
#

if so I don't think there is

frozen bluff
molten musk
#

you can use
```hpp
//your code here
```

//your code here

to get little syntax highlight and code in the box, so it's eaier to read etc.

frozen bluff
#

Yeah I tried doing that, apparently Gemini AI screwed me on that

molten musk
frozen bluff
frozen bluff
# wheat sluice Is anything else overriding the baseline helicopter? Seems unusual that DL would...
        {
            class Components
            {
            class SensorsManagerComponent
            {
                    class IRSensorComponent: SensorTemplateIR
                    {
                        class AirTarget
                        {
                            minRange=500;
                            maxRange=4000;
                            objectDistanceLimitCoef=-1;
                            viewDistanceLimitCoef=1;
                        };
                        class GroundTarget
                        {
                            minRange=500;
                            maxRange=3000;
                            objectDistanceLimitCoef=1;
                            viewDistanceLimitCoef=1;
                        };
                        maxTrackableSpeed=70;
                        animDirection="mainGun";
                        angleRangeHorizontal=26;
                        angleRangeVertical=26;
                    };
                    class VisualSensorComponent: SensorTemplateVisual
                    {
                        class AirTarget
                        {
                            minRange=500;
                            maxRange=3000;
                            objectDistanceLimitCoef=-1;
                            viewDistanceLimitCoef=1;
                        };
                        class GroundTarget
                        {
                            minRange=500;
                            maxRange=2000;
                            objectDistanceLimitCoef=1;
                            viewDistanceLimitCoef=1;
                        };
                        maxTrackableSpeed=70;
                        animDirection="mainGun";
                        angleRangeHorizontal=26;
                        angleRangeVertical=26;
                    };
                    class PassiveRadarSensorComponent: SensorTemplatePassiveRadar{};
                    class LaserSensorComponent: SensorTemplateLaser{};
                    class NVSensorComponent: SensorTemplateNV{};
                    class DataLinkSensorComponent: SensorTemplateDataLink{};
                };
            };
            class VehicleSystemsDisplayManagerComponentLeft: VehicleSystemsTemplateLeftPilot{};
            class VehicleSystemsDisplayManagerComponentRight: VehicleSystemsTemplateRightPilot{};
        };```
#

There we go, thanks again Prisoner

carmine crypt
#

Is skipWhenMissingDependencies broken?
I still get a nice error when starting the game, upon loading mods

{
    class EAW_Intros
    {
        units[]={};
        weapons[]={};
        requiredVersion=0.1;
        requiredAddons[]=
        {
            "WW2_SPE_Core_c_UI_MenuBackgrounds_c",
            "WW2_SPE_Normandy_c",
            "WW2_SPE_Normandy",
            "WW2_SPE_Missions_s_Video_s",
            "WW2_SPE_Missions_p_Scenarios_p",
            "WW2_SPE_Missions_p_Showcases_p",
            "WW2_SPE_Missions_p_Cutscene_p",
            "WW2_SPE_Missions_p_Credits_p",
            "WW2_SPE_Missions_p_Campaigns_p",
            "WW2_SPE_Core_t_MainMenuSpotlight_t",
            "WW2_SPE_Core_t_MenuBackgrounds_t",
            "WW2_SPE_Core_t_GUI_t",
            "WW2_SPE_Core_c_UI_MenuBackgrounds_c",
            "WW2_SPE_Core_c_UI_MainMenu_c",
            "A3_3DEN",
            "EAW_Village_1",
            "A3_Map_Stratis",
            "A3_Map_Altis",
            "A3_Map_Stratis_Scenes_F",
            "A3_Map_Altis_Scenes_F",
            "A3_Map_VR_Scenes_F",
            "A3_Map_Malden_Scenes_F",
            "A3_Missions_F_Orange",
            "A3_Map_Tanoa_Scenes_F"
        };
        skipWhenMissingDependencies=1;
        worlds[]={};
    };
};```
wheat sluice
# frozen bluff ``` class Components: Components { class Components ...

Your snippet shows that the Components subclass is not set up correctly.
It is meant to be defined as Components >> SensorsManagerComponent >> Components, not Components >> Components >> SensorsManagerComponent:

        class Components: Components
        {
            class SensorsManagerComponent
            {
                class Components
                {
frozen bluff
#

Ahh I see.

#

Okay I'll fix it

chilly tulip
#

SPE really needs a loadorder mod :/

novel lava
#

it has one

#

its msising the uh mission and terrain configs tho

frozen bluff
cosmic isle
#

Does anyone know what CfgPatches weapons actually does?

novel lava
#

I'm pretty sure it's one of the things that sets whether an addon is set as required for a mission

tame raven
#

I'm still completely unsure as to what it does. I'm fairly certain the addons check isn't it, but I haven't tested it.

clever creek
#

Disregard

west crater
#

anyone have a good recommended armor value for CUP/base weapons mostly 7.62 AK Dmg (im making a Gears of war unit and i have to use the NCOG armor and the base armor value is 50-80 and 100 which makes you a tank) atm i have my armor value as armor = 5; passThrough = 0.3; and even this is still pretty tanky

wintry fox
blissful moon
#

Can someone please help me to export this plane? I've spent months on trying to import in and I've hit a wall.
I've managed to export the hit points/ memory/ land contact successfully out of blender but the resolution/ geo and everything else is invalid, I've kept tweaking but nothing has worked

#

here's what I have so far, could someone please take a look at it

hearty sandal
blissful moon
#

Even if it’s super scuffed I just want to get something in arma so I can then polish it

hearty sandal
#

only triangles and quads are acceptable in Arma

#

preferably triangles

#

triangulate it

#

you can post the specific errors at #arma3_model and people can likely tell what they mean

blissful moon
#

Multiple times

#

No NGONS

#

In any mesh

#

I even triple checked by selecting the mesh by sides, confirming that everything was properly triangulated

sullen fulcrum
#

@digital granite yeah sure. Pm me

royal falcon
#

Can someone tell me what a 'background control' is? aka the difference between class ControlsBackground and class Controls in Arma UI configs?

gleaming sentinel
#

Is there any way to hide an icon for something on the map? For example there are a lot of rocks on the map, I want to hide their icons. Is this perhaps possible through a config?

chilly tulip
gleaming sentinel
#

Thank you! That looks promising

chilly tulip
#

I think groups of rocks and trees get converted on binarize though, so you might not be able to do what you want.

gleaming sentinel
#

Hm, ok good to know

#

Ya you're right, those seem to be only for object builder, which would require editing the source of the model and then likely re-packing the map

hearty sandal
tacit zealot
#

Been trying to add a pilotCamera to the vanilla Speedboat corresponding to the camera ball on top, but have had some difficulties. Previously, I was able to add one to some aircraft that don't have any at all like the CUP Su-34/Su-25, but even knowing the name of the memory point in the model, I'm not even getting the pilot camera view to appear.
The pilotcamera class boxed in red is derived from one I know works on other assets, and the memory point is one I grabbed straight from the renderTargets class which corresponds to the sensorball on top of the boat that gives the pilot his NV display screen
The un-commented ones are a direct copy from the aforementioned CUP coversion which, while it has a couple issues, I know works. Even with that, I can't get anything to appear when I right click or ctrl+Rightclick

wintry fox
#

Can I block only specific weapons from being fired when turned in/out?
My commander seat has a mounted MG so I have inGunnerMayFire = 0 but this also prevents the commander from using counter measures

novel lava
#

don't think so

#

only way I know of is to make the external gun its own turret

#

and scrtipting it

wintry fox
#

Hm bit unfortunate, rather not mess around the (un)locking + switching seats jank

hallow quarry
#

would it be possible to make a flashbang shotgun shell

#

similar to the 23x75mm Zvezda flashbang round

sweet pecan
hallow quarry
#

I am making a ks-23 as seen in #arma3_model and will make ammo like the one in tarkov

#

will see what I need to do

wintry fox
viral dragon
#

With the power of ✨ submunitions ✨ you can make a grenade happen from a shotgun

tacit zealot
#

Do ships just not support PilotCameras? Theat's the only option i have left for why I can't get it to work on the vanilla Speedboat, despite the memory point existing and being used for the driver screen already
The SDV has one tho that's a ViewOptics class

tender fiber
#

What value means in CfgMagazines? Bohemia's Config Reference just says "Formerly known as ValueMagazine in OFP."

chilly tulip
#

Is that the one that specifies how much ammo cargo it consumes?

tacit zealot
#

Is it possible to make a particular ai firemode only usable against aircraft?

chilly tulip
#

I think that's determined entirely by the ammunition, while fire modes are only chosen by distance.

winged umbra
#

Yo! anyone encounter custom units not showing up in an unrestricted Zeus even though their scopeCurator is set to 2?

#

They show up in the Editor but not in Zeus, weirdly enough

wintry fox
winged umbra
#

That's done it, thank you šŸ˜„

grand zinc
#

I cannot find any engine code that reads CfgPatches "weapons" entry.
Maybe scripted Arsenal might read it for something?

novel lava
#

only mention of cfgpatches in fn_arsenal is this:

//--- Function to get item DLC. Don't use item itself, but the first addon in which it's defined. SOme items are re-defined in mods.
//#define GETDLC    {configsourcemod _this}
#define GETDLC\
    {\
        private _dlc = "";\
        private _addons = configsourceaddonlist _this;\
        if (count _addons > 0) then {\
            private _mods = configsourcemodlist (configfile >> "CfgPatches" >> _addons select 0);\
            if (count _mods > 0) then {\
                _dlc = _mods select 0;\
            };\
        };\
        _dlc\
    }
grand zinc
novel lava
#

maybe the weapon definitions are legacy from arma 2/prior, some other sort of scripted system. I know there's also 'ammo' which I think mikeros stuff creates but last I heard that doesn't exist either

grand zinc
novel lava
grand zinc
#

It also seems to be used as some kind of priority for.... The take magazine action?
Its kind of a "how valuable is this"

grand zinc
novel lava
#

yeah

#

that's what it looks like

#

I should have remembered this as I hate this script, as it filters magazines based on the weapons too

#

so if you have magazines that are scope 2 but are for a weapon that is scope 1 (or a vehicle weapon) they won't appear in the list

pain for stuff like crew served weapons systems, mortar bombs etc

blissful moon
#

How do I configure cased ammo? There’s only caseless in the sample weapon

hearty sandal
chilly tulip
#

I don't think Arma distinguishes. IIRC ACE has a config entry it uses to pick between different casings if you're using that feature.

tame raven
#

Arma does distinguish

#

And you can add custom brass if you want

blissful moon
chilly tulip
#

oh right, vanilla does have cartridge

#

You'd just set that to "FxCartridge_556" or whatever else is suitable.

#

Looks like weapons have cartridgePos and cartridgeVel config values which refer to memory points in the model.

blissful moon
#

Ahh okay thank you

blissful moon
#

I haven’t been able to mount a P drive at all, I tried using mikeros tools and it kinda bricked my pc, can I do anything without mounting one?

hearty sandal
#

so more likely something else happened

blissful moon
#

Took like 15 mins to turn on

#

I’m not trying it again lmao

hearty sandal
#

my guess is something else was already seriosly broken

blissful moon
#

Hasn’t happened since

#

PC is doing fine and is pretty new

hearty sandal
#

I guess you could try Hemmt

#

for error checking

#

thats why you get Mikeros tools typically

#

or HEMMT

wintry fox
#

(Hemtt, 1 m 2 ts)

hearty sandal
#

šŸ˜µā€šŸ’«

viral dragon
#

For some reason I had it in my head that submunitions could be things other than CfgAmmo types, like vehicles. It's not currently working in my testing and I can't find any previous mention of it, so...maybe not. Just wanted to check if anyone else has, like, even imagined this before, or whether I'm genuinely going completely insane

chilly tulip
#

In my code I assumed all submunitions are CfgAmmo, and it didn't break on any vanilla ammo.

hearty sandal
#

you would need additional scripting to create vehicles

viral dragon
viral dragon
chilly tulip
#

Only similar thing I know is that CfgAmmo can be used with createVehicle. This behaviour does not seem to be documented.

viral dragon
#

It's not specifically mentioned on the createVehicle page, but it's also the only way to create projectiles through scripting, so it's not exactly a secret

chilly tulip
#

Just discovered that if you use either version of createVehicle to spawn ammo, it uses AGL (or similar) rather than ATL.

marble falcon
#

When using cba joint rails, can you make two separate rails inherit from the same place, so you have a compatible weapon set-specific version that doesn't just dump multiple versions on the non-configed guns?
Basically, can you do
class asdg_FrontSideRail: asdg_SlotInfo {
Then have
class asdg_FrontSideRailSecond: asdg_SlotInfo {
or does that break it?

wheat sluice
# marble falcon When using cba joint rails, can you make two separate rails inherit from the sam...

It'll be fine. It won't break CBA's JR classes.
But ideally, you'd want to make your custom version of the rail class inherit from CBA's JR classes and then make your tweaks there:
e.g.

class asdg_SlotInfo;
class asdg_FrontSideRail: asdg_SlotInfo
{
    class compatibleItems;
};
class asdg_FrontSideRailSecond: asdg_FrontSideRail{};

...where asdg_FrontSideRailSecond (your custom rail class) inherits from asdg_FrontSideRail (from CBA). This avoids you having to redefine all the attachments that CBA already has defined, but allows you to add your own specific attachments that would only be usable on specific weapons.

Inheriting from asdg_SlotInfo as your current setup shows would be pointless since asdg_SlotInfo is a base class that has no attachments defined for compatibleItems class.

wintry fox
#

Just don't call it asdg_..., use your own prefix

crystal lion
#

did anyone have successfully applied RHS FCS to own vehicle?

#

anything else just works but the point of impact is a little left

#

disable offset make it better

hearty sandal
# crystal lion

I would assume this is due to the offset between your weapon and your camera view

hearty sandal
lean bloom
#

Hey, I am wondering how do I define the origin of gunfire for a turret“s 3rd weapon. The autocannon and machinegun work fine, but I need to move the grenade launcher“s origin of gunfire to a 3rd separate position. I can“t find any turret config entry for this.

Or do I need to use an EH for this somehow?

hearty sandal
warm furnace
#

What is the normal protection for vest

#

because my guys in squad are op ass hell i made a new vest and i got 22 armor on chest 22+3 on diaphragm

hearty sandal
tacit zealot
#

How can I disable the muzzle flash on an infantry weapon? I've tried things like disabling selectionFireAnim with selectionFireAnim = "";//zasleh, but that just makes the muzzle flash always be displayed instead of never being displayed

wheat sluice
shell vessel
#

If I have a mod with 2 PBOs and one of them is say 'lcars_base' and the other 'lcars_car1' .

Is this good practice? --> list 'lcars_base' under requiredAddons for 'lcars_car1'. Then if I use any other external mod as a dependency for my mod, I can list them under requiredAddons for 'lcars_base' and not change requiredAddons for 'lcars_car1'.

Or should I list all addons needed for the mod under both requiredAddons in 'lcars_base' and 'lcars_car1'?

hearty sandal
#

and yes its good practice

gaunt crescent
#

I've been trying to set up a server for me and a friend, but I cannot seem to figure out how to add mods to it. Would anyone be so kind as to help me figure it out? [Host is Nitrado]

gaunt crescent
#

Woopsie, my bad.

#

I thought this was the place as it was marked game modifications,

pure bobcat
#

I might need some help, Im trying to overwrite some config parameters of an ACE weapon attachment config but it's simply not being applied for some reason

#

Im assuming Im simply doing somethinig wrong with the inheritance itself, although that's what it seems to be in the config viewer

#

unless the load order for subaddons is broken

#

I removed the above messages, obviously it's not the subaddon loading that's broken, it's the way I wrote it

hearty sandal
#

your addon needs the cfgPatches class of the config you try to overwrite as required addon so the load order goes right

pure bobcat
#

Yep I had that

#

I added CfgPatches but forgot to add a child class, just added all the properties directly under it

class CfgPatches {
  requiredAddons[] = {...}
};

gave me so much headache, and it was just a mistake when copying files over

vernal quiver
#

Okay so I want to add a custom NVG model. I have a copy of a code, but don't know how to make it actually placed on the character's head

#

And also the texturing and material config seems to be very different to something like a building

hearty sandal
#

texturing of items/uniform/etc model is set up on the p3d like any othe model.

#

to get them move with the character one needs to set up model.cfg with chracter skeleton in it and model weighting to match the character and couple other things outlined in the pinned message about headgear on #arma3_model channel

#

hiddenselections are similar but little bit in different spot.

vernal quiver
#

Is there an explanation for why uniforms and such have the hidden selections textures stuff where you can get a retextured armour set by just changing the file in config.cpp, but why that doesn't appear to be the case for NVGs?

#

Also the model.cfg was what I was missing for that note

hearty sandal
#

If I remember right it should now work but I dont off the top of my head remember what it needed.

#

it didnt workf for long time

vernal quiver
#

So the reason why the examples I have pulled from TIOW and the base game don't have them, is because it didn't used to be a feature but now is
As much as I would actually like to open the p3ds in arma to use as references for sizes and shapes, I cannot do that, but I can look at their code

#

But thank you once again, just need to fix whatever issue I am having with the textures

#

Actually the AOD stuff does have the textures but not the materials in the code

wintry fox
#

It works the exact same way as helmets, facewear, backpacks, etc.

wintry fox
#

So most retextures don't define it

vernal quiver
#

I was trying to retexture NVGs from the TIOW mod and saw that the hiddenselections stuff wasn't there

#

And due to lack of experience with this system I assumed they had to be there at all

wintry fox
#

They might not have set it up

vernal quiver
#

And the base game NVGs are the same

#

As far as I can tell each individual colour for the same model has its own separate .p3d

wintry fox
vernal quiver
wintry fox
vernal quiver
#

Just didn't work for NVGs due to some issue with the engine that has since been resolved

hearty sandal
#

the vanilla nvgs probably were not updated for that

vernal quiver
#

Now I just need to figure out the model.cfg

#

Most of the examples I have found don't appear to have a model.cfg. I now assume it isn't something just included in the models folder and is something doing when exporting the .p3d

hearty sandal
vernal quiver
#

Ahkay

#

Okay my model.cfg is correct, just the item isn't in the correct location
And moving it in blender doesn't appear to help

vernal quiver
#

Found the issue, and just remembered that the guy I had to help me modelling a helmet had the same realisation

#

Custom property, "autocenter" needs to be set to 0

shell vessel
#

you can check what selections a model has with the ODOL converter

toxic solar
#

for CfgNonAIVehicles what is the difference between simulation types Maverickweapon and Pylonpod

steady beacon
toxic solar
#

like how bullet vs grenade, a grenade simulation allows for the grenade to bounce around.

steady beacon
toxic solar
steady beacon
tacit zealot
novel lava
snow herald
#

Can I please get some help figuring out why my Zeus modules always return objNull with attachedTo _module in the module init function?

They show up and work as intended other than attachedTo never returning a valid object when placing the module on a vehicle/unit/etc instead of just by itself.

Relevant cfgVehicles excerpt:

    class Module_F;
    class GVAR(Module_Base) : Module_F {
        scope = 1;
        scopeCurator = 1;
        category = "";
        displayName = "";
        function = "";
        class EventHandlers {
            init = QUOTE(_this call FUNC(initModule));
        };
    };
    class GVAR(Module_Support_Base) : GVAR(Module_Base) {
        curatorCanAttach = 1;
        category = QGVAR(Supports);
        class arguments {
            type = "";
            side = QUOTE(Occupants);
            caller = QUOTE(attack);
            maxSpend = 500;
            target = QUOTE(false);
            position = QUOTE(getPosATL _module);
            reveal = 1;
            delay = 0;
        };
        function = QUOTE(A3A_fnc_createSupport);
    }
    class GVAR(Module_Support_Airstrike) : GVAR(Module_Support_Base) {
        scopeCurator = 2;
        displayName = "$STR_A3U_Zeus_ModuleType_Support_Airstrike";
        icon = "\a3\Modules_F_Curator\Data\iconCAS_ca.paa";
        portrait = "\a3\Modules_F_Curator\Data\portraitCASBomb_ca.paa";
        class arguments : arguments {
            type = QUOTE(AIRSTRIKE);
        };
    };
#

and this is the initModule.sqf function:

#include "..\..\script_component.hpp"
FIX_LINE_NUMBERS()

params ["_module"];

if (isNil "_module") exitWith {};

private _cfg = configOf _module;
private _args = (configProperties [_cfg >> "arguments"]) apply { _x call BIS_fnc_getCfgData };
private _function = getText (_cfg >> "function");

Debug_3("Initializing module: %1 with args: %2 and function: %3", _module, _args, _function);

private _argsValidated = [];
{
    if (!(_x isEqualType "")) then { _argsValidated pushBack _x; continue; };

    /*
    * Arguments for the module's function are stored in the arguments property of the module config.
    * Arguments that aren't a string, array, bool, or number are converted to string,
    *     so if we have a string argument, we try to compile and run it.
    * If the result is Nil, it's either *not* code or *bad* code, so we pass the string as is.
    */
    private _result = call compile _x;
    _argsValidated pushBack ([_result, _x] select (isNil "_result"));
} forEach (_args);

private _target = attachedTo _module;
Debug_1("Module attachedTo: %1", _target);
if (!isNull _target) then {
    _argsValidated set [4, _target];
    _argsValidated set [5, getPosATL _target];
};

Debug_1("Validated function args: %1", _argsValidated);

if (_function isEqualType "") then { _function = missionNamespace getVariable _function };
if (isNil "_function") exitWith { Error_1("Module initialization attempted with invalid function name: %1", _function) };

_argsValidated spawn _function;
deleteVehicle _module;
#

Obviously there's some mod macros in use, but this is what's being logged:

13:48:07 2026-01-19 18:48:07:007 | Antistasi | Debug | File: A3U_zeus_fnc_initModule | Initializing module: <No group>:0 (A3U_zeus_Module_Support_Airstrike) with args: ["AIRSTRIKE","Occupants","attack",500,"false","getPosATL _module",1,0] and function: A3A_fnc_createSupport
13:48:07 2026-01-19 18:48:07:007 | Antistasi | Debug | File: A3U_zeus_fnc_initModule | Module attachedTo: <NULL-object>
13:48:07 2026-01-19 18:48:07:007 | Antistasi | Debug | File: A3U_zeus_fnc_initModule | Validated function args: ["AIRSTRIKE",WEST,"attack",500,false,[11346.4,18046.8,-3.8147e-06],1,0]

Module attachedTo always returns <Null-object> whether placed on ground (as it should) or on a unit.

#

The only thing I can find anywhere is to make sure the modules have curatorCanAttach = 1 and use attachedTo in the module init, both of which I have?

wintry fox
snow herald
#

I'm gonna feel really stupid when I get back to a computer and can check if it's just not being inherited.

wintry fox
#

Oh missed it there
Not sure then

west rover
#

Hello, is there a way to disable "GPS cross" on map while player is in some vehicle types?

wintry tartan
#

No, engine "issue"

west rover
#

sad

timid osprey
#

Is it possible to disable turrets on a vehicle? I want to disable the turrets on the ghosthawk, i.e so people don't get the option to jump on them. Would I just set the gun definition in the config to be gun = ""; or is it more complicated than that?

#

Yeah, no, that definitely doesn't work. Ended up getting a "no bin config model" error

fast ruin
#

Have a bug where my rifle squads (8-man) are not showing up but my fire teams (4-man) are showing up in Zeus. Anyone had that issue before or have a potential solution?

chilly tulip
#

Generally units only show up in zeus when you add them to editable objects.

#

Oh, you mean not showing up in the right-hand menu?

fast ruin
pastel fog
# fast ruin Right hand menu yeah

That sounds like either the units[] array (or other arrays?) in CfgPatches or scopeCurator
Haven't added squads so I'm not entirely certain, but those are the usual culprits for stuff not appearing in Zeus

See below too, his is probably better

snow herald
#

I think he's talking about groups (CfgGroups). Interestingly enough, groups don't have scopeCurator, nor are they included in the units[] array in CfgPatches. All the units in the group need to exist of course.

Just make sure the group in question is defined under the appropriate side class (e.g. class INDEP, class WEST, etc), it has the right faction assigned (faction = xxx), and the side is right (side = x).

#

(I say all this as not an expert at all, but just from my experience of what I had to do/add/change when adding my own groups)

toxic solar
#

for pylon weapons with salvo = 2, I have a helicopter with 4 guns but only the first two fire till they run out of ammo and then the next two do, does anyone know if its a engine limitation that only 2 pylons can be fired at once?

#

ahhhhhhhhhh im so stupid I didnt put it in fire mode I was putting it in the base of the weapon my bad

fast ruin
dapper summit
#

Any config gods out there that are good with functions and stuff? I'm trying to adapt an AFV/tank loader system from an IFA3 mod onto vehicles my community uses but I have absolutely no clue what im doing.

#

the original creator no longer plays arma but gave me full permission to go through his pbo and adapt everything i just have 0 knowledge on what to do lol

hearty merlin
#

Is there a quicker way to test mods without needing to load them as Local mods?

chilly tulip
#

Depends what you're trying to test, but you'll probably have to start Arma at some point...

hearty merlin
#

Okay. Wasn't sure if you could load a player in an empty virtual reality world and test stuff like fov config changes

chilly tulip
#

If you mean testing config without having to restart Arma then there's diag_mergeConfigFile in the diagnostic branch, but I'm not sure it works for everything.

sweet pecan
#

File patching is something too and I'm not sure what (tell me).

chilly tulip
#

File patching doesn't work for config.

sweet pecan
#

What is it?

chilly tulip
#

It allows you to map files outside the PBO into Arma's virtual file system.

#

This can enable you to change functions without restarting Arma.

#

Well, it still applies to config, but config is normally compiled on launch, so you still have to restart Arma. File patching just saves you from having to rebuild the PBOs in that case.

frail grotto
#

out of pure curiosity

#

would anyone happen to have ever made a dart like round that acts like a rocket

hearty merlin
#

What about making a CBA setting for something like a config files OpticsZoom values?

Is that possible?

#

I've never done a mod with values you could tweak before.

tawny oar
#

@sweet pecan Not appearing anywhere, arsenal, editor or zeus

chilly tulip
#

Left side has a fuckup around line 7.

tawny oar
#

bracket?

chilly tulip
#

Completely missing class & inheritance statement as far as I can tell.

#

There's just an unattached open bracket.

#

Also 3AS_H_CloneP2_F is used twice despite being undefined.

#

well, three times if you include the one on the right side.

#

If this is Star Wars stuff then I don't think we're allowed to support it anyway.

tawny oar
#

Fair enough

faint spruce
#

In case of a dedicated server, where are mission's files stored when a player joins ?

faint spruce
#

I mean when the files are stored in the mission pbo, does the player receives the files somewhere on the disk or does it remain on the ram ?

wintry fox
#

Been a while since I looked

faint spruce
#

i'll test it to be sure

viral dragon
#

I'm pretty sure it's in %localappdata%\Arma 3\MPMissionsCache

wintry fox
#

Yeah it's that one

toxic solar
#

does adding pylons increase a vehicles weight?

#

like a super heavy pylon will make helicopter heavier and thus slower?

sweet pecan
wintry tartan
#

Ded recently talked about it and it seems only to be considered in AFM, yes

woeful mirage
#

What are the main factors and settings in Arma 3 that contribute to FPS loss?

nimble sequoia
woeful mirage
#

Is it the high concentration of individual AI or groups?

#

Or to put it another way. Is lots of AI groups more taxing than lots of ungrouped AI.

grand zinc
#

ungrouped AI doesn't exist.
AI is always in a group.
By ungrouped, you probably mean a unit that is alone in its group.

Which, equates to more groups

#

AI's a simulated group-wise, more groups, more bad

#

The next one is view distance (obviously?), and number of vehicles (Especially physx vehicles and helicopters are expensive)
If they are deco objects, they should not be simulated

woeful mirage
#

Should I set every unit to limit by object view distance?

#

So far I set most enemy units to enable dynamic simulation, all static objects and structures to disabled simulation etc.

grand zinc
wintry fox
#

Also units are objects anyways

woeful mirage
#

Just asking. Since it's a setting in the visibility tab.

hallow quarry
#

is there a way to say the opposite of __has_include

#

similar to an != check for an if statement

grand zinc
#

#if __hasinckude(..) == 0

I think?

#

Should

#

Or just.. add an #else

hallow quarry
#

I did it I think

   nothing
   #else
  thing
   #endif```
chilly tulip
wintry fox
hallow quarry
#

oh didn't know that worked

#

thanks

wintry fox
#

It's just what dedmen said lol

molten musk
wintry fox
#

Wasn't in a code block so it was illegible

hearty nova
#

can anyone help me with making a ammo type mod for arma 3 its APDS-ET Armor-Piercing Discarding Sabot Explosive Tracer round for the Mosin Nagant using 7.62x54mmR as the base cartridge, i have the code for it but i don't know what to do now

chilly tulip
#

The stuff?

hearty nova
chilly tulip
hearty nova
sweet pecan
hearty nova
#

i do see your point though

sweet pecan
sweet pecan
hearty nova
sweet pecan
hearty nova
#

shoot i sent a pbo insted of a zip.

sweet pecan
hearty nova
#

also i am trying to look for a stripper clip model with bullets attach to it. in the files so i could use it as a place holder

hearty nova
#

so what do i do with the rest

sweet pecan
hearty nova
#

so how do i start the process of doing that.

sweet pecan
hearty nova
sweet pecan
hearty nova
sweet pecan
sweet pecan
# hearty nova lol

People will help you, a lot, but they generally won't do random stuff for random people for free (and paying for mods is illegal).

faint spruce
#

When i look at the exterior sound config of the offroad, i seesoundSetsExt[] = {"Offroad_01_Engine_RPM0_EXT_SoundSet","Offroad_01_Engine_RPM1_EXT_SoundSet","Offroad_01_Engine_RPM2_EXT_SoundSet","Offroad_01_Engine_RPM3_EXT_SoundSet","Offroad_01_Engine_RPM4_EXT_SoundSet","Offroad_01_Rattling_EXT_SoundSet","Offroad_01_Stress_EXT_SoundSet","Offroad_01_Rain_EXT_SoundSet","Offroad_01_Tires_Rock_Fast_EXT_SoundSet","Offroad_01_Tires_Grass_Fast_EXT_SoundSet","Offroad_01_Tires_Sand_Fast_EXT_SoundSet","Offroad_01_Tires_Gravel_Fast_EXT_SoundSet","Offroad_01_Tires_Mud_Fast_EXT_SoundSet","Offroad_01_Tires_Asphalt_Fast_EXT_SoundSet","Offroad_01_Tires_Water_Fast_EXT_SoundSet","Offroad_01_Tires_Rock_Slow_EXT_SoundSet","Offroad_01_Tires_Grass_Slow_EXT_SoundSet","Offroad_01_Tires_Sand_Slow_EXT_SoundSet","Offroad_01_Tires_Gravel_Slow_EXT_SoundSet","Offroad_01_Tires_Mud_Slow_EXT_SoundSet","Offroad_01_Tires_Asphalt_Slow_EXT_SoundSet","Offroad_01_Tires_Water_Slow_EXT_SoundSet","Offroad_01_Tires_Turn_Hard_EXT_SoundSet","Offroad_01_Tires_Turn_Soft_EXT_SoundSet","Offroad_01_Tires_Brake_Hard_EXT_SoundSet","Offroad_01_Tires_Brake_Soft_EXT_SoundSet","","Tires_Movement_Dirt_Ext_01_SoundSet","Van_02_PoliceSiren_01_Ext_SoundSet"};
How does the game know which one it has to play at which moment ?

hearty nova
#

i might be wrong

wintry fox
wintry fox
wicked sandal
#

Hey, does anyone know what value in a weapon's config determines if it's a pistol or a rifle?

I'm trying to take an existing grenade launcher and create a version of it that can go in the hand-gun slot. The original inherits from Rifle_Base_F, which inherits from Rifle, which inherits from Default.

Maybe I'm blind but I'm just not seeing anything that sticks out as "make this a pistol/rifle" šŸ™

wintry tartan
#

type

wicked sandal
#

Perfect, thanks!

faint spruce
hearty sandal
wicked sandal
toxic solar
#

perhaps I am missing something but for maverick pylon what determines the order that the missiles are fired in? mirrorMissilesIndexes?
I have 5 proxies all in a line, 1,2,3,4,5 left to right. I want the fire order to be 1,5,2,4,3 which I have mirrorMissilesIndexes[] = {1,5,2,4,3}; but the drop order becomes the 4th proxy, 2nd, 1st,3rd, 5th

novel lava
#

priority set in the pylon

#

see: priority property

#

oh i misunderstood

toxic solar
# novel lava oh i misunderstood

like how I think teh 3x AGM has it where the bottom missile goes first, then the other two later. I just removed mirrorMissilesIndexes and changed the ordering of the proxies ids a bit and that worked Shrug

dense drift
#

Hey all, I have noticed a WEIRD error on an old or custom terrain that has OVERFLOWD issue when loading up the terrain plus the below mod, or the author's other mods CAPSULE or SONUS, which works with every single terrain so far.

The terrain's config.cpp shows the sound configs are OUTSIDE of the TERRAIN CLASS, and when I MOVE or NEST it back in, the compatibility goes away such as:

class TERRAIN: CAWorld
{
class CfgEnvSpatialSounds;
class CfgEnvSounds;
class EnvSounds: CfgEnvSounds
{
};
}

But, the terrain NAME does not show up any longer within ARMA map selector or Editor to use.

Is there another way to this config issue?

https://steamcommunity.com/workshop/filedetails/?id=1923321700

toxic solar
#

can pylon pods that are flares/chaff have the flares/chaff come from the pylon it self and not the normal spot on helicopters/planes?

hearty sandal
dense drift
#

I am new at this so how would I fix it? Just repack the PBO with terrain builder or would I need the source files to point back to the sound classes?

hearty sandal
warped gazelle
#

Anyone know what pbo does the special purpose helmet place at?

wheat sluice
#

characters_f_exp.pbo
Look in the .../opfor/ folder for the model + textures.

autumn kindle
#

A bit of a stab in the dark with this one, but without any mention of CSComponent_2 in the .xml file. I'm trying to figure out why it keeps looking for this second Control Systems Component which isn't referenced anywhere in the file. Does anyone know or understand even a bit of the RTDynamics stuff or do I have to write to them directly?

The entire ControlSystem tag is taken from the wiki at:
https://community.bistudio.com/wiki/Helicopter_Flight_Model_Config_(XML)#Control_Systems

For reference, I'm currently looking at adding AFM to a few certain Helicopters that don't have it enabled.

nimble sequoia
warped gazelle
#

anyone know which pbo do I find Special Purpose Suit (Hex) (U_O_V_Soldier_Viper_hex_F)

wintry tartan
#

characters_f_exp

warped gazelle
wintry tartan
#

You don't need to open PBOs to find classnames, anyways

warped gazelle
wintry tartan
#

In Arsenal, equip the suit. You'll see the classname in the bottom line of tooltip
Thermal color is defined in RVMAT

wintry tartan
#

It is defined in model itself. You can probably overwrite it via hiddenSelectionsMaterial

#

Also, you should to look for CfgVehicles part of that uniform regards to how it does actually look

warped gazelle
wintry tartan
#

Again it is defined in RVMAT, which is defined in model itself. What are you actually trying to achieve?

warped gazelle
warped gazelle
wintry tartan
#
  1. Find RVMATs from the corresponded uniform
  2. Tweak Thermal related params (can't recall rn)
  3. Apply your RVMAT using hiddenSelectionsMaterials[] and make a correct config
  4. Use it as a Mod
kind nova
#

Hello everyone, I'm hoping to get some clarification on certain config parameters.

When using ACE_SelfActions to add an interaction to the players, if I want them to require them to be wearing a specific vest/facewear/backpack in order to access the action, should I use requireItem or something else?

grand zinc
#

ACE actions is a ACE specific system. Refer to their documentation

#

I'm not aware of them having a "requireItem", they just have the scripted condition

kind nova
wintry fox
#

hasItem is primarily for inventory items, so it fetches stuff from a unit's whole loadout

kind nova
#

Alright, so In the vest _player == "..." I assume I can add more than one classname by separating with commas?

wintry fox
#

No, you'd use an array
vest _player in ["foo", "bar", ...]

#

in is also case-sensitive, e.g. "a" in ["A"]; // false, though you could just use fully lowercase to get around it
toLowerANSI (vest_player) in ["foo", "bar"]. This is all scripting though, and should have stayed in #arma3_scripting

kind nova
#

alright I see, I'll try some stuff out

#

thanks

autumn kindle
#

Regardless, fixed them both and still same error. Tried the ControlSystem from another modded frame that has a working AFM and same error. Tried a vanilla ControlSystem from the heli_light_01.xml and still the same error, must be somewhere outwith the ControlSystem tag despite it pointing to it?

autumn kindle
nimble sequoia
autumn kindle
#

Sure, gimme a sec

nimble sequoia
#

I'll do a quick comparison against one of my rtd.xml's

autumn kindle
#

Magic, cheers

#

Ah, sorted this and it started to come alright

nimble sequoia
autumn kindle
#

I'll give that a shot šŸ‘

nimble sequoia
#

You're missing an <InducedVelocityTable> - not sure if needed, but I have them

#

Also missing <VortexRingState>

autumn kindle
#

Looking at the other .xml files they both include them

autumn kindle
nimble sequoia
autumn kindle
#

I'll add in those 2 tags and see what sticks, cheers Apollo

nimble sequoia
#

You're welcome. Although I think from experience that unless you have the p3d model accessible too and can measure CofG and check it has the necessary rtd_center memory point, that you'll struggle with just editing the xml.

autumn kindle
#

Hm, was afraid of that. Unfortunately I don't have access to the unbinarized model and I can assume trial and error might be a long winded option...

nimble sequoia
autumn kindle
#

Fair enough, if in the absolutely impossibly rare case I get access to the model, I'd have a bash. But you're quite right, I'll try a couple more things and call it a day

warped gazelle
wintry tartan
#

They do. If you mean you can't see hiddenSelectionsMaterials, you add

wintry fox
zenith verge
#

Try to add a ffv postion to my vehicle, config and model proxy id is like this, but the ffv gunner sitting in the same seat as driver? Why it not idenitfy the index of the cargo proxy?

nimble sequoia
zenith verge
#

wait sec i will take some screenshots

zenith verge
#

index=2 the gunner not even found a sest.

grand zinc
grand zinc
nimble sequoia
grand zinc
nimble sequoia
#

Probably more accurately called "Centre of Mass" these days. Works on the whole model or on just the components you select.
Necessary for getting good vehicle performance.

nimble sequoia
viral dragon
#

I suppose it would always get the original CoM and not a value that could be "contaminated" by setCenterOfMass

grand zinc
nimble sequoia
grand zinc
#

no

nimble sequoia
#

What's the reason you can't explain?
(it's a secret? you don't know? you don't have time?)

grand zinc
#

time

kind nova
#
{
    class Man;
    class CAManBase : Man 
    {
        class ACE_SelfActions 
        {
            class SC_Test 
            {
                displayName = "Test Action";
                condition = "";
                statement = "hint 'Test action executed!';";
            };
        };
    };
};```

Does anyone know why this action isn't appearing in the ace self interaction menu? I'm trying to add the action via config, referencing the ACE wiki, but I can't seem to figure out my mistake
wintry fox
#

This is also still scripting, even though you're putting it in config

kind nova
#

I'm sorry, I don't know how to tell them appart lol

shell vessel
#

where can i find some documentation on how to make a mod have soft compatibility with another mod?

wintry fox
shell vessel
wintry fox
#

Yes its a CfgPatches entry

bold edge
#

Does anyone know why my gunner keeps firing at a set distance (eg. 100 meters) which is set by the discreteDistanceIndex and refuses to zero the gun accordingly ?

#
{
  class Default;
    class CannonCore;
  class cannon_125mm;
    class INGSOC_2A46_2 : cannon_125mm {
        displayName="2A46-2";
        displayNameShort="125mm";
        magazines[] = {"24Rnd_125mm_APFSDS_T_Red", "12Rnd_125mm_HE_T_Red", "1Rnd_125mm_9M112_Kobra"};
        nameSound = "cannon";
        ballisticsComputer=16;
        reloadTime=9;
        magazineReloadTime=16;
            autoReload = 1;
        FCSMaxLeadSpeed = 25;
            FCSZeroingDelay = 1;
        aiDispersionCoefY = 2;
            aiDispersionCoefX = 2;
        modes[] = {"player", "close", "short", "medium", "far"};```
#

This is part of my main gun cfg

#

This my turret and it's FCS

nimble sequoia
#

Does anyone know what mapSize does in a vehicle config please?
(It doesn't appear to change the size of the asset icon displayed on the map)

timid osprey
#

.. another question. Can I use BIS_fnc_setUnitInsignia in a config.cpp for playable units in a faction and make the insignia work in multiplayer?

toxic solar
#

for bisurf, on friction value, is it a 0 to 1 value?

faint spruce
#

When i look at the config of the powler i see
frequency = "1 * (1 + 0.8 * (((1+0.1*1 *thrust) * ((1-0.9 ) * (speed factor [0, 35]) + 0.9 * (rpm factor [200, 4500])) - 0.2*((abs(speed)) factor [2, 6]) + 0.2*((abs(speed)) factor [0, 4])*((abs(speed)) factor [0, 4]) - 0.3 * (1 - 1 *thrust)*((1-0.9 ) * (speed factor [0, 35]) + 0.9 * (rpm factor [200, 4500])) - 0.2*((abs(speed)) factor [2, 6]) + 0.2*((abs(speed)) factor [0, 4])*((abs(speed)) factor [0, 4])) + 0.5*(speed factor[0.3,0]) * ((angVelocity factor[0,0.8]) - (rpm factor [200, 4500])) - 0))"; Is there a script or a function to calculate this ?

wheat sluice
obtuse canopy
#

hey there yall, im trying to modify the misriah armory ODST vests to make their containerClass's Supply500 as opposed to Supply200 and yet, whenever I try to make my own version of the vest and get it into the ace arsenal nothing appears. I've been working on this for like 5 hours using google, chatgpt, every possible resource i could've used before coming here.

I'm very confused and don't really know why the vest wouldn't be appearing in the ace arsenal when a custom uniform (to make the same containerClass change) appears perfectly fine.

Below is my config.cpp

class CfgPatches
{
    class 122NC_customContent
    {
        author = "122nd Nova Company";
        requiredAddons[] = {
            "A3_Characters_F",
            "MA_Armor"
        };
        requiredVersion = 0.1;
        units[] = {
            
        };
        weapons[] = {
            "M52_ODST_Vest_Base_122",
            "M52_ODST_Vest_Standard_A_122",
            "MA_Marine_BDU_ODST_HJ_122"
        };
    };
};

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

class CfgWeapons
{
    class HeadgearItem;
    class ItemCore;
    class InventoryItem_Base_F;
    class VestItem;
    class V_PlateCarrier1_rgr;
    class U_B_CombatUniform_mcam;
    class UniformItem;
    class NVGoggles;
    class HitPoints;
    class Uniform_Base : ItemCore
    {  
        class ItemInfo;
    };

    #include "Weapons\Helmets.hpp"
    #include "Weapons\Vests.hpp"
    #include "Weapons\Uniforms.hpp"
};

Sorry for the wall of text

wheat sluice
#

Your config.cpp on its own doesn't tell us much about what's wrong with your config. You need to show what's in your header files (.hpp) as well, since that's where you seem to have defined your vest classes.

faint spruce
wheat sluice
# nimble sequoia Does anyone know what `mapSize` does in a vehicle config please? (It doesn't app...

Before 3DEN was introduced, it defined the size of the map icons for objects in A3's old school 2D mission editor. Nowadays, its only for OFP/A1/A2 and isn't made use of anywhere in A3 even though the token's still defined for various vehicles AFAIK (see the difference when the size is changed for A2 backpacks, for instance):

    class Bag_Base_EP1;
    class USBasicBag: Bag_Base_EP1
    {
        mapSize = 10;
    };
    class US_UAV_Pack_EP1: Bag_Base_EP1
    {
        mapSize = 0.5;
    };
    class Tripod_Bag: Bag_Base_EP1
    {
        mapSize = 5;
    };

I could be wrong, of course. I wouldn't be surprised if some obscure part of A3 still references the token...

faint spruce
#

Now what does range = "1.5*210"; represents in the CfgSoundShader of the sounds of the offroad config ? I mean what is its unit ? 1.5*210 = 315 but 315 what ?

obtuse canopy
wheat sluice
#

That would be ideal, yes.

obtuse canopy
faint spruce
viral dragon
obtuse canopy
#

because i tried that and it still didnt work

#

the class was being created, it just wasn't showing in the ace arsenal

#

I would inherit from MA_Base and then try to modify the ItemInfo by doing what they did:

class ItemInfo : ItemInfo
{
  ....
};

But i would get "ItemInfo has not been declared" or whatever in AddonBuilder

viral dragon
#

That would be because something was wrong with how you were doing it, not because inheriting from MA is the wrong thing to do

obtuse canopy
#

ive rewrote it four times my dude, idk what im doing wrong if thats the case

#

im doing it the exact same way MA is doing it, yet nothing is appearing in ace3 arsenal

viral dragon
#

Have you confirmed that your mod is actually being loaded?

obtuse canopy
#

yes, the uniform that i've created via the same mod loads in the ace arsenal

nimble sequoia
viral dragon
obtuse canopy
#

im confused

#

ItemInfo already exists in the base class for MA, but when I inherit from it originally it tells me it doesn't

viral dragon
#

Your config has to explicitly acknowledge that it exists, and also where they got it from, otherwise it's treated as changing the inheritance rather than continuing it

#

If you look at the config I posted, you can see how I'm mentioning the class MA inherits from, describing how MA inherits from that, and then inheriting into the new class

obtuse canopy
#

so that doesn't redefine the class? It just expands upon it?

#

or wai

#

okay i get you now

#

its creating references to the already defined classes from Misriah Armory

#

now here's an issue

#

M52_ODST_Vest_Base's ItemInfo inherits from Vest_Base and then the M52_ODST_Vest_CQB's ItemInfo inherits from ItemInfo

#

not sure how that's working..

viral dragon
#

M52_ODST_Vest_CQB is inheriting from M52_ODST_Vest_Base

obtuse canopy
#

right, but the M52_ODST_Vest_Base's ItemInfo inherits from VestBase

#

not ItemInfo

#

wouldn't that conflict?

#

just trying to wrap my head around things

viral dragon
#

Why would it be a conflict?

obtuse canopy
#

idk thats why im asking

#

for context i come from C, this style of config editing is not something im used to

#

having things named the same way but defined differently messes with my brain

viral dragon
#

VestItem is defined by BI. This is a basic layout of the itemInfo subclass, preloaded with a few values that set this up to be a vest-type item.
M52_ODST_Vest_Base then defines its ItemInfo as inheriting from VestItem, meaning any values not explicitly defined in M52_ODST_Vest_Base >> ItemInfo will be the same as they are in VestItem.
M52_ODST_Vest_CQB then defines its ItemInfo as inheriting from M52_ODST_Vest_Base >> ItemInfo, meaning any values not explicitly defined in M52_ODST_Vest_CQB >> ItemInfo will be the same as they are in M52_ODST_Vest_Base >> ItemInfo.

obtuse canopy
#

right, so when you do ItemInfo : ItemInfo you're inheriting from the parents item info?

viral dragon
#

(my example CfgVehicles is slightly wrong; I assumed they inherited the M52_ODST_Vest_Base >> ItemInfo from v_platecarrier1_rgr, since that's the direct parent class, rather than inheriting directly from VestItem, but it makes no functional difference since M52_ODST_Vest_Base >> ItemInfo explicitly defines all of the important properties anyway.)

obtuse canopy
#

okay

#
class M52_ODST_Vest_Base;

class M52_ODST_Vest_CQB : M52_ODST_Vest_Base 
{
    class ItemInfo : ItemInfo
    {
        
    };
};

So I would need to define ItemInfo somewhere here then

viral dragon
#

Yes, because you're trying to inherit a class without mentioning that class first

obtuse canopy
#

like ```cpp
class M52_ODST_Vest_Base
{
class ItemInfo : VestItem{}; // ?
};

#

or

class M52_ODST_Vest_Base;
class ItemInfo;
#

sorry if im being a pain, im just trying to understand everything clearly

viral dragon
#

Updated paste: https://pastebin.com/K5CwE07F
Again, two alternate CfgWeapons. The first one shows a new class derived from the MA base class; the second one shows modification of the existing MA base class.

obtuse canopy
#

will relay if it works

viral dragon
#

Actually, in the first case, you can completely omit the reference to VestItem:

class v_platecarrier1_rgr;
class m52_odst_vest_base : v_platecarrier1_rgr
{
    class ItemInfo;
};
class 122_m52_odst_vest_500_base : m52_odst_vest_base
{ // ...```
It's still needed in the second case, because you're going back one level of inheritance.
obtuse canopy
#

okay wait

#

so if i just do the above and omit the base class that you've made

#

I'll have to do class ItemInfo : VestItem?

#

in 122_m52_odst_vest_standard_a_500?

viral dragon
#

If you want to have all your live classes inherit from m52_odst_vest_base, instead of having your own 500-cargo base class and inheriting from that, then you just...remove the 500-cargo base class and move everything else up one level. You still don't need to reference VestItem, because the inheritance from m52_odst_vest_base makes that implicit (you inherit from m52_odst_vest_base, and the game knows where that came from).

#

If you want to modify the MA classes (as in the second CfgWeapons in the paste), you do need to reference vestItem, because you're one level further back in the inheritance chain, and you need to be explicit about where you're inheriting from.

obtuse canopy
#
class M52_ODST_Vest_Base 
{
    class ItemInfo;
};

class M52_ODST_Vest_Standard_A : M52_ODST_Vest_Base 
{
    scope = 2;
    scopeArsenal = 2;
    author = "122nd Nova Company";
    displayName = "[122NC] M56D Vest (Standard A)";
    class ItemInfo : ItemInfo 
    {
        containerClass = "Supply500";
    };
};
#

like that or?

class M52_ODST_Vest_Base 
{
    class ItemInfo;
};

class M52_ODST_Vest_Standard_A : M52_ODST_Vest_Base 
{
    scope = 2;
    scopeArsenal = 2;
    author = "122nd Nova Company";
    displayName = "[122NC] M56D Vest (Standard A)";
    class ItemInfo : VestItem 
    {
        containerClass = "Supply500";
    };
};
#

i omited hidden selections for the purpose of not flooding chat

#

but they are present in my file

#

I tested with option 1 and it did not show up in Arsenal

viral dragon
#

The first one. You're inheriting from the M52 base ItemInfo, not directly from VestItem.

obtuse canopy
#

forgot to change class name smfh wait 1

viral dragon
#

You should include a unique prefix in your classnames to avoid potential conflict with other mods. That's why the example ones start with 122. (The original mod didn't do it, but they should have.)

#

If you don't need to ever use a 200-cargo version of this vest, and you'll only use the 500-cargo ones once they're added, then I'd recommend using the second solution shown in the paste (modifying the MA base class) because it's much simpler. All you need to do is what's shown in that second CfgWeapons, and all MA M52 classes will automatically be 500-cargo - no new classnames, no need to define a bunch of classes.

obtuse canopy
#

well i'd still need to do the hidden selections and stuff for the different armors wouldn't i?

#

also

#

didn't work

#

not showing up in ace arsenal

#

checking for definition in game works

#

but no arsenal

viral dragon
viral dragon
obtuse canopy
#

so all of the Misriah Armory from their addon would be 500 supply? Therefore I wouldn't need to create my own classes for the armors?

obtuse canopy
viral dragon
#

If you wanted to change types that inherit from other base classes, you'd just do...the same thing with the different base class name

obtuse canopy
#

how does that work?

#

if you're creating a new class that inherits from the base and changes the containerClass how does that propogate to the classes that already exist under M52_ODST_Vest_Base?

#

or am i misunderstanding

viral dragon
#

I keep referring to "the second CfgWeapons in the paste" and I'm not sure you've actually read it :U

obtuse canopy
#

OH

#

sorry

#

im tunnel visioned rn apologies

#

i guess i could try and do the same with the uniforms as well, then

#

it didn't work 😭😭

#

can you join VC so I can show you what im doing, because im at a loss for words now

#

if thats a possibility

viral dragon
#

It'd be better to just show your config, that's the important part and I'd rather read that in text format

obtuse canopy
#
class CfgPatches
{
    class 122NC_customContent
    {
        author = "122nd Nova Company";
        requiredAddons[] = {
            "A3_Characters_F",
            "MA_Armor"
        };
        requiredVersion = 0.1;
        units[] = {
            
        };
        weapons[] = {
            "122_MA_Marine_BDU_ODST_HJ"
        };
    };
};

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

class CfgWeapons
{
    class HeadgearItem;
    class ItemCore;
    class InventoryItem_Base_F;
    class V_PlateCarrier1_rgr;
    class VestItem;
    class U_B_CombatUniform_mcam;
    class UniformItem;
    class NVGoggles;
    class HitPoints;
    class Uniform_Base : ItemCore
    {  
        class ItemInfo;
    };

    #include "Weapons\Helmets.hpp"
    #include "Weapons\Vests.hpp"
    #include "Weapons\Uniforms.hpp"
};
#
class M52_ODST_Vest_Base : V_PlateCarrier1_rgr
{
    class ItemInfo : VestItem
    {
        containerClass = "Supply500";
    };
};
#

do I have to remove the mod from the load order and then manually re-add in order for the changes to hit or something?

#

ive recompiled the PBO

#

saved in proper destination

viral dragon
obtuse canopy
#

im GOING TO FUCKIGN SCREAM

#

ITS BEEN SAVING OUTSIDE THE MOD

#

MSDFSDF

#

wait

#

no ite hasnt

#

wtf

viral dragon
#

If this is the folder you're actually loading the mod from, remove everything except the single PBO containing the latest version you want to use. Don't leave duplicate PBOs lying around in subfolders or whatever. Don't give any opportunity for the game to confuse itself.

obtuse canopy
#

its not

#

its still not working setting the base class's containerClass to 500

#

im lost

viral dragon
obtuse canopy
#

sigh\

#

i was saving the pbo into the wrong destination

#

let me see if thats finally fixed it lmfao

#

yup that did it 😭

#

thanks for your help and having patience with my dumb ah

jade brook
#

BIS_fnc_setUnitInsignia is a SQF function. It will work regardless were it's placed as long as you can get the object reference of the soldier.

#

The only place that would make sense in a config.cpp is inside a init eventhandler

timid osprey
#

@jade brook That's what I thought. Thanks!

whole jacinth
#

I have a question. I’m configuring a helicopter that has a fixed cannon mounted on the left pylon, which cannot rotate.
When using the cannon in third-person view, a crosshair appears, but the actual impact point of the rounds is always higher than the crosshair (this also causes AI fire to always land high).
How can I make the crosshair align with the cannon’s actual impact point?

hearty sandal
#

with the basic crosshair you cant. its drawn to infinity from your eye point

#

so the more offset from eyes a weapon is the more offset the hit and crosshair has

#

because the hit stops at surface but the crosshair is drawn beyond the surface

whole jacinth
# hearty sandal with the basic crosshair you cant. its drawn to infinity from your eye point

I tested the vanilla AH-9 helicopter’s minigun and found that it behaves the same way: the impact point is slightly below the crosshair. This might be caused by bullet drop at longer distances? This also indeed makes it hard for the AI to hit targets accurately, but possibly because the AI is constantly adjusting the helicopter’s pitch up and down, around 20% of the shots still manage to hit the target. Was this an intentional design tolerance?

sick python
#

I'm trying to inhert a shotgun into my addon, and make it use a the launcher slot instead of the primary slot, so far, Its in the launcher slot of the arsenal but it ends up in my primary slot when I load in

viral dragon
#

Slot type is partly controlled by what kind of ammo the weapon fires. The only kind of ammo allowed in a launcher slot is Rocket and Missile (determined by its Simulation config attribute)

rancid minnow
#

So .. silly question .. do you have to build your addon with the Addon Builder everytime for Arma to read it, or is there a way to have it read unPBO'd files?

rapid sparrow
wintry fox
#

Currently using a ⁨⁨⁨⁨⁨⁨shotIlluminating⁩⁩⁩⁩⁩⁩ ammo for some hand flares but I have some issues:

  1. The light isn't visible at all in the day. It's using ⁨⁨⁨⁨⁨⁨effectFlare = "FlareShell";⁩⁩⁩⁩⁩⁩ The vanilla ⁨⁨⁨⁨⁨⁨FlareLight⁩⁩⁩ (from FlareShell)⁩⁩⁩ class already has ⁨⁨⁨⁨⁨⁨dayLight = 1;⁩⁩⁩⁩⁩⁩ so not sure why it isn't showing when it seemingly should.
  2. The grenade is deleted (maybe killed?) after it hits the ground, which means I can't pick it back up with ACE's advanced throwing. Not the end of the world but I'd like to be able to move them ACE only checks specific classes, which makes sense: https://github.com/acemod/ACE3/blob/master/addons/advanced_throwing/functions/fnc_renderPickUpInteraction.sqf#L29-L31
  3. I can't add any of the smoke grenade sounds since it's "not a smoke grenade". Not a big deal but not preferable but the lighting is more important to me personally.

Was hoping someone who's messed with them more has some ideas on how to remedy them

#

I'm also using ⁨shotIlluminating⁩ because it seems to give much better lighting effects compared to a normal flare, I like the harsh lighting it seems to give (couldn't get it like this without switching the sim)

viral dragon
#

I believe the way to get the harsh lighting effect is to turn the ambient light way down (or completely zero it) and only use the direct light

west schooner
#

Slightly odd question, is there any way to add extra seats to a vehicle via the config if it doesn't already have the proxies for them (ie the existing cargo proxies are being used for other seats already)?

#

I'm aware that you can kinda add extra seats that are just spawned at what I'm assuming is 0, 0, 0 for the model, but I'd like to be able to position them.

wintry fox
wintry fox
chilly tulip
#

Lots of ammo config is ignored, depending on the simulation.

wintry fox
#

I'm aware, just trying to figure out how to have it create the light and smoke combo
ACE does flare/smoke combos with some scripting but trying to just do it via config because I don't want to PR a custom property for the ambient light

chilly tulip
#

yeah that might not be possible. Maybe if you stacked submunitions with no spread.

#

So the thing turns into smoke+flare that drops in exactly the same place.

#

I'm not sure whether the submunition array is deterministic or random per submunition though.

wintry fox
#

I'd have to attach them too, and I don't think you can have two "layers" of attached objects
E.g. object A is attached to B, and B is attached to C

chilly tulip
#

I'm pretty sure you can.

#

yeah, we do it with box in quadbike in truck at least.

wintry fox
#

I can't remember for sure, just a vague note

#

Oh nice then

chilly tulip
#

Probably laptop on table in tower too.

wintry fox
chilly tulip
#

I figured the parent gets deleted. But there is a submunitionCreated projectile event handler so you can pass on any info.

wintry fox
#

I figured I'd have the parent be the flare and then a submunition for the smoke

chilly tulip
#

yeah that was not my idea and I doubt it'd work :P

wintry fox
#

So just have the parent be deleted and have two submunitions, one for light and one for smoke?

chilly tulip
#

That was the idea. It probably doesn't work either but it has a chance.

#

Otherwise script methods should be straightforward, starting from the projectile init EH.

#

There are some vanilla artillery smoke munitions that create multiple smoke projectiles, as a starting point.

brave crag
#

Are grenades a cfgweapon

#

I want to prevent the RGN grenade from being thrown so quickly.

chilly tulip
#

Not really. They're ammunition for the Throw weapon.

brave crag
chilly tulip
#

well, a specific muzzle for the Throw weapon. So there's a bit more control but I'm not sure you can do what you want.

#

You mean the time from pressing G to throwing, or the cooldown between "shots"?

brave crag
#

Yeah because RGN can be thrown at a much more rapid pace than others, Im curious how this is determined

chilly tulip
#

Which one?

brave crag
#

⁨mini_Grenade⁩ Vanilla RGN hand grenade

#

Actually its all grenades not just this one

#

sorry

chilly tulip
#

oh wait, you mean throw velocity rather than time?

brave crag
#

No just the pace at which they can be fired, best compared to fire rate I guess

#

Not sure why I thought it was just RGN

chilly tulip
#

Yeah they seem identical to me.

brave crag
#

I was thinking about doing some event handler for fired that checks if you use the "throw" - and maybe 2-3 second cooldown that deletes the projectile, and replaces the ammo when its thrown. Might be hacky, but if theres no such thing as "throw rate" (lol) I will have to do something like that

chilly tulip
#

I can't replicate that behaviour in vanilla. You likely have a mod that's doing it.

chilly tulip
#

I did wonder if having a primary weapon out clips the throw reload, but it's still 2.5 seconds in vanilla.

brave crag
#

Interesting!

#

I have stamina off, shouldnt make a difference though

#

Unless...

#

Maybe it does šŸ¤”

#

Ill check that later. I will also check and see if a mod is increasing anim speed upon fired throw

chilly tulip
#

I don't think it's anim speed. Vanilla grenade throwing has a huge delay after the throw.

#

magazineReload of 2.5 seems about right.

#

Anim looks... similar.

brave crag
# chilly tulip Anim looks... similar.

We use TSP animate and I know it modifies some animations. We also use PIR and it edits a lot as well, but you are right theres a greater delay in vanilla without mods. Might just need to load them one by one to find the culprit

brave crag
jagged valve
#

No. Never use unpbo files. They are not optimized for game play. Also never use addon builder. Sorry but it's a waste

waxen cosmos
#

I've got an issue where some players lose the contents of their backpacks, it doesn't happen to all players, just a few with a particular variant of a backpack from what I can tell, but it's not all at once for all of them. Is there something in a backpack config that could cause this kind of behaviour if not set up properly?

chilly tulip
#

Does it happen when they enter some arsenal UI, or just when wandering around?

rancid minnow
#

Im not talking about distributed addons, im talking about for development purposes.

brave crag
#

⁨cpp class Throw: GrenadeLauncher { scope = 1; autoAimEnabled = 0; cursor = "EmptyCursor"; cursorAim = "throw"; value = 0; type = 0; displayName = "$STR_DN_THROW"; canDrop = 0; textureType = "semi"; magazineReloadTime = 0; reloadTime = 130; muzzles[] = {"RGNMuzzle","RGOMuzzle","RGD5Muzzle","RG42Muzzle","F1Muzzle","M67Muzzle","M68Muzzle","MK3A2Muzzle","KhattMuzzle","RDGMMuzzle","RDG2BMuzzle","RDG2CHMuzzle","M83WMuzzle","M18RMuzzle","M18GMuzzle","M18YMuzzle","M18VMuzzle","M16BMuzzle","M16OMuzzle","M14Muzzle","NSPDMuzzle","NSP_REDMuzzle","NSP_GREENMuzzle","NSP_YELLOWMuzzle","HandGrenade_Stone","HandGrenadeMuzzle","MiniGrenadeMuzzle","SmokeShellMuzzle","SmokeShellYellowMuzzle","SmokeShellGreenMuzzle","SmokeShellRedMuzzle","SmokeShellPurpleMuzzle","SmokeShellOrangeMuzzle","SmokeShellBlueMuzzle","ChemlightGreenMuzzle","ChemlightRedMuzzle","ChemlightYellowMuzzle","ChemlightBlueMuzzle","IRGrenade"}; class ThrowMuzzle: GrenadeLauncher { cursor = "EmptyCursor"; cursorAim = "throw"; sound[] = {"",0.000316,1}; reloadSound[] = {"",0.000316,1}; aiDispersionCoefX = 6; aiDispersionCoefY = 6; reloadTime = 130; magazineReloadTime = 0; enableAttack = 0; showEmpty = 0; autoReload = 1; modelOptics = ""; minRange = 10; minRangeProbab = 0.2; midRange = 45; midRangeProbab = 0.9; maxRange = 60; maxRangeProbab = 0.03; keepInInventory = 1; }; .....⁩

#

Was VTN mod overwriting every single grenade in the entire game 😃

#

Rest assured it definitely wasn't 130 second reload times even though that's what was defined šŸ¤” .

Commenting out this block with a new config fixes it entirely

#

The vanilla grenades are ⁨magazineReloadTime = 0;⁩ according to config viewer but they apparently inherit the 3 second delay from ⁨GrenadeLauncher⁩ class

jagged valve
#

You can but like I said they aren't optimized so you won't get very good performance in game

#

Depending on what you do. Islands absolutely not. Everything is very slow. I like to pack everything with pboproject to sort out any errors first

wintry fox
#

What part(s) of vehicle config control the acceleration for a car?
I want to make a car accelerate to 100 km/h very quickly

brave crag
#

You can increase the power, or adjust the gearbox / transmission

#

But its very finnicky. Might take a few tries to get exactly what you want and the car might roll out of control or other weird bugs

rancid minnow
#

Okay, makes sense - Right now im just trying to create some modules in the editor.

jagged valve
#

The best thing I can say is it would be like trying to cut a 2x4 with a butter knife...it's not the optimum tool so why bother 😃

rancid minnow
#

Okay, thanks for the heads up on that 😃

pastel tusk
#

Heyo, got a question if someone got the time.

I am trying to create my own faction and have the vehicle below be in that faction in Editor and Zeus.

All works well and fine other of 1 thing, the commander and loader are spawned in as different units than the crew. The driver and gunner are ⁨AET_F_mapleSyrup_I_VLF_Crewman⁩ but the commander and loader are ⁨rhs_msv_crew_commander⁩.

I assume it is prob inheriting it from from ⁨rhs_2s1_tv⁩.

My question then:
How would I overwrite the commander and loader seats with the unit I want, because it seems to not be covered via ⁨typicalCargo⁩ or ⁨crew⁩

⁨```cpp

class AET_F_mapleSyrup_I_VLF_2S1: rhs_2s1_tv
{
faction="AET_F_mapleSyrup_I_VLF_nomas";
side=2;
displayName="2S1";
hiddenSelectionsTextures[]={"rhsafrf\addons\rhs_2s1\data\rhs_2s1_dirty_hull_co.paa","rhsafrf\addons\rhs_2s1\data\rhs_2s1_dirty_turret_co.paa","rhsafrf\addons\rhs_2s1\data\rhs_2s1_dirty_suspension_co.paa","rhsafrf\addons\rhs_2s1\data\rhs_2s1_dirty_suspension_co.paa","rhsafrf\addons\rhs_2s1\data\rhs_2s1_dirty_suspension_co.paa","rhsafrf\addons\rhs_2s1\data\rhs_2s1_dirty_suspension_co.paa","rhsafrf\addons\rhs_2s1\data\rhs_2s1_dirty_suspension_co.paa","rhsafrf\addons\rhs_2s1\data\rhs_2s1_dirty_suspension_co.paa","rhsafrf\addons\rhs_2s1\data\rhs_2s1_dirty_suspension_co.paa","rhsafrf\addons\rhs_2s1\data\rhs_2s1_dirty_suspension_co.paa","rhsafrf\addons\rhs_2s1\data\rhs_2s1_dirty_suspension_co.paa","","","","","","","","","","rhsafrf\addons\rhs_decals\data\numbers\default\9_ca.paa","rhsafrf\addons\rhs_decals\data\numbers\default\2_ca.paa","rhsafrf\addons\rhs_decals\data\numbers\default\4_ca.paa","","","","","","","","","","rhsafrf\addons\rhs_decals\data\labels\platoon\romb_squared_ca.paa","rhsafrf\addons\rhs_decals\data\labels\platoon\romb_squared_ca.paa","","","",""};
crew="AET_F_mapleSyrup_I_VLF_Crewman";
typicalCargo[]={"AET_F_mapleSyrup_I_VLF_Crewman"};
};

jagged valve
#

Hehe 😃

rancid minnow
#

Do you know of a good tutorial / write up on the file structure of addons? Im getting rather confused as to which files go where :/

wintry tartan
#

IIRC it is defined in Turrets

wintry fox
#

It is, it's either ⁨crew⁩ or ⁨gunnerType⁩

lofty zealot
#

there is just one important file in regards of positioning @rancid minnow ... the config.cpp

#

the rest is 100% up to you

waxen cosmos
obtuse canopy
#

for file paths that have the letter n starting a word, would i have to use ⁨\\⁩ instead of ⁨\⁩?

I keep getting this error when trying to load my ⁨XEH_preStart.sqf⁩ file:
⁨```
Script \z
ovaCompanyContent\addons
ova_medical\XEH_preStart.sqf not found

obtuse canopy
#

⁨```
class Extended_PreStart_EventHandlers
{
class nova_medical
{
init = "call compile preprocessFileLineNumbers '\z\novaCompanyContent\addons\nova_medical\XEH_preStart.sqf'";
};
};

#

forgot to send

#

should I also be using compileScript or compiler preprocessFileLineNumbers?

molten musk
obtuse canopy
#

gotcha

#

so whats the difference between \z\ and \x?

molten musk
obtuse canopy
#

isnt that for missions though?

#

⁨```
class Extended_PreStart_EventHandlers
{
class nova_medical
{
init = "call compileScript ['\z\novaCompanyContent\addons\nova_medical\XEH_preStart.sqf']";
};
};

obtuse canopy
#

could anyone know why this is happening?

wintry tartan
#

You have \\ instead of \ if that's what you mean

obtuse canopy
#

it doesn't work either way

#

this is my folder structure for my mod and nova_medical addon

#

if that helps

wintry tartan
#

Remove ⁨\\z\\novaCompanyContent\\addons\⁩

obtuse canopy
#

and change the remaining ⁨\\⁩ to \

#

im assuming

#

so what is the whole ⁨\x\⁩ and ⁨\z\⁩ thing?

wintry tartan
#

It is PBOPREFIX. If you don't know what they are, you don't have that path

obtuse canopy
#

im not sure i follow, what is a PBOPREFIX?

#

i see those two things in ace a lot so im just curious

wintry tartan
#

Well
tldr: a path that is stored in a PBO to identify the filepath within and Arma 3 will recognize the addon's file is stored in that path

obtuse canopy
#

ah

wintry tartan
#

And z or x are simply their preference

obtuse canopy
#

so it has nothing to do with load order, which is what i was originally thinking

#

that makes more sense though

#

(what you said)

#

lol and now i need to figure out what ⁨PREP⁩ does under the hood so i can reverse engineer it

#

šŸ˜›

#

thanks for the help šŸ™‚

wintry fox
#

Also you don't need to "reverse engineer" anything, CBA's macros are very public. You can also just include CBA's macros in your project (e.g. a github repo)

obtuse canopy
#

i try not to use macros as i dont want to have a chain of bs i want to learn how works.

#

I.E. have the QGEVAR macro bs

chilly tulip
wintry fox
#

Then don't use them, I wasn't saying you had to. I was saying they were public on CBA's repository

obtuse canopy
#

reverse engineer probably wasn't the best of words to use. I was just going to expand the macros in my own codebase haha

waxen cosmos
sweet pecan
waxen cosmos
#

Agreed, I'll have to continue monitoring it, but considering I'm not aware of any scripts that act upon the players, let alone those specific ones, I'll also continue to be utterly befuddled

pastel tusk
#
  class AET_F_mapleSyrup_I_VLF_2S1: rhs_2s1_tv
  {
    faction="AET_F_mapleSyrup_I_VLF_nomas";
    side=2;
    displayName="2S1";
    crew="AET_F_mapleSyrup_I_VLF_Crewman";
    typicalCargo[]={"AET_F_mapleSyrup_I_VLF_Crewman"};
    class Turrets
    {
        class MainTurret
        {
            class Turrets
            {
                class commanderOptics
                {
                    gunnerType="AET_F_mapleSyrup_I_VLF_Crewman";
                };
                class loaderOptics
                {
                    gunnerType="AET_F_mapleSyrup_I_VLF_Crewman";
                };
            };
        };
    };
  };

This for example gives errors

#

I assume because I am overwriting the classes and now there are many missing values?

#

This is the exact error I get when trying to place the unit in editor

pastel tusk
#

Arma 3 configs make me wanna re-evaluate my life decsions that have led me to this moment...

pastel tusk
#

I looked at how another mod does it and it is terrifying...
They first define LandVehicle
They then define Tank which inherits from LandVehicle
They then define Tank_F which inherits from Tank
They then define rhs_2s1tank_base which inherits from Tank_F
They then define UK3CB_2S1 which inherits from rhs_2s1tank_base
They then define UK3CB_I_2S1_AAF which inherits from UK3CB_2S1

and ONLY then are changes made

Like... this is so much just to change a single minor thing ;-;

mortal dove
pastel tusk
mortal dove
#

you dont need to inherit from the entire turret inheritance, if you are just using editing the gunners.

pastel tusk
mortal dove
#

just finding one

pastel tusk
#

The long way seems to have work but if there is an easier one then I am all ears

#

I am gonna have nightmares about arma 3 configs tonight

mortal dove
#

⁨```cpp
class Boat_Armed_01_base_F;
class CE_Naval_Ships_RHIB_Unarmed_base: Boat_Armed_01_base_F
{
class Turrets;
};
class CE_Naval_Ships_RHIB_base: CE_Naval_Ships_RHIB_Unarmed_base
{
class Turrets: Turrets
{
class FrontTurret;
};
};
class CE_Naval_Ships_RHIB_BAF: CE_Naval_Ships_RHIB_base
{
scope=2;
scopeCurator=2;
side=1;
faction="CE_RHS_UK";
crew="CE_Naval_RN_B_Sailor";
class Turrets: Turrets
{
class FrontTurret: FrontTurret
{
gunnerType="CE_Naval_RN_B_Sailor";
};
};
};

pastel tusk
#
    class LandVehicle;
    class Tank: LandVehicle
    {
        class NewTurret;
        class Sounds;
        class HitPoints;
    };
    class Tank_F: Tank
    {
        class Turrets
        {
            class MainTurret: NewTurret
            {
                class Turrets
                {
                    class CommanderOptics;
                };
            };
        };
        class AnimationSources;
        class ViewPilot;
        class ViewOptics;
        class ViewCargo;
        class HeadLimits;
        class HitPoints: HitPoints
        {
            class HitHull;
            class HitEngine;
            class HitLTrack;
            class HitRTrack;
        };
        class Sounds: Sounds
        {
            class Engine;
            class Movement;
        };
        class EventHandlers;
        class Components;
    };
    class rhs_2s1tank_base: Tank_F
    {
        class Attributes
        {
            class rhs_ammoslot_1_type;
            class rhs_ammoslot_1;
            class rhs_ammoslot_2_type;
            class rhs_ammoslot_2;
            class rhs_ammoslot_3_type;
            class rhs_ammoslot_3;
            class rhs_ammoslot_4_type;
            class rhs_ammoslot_4;
        };
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    class CommanderOptics: CommanderOptics
                    {
                    };
                    class LoaderOptics: CommanderOptics
                    {
                    };
                };
            };
        };
    };
  class AET_F_mapleSyrup_I_VLF_2S1: rhs_2s1tank_base
  {
    scope = 2;
    faction="AET_F_mapleSyrup_I_VLF_nomas";
    side=2;
    displayName="2S1";
    hiddenSelectionsTextures[]={};
    crew="AET_F_mapleSyrup_I_VLF_Crewman";
    typicalCargo[]={"AET_F_mapleSyrup_I_VLF_Crewman"};
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    class CommanderOptics: CommanderOptics
                    {
                        gunnerType="B_soldier_F";
                    };
                    class LoaderOptics: LoaderOptics
                    {
                        gunnerType="B_soldier_F";
                    };
                };
            };
        };
  };
pastel tusk
#
    class LandVehicle;
    class Tank: LandVehicle
    {
        class NewTurret;
    };
    class Tank_F: Tank
    {
        class Turrets
        {
            class MainTurret: NewTurret
            {
                class Turrets
                {
                    class CommanderOptics;
                };
            };
        };
    };
    class rhs_2s1tank_base: Tank_F
    {
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    class CommanderOptics: CommanderOptics
                    {
                    };
                    class LoaderOptics: CommanderOptics
                    {
                    };
                };
            };
        };
    };
  class AET_F_mapleSyrup_I_VLF_2S1: rhs_2s1tank_base
  {
    scope = 2;
    faction="AET_F_mapleSyrup_I_VLF_nomas";
    side=2;
    displayName="2S1";
    hiddenSelectionsTextures[]={};
    crew="AET_F_mapleSyrup_I_VLF_Crewman";
    typicalCargo[]={"AET_F_mapleSyrup_I_VLF_Crewman"};
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    class CommanderOptics: CommanderOptics
                    {
                        gunnerType="AET_F_mapleSyrup_I_VLF_Crewman";
                    };
                    class LoaderOptics: LoaderOptics
                    {
                        gunnerType="AET_F_mapleSyrup_I_VLF_Crewman";
                    };
                };
            };
        };
  };

This also seems to work fine

#

@mortal dove (Hope you don't mind the ping)
Do you think the example above can be simplified any further?

mortal dove
#

IMO I tend to inherit from a faction vehicle i.e rhs_2s1_tv, or I create a intermediate base class, and then do my edits in that.
(I'm sure someone will correct me if this is wrong)
⁨⁨⁨⁨```cpp
class Tank;
class Tank_F: Tank
{
class Turrets;
};
class rhs_2s1tank_base: Tank_F
{
class Turrets: Turrets
{
class MainTurret;
};
};
class rhs_2s1_tv: rhs_2s1tank_base
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets;
};
};
};
class AET_F_mapleSyrup_2S1_base: rhs_2s1_tv
{
displayName="2S1";
scope=0;
scopeCurator=0;
hiddenSelectionsTextures[]={};
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics;
class LoaderOptics;
};
};
};
};
class AET_F_mapleSyrup_I_VLF_2S1: AET_F_mapleSyrup_2S1_base
{
scope=2;
scopeCurator=2;
faction="AET_F_mapleSyrup_I_VLF_nomas";
side=2;
crew="AET_F_mapleSyrup_I_VLF_Crewman";
typicalCargo[]={"AET_F_mapleSyrup_I_VLF_Crewman"};
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics: CommanderOptics
{
gunnerType="AET_F_mapleSyrup_I_VLF_Crewman";
};
class LoaderOptics: LoaderOptics
{
gunnerType="AET_F_mapleSyrup_I_VLF_Crewman";
};
};
};
};
};

Though not sure why you are removing the hiddenSelectionsTextures, as this makes the vehicle have no textures at all...
pastel tusk
#

Since it is not an issue / point of the question baiscally, sorry for any confusion

pastel tusk
mortal dove
pastel tusk
#

Alrighty, thanks a lot for the help 🫔

#

I can sleep easy tonight knowing my mod works ;-;

rancid minnow
#

@lofty zealot and @jagged valve : I've included a $PBOPREFIX$ in all of my mod folders, setup my p drive, linked the folder to the arma directory, the mod.cpp is being read - but none of the raw files are being read (I am running with -filePatching) I have to create a PBO for them to work... am I missing something here?

#

Never mind - Im reading now that you at least need a dummy PBO pointing to all of the files and if files are added to re-create that.

whole jacinth
#

How exactly is a multiple rocket launcher configured so that each rocket is fired from its corresponding launch tube?
I looked at the configuration of the vanilla MLRS and noticed that it doesn’t use any scripts to achieve this, but I also couldn’t figure out which configuration parameters are responsible for defining the firing origins of the 12 launch tubes.

nimble sequoia
chilly tulip
#

I think I've seen it done in other mods by defining each rocket as a separate pylon. But IIRC vanilla just repositions the rocket with a fired EH on launch.

finite bronze
#

Does anyone have a spreadsheet that helps to calculate phyx of wheels?

In addition, I saw in the tank tutorial the guy had the ability to edit configs and then reload the tank to check the phyx and gears without having to repack the mod every time.

#

I made my own spreadsheet but I'm pretty sure I have no idea how engineering works and the math is probably all wrong.

toxic solar
#

if a bullet is above typicalSpeed does that increase its hit damage? say for 2 bullets having same hit and everything that go 300 m/s, if ones typical speed is 300 and the other is 150, will the one with typicalspeed 150 do more damage?

chilly tulip
#

Should do, yes.

#

At least I have one example here in my damage test where a bullet did slightly more than the hit value.

toxic solar
#

if I wanted to see what the damage was, do I use hit EH or dammaged eh?

chilly tulip
#

I used handleDamage but anything should work.

wintry tartan
#

HandleDamage should do better. But if you want to be 100% sure do Diag exe

toxic solar
#

diag exe?

chilly tulip
toxic solar
#

ah I think many years ago I tried to run it, how do u load it with mods? like is there a way to generate the whole -mod=@YOURMOD with many mods?

chilly tulip
#

You can just swap the filenames and use the launcher.

toxic solar
#

oh LOL okay cool lemme try that

chilly tulip
#

You can in theory use diag_merge to change config live and test the effects.

#

Although I imagine at least some of this data is cached, rather than repeatedly reading from config.

novel lava
#

the hitpoint diag is what you'd use in the diag exe

#

i think shots might also show what the damage dealt was

#

iirc it can be a bit weird tho

chilly tulip
#

the damage is weird :P

toxic solar
#

Okay I hope it works kekega

toxic solar
#

What does the 2 percentages mean? shots diag setting

novel lava
#

i think thats how much the impact slowed it down

#

if its where I think it is anyway

toxic solar
#

hmmm okay

nimble sequoia
# finite bronze Does anyone have a spreadsheet that helps to calculate phyx of wheels? In addi...

Set the Geometry LOD mass to match the real weight of your vehicle (kg).
Some key suspension (damper) parameters that are "calculated" in class Wheels, but adjust around that base value until the correct feel is achieved.

springStrength = 46875;    // approx 100 x sprungMass (125 in this example)
springDamperRate = 8385;   // 2 * sqrt(springStrength * sprungMass)```
For tankx simulation, `sprungMass = -1;` also works very well.
whole jacinth
wintry tartan
#

Nyx uses it

whole jacinth
wintry tartan
#

Nyx uses it

class LT_01_AT_base_F: LT_01_base_F
{
    class EventHandlers: EventHandlers
    {
        fired = "[_this select 0,_this select 6,'missile_move','MissileBase'] call BIS_fnc_missileLaunchPositionFix; _this call (uinamespace getvariable 'BIS_fnc_effectFired');";
    };
};```
hearty sandal
#

The feature was never added to the older mlrs I think

whole jacinth
wintry tartan
#

Don't be suprised. They just move the selection upon a missile has fired (aka model.cfg thing)

finite bronze
wintry tartan
#

This also does mean you can SQF it pretty finely. model.cfg animation is definitely not mandatory to make it happened

finite bronze
#

Because we also got gear ratios and such with torq I'm trying to figure out. Is there any method to see the way the gears work in game?

whole jacinth
wintry tartan
#

No

#

tldr, it's not config thing. I don't know what are you exactly trying to (or trying to apply this feature into) but sure you can script it

whole jacinth
wintry tartan
#

Yes and no

#

The script refers to the selection, that means the SQF is setting pos. That means you can math it and do anything with this feature

#

IIRC it is just ammo animation type

whole jacinth
wintry tartan
#

Say you have pos_1 to pos_12 and select the corresponded selection to set pos via the SQF, the task is done

wintry tartan
#

If you mean the function name is confusing you, yes. The name is unrelated

whole jacinth
wintry tartan
#

Well, yes, but no. The engine does not have any feature to do it. But only script did it, so yes, that's the only way

nimble sequoia
# finite bronze Because we also got gear ratios and such with torq I'm trying to figure out. Is ...

Vehicle physx is a complicated subject with many many parts, mostly config controlled, but with links into the p3d and model.cfg animations.

Engine (Power, Torque Curves, RPM)
Gear Box (Ratio's, transmission, change conditions)
Suspension (spring strength, damper rate, compression & droop, lateral and longitudinal stiffness)
Steering
Differential types
Anti-Roll Bars
Braking

Using real world numbers works surprisingly well for many of the mechanical parts, but there is not going to be a set of formulas which will work every time on every vehicle.

Best for you to demonstrate any problems you come across, along with what you have done so far.

finite bronze
# nimble sequoia Vehicle physx is a complicated subject with many many parts, mostly config contr...

Sure. Once I get back I'll show you want I got. I've been making tanks for a bit and normally using math and tweeking those numbers has worked well. But 2 things have happened.

  1. I'm paranoid. My tanks work but I'm worried they don't feel realistic and more cartoonie, hard to tell.

  2. One of my latest tanks is having major issues with suspension and my usual math isn't fixing it. I'm unsure is p3d problem but I've gone through my usual check lists and everything is fine. However, it seems to seesaw around the middle wheels and the wheels themselves have no suspension feeling when stopping and starting. They work when driving over things. I'll show some footage when I get back.

nimble sequoia
finite bronze
# nimble sequoia Show - p3d memory LOD with wheel centres and boundary points highlighted - Geom...

I've checked all this but I'll show when I get back incase I missed something. To be clear on information, I'm not new to modding but I'm also not an expert. If you also want I can dm send you my test mod so you can see ingame. The vics there are before my major handling overhaul I'm working on. They're a little cartoonie and floaty st the moment but the vic I'm talking about has a similar stiff feeling.

finite bronze
#

Tank Suspension Dos

hearty sandal
#

fancy thread šŸ˜„

finite bronze
hearty sandal
#

is all good šŸ‘

warped gazelle
#

Anyone know how to change the scope capability of a gun?

wintry fox
whole jacinth
#

Custom effect classes I define within class HitEffects in CfgAmmo aren't working, yet modifying existing ones works perfectly. Why is this? For example, my custom BCImpactDirt_for_TT_MGM166_LOSAT fails to trigger, but the vanilla BCImpactDirt_30mm works fine when edited.

whole jacinth
brave crag
#

Does anybody know where this is defined? Is it in cfgAmmo?

#

Nvm I found it. Predicted aim point is defined in cfgWeapons, ballisticsComputer = 8

woeful mirage
#

Anyone know how to make enemies spawn in instead of being a constant presence?

#

Say I want a group of enemies on a map to only be present when you have activated an objective for example

sweet pecan
woeful mirage
#

Yeah I just did not know where to ask haha so many channels lol

hallow quarry
#

would something like this work

         attachment="PylonRack_6Rnd_Vikhr_missiles";
  #else
       attachment="CUP_PylonPod_6Rnd_Vikhr_M";
 #endif```
#

I'm trying to do this in pylon class for a certain pylon

chilly tulip
#

If you don't binarize the config, yes.

#

If you need to binarize the config then you'll need an extra config.cpp with skipWhenMissingDependencies.

wintry fox
#

Is there a way for an object's icon to always display on the map?

I vaguely remember that being a thing but could be wrong

wheat sluice
#

Probably thinking of featureType. But that doesn't make a vehicle's icon appear permanently on the map, only its model regardless of object distance settings.

wintry fox
#

Hmm alright
Easy enough to script it with drawIcon, it was just for a couple large prop

finite bronze
#

Question, in single player the tanks tracks look perfect but in multiplayer the middle one always goes up for some reason. Anyone know how to fix this?

fair pike
#

If I were to ask about making a ACEAX compat for a gear mod, would I ask here?

wintry fox
fair pike
hearty sandal
toxic solar
#

for vests does passThrough have any effect

steady beacon
chilly tulip
#

It used to do nothing with ACE but I think they changed that.

wintry fox
chilly tulip
#

Yeah, they had an issue with the vanilla grenadier vest being ridiculously strong.

tacit zealot
#

Is it possible to "offset" a model's position via config for a static weapon? Basically, turned one of the vanilla radar buildings into a functional radar, but as the model extends into the ground, when placed as an object, it rests on its lowest point instead of the ground-level point.

wintry fox
#

No

marsh oxide
#

Is it possible to create an EWR with a SensorManagerComponent configuration that doesn’t have the ability to send targets to launchers, only to mark presence?

bronze wolf
#

Possibly stupid question, is there a way to un-require a dependency that's on a mod?

It's not a dependency that's labeled on it's steam workshop page
I didn't know if I could somehow create my own config for a new mod to disable a .pbo in another mod

More specifically, attempting to remove a TFAR dependency in a pbo's config so we can just use ACRE

sweet pecan
bronze wolf
#

Damn, still triggers with nothing in the renamed pbo

wintry fox
#

It will load the first occurrence and error on any later one

#

Just ask the mod author to make it optional if possible

chilly tulip
#

Is that new? Because it certainly used to work.

#

well, "work"

wintry fox
#

I'm not sure if it's in perf yet or not, but I remember seeing Error messages about that and "this mod will no longer work in the future"

chilly tulip
#

Plus and Ultimate used the same CfgPatches entries as we did and people would load them all at the same time so they got a random version of Antistasi.

bronze wolf
steady beacon
sweet pecan
wintry fox
#

Even if they did CfgPatches name (if they did do filename) it wouldn't/won't work

wintry fox
#

You get an error saying the mod will stop working in the future. Not sure if it's still loaded on profiling currently or not

sweet pecan
wintry fox
#

Because you're using the same CfgPatches name as another addon

sweet pecan
wintry fox
#

Do you mean making a dummy tfar addon?
Because that's just causing more errors from the mod expecting tfar to be loaded

#

And if they include files from tfar, then you also need to include those.

The much simpler and more sane option is to just ask the mod author if they can make it optional.

sweet pecan
bronze wolf
#

I wouldn't know where to begin to understand what this specific pbo is doing, but thanks for the guidance on difference in that it's calling for the cfgpatches name and not the pbo name

#

I've only done simple retexturing, anything else outside of that is brand new information

wintry fox
# sweet pecan I think it depends what it's actually doing.

If it's listing tfar as a dependency it's probably doing one of three things (that would cause a dependency):

  1. Inheriting from tfar classes to make radio uis
  2. Using tfar files / macros for making radios
  3. Calling tfar functions

Making a dummy addon is almost never the correct choice.

bronze wolf
#

Yeah, still calls for TFAR's initial scripts and throws up an error related to it every new screen
Might be interesting to test in a MP setting, but with it flagging so consistently- I don't see it working
Appreciate it though, fellas o7

grand zinc
grand zinc
grand zinc
celest badger
#

Hey guys.
I am looking for the method to add a passenger to the quad bike in my faction configuration (mod). It is not very obvious to me.

narrow swallow
#

You can have a group which is a bike plus 1 unit, and hope the ai will get in for long trips.
Or create a separate vehicle with maybe an init eh that adds the passenger.

marsh oxide
nimble sequoia
celest badger
nimble sequoia
#

If it's a turret, you can use dontCreateAI = 0;.

steady beacon