#arma3_config

1 messages Β· Page 59 of 1

subtle iron
#

how

wintry berry
subtle iron
wintry berry
#

i send it over dm

young mortar
#

any idea what bla\bla\model.cfg cannot have externs means when packing pbo with pboproject?

#

@knotty sage seems so unfortunately 😦

knotty sage
#

This happens when you put something like class Rifle {}; and I don't know why

jade brook
#

So you can't declare a light on the NVG item ? Even with scripting ?
only pointers can have lights

#

class Rifle {};
that deletes all entries from the rifle class which breaks all primary weapons...

knotty sage
#

So the DayZ Headtorch is basically a script ?

young mortar
#

i have nothing like that in my model.cfg

knotty sage
#

Do you have any idea if we can edit handAnim for Binoculars ?

jade brook
#

So the DayZ Headtorch is basically a script ?
Standalone or Arma mod?

#

Because if it's the first one then who knows what they implemented in the forked engine

knotty sage
#

Standalone

jade brook
#

Different engine, so nothing I say applies to it.

placid hedge
#

are there any way to create new generic names for the ai?

viral dragon
wintry fox
#

I see ViewGunner and ViewOptics in a turret class, which controls how much the turret can move left/right and up/down?
Doesn't seem to be either, I've modified both but my turret can still spin 360 which I don't want

wintry fox
#

Nevermind, I was thinking it was 0-360 so my values were incorrect, -90 -> 90 works as I wanted

viral dragon
#

I thought it was the maxElev / maxTurn etc in the turret class πŸ€”

wintry fox
#

It was, so not sure what the other ones are used for as well

#

ViewOptics also has what vision modes the turret can use, but not sure what the other properties would be for

viral dragon
#

I believe some of them are related to head positioning. Not sure about the rest.

wintry fox
#

Probably ViewOptics for that, I tweaked that for a unit to limit their head rotations a bit ago

viral dragon
#

Possibly some are "present by default" but not actually used for all kinds of turrets

placid hedge
#

im not too sure

lean bloom
#

Please, how does a vehicle's inventory interaction point get defined?
Is there some config entry for this?

novel lava
#

memoryPointSupply

#

defaults are 'supply' or 'doplnovani'

lean bloom
#

Cheers!

frail zephyr
#

are their any good and up to date vids on config making explaining everything and also allow me to watch somone do it? i learn alot faster and better that way im finding diffavult to understand by reading. I do apologies must be annoying to see me every now and then on the same subject I just cant get my head around it

finite bronze
#

Question for the future. How do I make a scope like the nightstalker that has automatic Zeroing and information on it? I tried Inheriting it into my scop but it didn't add anything.

wheat sluice
# finite bronze Question for the future. How do I make a scope like the nightstalker that has au...

The Nightstalker doesn't have automatic zeroing like the FCS on vehicles. Are you thinking of its rangefinder which just shows the distance of the target, but doesn't automatically change your weapon's zeroing setting?
If so, your optic needs to have this token: weaponInfoType = "RscOptics_nightstalker";

    class optic_MyCustomScopeWithNightstalkerRangefinder: ItemCore
    {
        weaponInfoType="RscOptics_nightstalker";
    };

If you want to replicate/modify the properties of the Nightstalker's target identifier, you need to create a new custom class under class RscInGameUI.
You can inherit stuff from RscOptics_nightstalker or create a new custom class that inherits from RscUnitInfo and make your changes from there.

finite bronze
viral dragon
#

That seems like something you could test fairly easily

wheat sluice
finite bronze
#

Appreciate the comment. I think i misunderstood it when I was testing then as I was unable to adjust my Zeroing manually on the weapon when I used this scope so thought it might have been taking over and auto adjusting. But might have been specific to the scope or weapon so that's where I misunderstood the mechanics.

wheat sluice
#

Probably. Some weapons have a really low maxZeroing value so they won't allow for zeroing to be manually adjusted beyond a certain setting (if at all).

#

SMGs are a good example of this.

torpid zenith
#

Nobody knows?

hearty sandal
#

are you sure field manual entries can be added via description ext?

torpid zenith
frail zephyr
#

I found a vid i downloaded his template and just copy his way but just adding my stuff in it those this look good?

sweet pecan
frail zephyr
#

ok. For 1 ya i can change that. But what is A3_Data_F_Decade_Loadorder? and the HitpointsProtectioninfo?

frail zephyr
torpid zenith
#

But it answers your first question.

frail zephyr
#

or is their more to it?

sweet pecan
frail zephyr
#

watching the vid now the guy said you dont need it and can be deleted so id prob do that

sweet pecan
frail zephyr
frail zephyr
sweet pecan
frail zephyr
#

how do i change Config.TXT to ccp?

sweet pecan
frail zephyr
#

ah ok

#

was thinking

#

so i did that. Should i test it now to see if it works?

#

or if you dont mind going over it with me?

sweet pecan
frail zephyr
#

ok cool hopfully it works

#

dunno what is the problem TBH i looked at line 33

rain scarab
#

You need one more closing }; on line 33

#

This red one is telling you its missing a closing brace

frail zephyr
rain scarab
#

Also its not going to work cause you're not using P drive, you are putting literal path models which the game will not understand.

#

C:\users\ whatever is probably going to break, you NEED to setup a P drive

#

the model path should just be:
\RAE2Aux\data\textures\ls\trooper\hlemet\P2_Commander_Deviss_Helmet
And then on your computer you would have your P:\Rae2Aux\bla bla bla...

frail zephyr
rain scarab
#

Ok but you have to like, actually have that setup and all your data there.

frail zephyr
frail zephyr
rain scarab
#

Also you should be packing with PboProject because it will catch 90% of config errors and let you know right away.
Download Mikero_AiO_Installer_Stable_v1.2.1.74.exe from here: https://mikero.bytex.digital/Downloads

frail zephyr
rain scarab
#

Yes. You pick your P:\RAE2Aux folder in the 'primary source' box, then your output which would be whatever arma 3 local addon folder like @myMod

Then you just hit Crunch and it will tell you whats wrong if the config is broken or there is an issue in any of the p3d's or rvmats or whatever

rain scarab
#

read the output console from pboproject

frail zephyr
rain scarab
#

More info

frail zephyr
#

well i downloaded the one you said, installed it and all that just when i try ro run it properly wont work

#

is this what its meant to look like?

rain scarab
#

No. PboProject, not workspace manager.

frail zephyr
#

this came up i dont really know what im looking for tbh

#

the path looks right?

rain scarab
frail zephyr
rain scarab
#

Still not using the P drive πŸ’’

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You cant pack from there

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Open up Mikero's Toolbox and run Arma3p

desert tundra
#

trying to set up my first dedicated server with mods

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and this shows up when trying to load in

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what have i done wrong/please can i get some help

viral dragon
#

Your server is operating in allowlist mode for client mods. To tell the server what mods to allow, you need to put the keys for those mods (usually included in the mod folder) into the server's keys folder.
Not a config problem though, try #server_admins

desert tundra
#

thank you 🫑

wintry fox
#

What controls a vehicle's speed over water?
I have my speed over land pretty good, and just want to increase it over water

#

I saw waterSpeedFactor, raised it from 0.5 -> 0.8, and it changed nothing

untold wyvern
wintry fox
#

Thanks, didn't realize there was a ship specific config page too, I'd just been looking at the normal CfgVehicles one

weak warren
#

hello, i want to ask, are there any tutorials on how to modify the stats of weapons? ie, i want to make the 6.5mm bullets on the MXs and Mk200 more powerful and their firerate higher, but i don't have the slightest clue on how or where to start.

can anyone give me some pointers? asking as a total and complete noob, thank you!

weak warren
#

cool beans! thanks man!

chilly tulip
#

You'll want to know your way around the config viewer to test whether your changes are applying correctly. The stock viewer is really bad, especially with deep config, so you may want to install the Advanced Developer Tools mod for the better config viewer.

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Bullet damage is mostly hit in CfgAmmo. Fire rate is more complex and derives from various values in fire mode subclasses of CfgWeapons classes.

weak warren
#

good lord, i'm only just making the config.cpp and my head feels like its been in a roller coaster for a day straight

chilly tulip
#

I would strongly recommend changing something very simple first (hit value is a good one) and then get it working.

weak warren
#

class CfgPatches
{

class Kewl_Naytou
{
    author = "Sn33z";
    name = "Kewl Naytou";
    requiredAddons[] =
    requiredVersion = 0.1;
    units[] = {};
    weapons[] = {};
};

};

class Mode_FullAuto;
class CfgWeapons
{
class arifle_MX_SW_F;
class arifle_M5_f : arifle_MX_SW_Black_F
{
baseWeapon="arifle_MX_SW_Black_F";
class manual: FullAuto
{
reloadTime=0.06;
};

#

is this correct??? im so lost

chilly tulip
#

requiredAddons[] = {"A3_Data_F_Decade_Loadorder"}; should work for any vanilla A3 gear.

#

Your fire mode spec is wrong.

#

You need to expand another level to pre-define the FullAuto class, so the minimum spec for changing a fire mode looks more like this:

class CfgWeapons {
    class arifle_MX_Base_F;
    class arifle_MX_F : arifle_MX_Base_F { class Single; };

    class JJ_arifle_MX_test1 : arifle_MX_F {
        class Single : Single {
            dispersion = 0.2;
        };
    };
};
#

I'd need to fire up Arma to check the classnames for your one.

weak warren
#

Coolio, thanks man, but I'm gonna continue this tomorrow, thanks a lot though!

wheat sluice
#

Would suggest that you change the value for baseWeapon to baseWeapon = "arifle_M5_f "; instead.
Your custom MX will stay hidden from the Virtual Arsenal if you keep it as is (it will only temporarily appear if you already have the weapon equipped).

covert knot
#

hey guys! just looking for some help with changing the carry capacity of a uniform, been looking around and i think its this? let me know if i'm right lol

wintry fox
#

So you can change it to Supply40 to double it, for example

covert knot
#

awesome, thanks!

wheat sluice
#

Be aware that the SupplyX container classes only go up to 500. If you want a capacity greater than that, you'll have to create your own container class in CfgVehicles.
You also can't just input any random number (e.g. Supply256). SupplyX classes start from 1 up to 10, and then skip to multiples of 10, so Supply10, Supply20, Supply30, and so forth up to Supply500. Just like higher capacity containers, you'll have to make your own class if you want a specific number that's not 1-10 or a multiple of 10.

#

Also, BI didn't bother making SupplyX classes for everything up to 500, so there are a lot of gaps in-between the container classes beyond Supply250.

marsh oxide
#

hi

#

Is there a way to prevent the missiles like Rhea from circling the target on a miss? I want it to just keep flying straight instead of trying to re-engage. Is the DataLink causing this behavior?

hearty sandal
#

the missile like has long steering time

toxic solar
balmy sable
#

Sam_: Ask in #arma3_animation, there was a discussion of handAnim's in there recently with a BI Sim guy.

marsh oxide
#

What property causes that behavior?

mossy hound
#

Question: is there a way to "trick" an asset configured in a night vision headwear slot to activate the NV mode without getting the NV overlay effect?

Intent: making an asset that's worn in the NV slot that uses the N key to toggle the position of the asset up/down like NVGs.

hearty sandal
#

It's not quite intended use πŸ˜…

mossy hound
#

Bugger... was hoping to make my brim-mount workable πŸ˜„

mossy hound
paper flume
#

I keep getting an error saying that I don't have a base class defined despite defining the base class correctly. Defined on Line 132, Error occurs on line 408. I'll share the appropriate sections in a screenshot and I'll upload the config here as well

wintry tartan
#

Your config is clearly not closed correctly

#

Line 127

paper flume
#

OH I forgot to fuckin uh

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Brackets after eventhandlers

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This is what i get for coding on no sleep

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Thank you

#

It should be

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class EventHandlers {}; right?

wintry tartan
#

No. You clearly forgot a }; to close the class

paper flume
wintry tartan
#

afro class

paper flume
#

Does the }; on line 129 not close that?

wintry tartan
#

true

paper flume
#

Even though its defined with the same syntax/spelling

wintry tartan
#

But anyways the error suggests you broke a bracket

paper flume
#

Probably somewhere

#

Ill take a look around

#

Sniff it out if I can

wintry tartan
#

Hm weird

#

It says MSF_SPLA_BTR60PB is recognized out of CfgVehicles it seems, but not sure which is the missing bracket

paper flume
#

Ill run through it after some sleep

wintry tartan
#

Okay I've packed it with pboProject which has the syntax error detection

#

Sanity check, are you sure you're running the PBO you've just packed

paper flume
#

I had this samd issue with a different configuration file as well but I decided to focus on one ag a time

#

Maybe my pbomanager got corrupted?

wintry tartan
#

pboManager? That explains it

#

You don't don't don't don't ever pack it with PBOManager

paper flume
#

Im gonna sleep amd retry tomorrow

heady vault
#

dont suppose anyone here knows the general guideline of how optic zoom levels corrolates to FOV. I know that "Zoom" is actually just FOV edits per scope/vehicle but I am unable to figure out what the general calculation is as it doesnt seem linier

royal briar
#

how do you avoid member already defined with this in mission description.ext. first you do: class CfgCommands { allowedHTMLLoadURIs[] += { "*arma3.com" }; }; then the same again to add more urls but you cant merge the lines and have to have them in two locations? not possible?

wintry fox
#

You'd just do it once

class CfgCommands {
    allowedHTMLLoadURIs[] += {
        "*arma3.com",
        "someOtherWebsite.com"
    };
};
royal briar
#

ok thx

#

need them, in two places but its ok im now defining one class in mission and rest in mod , seems to work

paper flume
#

I'm starting from scratch hopefully this will help

paper flume
#

I've isolated the error, it's being caused by code I'm calling to stop the vehicle texture overwrite caused by inheriting base classes on vehicles

#

Functioning Code

  {
    faction="MSF_SPLA_Sahrawi_Peoples_Liberation_Army";
    side=2;
    displayName="BTR60PB";
    hiddenSelectionsTextures[]={"cup\wheeledvehicles\cup_wheeledvehicles_btr60\data\btr60_body_co.paa","cup\wheeledvehicles\cup_wheeledvehicles_btr60\data\btr60_details_co.paa"};
    crew="MSF_SPLA_Militiaman";
    typicalCargo[]={"MSF_SPLA_Militiaman"};
  };```
#

Non-Functioning Code

  {
    faction="MSF_SPLA_Sahrawi_Peoples_Liberation_Army";
    side=2;
    class TextureSources {};
    textureList ={};
    displayName="BTR60PB";
    hiddenSelectionsTextures[]={"cup\wheeledvehicles\cup_wheeledvehicles_btr60\data\btr60_body_co.paa","cup\wheeledvehicles\cup_wheeledvehicles_btr60\data\btr60_details_co.paa"};
    crew="MSF_SPLA_Militiaman";
    typicalCargo[]={"MSF_SPLA_Militiaman"};
  };```
#

The class TextureSources {}; and TextureList ={}; is what's breaking it

#

lemme cross reference with the other code I've parsed that this is functional in

viral dragon
#

textureList = {}; should be textureList[] = {}; (array syntax in config)

paper flume
#

I fixed the code and tried to pack it, I'm getting the same error but on a different class now despite not adding this code to that class yet

#

Let me try adding this code to all of the classes and see if that helps

#

Yeah I fixed it but it seems like it's still having the issue, ummm

viral dragon
#

I only have the code you posted earlier, not the stuff you have since starting from scratch. Not much else I can say without that

paper flume
#

I scrubbed through and I just missed a bracket on one of the textureLists

noble harbor
#

Got a bit of a random issue haven't seen before if anyone's got some ideas on a fix or possible cause. Got a custom static emplacement that works fine until its placed in a building/ bunker and the AI refuses to shoot it even if enemy AI are right in front of it, seems it wont even track the AI but placed in the open it works as intended. Already checked viewgeo and theres nothing obstructing its view in the static or custom bunker model. Tested it on vanilla props as well, does the same when placed ontop of sandbags too. Vanilla static doesn't have the issue when placed in the same buildings and I only had CBA and my local mod build enabled when testing. From what I can tell there isnt really anything different from the vanilla static config

hearty sandal
viral dragon
#

I think by "static" they mean like a static turret weapon, like a .50 tripod, not a literally totally static prop

#

There was a similar issue with one of the GM turrets a while back and it ended up being due to the position of the zamerny and/or viewGunner memory points; whichever point was being used was too low so the turret couldn't see over low obstacles, even though it appeared to be tall enough. I don't know enough about model config to say more though.

hearty sandal
#

zamerny point could be the thing yeah

noble harbor
#

yeah was talking about a static turret on a tripod

noble harbor
noble harbor
#

Took a look and seems all the mem points are in the correct pos/ high enough to not have low obstacles interfere

median orchid
#

Any ideas on what would cause my UAV to have a Take controls option when controlling the turret? Can't tell if this is from a manual fire/copilot type thing?

#

Not sure if it actually does anything :S

median orchid
noble harbor
hollow lagoon
#

for some reason i managed to patch pylon 2,3,4 but pylon 1 didnt work :/

class CfgVehicles
{
    class CUP_UH60S_Dap_4x_Dynamic_Base
    {
        class Components
        {
            class TransportPylonsComponent
            {
                class pylons
                {
                    class pylons1
                    {
                        hardpoints[] ={ "B_FUELTANK_HELI","DAR","DAGR","B_SHRIEKER","CUP_NATO_HELO_SMALL","CUP_NATO_HELO_LARGE","CUP_NATO_HELO_UH60" };
                    };
                    
                    class pylons2
                    {
                        hardpoints[] ={ "B_FUELTANK_HELI","DAR","DAGR","B_SHRIEKER","CUP_NATO_HELO_SMALL","CUP_NATO_HELO_LARGE","CUP_NATO_HELO_UH60" };
                    };

                    class pylons3
                    {
                        hardpoints[] ={ "B_FUELTANK_HELI","DAR","DAGR","B_SHRIEKER","CUP_NATO_HELO_SMALL","CUP_NATO_HELO_LARGE","CUP_NATO_HELO_UH60" };
                    };

                    class pylons4
                    {
                        hardpoints[] ={ "B_FUELTANK_HELI","DAR","DAGR","B_SHRIEKER","CUP_NATO_HELO_SMALL","CUP_NATO_HELO_LARGE","CUP_NATO_HELO_UH60" };
                    };
                };
            };
        };
    };
};
hearty sandal
hollow lagoon
hearty sandal
steep pawn
#

I currently have a item in my mod that can be assembled but when it is disasembled it keeps the light source on the onject acitve where the item used to be so it leave a floating light orb, anything I can do in my config to fix this?

jade brook
#

It's a engine bug since day 1

#

When you delete a chemlight or other similar light sources, the light will not disappear

#

The only way to fix this is to move the light source under ground or somewhere outside the map

#

before deleting it

strange egret
#

it propably still eats ressources, it's just not visible

jade brook
#

It does. But there is no other way

left grotto
#

I am working on a flight mod with an exposed pilot. When the character hits any object, it simply bounces. I know I need damage points. What would be the best way to make it so a hit on the head, shoulder, knees, etc would cause some kind of relevant damage? Preferably the damage would hit the player, but I can use an illusion by causing a rotor and tail loss if that is a too huge of an undertaking. Anyways, any thoughts on how to approach my model.cfg would be very appreciated.

hearty sandal
#

you can make scripted hitpoints that do actually also damage the pilot, but that wont affect the flight

left grotto
hearty sandal
#

thatas not how it works

#

πŸ˜…

#

and adding the character skeleton into model.cfg does not do anything

#

you have to think of this as a normal vehicle

#

because you cant change the core functionality

left grotto
hearty sandal
#

that you can do yes

left grotto
left grotto
#

Still working on the issue above. If I need a hit point for main rotor, or tail rotor, can you use the same selection as the original ones for the actual parts? Or do I need to inherit a new class for each rotor hit point (set across driver's body)? I added vertices and assigned them to each selection as I wanted. However, I bashed the character's head against many objects in game, and no damage occurred.

hearty sandal
left grotto
hearty sandal
#

also main rotor has simulated dimensions set in the config that revolves around a set memorypoint for collision

left grotto
#

I will tackle this later, sure I can experiment with the config and model and get something going.

narrow swallow
#

What determines the editor's default Assets tree open position?

true fossil
#

Like right hand editor window?

#

configFile >> "Display3DEN" >> "Controls" >> "PanelRight" >> "Controls" >> "PanelRightCreate" >> "Controls" >> "Create" >> "Controls" >> "CreateObject<SIDE>" >> "defaultItem"

true fossil
#

I believe this is accurate inheritancecpp class ctrlControlsGroupNoScrollbars; class ctrlTree; class Display3DEN { class Controls { class PanelRight: ctrlControlsGroupNoScrollbars { class Controls { class PanelRightCreate: ctrlControlsGroupNoScrollbars { class Controls { class Create: ctrlControlsGroupNoScrollbars { class Controls { // Units class CreateObjectWEST: ctrlTree { defaultItem[] = {}; }; class CreateObjectEAST: CreateObjectWEST { defaultItem[] = {}; }; class CreateObjectGUER: CreateObjectWEST { defaultItem[] = {}; }; class CreateObjectCIV: CreateObjectWEST { defaultItem[] = {}; }; // Groups class CreateObjectEMPTY: CreateObjectWEST {}; class CreateGroupWEST: CreateObjectEMPTY { defaultItem[] = {}; }; class CreateGroupEAST: CreateObjectEMPTY { defaultItem[] = {}; }; class CreateGroupGUER: CreateObjectEMPTY { defaultItem[] = {}; }; class CreateGroupCiv: CreateObjectEMPTY { defaultItem[] = {}; }; }; }; }; }; }; }; }; };

narrow swallow
#

pasted and merged live flawlessly

last crag
#

Is there a way to change the radius of a cargo item so you can't loot it far away?
It's on the other side of a wall and you can loot through the wall.

finite bronze
#

Hello, random question. But how do you get units in the cargo slots in a vic to show thier backpacks?

As in when someone gets into a seat their backpack vanishes. How do you stop that?

wintry fox
#

You can't

#

I think there's config params for nvgs and facewear, but not backpacks

severe herald
#

guess it's time to attach a fake backpack 🫠

novel lava
severe herald
chilly tulip
#

...and this is why we have to test every new vehicle that we allow in Antistasi :P

wintry fox
#

That's a tiny bit more reasonable lol

severe herald
wintry fox
#

Right duh lol

hearty sandal
teal mirage
#

Forwarding here as it's both a texture and a config issue i'm having. any ideas welcome

wintry fox
#

That disables the texture randomization

teal mirage
#

Didn't even think about the fact that that vehicle has random textures πŸ˜…

#

Thanks man πŸ‘

wintry fox
dreamy granite
#

A random thought that just popped into my head. Would it be possible, in the configs for aircraft, to use one of the custom controls to add a wheel brake for fixed wing aircraft? The idea of holding brakes for engine spooling in arma 3 intrigues me.

dim mist
#

Anyone know how to configure a mod so it will work with or without XEH now that auto_xeh has been removed from CBA? If we put it in cfgvehicles >> MEI_AFG_Marksman2 >> EventHandlers >> init, ACE3 gives errors like:
[ACE] (interact_menu) ERROR: Compile checks bad for (classname: MEI_AFG_Marksman2)(addon: [β€œMEI_AFG”]) O Bravo 4-2:1

#

If we only put it in Extended_PostInit_EventHandlers >> MEI_AFG_Marksman2 >> MEI_Init, it's not going to be called without CBA

lofty zealot
#

better question @tired spire is ... why the hek you use CBA just for PostInit EHs?!

tight willow
#

Honestly, X39, don't start. Just help him or don't.

dim mist
#

We don't use it just for PostInit, but we want to release the mod to the public and so it'd be best if it worked with our without CBA

lofty zealot
#

@tight willow class CfgFunctions {...}something everybody can google in 2 seconds

dim mist
#

I'm not sure how CfgFunctions helps? postinit in there will run a script once at mission start. We need it to run for each unit.

knotty sage
#

Just throwing a question: Does anyone has a link or a tool to create custom recoils config ?

dim mist
untold temple
#

@dim mist since the patch before last, cfgvehicles classes can have their own nested eventhandlers in an effort to avoid conflicts between mods that add eventhandlers (IIRC that was what XEH was designed for originally). So maybe cfgvehicles >> MEI_AFG_Marskman2 >> EventHandlers >> myAddon >> init = "someScript";

#

see the second half that biki entry

dim mist
#

Oh, nice. Thanks.

#

That should do it

royal briar
#

can you suppress the "Member already defined" message?

hearty sandal
#

well I guess fixing it will make it go away

#

so do that

royal briar
#

well im trying to list some urls and have this class CfgCommands { allowedHTMLLoadURIs[] += { "*test.com" }; }; but this will conflict with other CfgCommands definitions. so idk how to add to allowedHTMLLoadURIs properly?

hearty sandal
#

other cfgCommands?

royal briar
#

yes if i have those coming from two sources

hearty sandal
#

how?

#

what?

#

why?

#

there is only one cfgCommands

royal briar
#

well mission file has its own whitelist and i want to add more whitelisted urls from include file.

hearty sandal
#

no more

#

you cant do that

royal briar
#

ok guess i didnt understand what the += does

hearty sandal
#

the include list would have to be in the parameter

hearty sandal
#

not when you try to inject things into one config

royal briar
#

ic

hearty sandal
#

+- is for if you have 2 mods

#

config 1 has stuff[] = array

#

and config 2 adds to stuff[] += array

royal briar
#

yea makes sense

#

i wish mod CfgCommands wouldnt get overwritten by mission CfgCommands (description.ext) but it seems to do that

wintry fox
#

I think the mission has to import it and inherit from it to keep the config ones

royal briar
#

maybe the Devs can make it so that all allowedHTMLLoadURIs places would be read and used

hearty sandal
#

simple as that

#

you can try using += in the mission file

#

but you cant have class cfgCommands twice

royal briar
#

that much is know now ,thx for the help πŸ‘

#

what i meant was the whitelist should be read from both description.ext and config.cpp . because now the list in mission is favored over the mod

grand zinc
#

Mods could whitelist something they need, and a mission could completely break it

pure bobcat
#

Hey, so my mod is having some weird issues. While it worked perfectly fine so far, last week two people reported that BettIR NVG development branch is throwing errors regarding NVGoggles and they're not showing up in the arsenal anymore. I'm curious what I could be doing wrong

#

This has worked for me and many people though. I added the base class as a test too:

class Binoculars;
class NVGoggles: Binoculars {
//...
}
#

But people are still reporting the same issue, that weapon NVGoggles is missing scope, which hints that it's not loaded somehow before BettIR?

pure bobcat
#

You can see in config.cpp that I've got the basegame weapons and apex weapons as dependencies

pure bobcat
#

interesting that it broke in the first place and only for some people

#

was I writing configs all wrong all these years?

viral dragon
viral dragon
pure bobcat
#

the only thing that helped though ;_;

viral dragon
#

Doesn't nvgoggles inherit from binocular, not binoculars?

hearty sandal
pure bobcat
viral dragon
pure bobcat
#

But, with my broken inheritance, and then a fix which tried to add inheritance with a class that doesn't exist

#

I think I see the problem

left grotto
#

I am attempting to make a vehicle possible to enter from most or all sides. I wanted to add some memory points, but couldn't figure out how to add it to the model.cfg. So I tried the precise get in get out, and getInRadius. Nothing is quite working. Can anyone suggest a variable under CfgVehicles that might work?

hearty sandal
left grotto
hearty sandal
#

they share same selection name that connects to the config

left grotto
left grotto
#

I am going to add some firing passengers. Is this done with isFFV and cargo proxies?

hearty sandal
#

they can be set up to use cargo or gunner or commander proxy

#

depends what you define in config

left grotto
hearty sandal
#

you can also check how the turret classes are written in the vanilla vehicles.

left grotto
#

I am having a terrible time getting this cargo seat set up. I will work on the actual sub variables. I just need help inheriting this correctly. Can anyone tell me what I am doing incorrectly?

sweet pecan
left grotto
sweet pecan
# left grotto

Where does the zoomed in image go? IIRC, you can just send the file.

sweet pecan
left grotto
sweet pecan
left grotto
sweet pecan
left grotto
sweet pecan
left grotto
sweet pecan
left grotto
sweet pecan
left grotto
#

I don't believe they are. Am I missing a lot of classes to null?

sweet pecan
sterile hatch
#

Hi I need help with a patch change in the vest how can I know what is the hidden selection name

hearty sandal
marsh oxide
#

Hi

#

Is the active radar range limited to 22,000 meters?

#

For example, if I use maxRange = 40,000, it will not detect the target at all?

#

Or will it definitely not detect it?

wintry tartan
#

40,000 is invalid but 40000, and if you mean this, I don't think it is limited with that number, if it is

#

Why do you think it is?

marsh oxide
wintry tartan
#

The real question is why do you think it is ever limited, not the nitpick

marsh oxide
#

The other properties related to groundNoise and velocity filters use values like 1e+10 and -1.

wintry tartan
#

Are you saying you did actually tested it with that certain number and it seems to be no worky after that?

marsh oxide
#

Yes

#

Im kinda a noob at this, ive been reading the wiki and doing tests, but of course I might be missing some things

marsh oxide
# wintry tartan Are you saying you did actually tested it with that certain number and it seems ...

this is what I've tested with:

{
    componentType="ActiveRadarSensorComponent";
    class AirTarget
    {
        minRange=500;
        maxRange=40000;
        objectDistanceLimitCoef=-1;
        viewDistanceLimitCoef=-1;
    };
    class GroundTarget
    {
        minRange=-1;
        maxRange=-1;
        objectDistanceLimitCoef=-1;
        viewDistanceLimitCoef=-1;
    };
    animDirection="maingun";
    allowsMarking = 1;
    typeRecognitionDistance=30000;
    angleRangeHorizontal=360;
    angleRangeVertical=120;
    minTrackableATL = -1e+10;
    maxTrackableATL = 1e+10;
    groundNoiseDistanceCoef = -1;
    maxGroundNoiseDistance = 1e+10;
    minSpeedThreshold = -1e+10;
    maxSpeedThreshold = 1e+10;
    minTrackableSpeed = -1e+10;
    maxTrackableSpeed = 1e+10;
};
sterile hatch
viral dragon
left grotto
#

I am working on my first firing cargo turret. Early on I had it setup and there was an option for the proper gunner seat, and the cargo seat seen in the provided clip. When that was going on, I could enter the gunner seat in an invisible static position. Only then could I move to my custom seat, which was high above the vehicle and invisible. When attempting to enter my new seat, the same error happened. Now I have only my menu, and the error persists. Am I looking at a config issue still? Or is this now an issue with my model? Or both? Just need to narrow things down.

https://youtu.be/tb85veU5hv4

left grotto
#

If anyone wants to give me a second set of eyes, here is my messy config. My turrets guess work begins at 324.

hearty sandal
#

few typical things to look for.

Are there correct proxies present in all relevant lods on the vehicle p3d

Do proxy names (Cargo, Gunner etc) connect with turret config parameters

Does proxyIndex in config match the proxy index on p3d

left grotto
left grotto
hearty sandal
#

gunnerNode is not a valid parameter for arma3 config

#

as far as I know anyway

left grotto
#

I removed it.

hearty sandal
#

no idea where you have picked that up

left grotto
hearty sandal
#

memoryPointGunner is the position of gunners view point

#

and pointgunnerDir the direction

#

so typically aligned with turrets weapons optics

#

so none of these are relevant to your issue

left grotto
#

AH , because I am making a cargo one?

hearty sandal
#

get yourself a all in one config dump file

#

and find a cargoTurret as a reference

left grotto
hearty sandal
#

typically the gunner proxy name is inherited from way back and not changed

#

the proxyIndex connects particular turret to particular gunner proxy

#

typically gunner proxy is used for both normal turret crew and cargo turret position

#

leaving cargo to the normal cargo passenger positions

#

defined by proxyType

#

the default options

#

in p3d these are proxies named Commander Driver Gunner Cargo

left grotto
hearty sandal
#

keep it simple

#

dont deviate from the defaults on things like this

left grotto
hearty sandal
#

you may deviate on things only if you understand why and what you do

left grotto
brazen merlin
#

just in case i missed something... it was not possible to entirely disable the "outside" light in vehicle interior lod, no?

#

current time of day always has an influence?

left grotto
#

I am terrible at inheriting, and have becone lost. I have entered many variants that load with no errors, but cause an issue with correctly loading the cargo (gunner) passenger in editor and game. If anyone can point me in the right direction, please do.

sweet pecan
left grotto
sweet pecan
#

What thing is having the issue? All of them?

left grotto
# sweet pecan What thing is having the issue? All of them?

That is the problem, I am not sure. I have formatted it dozens of ways. Most loaded the vehicle in game, many allowed the player to fire from the vehicle. However all of them have an invisible unit. I know it is incorrect. I have been trying to work from the AIO config, but get lost.

#

Currently no turret unit shows or can be accessed. However it packed, loaded, and checked a clean rpt.

sweet pecan
left grotto
#

Just tried that, no effect, now it is crashing, but I changed a couple other things. Still working on it.

sweet pecan
left grotto
sweet pecan
lean bloom
#

Uh, a different thing actually:

I have two separate turrets defined in a vehicle, commander and a hull gunner:

#

But ingame the commander turret does not seem to be accessible

#

except I can jump there only via ACE

#

I have no idea what is wrong. Commander proxy is Index 1, hull gunner proxy is Index 2

#

somehow ingame I can also access both turrets

#

and both turrets work without any issues

#

so I donΒ΄t understand why in the editor the commanderΒ΄s turret is not visible

left grotto
lean bloom
#

Arghh how do I disallow a gunner from turning out?

My main gunner canΒ΄t turn out, my hull gunners can turn out. And I have no clue what parameter actually controls this looking at the turret configs...

mortal pumice
#

Feel like im being dumb, i've setup my render targets for mirrors and they don't render (I do have the setting turned on ingame)

        class RenderTargets
        {
            class LeftMirror
            {
                renderTarget = "rendertarget0";
                BBoxes[] = {"pip_0_tl","pip_0_tr","pip_0_bl","pip_0_br"};
                class CameraView1
                {
                    pointPosition = "pip0_pos";
                    pointDirection = "pip0_dir";
                    renderQuality = 2;
                    renderVisionMode = 4;
                    fov = 0.5;
                };
            };
            class RightMirror
            {
                renderTarget = "rendertarget1";
                BBoxes[] = {"pip_1_tl","pip_1_tr","pip_1_bl","pip_1_br"};
                class CameraView1
                {
                    pointPosition = "pip1_pos";
                    pointDirection = "pip1_dir";
                    renderQuality = 2;
                    renderVisionMode = 4;
                    fov = 0.5;
                };
            };
        };
    };
#

Feel like im doing it right but its only displaying the rvmat rather than the camera

#

So obviously im not doing it right haha

lean bloom
#

ahhhh

#

Dang it, it didnΒ΄t occur to me it would be called like that

#

Cheers

ashen chasm
mortal pumice
ashen chasm
#

your video looks like it renders the floor, and reacts to vehicle body movement

mortal pumice
ashen chasm
#

ah, now i see it

mortal pumice
#

pip1_pos and pip1_dir are on the other side but same setup

ashen chasm
#

can you test with some other generic rvmat then?

mortal pumice
#

Yeah its unwrapped like the example

hearty sandal
#

section defined in model.cfg?

mortal pumice
#

Does it need that? not seeing that in the wiki page as needing anything on the model.cfg and my example vehicle seems to not have anything defined for that

#

Wait i've just had an idea of what it might be

#

checking

#

Ah yeah rookie error, the mirrors were still part of the camo selection oldman

#

So it was obviously changing the texture from the r2t - I'll go sit in the corner for a while

mortal pumice
#

Im working on the implementation of a turret gunner optic view. The issue is that where the camera is and where the turret is located, is offset (intentionally)

The highlighted memory point is the memoryPointGunnerOutOptics on the camera element of the turret and see the last screenshot for the offset of the shot from the centre

Its not that much of an issue but obviously the middle of the optic view doesn't line up with where the shots land. I was wondering if there was a way to offset the middle of the gunnerOutOpticsModel with config or would I just have to shift it via model?

I will be making a separate custom gunner optic model so can do but just wanted to find out

#

If I take the hunter as an example, it appears that the gun it offset vertically from the camera so the bullets land above the crosshair. So has a similar thing going on. Maybe i'm over thinking the issue but thought it was worth an ask

hearty sandal
#

if its config based crosshair, then in config

mortal pumice
#

Thanks for the clarification

hearty sandal
#

with static crosshair making it adaptive is not really possible

mortal pumice
#

Yeah, I think as basegame vehicles have the "issue" too im less concerned about it

#

Its not that far off the centre but If I want to get it to be more accurate I can just shift the optic model

viral dragon
#

This happens in real life too. The bore converges with the sight at a certain range (usually 100m+) and within that range, you'll have offset due to the distance between the sight and the gun. It also happens with small arms, but you don't notice it as much because small arms sights are almost always in line with the bore, so the offset is purely vertical. At longer ranges, modern FCS can adjust the sight horizontal angle to set convergence, but at close ranges the required angles are too big so it becomes impractical.
IIRC there was an incident a while back where someone got friendly fired by a tank because the gunner wasn't properly trained on the close-range offset between the gunner's sight and the coax. Tried to shoot past the friendly and hit them instead.
tl;dr: an offset at short range is realistic

left grotto
#

I finally have a working gunner via cargoturret, however it seems the engine is still calling on a copilot. I have removed everything related but it is a Heli, so I think it lives somewhere near the root end. This is causing a frozen copilot to overlap my gunner, only in the external views. How do I inherit this guy away? I removed all class CopilotTurrets, and any array for them. However it remains the same.

mortal pumice
#

Thanks for the detailed explaination though

#

Shot in the dark here, but is there a way to use the infantry weapon switch optics mode for turrets? so there are 2 different camera positions for the turret you can switch between

#

I think technically turning in/out gives you the ability to have diff points

#

But was just wondering if you can use the same / key to switch between two camera positions

viral dragon
#

I'm not sure about mode switching, but I know you can have different camera positions per zoom level. For example, in some Global Mobilization vehicles, there are zoom levels that use the main gunsight, and then another one at the end that uses the backup unmagnified sight, which is in a different position on the turret. So in your case you could maybe have an "iron sights" zoom level looking along the barrel without the camera, and then zooming in further takes you to the camera optic.

mortal pumice
#

unfortunately I don't own GM, don't suppose anyone that does can grab me a turret config so I can see how it works?

#

Just realised I may be able to take a look via the compat data

#

oh damn 38 gb is steep for checking out a config

novel lava
#

yes you can set different memorypoints per optic

#
camPos = "gunnerview";
camDir = "gunnerview_dir";
#

unfortunately I dont think optics are well documented

mortal pumice
#

does that live within viewoptics? for example?

novel lava
#

No

#

opticsIn

#

ignore the pilot camera etc stuff

#

iit's like this:

        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class OpticsIn
                {
                    class Wide
                    {
                    };
                    class Medium: Wide
                    {
                    };
                    class Narrow: Medium
                    {
    
                        camPos = "gunnerview";
                        camDir = "gunnerview_dir";

                    };
                };
            };
        };
#

you'll need to look for an example tho to work from as like I said the wiki doesnt document this well at all

mortal pumice
#

Any idea which vehicle Nikko was referencing in GM?

novel lava
#

vanilla tanks do it too

mortal pumice
#

WIll give it a go thanks πŸ™‚

mortal pumice
#

Won't let me send it as text but this is the rough config

#

if i have nothing defined in gunneroutopticsmodel or comment it out, it doesn't go into the zoomed in state

#

If i set it to the empty (A3\weapons_f\reticle\optics_empty), the custom reticles never show up on the zoom levels

#

And if i set it to the custom reticle, it doesn't swap to the empty one

#

Unsure what im doing wrong

#

And similar to how MBT_01 is setup in armor_f_gamma I have the inheritence setup at the top like so

class Optics_Armored;
class TCP_Optics_M12A_Gunner_01: Optics_Armored
{
    class Wide;
    class Medium;
    class Narrow;
};
viral dragon
mortal pumice
#

so if i set canHideGunner to true, and then turn in when on the gun, everything works as intended

#

So I gess this setup is only meant to work for turned in turrets, but im not entirely sure how to set my turret to think its turned in from the start

#

As can be seen here, if I turn in, i'm able to switch between the optics models, but when turned out it doesn't switch

#

But idk what im missing to have the gunner position be considered turned in when you enter it and then lock the turn out option

novel lava
#

oh if its turned out just replace OpticsIn with Out

mortal pumice
#

So just

                class OpticsOut: TCP_Optics_M12A_Gunner_01
                {
                    class Wide: Wide
                    {
                        gunnerOpticsModel = "A3\weapons_f\reticle\optics_empty";
                        minFov = 0.25;
                        maxFov = 1.25;
                        initFov = 0.75;
                        thermalMode[] = {};
                        visionMode[] = {"Normal"};
                        camPos = "gunnerview";
                        camDir = "gunnerview_dir";
                    };
                    class Medium: Medium
                    {
                        gunnerOpticsModel = "\TCP\Soft\M12A\reticle_M12A_ALIM_M68A.p3d";
                        minFov = 0.25;
                        maxFov = 1.25;
                        initFov = 0.75;
                        thermalMode[] = {0,1};
                        visionMode[] = {"Normal","NVG","Ti"};
                        camPos = "pip3_pos";
                        camDir = "pip3_dir";
                    };
                    class Narrow: Narrow
                    {
                        gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_MTB_01_n_F.p3d";
                        minFov = 0.05;
                        maxFov = 0.25;
                        initFov = 0.25;
                        thermalMode[] = {0,1};
                        visionMode[] = {"Normal","NVG","Ti"};
                        camPos = "pip3_pos";
                        camDir = "pip3_dir";
                    };
                };
#

Doesn't appear to work for me, just goes into ViewOptics

#

as far as I can tell

mortal pumice
#

This is my full turret config, I think what I need is for the gunner to be considered turned in without the ability to turn out, but all combos of forceHideGunner and canHideGunner havent got me anywhere

canHideGunner Is currently set to -1 as thats what i saw mbt_01_base was set to

#

If anyone can help me figure out what im missing, that would be much appreciated πŸ™‚

narrow swallow
#

Currently the my helicopter has action ["TurnIn" scripted on get in for the pilot for a similar issue xD

mortal pumice
#

Haha

#

Down to try that

left grotto
#

I have a second gunner that is invisible. model seems solid. Can anyone tell me if this might be the issue:
LODTurnedIn=-1;
LODTurnedOut=-1;
I have tried moving values around, but I am not sure if it even applies to my issue. Read the wiki entry about this, but I am not sure how this would translate to turret and sub turret setup.

hearty sandal
#

is forcehidegunner enabled?

left grotto
#

I will check when I am back to my desk in a couple minutes. I used the simplest setup with the AIO example for newturret. First seat is working perfectly.

left grotto
left grotto
hearty sandal
#

and is there a proxy for the second guy present in the model?

left grotto
hearty sandal
#

could be you have proxy mismatch in different lods

#

proxies should be present in resolution lods 0.000 etc view lods view_pilot view_gunner etc and firegeometry lod

left grotto
#

I have it set up like my pilot and the first gunner, but it has to be the model, I think. I will go remake those proxies, sometimes easier than working in reverse, lol.

left grotto
hearty sandal
#

in the end there are not that many places that affect it.

left grotto
#

I am starting to learn where to look for common mistakes, a little easier each session. Steep learning curve in all this. πŸ˜‚

hearty sandal
#

while its called modding since its making stuff on top of an existing game

#

the methods of producing the material are same as game developers would do

left grotto
hearty sandal
#

πŸ˜…

left grotto
neat owl
#

Hey guys, I have a question regarding NVG's aswell, I made an Item and I want it to equip as headgear but use up the NVG slot, I got the item to equip in the slot but the model doesn't show up. what can be causeing this ?

untold temple
#

Your iteminfo is messed up. Look how the OPFOR/INDEP version of the NVgoggles (NVGoggles_OPFOR and NVGoggles_INDEP) are configured. Bear in mind that object that go in the NVG slot have to actually function as NVG, so treating them like helmets with armor etc. wont do anything.

neat owl
#

Ah Ok I though so, Thank you.

untold temple
neat owl
#

Thank you, I just don't want the Item to function as NVG's

#

I just wanted to have it int he slot.

untold temple
#

Unfortunately that doesn't seem to be possible since the NVG slot is tied to the simulation type

neat owl
#

I figure so.

untold temple
#

I wish it wasn't the case because I want to make a visor for a helmet model

neat owl
#

Yeah xD

untold temple
#

there is a parameter in ItemInfo called hmdType that looks like it should allow people to make different types of helmet-mounted devices, but it doesn't seem to actually do anything

#

It's not even documented on the biki. Should probably ask BIS wtf it's actually for looks at the BIMinions

green verge
#
class CfgActions 
{
    class None ;
    class PatchSoldier : None
    {
        text = "$STR_A3_CfgActions_PatchSoldier0";
        priority = 10;
        showWindow = 1;
        textDefault = "<img image='\armst\armst_uidata\Actions\bandage_ca.paa' size='3.4' shadow=2 />";
        
        condition = "damage _target > 0.6 && _target == _this && alive _target && (('FirstAidKit' in items _target) || ('Medikit' in items _target))";
        statement = "_target call BIS_fnc_ambientAnim__terminate; "; // _this action ['Heal', _target];        
    };

    class HealSoldierSelf : None
    {
        text = "$STR_A3_CfgActions_HealSoldierSelf0";
        priority = 10;
        showWindow = 1;
        textDefault = "<img image='\armst\armst_uidata\Actions\bandage_ca.paa' size='3.4' shadow=2 />";
        
        condition = "damage _target > 0.6 && _target == _this && alive _target && (('FirstAidKit' in items _target) || ('Medikit' in items _target))";
        statement = "_target call BIS_fnc_ambientAnim__terminate; "; // _this action ['Heal', _target];
    };
};```
#

☝️ What I am doing wrong? The Icon changes but the Condition and Statement are not taken in consideration. I removed the "_this action ['Heal', _target];" part just to test it but in game the action still plays the healing animation (it shouldn't)

#

PS: I am trying to modify the animation and when the heal self action appears for the player

marsh oxide
severe herald
#

anyone know if it's possible to use a texture as a fresnel mask? i dont want the entire material to be a specific fresnel value

#

i'd imagine R G values would be used since it's N K but im not sure if that'd even work properly since the values in fresnel can go above 1

dim mist
#

We had the same problem trying to make non-nvg goggles in the nightvision slot. Our dodgy workaround was to make it use an NVG border that was all black (so if people do push N their screen goes black).

#

You use modelOptics to do so

balmy sable
#

@untold temple hmdType isn't in the Arma 3 binary either, it's either something an SQF script reads or is completely unused.

jade brook
#

An item is a hmd when it's type config entry is 616

#

CfgWeapons >> <item> >> "type"

neat owl
#

I'm doing something new with a weapon, I want my weapon to have an inbuilt holosight I never done this before and couldn't find anything online about it, I would apreaciate it if some could link me to a tut or any info on how I woulf do this, I know Cup weapons G36K and G36A has this feature but I can't figure out the config for it.

untold temple
#

Is the holosight going to be the only optic mode or is there a secondary optic build in to the weapon?

neat owl
#

Only optic.

#

just 1 holo sight, I'm exploring Arma 2 files of the g36 K

#

and found out how to add the actual holo texture just need to figure out how the config works.

#

I will appreciate any help.

untold temple
#

The config is the same as any normal weapon - holographic sights are treated no different to ironsights really

#

you just model the sight in place of irons

#

getting the parallax-free aiming set up in the model is where they differ

#

but that's entirely done by the model, textures and .rvmat. Not a config thing

neat owl
#

Really, wow Okay I will that a go thank you man πŸ˜ƒ

untold temple
#

The holosight being the little bit on top of that example model. Which is available in the Arma 3 sample models on steam

#

Can UV map the holo reticle across multiple UVs like this-> http://i.imgur.com/9k7uq73.png to get it to the right scale in the optic, and once you apply the .rvmat only the central reticle will be shown

#

So it'll look like this in ObjectBuilder's viewports http://i.imgur.com/v8zpQCL.png and also like that in Buldozer before you apply the .rvmat. But ingame it'll look fine

neat owl
#

Okay thank you πŸ˜ƒ

untold temple
#

or you can just path to the one in BIS' pbo but I forget its name

neat owl
#

It's fine man thank you.

untold temple
#

No worries, I had all this stuff lying around since I literally had a PM discussion telling somebody else how to make holosights 2 days ago.

neat owl
#

Nice xD

#

If I run into a problem I will Pm you.

untold temple
#

Yeah, sure

neat owl
#

I did a tone of modeling and texturing for 1month + I forgot how some configs work.

#

Not that I was good at them int he first place xD

untold temple
#

I've been doing it for 12 years and still forget tons of stuff

#

plus the game keeps changing, so have to learn new ways of doing things

#

such fun...

neat owl
dim mist
#

@neat owl: Doesn't work as in doesn't go into the weapon?

jagged valve
#

Will that hatchet be used to slay zombies?

neat owl
#

Yes

#

@dim mist The mags don't even spawn in.

#

their is no errors tahts teh wierd thing

#

It's like their not even in game

dim mist
#

you trying to get them with something like this?: player addmagazine "10000Rnd_Hatchet_ammo"

neat owl
#

yes and I also tried hatcher_ammo

#

I am a newb at config.cpp but I'm putting literly all of my effort into trying to understand how they work, I have figured out clothing backpacks headgear ect, but weapons just kill me.

dim mist
#

The config looks right to me. I guess I'd go into the config viewer ingame to find what looks different to working mags.

knotty sage
#

Instead of inherit from Pistol_Base_F, I suggest trying to inherit from an existing vanilla pistol

dim mist
#

Yeah, might be worth doing the same with the mag for now too

knotty sage
#

Concerning your ammo, try to do the same, inherit from an existing ammo, like B_9x21_Ball, or from BulletBase

untold temple
#

it was a wayward }; causiing the problem

teal crane
#

Hey, I just finished creating a uniform pack but I've run into a problem. When the player takes the uniform off, it shows up as a player model without the head, what I'm trying to achieve is the folded uniform model that vanilla clothing have. How can this be done?

#

I'm assuming it's something in the configs

dim mist
#

@teal crane: It's the model you specify in the CfgWeapons for the uniform. Usually you use something like \A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver

north spear
#

hello, I have a quick question regarding hitpoints in vehicles, maybe you can help me: Im trying to make a "relative bulletproof" MRAP for my milsimgroup, but no success as to yet. while looking at vanilla MRAP configs, I learned that all the MRAPs have class HitPoints without body, engine and fuel, but the class HitPoints: HitPoints have values for body, engine and fuel set. When looking at vanilla APCs configs, body, engine and fuel are listed in both classes. Besides crewvulnerable=0 making the ai not wanting to shoot at people inside the MRAP, are the missing HitPoints intentional as for bulletproofing the MRAPs?

jade brook
#

all vehicles have the same hitpoitns .
class HitPoints: HitPoints
just means that they are inherited from a base class

#

Do you want to make the crew invulnerable or the vehicle itself?

north spear
#

I want to make the MRAP bullet resistant to a certain level

#

I just found it odd that the vanilla MRAPs didnt had body, engine and fuel listed in the baseclass of hitpoints, but lower down in the config, the actual class hitpoints: hitpoints had them listed with set values

#

while all other vanilla vehicles have body, engine and fuel listed in baseclass hitpoints aswell as in class hitpoints: hitpoints

#

I think the problem may be tho, that the vehicle .p3d uses metal_plate_thin instead of armour_plate_XX

jade brook
#

yeah the values are balanced against the materials in the fire geometry

#

still every vehicle has these entries, even if they are just inherited

#

which is what class HitPoints: HitPoints does

strange egret
#

you can't make a vanilla vehicle more bullet resistant. Increasing hitpoints just lets it soak up more damage before exploding. The glass and other parts will still get penetrated exactly the same.

north spear
#

thanks guys, Ill let the MRAP be just mine resistant as it is now, and just use crewvulnerable=0 to keep ai from trying to shoot vehicle occupants

#

Im gonna see if I can get the sourcefiles for the p3d or if the author is willing to change material to amour_plates_xx on the vehicle himself

dusk jungle
#

I'm trying to find difference config-wise between TRG-20 and TRG-21, so far the only difference (apart from texts) seems to be dexterity and inertia values. Am I missing something?

#

And what is inertia CfgWeapons value anyway? Goggling didn't help.

north spear
#

inertia is how hard it is for the player to swing the weapon around, the heavier, or bigger the rifle, the more inertia it has

#

the trg21 should have a longer barrel, therefor abit more weight, better range and accuracy than the trg20

dusk jungle
#

Well apparently they're identical

north spear
#

trg20: dispersion = 0.00116; trg21: dispersion = 0.00087; (trg21 more accurate)

#

trg20 mass 60, trg21 mass70

dusk jungle
#

Yeah I've been looking at older configs

#

Discovered another thing now, TRG-20 is identical to Mk20 (not Mk20C)

#

both have dispersion of 0.00116

north spear
#

possible, they are quite similar in design

dusk jungle
#

same firemodes, same magazines

#

Wasn't Mk20 fire rate higher? Did I miss it in my checks?

north spear
#

technicly it should have little higher firerate and abit higher dispersion than the TAR

#

but maybe in 2030 they toned down the f2000 firerate to prolong barrellife and aid accuracy πŸ˜‰

dusk jungle
#

And turns out I did

#

had a typo and pulled non-existant value

#

It all makes sense now

dusk jungle
#

@north spear Are you sure you didn't mean dexterity instead of inertia?

north spear
#

dexterity should be something more like how fast your stamina depleats while moving with that weapon, afaik, the game doesnt rely on complete loadout weight anymore to determine the stamina

dusk jungle
#

Alright, thanks!

north spear
#

inertia is definatly how fast the player can swing the weapon around and how long it takes for the weapon to settle after moving it

neat owl
#

Hey guys I'm having a wierd problem My custom mags for my weapon come up in the editor but when I add an ammount of them to my inverntory they don't show up, what am i doing wrong ?

dull bolt
#

"NoGlasses" in my unit's identitytypes[] isnt removing the glasses from the character

balmy sable
#

eagledude4: What other things are in your identityTypes[] ?

#

Either one of the other tags in your identityTypes[] happens to match a CfgGlasses entry, or you've got some other mod that has accidentally included NoGlasses in a CfgGlasses entry.

#

(With a non-zero weight)

#

@dull bolt

bold kestrel
#

reposting from #arma3_scripting: not sure if this is the correct chan, can anyone point me in the correct direction for creating a flight model for a helicopter?

neat owl
#

Guys how do I create a bisign key ?

untold temple
#

Use DSCreateKey in Arma 3 Tools\DSSignFile

#

Though I think you do it through the DSUtils UI now

#

there's a "N" button for creating a new private key

#

You enter the name that you want the key to have and where to create it, then tell it to Create Key

#

It'll create two keys - a private one and a public one

#

you distribute the public key (authorityname.bikey) with your addon, and point your binarise program such as Addon Builder to the Private key (authorityname.biprivatekey)

#

It'll then use your private key to sign the addon when you compile the .pbo, if you set it to sign, and the servers will use your public key to check against the addon signatures

neat owl
#

Thank you.

north spear
#

is there any way to ensure addonbuilder binarizes the config file when a p3d is present?

jagged valve
#

Pro tip. Don't use addonbuilder πŸ˜‰

strange egret
#

nah, pro's type the binarized files by hand in notepad

tiny quartz
#

anyone knows whats wrong here? error is "line 22: /CfgWeapons/: 'a' encountered instead of '{', which doesnt help me a lot.
config: http://pastebin.com/AJRjF2xA
goal: make a flashlight attachable to SDAR with jointrails
disclaimer: im a config noob πŸ˜„

sharp stone
#

class class

tiny quartz
#

omfg

#

thanks ^^

high cloak
#

hello guys we are a team with a modeler and a texturer

#

any chances we could bring in a configer

#

to help us finish stuff

#

?

#

there are tanks, guns and other vehicles just sitting here

strange egret
#

what kind of tanks?

jagged valve
#

I'll do configs...100$ /hr

somber fiber
#

-_-

jagged valve
#

Ok ok. Fine. 150$

strange egret
#

disclaimer: the workhour contains 10min coffee break

knotty sage
#

Sending the actual config is part of M1lkm8n's Rush Hour DLC, 100$

jagged valve
#

Haha. Kj is being generous. Im Union. It's 15 minute coffee breaks πŸ˜‚

deep jay
#

so if i was trying to make a reskin for a specific mission, how would i go about doing so? such as changing the AAF uniforms to black with different arm patches? (i know i could mod this, but im curious about going a modless route)

finite loom
#

Need help figuring out how to make a spawn system and some sector control points.

#

Can anyone assist maybe tmw?

austere prism
#

I think this is the wrong chat. Try the mission maker chat. But you could use the respawnmenu system and the modules that bis provided for sectors. Just try the biki.

#

I also have a question. I saw on the Tushino servers that the difficulty settings were changed to only display elite to select from. So four times elite instead of recruit, veteran etc. I was just wondering how to do this. I tried to add displayname = "elite" to the difficulty classes but unfortunately it didn't work. Was the default layout changed by a mod or is it possible to change it in the profile?

hoary umbra
#

Dunno. I am curious myself now. πŸ˜‰

sharp stone
#

It's probably an edit of the Rsc for that scene

#

MultiplayerSetup or whatever

median wedge
#

iirc RscDisplayRemoteMissions

neat owl
#

Hey guys I'm making a red dot sight but I want it to be displayed like a 3d scope I'm not sure if I have to make a p3d for it ?

strange egret
#

? reddot and 3d scope both use 3d model... obviously

neat owl
#

So i'm guessing I don't have to model the optic/sight ?

strange egret
#

if you want to make a 2D scope you dont. If you want it 3d you have to...

#

if you mean just the dot - that's just a texture plane in the model. Look at biki, theres a page about custom optic

neat owl
#

I have a plane and an eye memory point infort of it and when I got ingame it just focuses ona complete differnt point, btw the weapon in cunder the pistol inherited class.

neat owl
#

I ahve gone though so much configs and nothing, can't find anything about my problem keep change the config , and still the same problem. When i right click my camera doesn't go near mt memory point.

#

I triple checked that my memory point is called eye.

#

OMg nvm xD

#

Their was a scope attached to the weapon I forgot to disable attachments xD

#

And I guess you possition the eye point to line up with the scope you you shoot straight ?

austere prism
hoary umbra
#

@austere prism Nice one. Thanks! πŸ˜ƒ

austere prism
#

is works as profileconfig. just tested it. just replace the stringtable stuff. unfortunately in the arma serverbrowser the selected difficulty is still the regular one.

sharp stone
#

Note: theyre about to change how the difficulties work

hoary umbra
neat owl
#

Guys Is it possible to inhertite the pistol class and have the pistol equiped in the launcher slot ?

untold temple
#

No. The slot that a weapon occupies is defined by its Type parameter, and once you assign a weapon to be a launcher Type weapon it behaves like a launcher (i.e. can't be used prone and uses the launcher move set)

neat owl
#

Ah I see thank you.

balmy sable
#

Is the bit that makes that work just this:

class CfgDifficulties
{
default = "Veteran";
defaultNormal = "Veteran";
defaultEasy = "Veteran";
defaultHard = "Veteran";
};

?

karmic ridge
#

Would this be the place to ask about config editing for custom uniforms and the likes?

grand zinc
#

@karmic ridge everything config realted belongs here (well Model configs probably belong to #arma3_model )

karmic ridge
#

Fair enough. Just wanted to ask before I ask any questions.

bold kestrel
#

Anyone got any documents on how to configure helicopter flight models or does arma handle it internally.

strange egret
#

advanced or simple? easiest is to just look into the vanilla pbo's

bold kestrel
#

Either or really.

#

I've looked at rhs but that didn't really shed any light on the subject. Is there any docs on the subject or is it mostly trial and error

dense plume
#

Is RHS helicopters have Advanced Flight Model?

bold kestrel
#

pretty sure they do, but I'm trying to just mess around with the normal flight model, unless that is not configurable...

strange egret
#

just look in the ingame config viewer for the helicopter class

mossy scaffold
#

@bold kestrel Did you not look at the sample helicopter (PO-30 Orca-based) in Arma 3 Samples?

bold kestrel
#

and where would that be?

mossy scaffold
#

Once you get to the install folder for the samples, inside the Addons directory you'll find Test_Heli_01

#

that includes configs, an untextured helicopter model (with proxies for main rotor, tail rotor, and wreck), model config, and a XML file for Advanced Flight Model

bold kestrel
#

Does this come with documentation on how the configs should be set up? Because that's the main bit I can't find.

#

ah it's fully commented, never mind

strange egret
#

does anyone know if and how i can reduce the amount of "zoom out" you get when flying fast with a jet? It zooms out way too far, so that you get fish eye effect and the cockpit dials become unreadable 😦 stationary it's all good

kindred shuttle
#

Anyone have a tutorial on how to add custom voice packs to units? Just like RHS have done with AFRF

hoary umbra
#

@kindred shuttle Not that I am aware off.. But the format is really easy.

young mortar
#

how do I need to name the ui textures for a weapon?

#

especially with bipods in mind

spare night
#

any suggestion on why in my case a FGM148 im adding in for my project wont lock onto targets? already has canlock = 2

knotty sage
#

I don't know anything about it, but maybe memory points ?

hoary umbra
#

Does ArmA support cyrillic characters "GenericNames"?

neat owl
#

Hello everyone o/. having a strange problem never had this issue before when I'm ingame My crosshair of teh hatchet is 90Deg right and the bullet flys in that direction, It is a hatchet I'm working on. here is the code and the memory points are fine konec and usti hlavne I know the names don't matter but here sis my code anyway http://pastebin.com/T0Zw1QUf

knotty sage
#

Maybe property autocenter = 0 ?

neat owl
#

Ok 1 sec let me try

#

you mean in the p3d ?

#

Hmm doesn;t seem to fix It I'm also gettign an error message (No entry 'bin\config.bin/CfgWeapons/MeleeHatchet.bullet1'.)

jade brook
#

Does ArmA support cyrillic characters "GenericNames"?
In config? No. But you can make a stringtable and use any unicode characters from there

#

It used to support German Umlaute Àâü, but that broke in an update long ago.

neat owl
#

I can't seem to figure out why my hatchets crosshair is 90 Deg to the right, everything else works but not the crosshair.

strange egret
#

wrong memory points on gun beg/end

neat owl
neat owl
untold temple
#

It's spelled hlavne not hlanve

#

Assuming you want to keep the default names and not set your own with the muzzleEnd and muzzlePos parameters in the config

neat owl
#

Yeah Gd damn it I'm a stup, Always the typos !!!

#

My hands are like fat spaghetti !

#

Thank you πŸ˜ƒ

neat owl
#

is it possible to spesify a use animation in the config.cpp or do I have to make a sqf ?

proud brook
#

hello, is it possible to make an Objetct (e.g. Shooting Target) constantly visible on Thermanl and NVG View?

neat owl
#

it is possible but I never messed around with that sorry man.

north spear
#

because afaik, the thermal/IR properties are handled within the .p3d

proud brook
#

@north spear thanks for the hint, i just ask the Question in both Channels again. I was thing that it is related to Config, since IR-Lights also done by Configs.

rare silo
#

So, I'm trying to use Vehicle Customization (Vhc) in my offroads retextures and I need it only to disable all default randomization and use the new texture defined in hiddenSelections.

#

It worked semi-well previously with custom script on Init EH, just can't get it to work with Vhc, any ideas?

untold temple
#

@rare silo Is it its own subclass?

#

Having the parameter textureList[] = {"MytextureSourcesClass",1}; in your custom vehicle class should be the way it's done

#

Assuming you added your custom textures in their own class under the Offroad base class' class textureSources section

rare silo
#

Thanks, I kinda figured it out later, though some confirmation is always nice πŸ˜ƒ

rare silo
#

Well, I still messed up something... Now all variants show up black...

summer fulcrum
young mortar
#

how do I config subsonic ammunition?

oblique sky
#

wat

#

I didnt know that was a thing

young mortar
#

i mean like for the asp-1 kir where the snap you here when a bullet passes by is not as loud

#

is it just lowering the bullet velocity or something?

untold temple
#

Yes

#

But BIS' muzzle velocities are handled by the weapon rather than the magazine. So they fire all ammunition types at the same speed

#

if you set initspeed in the weapon to a -ve value, it acts as a multiplier to the magazine's initspeed value

#

but a +ve number will give the weapon a fixed muzzle velocity

#

suppressor attachments can also be used to modify muzzle velocity with a coefficient

jade brook
#

But BIS' muzzle velocities are handled by the weapon rather than the magazine. So they fire all ammunition types at the same speed
This is why you can't have sub sonic ammunition anymore. At least not with weapons you haven't made yourself.
They require a negative initSpeed value

#

No way to tell the ammo that they should always override the weapon.

#

This is what I criticised when they implemented that system, but no one seemed to understand my concern.

steep pawn
#

For a static gun is there any way to disable disassembly? http://pastebin.com/sUaczKSQ thats my config and for AN_SearchLight_Static_Base I have not specified disasembly as an option yet it is still showing in-game?

jade brook
#

Try not inheriting UserActions

#

Do you have a backpack to assemble the thing? e.g.

    class B_Mortar_01_weapon_F: Weapon_Bag_Base {
        class assembleInfo: assembleInfo {
            displayName = "Mk6 Mortar";
            assembleTo = "B_Mortar_01_F";
            base[] = {"B_Mortar_01_support_F","O_Mortar_01_support_F","I_Mortar_01_support_F"};
        };
    };

Because I don't see any option to have only assembly, but not disassembly.

steep pawn
#

THats for the bag, the point is that for my static spotlight I am spawning it as a vehicle and never specified a disasembly so it should not disasemble

jade brook
#

And you never made a bag for it? To what does it disassemble then?

#

Because static weapons will be able to be dissassembled even if they were placed as vehicles

#

if a bag exists from what I understand

steep pawn
#

Thats the point, there is no bag set for it to be assembled from or disassembled into. I want a version of my searchlight that can't do either for map placement.

jade brook
#

And there still is a dissassemble action? What happens when you use it?

steep pawn
#

It makes it into the spotloght back which it should not be doing

jade brook
#

strange. I have no idea

sacred niche
#

I am getting an error from PBOProject that says the following

#

ERROR: \dev\OPFS\data\icon_combatUniform_BlackOps_ca.paa has no cfgPatches classr
The addon name for atches cannot be determined
In File dev\OPFS\config.cpp: Line 39 Rap: rebuild reqaddons failed

sharp stone
#

well you do not have a cfgPatches in there as it tells you

#
class cfgPatches {
    class myAddon {
        ...
    };
};
sacred niche
#

I feel dumb, as this isn'y my first addon...

sacred niche
#

So, now I got the config ingame, and the textures are not showing, do you anything about that?

sharp stone
#

make sure the path is correct

sacred niche
#
18:46:51 In class "nbw_combatUniform_blackOps_rolled" is abstract config class "nbw_baseUnit_rolledSleeve" and can't be used with uniform.```
#

Two errors that pop up, but I have no idea what that means

#

TIL Access = 0 doesn't play nice. Changing it to 1 fixes.

#

Sorry for the questions, but is there a reference for the new eden editor config entries?

#

For example to add a infantry to another sub category rather than "Men"

young mortar
#

how can I make my music placable in zeus?

acoustic crag
#

Hey guys, how does Arma 3 mass work in configs for items? So if I have class ItemInfo { mass = 1; }; Would that be 1kg in game?

grand zinc
#

nope wrong.. its kinda complicated ^^

#
double weight = (round((((double) mass) * 0.1)* (1.0 / 2.2046) * 100.0)) / 100.0;
//thats rounded to 2 digits i think
weight = (mass/10)*(1.0 / 2.2046);
//same without rounding
#

Thats atleast how the ACE Mod does it when showing the weight in the Inventory

jade brook
#

mass = 1
means that it takes up one virtual unit from the containers space (ammo box, backpack, vest, uniform or vehilces inventory)

north spear
#

10mass seem to be 1pound, or roughly 0.5kg

#

anyways, anybody know how to use different textures if the item in question doesnt have hiddenSelection and hiddenSelctionTextures defined anywhere in its config?

#

the vanilla vector .45 (smg_01) does have texture files, but they arent specified/applied in any of its configs... when I create a new sub smg_01 and use the hiddenselection and hiddenselectiontextures, the modified vector ingame still has the original texture :/

untold temple
#

The model isn't set up for hiddenselections. You'd have to ask Locklear from BIS about adding them in a future patch

#

The only other way to retexture it involves hex-editing the .p3d, which is a bit dodgy

north spear
#

yea, I dont want to mess with the p3d

#

thanks for advise πŸ˜ƒ

#

you happen to know a good way how to contact locklear?

untold temple
#

No idea, I've just seen a few occasions on threads in the "ARMA 3 - ADDONS - CONFIGS & SCRIPTING" section of the forums where he's picked up on community requests to make certain items retexture-able via hiddenselections

north spear
#

thanks alot, will try my luck there

acoustic crag
#

Thank you for the info πŸ˜ƒ

north spear
#

@untold temple thanks again for the info, the vector will be retextureable with the next devbuild, just got word from Locklear πŸ˜ƒ

untold temple
#

Really? That was quick

#

Awesome

trail wraith
#

I'm having a problem with a useraction for a door. I want to be able to open the door if it is closed and playerside = blufor or if the door is closed and it has a hacked variable attached to it. when I include the "or" statement, it only works if the hacked variable is present. Never when only playerside is blufor. So to make clear, #1 works, #2 & #3 work only if "hacked" is true. #2 & #3 do not work when hacked is false and I'm blufor: ``` 1. condition = "this animationPhase ""Vault_Door""<0.5 && str(side player) == 'WEST'";

  1. condition = "this animationPhase ""Vault_Door""<0.5 && (str(side player) == 'WEST' || this getVariable 'hacked')";

  2. condition = "this animationPhase ""Vault_Door""<0.5 && ((str(side player) == 'WEST') || (this getVariable 'hacked'))"; ```

trail wraith
#

I'm getting the feeling it doesn't like "or" statements, because this doesn't work either: condition = "str(side player) == 'WEST' || this getVariable 'hacked'";

grand zinc
#

id say "Expected bool got Nothing" .. Because getVariable just returns Nothing when variable is Nil

condition = "(str(side player) == 'WEST') || (this getVariable ['hacked',false])";
trail wraith
#

@grand zinc thanks for the response. I'm going to try that now. So, this should work then right? condition = "(str(side player) == 'WEST') || (this getVariable ['hacked',false]) && this animationPhase ""Vault_Door""<0.5 ";

grand zinc
#
condition = "((str(side player) == 'WEST') || (this getVariable ['hacked',false])) && this animationPhase 'Vault_Door'<0.5 ";

Id even go this far just to make sure

trail wraith
#

ok, will try that and posr results.

#

@grand zinc That worked. Thank you very much.

young mortar
#

I wrote a config for a flashlight attachment with a red light...how do I enable it for every weapon that supports the vanilla flashlight using asdg jr?

grand zinc
#
class asdg_SlotInfo;
class asdg_FrontSideRail: asdg_SlotInfo
{
    class compatibleItems
    {
        yourClassname = 1;
    };
};```
young mortar
#

will this then add yourClassname to the compatibleItems or will it overwrite all other cmpatibleItems?

grand zinc
#

add it

untold temple
#

class compatibleitems in Joint Rails is different to the older compatibleitems[]= array that BIS use. The array method is the one that's possible to overwrite really easily in child classes. The class system is much, much more flexible

grand zinc
#

in i think 1.52 or 1.50 a ```
compatibleItems[] += ["1","2"];

was added that could also be used.. but is not as easy as the class system
untold temple
#

Yeah, I've used that for adding a custome optic attachment to the 4Five pistol in the game, since that's not JR-compatible.

#

IIRC there are some limitations with the += argument, but I can't remember exactly what it was

#

I think it was something like if you have a += modifier in a class, then another one in a child of that class, the child will not add the additions to the array cumulatively

#

it'll only use the last += and whatever was in the original array

hollow turret
#

it only travels one class down

#

its really shit

balmy sable
#

+= doesn't travel at all unless they've changed it recently.

#

When merging your config.bin into the A3 master config.bin a += will only work if the exact class you put it in already exists in the master config.bin.

#

And it has to exist in the class; it can't be an inherited antry.

#

class A { a = [1, 2, 3]; }
class B : A { };

// Your config.bin:

class B : A { a += [1]; }

#

That won't work because "a" isn't defined in "B".

#

It also won't work if "B" didn't exist in the master config.bin.

#

And it's unlikely to change because it would either require traversing the entire inheritance hierarchy to resolve an array (at run time) or some other even less palatable options.

sullen fulcrum
#

not sure if this would be the right place to put this. HCPookie's Camo Nets don't show up in the Virtual Arsenal, and I'd like to add a CFGPatches or whatever to get them to show up. Anyone know how to do that?

#

heck, I'd be fine just being able to place down the box in Zeus

outer hazel
#

has any of you wizards been able to unlock the mystery behind the amphib tracked vehicles yet? tried different combinations of config values but nothing seems to do the trick

proud brook
#

What i need to change, to edit the "VehicleClass" for the 3den Editor? So that the Vehicle should be displayed in my personal createt vehicleClass instead of Cars?

north spear
#

I believe your need to create a new editorSubcategory and then having editorSubcategory = "YourEdSubCatName"; in your vehicle config

#

not so sure tho, just looking at vanilla cfg`s

proud brook
#

thanks

trail wraith
#

Is there a setting in configs to remove the shadow a vest might show?

north spear
#

not in the configs, no. I would assume shadow behavior would be in the model, the p3d file if anywhere

trail wraith
#

Thanks for your response. I figured I would ask because I've seen it in the vehicle confige where you can hide the shadows of the driver and cargo.

young mortar
#

any idea how I can change the overheat speed for a weapon with ace?

wild pasture
young mortar
#

is there any documentation about CfgClasses available?

verbal quiver
#

Does anybody have any idea why my object wouldn't be showing in arsenal? It is fully functional in game and I can create it with createVehicle as well as place it in the eden editor.

wild pasture
#

Do you have a config value for scopeArsenal?

verbal quiver
#

@wild pasture no I do not, it's my first time making an object and I didn't see that in the samples

#

That would probably explain it

#

I'm guessing it would be placed in the cfgVehicles part of the config(the object itself is a small explosive)

#

or would it be cfgMagazines for that?

wild pasture
#

Well it doesn't matter if it's right next to scope and scopeCurator, they are usually just grouped together

verbal quiver
#

Gotcha, that's what I figured. I just got home so I can set it up now. Thanks for the help, I've been getting quite annoyed with it.

verbal quiver
#

By the way is there anyway to reload these configs without restarting the game?

#

Hmm, still not coming up in arsenal. Getting very frustrating. The object itself is basically the DemoCharge_F that's already in game and inherits everything from that with just new class names, descriptions, hit range, and damage. Is there possibly something it's inheriting that's keeping it from appearing in there?

strange egret
#

arma3diag.exe is your solution

verbal quiver
#

Well that's awesome @strange egret. That helps take a lot of the frustration out of this.

strange egret
#

yep, its a blessing - you may have to respawn items to have the changes take effect however.

verbal quiver
#

Yea I gotcha, I'm messing around with it a bit now.

#

I still can't figure out why my object isn't appearing in arsenal however, I can place it in the editor and via script it just won't appear in arsenal.

#

I added scopeArsenal = 2; to the CfgVehicles entry for it and still nothing. It's very frustrating.

strange egret
#

cfgpatches?

verbal quiver
#

what about cfgPatches? (This is the first object I've tried to add and really my first time messing with the configs in depth)

strange egret
#

you need to put the weapon/items in the cfgpatches class (sample should have an example for you)

verbal quiver
#

I have the class I made in cfgVehicles in the units[] = array (the object is an explosive and the explosives config from the base game had them listed there.

#

Still nothing however.

strange egret
#

hm ok... not entirely sure how explosives work. Never did one myself

verbal quiver
#

It's frustrating because it's placeable via editor, can even pick it up, or place it via script, it just won't appear in the damn arsenal.

#

Nevermind, I finally got it! I had messed up the muzzle part of the config under cfgWeapons

#

Thanks for the info though guys, especially the arma3diag.exe. Man that is a ridiculous time saver.

young mortar
#

damn, I still have no idea how to change the overheat time for my weapons with ACE

north spear
#

I think current version of ACE3 may be abit overexited in that regard

#

ACE_Overheating_allowSwapBarrel = 1;
ACE_Overheating_Dispersion[] = {};
ACE_Overheating_SlowdownFactor[] = {};
ACE_Overheating_JamChance[] = {};

hollow turret
#

It depednds on the mass of the gun

#

i heard

young mortar
#

yes I asked some devs and it depends on the gun mass

real thorn
#

Is any CBA vet or expert in Extended Eventhandlers here?

dim mist
#

@real thorn Probably best to just ask your question, I'm sure there are.

real thorn
#

so Im getting a lot of errors with 'My_class_name does not support Extended Eventhandlers!'and here comes my config http://pastebin.com/Q5mpT66L

thorn leaf
#

NARFLEgarg

#

why does it not take my optic reconfigs?

#

anyone know wut I do wrong?

untold temple
#

no cfgpatches?

sullen fulcrum
#

Anyone know if you can set/disable units moving slowly when damaged ?
Is it hardcoded in engine or in cfgvehicles / cfgmoves somewhere ? thx

thorn leaf
#

running cfgpatches in config.cpp with an #include "CfgWeapons.hpp"

untold temple
#

Yes, but did you fill out the requiredaddons[] array to include the addon that contains the optics you're trying to overwrite/replace parameters for?

thorn leaf
#

how can I confirm the addons that I am trying to replace?

#

requiredAddons[] = {"CUP_Weapons_WeaponsCore","asdg_jointrails"};

#

Thats what I found in the cup attachment pbo

#

& am using those two as required addons for my reconfig

steep pawn
#

Depends, are you deleting the other PBO/addon or is it still in the mid folder? @thorn leaf

thorn leaf
#

It is still in the mod folder

#

it is still in the Cup folder

steep pawn
#

So you are replacing the config in the PBO or what? @thorn leaf

thorn leaf
#

I am using a separate mod with a cfgpatches

#

And I am trying to replace the config that is in the cup pbo yea

steep pawn
#

Then you can't directly replace something from the other PBO, it would have a different class name and would just duplicate

untold temple
#

Yes you can replace config values in existing classes from another addon

#

@thorn leaf possibly you will need to rewrite the whole class OpticsModes though. I'm looking at the ACE config addon for one of my scopes (replaces the modeloptics and the magnification values) and it seems like I've included the whole optics mode class - probably through necessity

thorn leaf
#

Hmm

#

Okay thats probably a better solution anyways

#

Thanks

young mortar
#

how easy is it to make a motorcycle?

viral rapids
#

About 3 to 4.

rocky granite
#

might wanna look at the ArmA 2 bicycles, should act as a good orientation

vital torrent
#

I'm trying to config a custom cartridge, but i want to spawn it via script, is there any config entry for the "direction" and the "speed"? I've read it somewhere once, can't find the topic anymore

young mortar
#

what actually influences the accuracy and impact values of a weapon shown in the virtual arsenal?

untold temple
#

The dispersion parameter probably

young mortar
#

@untold temple dispersion parameter is the same for both weapons :/ the problem is that my custom m14 has different values (at least seemingly) than the dlc m14

worn eagle
#

any1 have a clue why my weapon doesn't show up in arsenal, alltough I have "scope = 2;" in configs?

grand zinc
#

have an entry for it in cfgPatches ?

worn eagle
#

nope

#

what should i add to that?

sharp stone
#

weapons[] = {"myClassName"};

worn eagle
#

okey

#

another newbie question: any clue why my UI pics won't show up in game although i have resolution, paths and picture ="my\mods\weapon\data\UI\mag_picture.paa"; line in cfgMagazine added?`

#

and thank you @sharp stone !

sharp stone
#

check if the path to your .paa is correct

worn eagle
#

it is

#

hmmm.. still doesn't show up on VA...

rocky granite
#

has anybody configed an (AT) launcher to use a bipod?

verbal quiver
#

Can anyone tell me the config option that dictates the sound an explosion makes when it goes off

#

I've tried messing around with soundHit[] but didn't have any luck

teal crane
#

Can anyone help point me in the right direction on how to add PhysX properties to custom in-game objects?

steep pawn
#

@teal crane depends on the object, check the sample files to see if a similar object is in there with physx

mossy beacon
#

Has anyone been at all able to figure out what is responsible for jerking and bungeeing of tracked vehicles that need to turn in place?? We cant get rid of this problem no matter what 😦 and for some reason only on some vehicles. Supect are the gearbox and the frictiongraph but what is the absolutely correct way to set it up? I hope maybe some @BIMINIONS know??

viral rapids
#

PhysX

young mortar
#

what do I need to change in the model.cfg to make an animation take more time?

viral rapids
#

config.cpp

young mortar
#

I'm not aware of any config.cpp entry that changes the speed of a weapon animation

untold temple
#

which animationsource?

#

the time the reload source takes is dependant on the weapon's rate of fire, which is defined with the reloadtime parameter in cfgweapons

#

the time for the reloadMagazine source is dependant on the magazineReloadTime parameter

#

almost all other sources that work on weapons put out discrete values, so have no time and the animation switches phase instantly

strange egret
mossy beacon
#

@strange egret ok that makes sense although i suspect something in the gearbox as well as behavior is different when 1 gear and reverse gear are engaged. In anyhoe, lets suppose that this is indeed the problem. How do we remedy this?

viral rapids
#

You don't :/

strange egret
#

by begging BI to do something about it... i would gladly help them on the theoretical part (<- freshly graduated mech. engineer)

#

I don't know how exactly they implemented it, but from the looks of it they used the default n-wheeled vehicle framework with all the shebang that comes with it (gearbox, engine and clutch, rubber tire model). It's convenient. Neutral turning seems to have been scripted to it.

PhysX also allows to create totally custom drive models as well. That is what Unity actually uses. It takes work to create a good drive model though

#

reverse gear - yes, it seems to ignore analog controll for reverse. It's either 100% reverse power or nothing.

viral rapids
#

Congratulations @strange egret

strange egret
#

thx

verbal quiver
#

Would SoundHit[] be the entry I would change to change the explosion sound for my custom explosive?

steep pawn
#

@verbal quiver look in the game files for a grenade config, it will have everything you could ever need for it.

young mortar
#

what may be a reason for a helicopter with a custom advanced flightmodel not having an advanced flightmodel?

#

like it only has standard flightmodel

#

no errors in .rpt

#

nevermind fixed

#

a \ too much

young mortar
#

but I have another question: Is it possible to change the position of a passenger of a vehicle when he turns out? so if I have a hatch at the roof and want a guy to FFV when turned out and seated on a seat will I be able to move him to the fitting position?

strange egret
#

@young mortar place the proxy based on the FFV's animation position. Then with this position in mind create a fitting seated non-FFV animation. Easier that way

young mortar
#

ok, will try that thanks πŸ˜ƒ

sullen fulcrum
#

Where should you put mod.cpp so that Arma can show details about the mod. I tried putting it inside the mod and the addon folder but ArmA 3 is not reading it

verbal quiver
#

@steep pawn I did already for the c4 charge itself and it seemed as if SoundHit[] was the one but changing to a custom sound I made there or just lowering the volume of the effect didn't seem to change the sound in game. It was very frustrating.

sullen fulcrum
#

Are there any Notepad++ addons that allow you to type filepaths and it will auto suggest the files for you, rather than doing it all manually?

cold moat
#

Anyone have any idea of the function/script to call the spectator camera. The only thing I've been able to find is the camera (bis_fnc_camera). My reason for this is I want to create a spectator camera at a certain point on an aircraft and then pan around and zoom to create some chase cam type footage.

summer fulcrum
#

I tried putting class DefaultClutter; inside class clutter but even then the clutter doesn't show up.

cold moat
#

@hazy raven Thanks, already found this. I'm looking more for the actul function used to call for the spectator camera.

hazy raven
cold moat
#

So what I'm trying to do is use the current spectator camera (ESC -> Spectator) because it has much smoother operation. I know about the camera from the same spot but it is way more clunky and harder to use IMO. I know how to call that camera for a script using the camCreate command however when I do that it seems to loose all movement functionality and is fixed in place. I am trying to either use that camera or the spectator camera and have motion control of the camera while having it fixed to an aircraft.

#

I don't want to use the EG Spectator cam becuase it's shit compared to the current one for filming stuff using smooth motions and slow-mo.

hybrid zephyr
#

anyone here know if you can have an addon make arma load a specific map on startup? trying to make a custom main menu but dont want to have people add it to there startup params.

young mortar
#

is there a vehicle modding tutorial around somewhere?

young mortar
#

thanks πŸ˜ƒ

hoary umbra
#

I am running into an issue modding EDEN. Is it possible to mod EDEN and create pbo's with the line #include "\a3\3DEN\UI\macros.inc" when using mikeros tools?