#arma3_config
1 messages Β· Page 59 of 1
use XtdGear
where do i find that
mhmm if u want i can send u a example config.cpp so u can study it its pretty hard (u need also selections in the model like
_belt
_vest
i send it over dm
any idea what bla\bla\model.cfg cannot have externs means when packing pbo with pboproject?
@knotty sage seems so unfortunately π¦
This happens when you put something like class Rifle {}; and I don't know why
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...
So the DayZ Headtorch is basically a script ?
i have nothing like that in my model.cfg
Do you have any idea if we can edit handAnim for Binoculars ?
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
Different engine, so nothing I say applies to it.
are there any way to create new generic names for the ai?
Yes, they're contained in lists in CfgWorlds >> GenericNames and you can add or modify them
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
Nevermind, I was thinking it was 0-360 so my values were incorrect, -90 -> 90 works as I wanted
I thought it was the maxElev / maxTurn etc in the turret class π€
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
I believe some of them are related to head positioning. Not sure about the rest.
Probably ViewOptics for that, I tweaked that for a unit to limit their head rotations a bit ago
Possibly some are "present by default" but not actually used for all kinds of turrets
how can i add newer ones there?
im not too sure
Please, how does a vehicle's inventory interaction point get defined?
Is there some config entry for this?
Cheers!
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
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.
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.
I was told when you press T while in the scope it auto zeroes. Or is it just a range finder?
That seems like something you could test fairly easily
It's just a regular rangefinder, same as any other optic that has an integral LRF.
T only lases the target's distance but won't change your zeroing.
See below; lased distance is 39 metres but the MXAR's zeroing remains unchanged at the default of 200 metres.
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.
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.
Nobody knows?
are you sure field manual entries can be added via description ext?
I'm adding them via mod's config.cpp: https://github.com/vits89/SCH_magazinesReloading/blob/dev/config.cpp
I found a vid i downloaded his template and just copy his way but just adding my stuff in it those this look good?
- It's
config.cppnotConfig.TXT. - You should use
A3_Data_F_Decade_Loadorderinstead ofA3_Characters_Fand also put the mod you're changing'sCfgPatchesaddon name. - You might need to inherit
HitpointsProtectionInfothough I don't know.
ok. For 1 ya i can change that. But what is A3_Data_F_Decade_Loadorder? and the HitpointsProtectioninfo?
ive read threw some of this it doesnt stick
But it answers your first question.
Dont i just rename it?
or is their more to it?
It tells your mod to load after all of the base-game stuff.
I hope you know what HitpointsProtectioninfo is because I copied it from your file.
I copied this config from a youtuber link, then i edited what i thought i need to but for my mod. the hitprotection is new to me but im asuming its got to do with the character getting shot in the head?
watching the vid now the guy said you dont need it and can be deleted so id prob do that
Don't put stuff that you don't know that it is.
I don't really know about item stuff, but I think that your previous config was closer to what you what.
right, shit ok. that hitpoint was in the template so it was their when i opened it
I need to repeat the process in CFGvehicles aswell ya?
No, that's for a totally different thing that's not what you're doing.
ok
how do i change Config.TXT to ccp?
Rename it to config.cpp. Windows might not let you by default.
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?
Yeah, you can test.
You need one more closing }; on line 33
This red one is telling you its missing a closing brace
perfect cheers
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...
ah ok it didnt work so thanks for that ill use that path
Ok but you have to like, actually have that setup and all your data there.
i think i understand? im telling the game to read from my drive not the files?
Ill make sure the path matches the file path
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
does it work like addon builder?
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
ok cool thanks
didnt workπ©
read the output console from pboproject
this addon builder wont work
More info
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?
No. PboProject, not workspace manager.
ah got it thanks
this came up i dont really know what im looking for tbh
the path looks right?
show me what you put in this box
C:\Users\Admin\Desktop\RAE2Aux
Still not using the P drive π’
You cant pack from there
Open up Mikero's Toolbox and run Arma3p
I cant help you past this point, you need some foundational modding things setup before you can try to pack this helmet mod or whatever: https://community.bistudio.com/wiki/Work_Drive
OK thanks
trying to set up my first dedicated server with mods
and this shows up when trying to load in
what have i done wrong/please can i get some help
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
thank you π«‘
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
Not sure if it counts for everything but for the SDV it was also.
waterResistanceCoef = 0.01;
Represents the resistance of the hull. The higher the value the higher the resistance. This affects acceleration and maximum speed.
Source: https://community.bistudio.com/wiki/Arma_3:_Ships_Config_Guidelines
Thanks, didn't realize there was a ship specific config page too, I'd just been looking at the normal CfgVehicles one
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!
Here's some reading about making a mod :) https://community.bistudio.com/wiki/Arma_3:_Creating_an_Addon
https://community.bistudio.com/wiki/CfgPatches
https://community.bistudio.com/wiki/Class_Inheritance
cool beans! thanks man!
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.
Bullet damage is mostly hit in CfgAmmo. Fire rate is more complex and derives from various values in fire mode subclasses of CfgWeapons classes.
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
I would strongly recommend changing something very simple first (hit value is a good one) and then get it working.
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
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.
Coolio, thanks man, but I'm gonna continue this tomorrow, thanks a lot though!
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).
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
Correct, it's pointing to a class in CfgVehicles, there's a bunch already in vanilla
So you can change it to Supply40 to double it, for example
awesome, thanks!
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.
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?
the missile like has long steering time
steering time? is that thrustTime?
Sam_: Ask in #arma3_animation, there was a discussion of handAnim's in there recently with a BI Sim guy.
What property causes that behavior?
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.
There probably is no "no nvg/thermal" mode to set it to.
So no
It's not quite intended use π
Bugger... was hoping to make my brim-mount workable π
Do you happen to know how/where the vision modes themselves are defined?
I know with an NV asset that there's a line "visionMode[] = {"Normal","NVG"};", and if I can figure out what/where/how those values are defined... I might be able to define a new mode and use that.
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
Ive used this formatting before I thought, what do I need to add to close it correctly?
OH I forgot to fuckin uh
Brackets after eventhandlers
This is what i get for coding on no sleep
Thank you
It should be
class EventHandlers {}; right?
No. You clearly forgot a }; to close the class
Class cfg vehicles?
afro class
Does the }; on line 129 not close that?
Lmao youre fine im just not sure why the vehicle class is coming back undefined
Even though its defined with the same syntax/spelling
But anyways the error suggests you broke a bracket
Hm weird
It says MSF_SPLA_BTR60PB is recognized out of CfgVehicles it seems, but not sure which is the missing bracket
Me either because my syntax seems good to me?
Ill run through it after some sleep
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
Positive, I repacked it 3 times
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?
pboManager? That explains it
You don't don't don't don't ever pack it with PBOManager
Yse the addon builder i guess, lessons learned. It worked fine before but its whatever lol
Im gonna sleep amd retry tomorrow
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
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?
You'd just do it once
class CfgCommands {
allowedHTMLLoadURIs[] += {
"*arma3.com",
"someOtherWebsite.com"
};
};
Forgot to reply
ok thx
need them, in two places but its ok im now defining one class in mission and rest in mod , seems to work
I hunted through the file and legitimately CANNOT find the missing bracket, the arma 3 addon packer expresses the same error of the undefined base class despite it being defined
I'm starting from scratch hopefully this will help
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
textureList = {}; should be textureList[] = {}; (array syntax in config)
Yuuup I just looked and I believe that's what's causing the issue. let me double check
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
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
I document my process as I'm running through so that other people who are experiencing the issue can see what the steps are if they have a similar issue. Right now I'm running through the code to make sure I didn't miss anything so I don't waste your time looking through a massive chunk of code for me just forgetting a bracket somewhere (which I suspect I have)
I scrubbed through and I just missed a bracket on one of the textureLists
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
How is ai made to shoot the static object? They normally don't shoot at those?
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.
zamerny point could be the thing yeah
yeah was talking about a static turret on a tripod
Ah I see okay thanks, will give that a try
Took a look and seems all the mem points are in the correct pos/ high enough to not have low obstacles interfere
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
Nevermind it indeed was isCopilot
^ adding an "eye" mem point to the static despite it having a scope worked
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" };
};
};
};
};
};
};
check original config for what pylon classes it has
configfile >> "CfgVehicles" >> "CUP_MH60L_Dap_4x_Dynamic_Base" >> "Components" >> "TransportPylonsComponent" >> "pylons" >> "pylons1"
same root with pylons 2-4
however the other pylons has ["pylons1"] as parent class, while pylons1 has non
keep the same inheritance for them
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?
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
it propably still eats ressources, it's just not visible
It does. But there is no other way
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.
since its a vehicle it does not have any pilot related damage in the vanilla damage system
you can make scripted hitpoints that do actually also damage the pilot, but that wont affect the flight
This is what I want. Add the OP skeleton to model.cfg, define damage class? How do I tie it to the active player?
thatas not how it works
π
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
I can make all systems fail for a head injury, a tail rotor for knees, etc. it is an arcade mod so that should suffice. Just don't want invincible balls for heads!
that you can do yes
Thanks for the fountain of knowledge. I need to practice and refine, but you helped me get all texture layers working in game π»
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.
if its a helicopter youll need to look at the helicopter sample for reference
I built this using that example. I used the same setup as that model. It seems the newly added points do nothing.
also main rotor has simulated dimensions set in the config that revolves around a set memorypoint for collision
That explains the main rotor, I had to keep it very small or it harmed players too easily. Why is the tail rotor also doing this?
I will tackle this later, sure I can experiment with the config and model and get something going.
What determines the editor's default Assets tree open position?
Like right hand editor window?
configFile >> "Display3DEN" >> "Controls" >> "PanelRight" >> "Controls" >> "PanelRightCreate" >> "Controls" >> "Create" >> "Controls" >> "CreateObject<SIDE>" >> "defaultItem"
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[] = {}; }; }; }; }; }; }; }; }; };
pasted and merged live flawlessly
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.
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?
guess it's time to attach a fake backpack π«
which wont work because the vehicle interior is drawn over everything outside the vehicle π
Jokes on you ill make the backpack a unit and make it a passenger on a seat mempoint placed in the eame exact spot 
...and this is why we have to test every new vehicle that we allow in Antistasi :P
I mean you could just double up the seats, create an invisible unit and just give them the backpack
That's a tiny bit more reasonable lol
ye but that unit's backpack would also disappear if he's in the seat; and if he isnt then its the same issue john mentioned
Right duh lol
hacky but would work π€£
Forwarding here as it's both a texture and a config issue i'm having. any ideas welcome
Add:
textureList[] = {};
class TextureSources {};
That disables the texture randomization
Didn't even think about the fact that that vehicle has random textures π
Thanks man π

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.
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: [βMEI_AFGβ]) 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
better question @tired spire is ... why the hek you use CBA just for PostInit EHs?!
Honestly, X39, don't start. Just help him or don't.
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
@tight willow class CfgFunctions {...}something everybody can google in 2 seconds
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.
Just throwing a question: Does anyone has a link or a tool to create custom recoils config ?
@knotty sage: Not aware of any tool. https://community.bistudio.com/wiki/cfgRecoils
@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
can you suppress the "Member already defined" message?
why would you? that breaks things and you need to fix it
well I guess fixing it will make it go away
so do that
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?
other cfgCommands?
yes if i have those coming from two sources
well mission file has its own whitelist and i want to add more whitelisted urls from include file.
ok guess i didnt understand what the += does
the include list would have to be in the parameter
it works when you make a separate config
not when you try to inject things into one config
class CfgCommands
{
allowedHTMLLoadURIs[]=
{
"http://oldman-online.bistudio.com/rules.html*"
#include goes here
};
};
ic
+- is for if you have 2 mods
config 1 has stuff[] = array
and config 2 adds to stuff[] += array
yea makes sense
i wish mod CfgCommands wouldnt get overwritten by mission CfgCommands (description.ext) but it seems to do that
I think the mission has to import it and inherit from it to keep the config ones
maybe the Devs can make it so that all allowedHTMLLoadURIs places would be read and used
what you try to do with the include is completely wrong way to use classes
simple as that
you can try using += in the mission file
but you cant have class cfgCommands twice
that much is know now ,thx for the help π
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
Yeah I'd like that. Currently the way the 3 methods work is messy.
Mods could whitelist something they need, and a mission could completely break it
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
My mod is trying to update the config in a very simple way
https://github.com/thevestarr/bettir-nvg/blob/main/Addons/BettIR_NVG/CfgWeapons.hpp
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?
2.22 ? π
You can see in config.cpp that I've got the basegame weapons and apex weapons as dependencies
class NVGoggles;
class NVGoggles: NVGoggles {
BettIR_isCompatible = 1;
BettIR_offset[] = {BETTIR_DEFAULT_NVG_OFFSET_DUAL};
};
seems to have fixed it
interesting that it broke in the first place and only for some people
was I writing configs all wrong all these years?
this is correct, assuming nvgoggles inherits directly from binoculars. When you modify an existing item, you have to mention its inheritance, otherwise the game thinks you're trying to change its inheritance (to none).
I've never seen this done and it doesn't seem like a good idea
the only thing that helped though ;_;
Doesn't nvgoggles inherit from binocular, not binoculars?
this can not work
ah good point
Possibly they [the people it didn't break for] have some other mod loaded that's loaded after yours, also touches NVGs, and reinstates the correct inheritance
The problem is, there was no other mod
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
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?
they are not added to model.cfg
Where would I add additional entry points? Just adding more direction vertices in the memory did nothing. I am open to any solution that works and is stable.
if I recall right you add both entry and direction pairs
they share same selection name that connects to the config
That makes sense. Thanks for the quick reply, I will try that in a bit.
I am going to add some firing passengers. Is this done with isFFV and cargo proxies?
they are cargoTurrets which is a variation of turret class
they can be set up to use cargo or gunner or commander proxy
depends what you define in config
Great thanks. Saw that part in the Samples config, sure I can work backwards in that case.
you can also check how the turret classes are written in the vanilla vehicles.
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?
If Helicopter has Turrets, you need to inherit it in Helicopter_Base_F.
Thanks, fixed that part. This is what I have now. I was working from one of the samples configs but it is broken by default.
Where does the zoomed in image go? IIRC, you can just send the file.
It is a pretty short one.
Where's the issue?
Won't pack, the inheritence is bad around line 360. Can't figure it out. Inheriting correctly is a weak spot for me.
It doesn't look like SeldomHover_Dart has CargoTurret, which SeldomHover_Dart_1_1 is inheriting.
There are four vehicles in this one, but only the Dart gets turrets. Do I add a class or another array?
SeldomHover_Dart inherits Turrets and maybe CargoTurret from Helicopter_Base_H, right?
I think you could have:
class SeldomHover_Dart: Helicopter_Base_H
{
class Turrets: Turrets
{
class CargoTurret;
};
...
};
And keep everything else the same.
SeldomHover_Dart_1_1 has class CargoTurret: CargoTurret, but I don't think you specified a CargoTurret for SeldomHover_Dart.
I think it is an issue with formatting. All of the vehicles and that Turrets entry are on the same line. Do I tuck that in the parent vehicle, or the unit one?
What do you mean on the same line and with your question?
I think you just need to replace line 287 with the first 6 lines of the stuff in the box of #arma3_config message.
I already tried that, now saying missing inheritance class at 375.
It turns out that I misread the entire file.
Take a look at this (Turrets inside CfgVehicles, not a specific vehicle):
Getting closer! Used Mikero to pack and no errors. Loaded to the editor, and when I placed the Dart, I got this error, and found a long list with things similar to the photo in the rpt.
Send the new config I guess.
Are those missing things in sounds.hpp?
I don't believe they are. Am I missing a lot of classes to null?
I guess send sounds.hpp. It's #include "rtd.hpp" #include "sounds.hpp" is in a bunch of places and I don't know how stuff like that works.
Hi I need help with a patch change in the vest how can I know what is the hidden selection name
if it has hiddenselection then you would find it defined in its config
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?
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?
Sorry, my bad, I meant maxRange = 40000.
The real question is why do you think it is ever limited, not the nitpick
I dont know, thats why Im asking
The other properties related to groundNoise and velocity filters use values like 1e+10 and -1.
Are you saying you did actually tested it with that certain number and it seems to be no worky after that?
Yes
Im kinda a noob at this, ive been reading the wiki and doing tests, but of course I might be missing some things
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;
};
There nothing in the hidden selection
Detection range is not absolute, it's also affected by the target's stealth/RCS value. If you're trying to pick up a very stealthy target then you will need to be closer than maximum range.
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.
The anim I am using is a default arma cargo one: passenger_flat_1
If anyone wants to give me a second set of eyes, here is my messy config. My turrets guess work begins at 324.
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
I will double check my model now.
My proxies are on all resolution and the two geo layers.
Is this an issue:
memoryPointGunner = "pos_cargo_1";
memoryPointGunnerDir = "pos_cargo_1_dir";
gunnerNode = "pos_cargo_1";
Gunner node is the pelvis?
what is gunnerNode??
I have no clue, I don't use AI, I have been scouring awful forums and the depths of reddit, haha.
I removed it.
no idea where you have picked that up
It has been a blur, speed reading testing, repeat.
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
AH , because I am making a cargo one?
I have it, thanks for the reminder, I forget it is the bible of A3 lol.
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
I have cargo for the proxies. Should it be "Cargo" instead of "cargo," or do I want Gunner because of the inheritance?
make them gunner
keep it simple
dont deviate from the defaults on things like this
I want stable and correct, so I will use the above, for sure.
you may deviate on things only if you understand why and what you do
Not need to learn to build my own feature so far. Thanks for all of the above. It is clear what the issues were now.
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?
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.
Send the file. It's hard to tell what this stuff is.
Thanks for taking a look. I finally got to the point where the player can fire, just looks invisible from inside and out. I have broken it, and the player can't fire, only to fix it again, all with different attempts. This has to be the problem.
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.
What happens if you delete line 297 class CargoTurret;?
Just tried that, no effect, now it is crashing, but I changed a couple other things. Still working on it.
Have you tried only doing that change and testing?
Yes, I usually test one thing at a time.
I think I said the wrong line number. I think I meant 325, under SeldomHover_Dart. Where did you delete yours?
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
I reverted to an earlier one that allowed the player to enter the custom seat and shoot. It has to be a model issue. Thanks for the effort π»
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...
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;
};
};
};
};
And for reference, this is what it looks like ingame vs the vehicle im referencing for the config and setup
https://gyazo.com/1bb1d5f4fd86e6fdeb24d838276ed98c
Feel like im doing it right but its only displaying the rvmat rather than the camera
So obviously im not doing it right haha
Looks like this
and where are "pip*_pos"/"pip1_dir" mempoints?
Theres also https://community.bistudio.com/wiki/Turret_Config_Reference#canHideGunner_=_true which may do something similar
your video looks like it renders the floor, and reacts to vehicle body movement
Shown in the 2nd and third screenshots of the message you replied to
ah, now i see it
pip1_pos and pip1_dir are on the other side but same setup
can you test with some other generic rvmat then?
also check if your UV looks similar to this, i suppose #arma3_config message
section defined in model.cfg?
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 
So it was obviously changing the texture from the r2t - I'll go sit in the corner for a while
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
if its model/texture crosshair then adjustment in the model
if its config based crosshair, then in config
Thanks for the clarification
with static crosshair making it adaptive is not really possible
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
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
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.
Fair point you are correct on that
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
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.
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
yes you can set different memorypoints per optic
camPos = "gunnerview";
camDir = "gunnerview_dir";
unfortunately I dont think optics are well documented
does that live within viewoptics? for example?
No
opticsIn
https://community.bistudio.com/wiki/Arma_3:_Vehicle_Loadouts only example I can find on the wiki
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
Any idea which vehicle Nikko was referencing in GM?
vanilla tanks do it too
WIll give it a go thanks π
So i've managed to get it partly working
https://gyazo.com/bac766ed594e05f13c47ea03ac90f330
When I go into turret view it goes into the "fixed" view infront of the mfd's which is what I want, then it switches to the camera views where i've set two diferent FOV values.
But its keeping the optics model for the camera view
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;
};
There's a few; off the top of my head, any KPz 1 variant except 1A5
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
oh if its turned out just replace OpticsIn with Out
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
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 π
Currently the my helicopter has action ["TurnIn" scripted on get in for the pilot for a similar issue xD
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.
is forcehidegunner enabled?
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.
Set to 0. This is what I have, you are tremendously busy, so this is for anyone with a free set of eyes.
first gunner works?
perfectly.
and is there a proxy for the second guy present in the model?
Yes, checked the numbering and path. It shows there is an AI in there in the editor. If I give command to exit, the character appears. I can enter that seat, but I am frozen in the default A pose. The seat is not visible from any LOD beside the frozen cargo. So the game knows the unit should be there.
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
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.
I redid them, and it is working exactly as it should! Missed some small error somewhere. Thanks a ton, got it in like three guesses π»
in the end there are not that many places that affect it.
I am starting to learn where to look for common mistakes, a little easier each session. Steep learning curve in all this. π
you are basically learning a game development workflow
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
I always wanted to mod, and my wife's cousin recommended it as a hobby. I have no clue what team, but she is in indie game development. It is great, half puzzle, half science.
π
I know, haha. It is an odd take.
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 ?
I know it has something to do with the class names http://pastebin.com/LmY8Az07
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.
Ah Ok I though so, Thank you.
Something like this: http://pastebin.com/L2ZuXEz6
Thank you, I just don't want the Item to function as NVG's
I just wanted to have it int he slot.
Unfortunately that doesn't seem to be possible since the NVG slot is tied to the simulation type
I figure so.
I wish it wasn't the case because I want to make a visor for a helmet model
Yeah xD
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
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];
};
};```
βοΈ 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
Ive been testing the V-44X Blackfish, the RHS MiG-29, and the SU-25. So theres nothing I can do to make the radar detect targets beyond 30 km?
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
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
@untold temple hmdType isn't in the Arma 3 binary either, it's either something an SQF script reads or is completely unused.
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.
Is the holosight going to be the only optic mode or is there a secondary optic build in to the weapon?
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.
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
Really, wow Okay I will that a go thank you man π
https://community.bistudio.com/wiki/Arma_3_Scope_3D - shows the basic setup for how holosight models are done with the new .rvmat shader. You should just have to do that within the weapon model rather than as a separate attachment
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
Okay thank you π
Forgot the .rvmat - should be like this one http://pastebin.com/qNdL08jJ
or you can just path to the one in BIS' pbo but I forget its name
It's fine man thank you.
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.
Yeah, sure
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
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...
guys I have this hatchet and it the custom mag doesn't work what could be causing this ? http://pastebin.com/8cuyevr2
@neat owl: Doesn't work as in doesn't go into the weapon?
Will that hatchet be used to slay zombies?
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
you trying to get them with something like this?: player addmagazine "10000Rnd_Hatchet_ammo"
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.
The config looks right to me. I guess I'd go into the config viewer ingame to find what looks different to working mags.
Instead of inherit from Pistol_Base_F, I suggest trying to inherit from an existing vanilla pistol
Yeah, might be worth doing the same with the mag for now too
Concerning your ammo, try to do the same, inherit from an existing ammo, like B_9x21_Ball, or from BulletBase
it was a wayward }; causiing the problem
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
@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
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?
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?
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
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
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.
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
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.
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
Well apparently they're identical
trg20: dispersion = 0.00116; trg21: dispersion = 0.00087; (trg21 more accurate)
trg20 mass 60, trg21 mass70
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
possible, they are quite similar in design
same firemodes, same magazines
Wasn't Mk20 fire rate higher? Did I miss it in my checks?
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 π
And turns out I did
had a typo and pulled non-existant value
It all makes sense now
@north spear Are you sure you didn't mean dexterity instead of inertia?
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
Alright, thanks!
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
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 ?
"NoGlasses" in my unit's identitytypes[] isnt removing the glasses from the character
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
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?
Guys how do I create a bisign key ?
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
Thank you.
is there any way to ensure addonbuilder binarizes the config file when a p3d is present?
Pro tip. Don't use addonbuilder π
nah, pro's type the binarized files by hand in notepad
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 π
class class
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
what kind of tanks?
I'll do configs...100$ /hr
-_-
Ok ok. Fine. 150$
disclaimer: the workhour contains 10min coffee break
Sending the actual config is part of M1lkm8n's Rush Hour DLC, 100$
Haha. Kj is being generous. Im Union. It's 15 minute coffee breaks π
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)
Need help figuring out how to make a spawn system and some sector control points.
Can anyone assist maybe tmw?
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?
Dunno. I am curious myself now. π
iirc RscDisplayRemoteMissions
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 ?
? reddot and 3d scope both use 3d model... obviously
I want the red dot to be part of my weapon, like the g36K http://i.imgur.com/d9JBF.jpg
So i'm guessing I don't have to model the optic/sight ?
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
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.
here is my code http://pastebin.com/UtKfqKmj
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 ?
@hoary umbra this is how tushino did the veteran only stuff: http://pastebin.com/akcynWF7
@austere prism Nice one. Thanks! π
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.
Note: theyre about to change how the difficulties work
Quick question: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat <-- Is this still being used by A3?
And does this compete or replace with https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost ?
Guys Is it possible to inhertite the pistol class and have the pistol equiped in the launcher slot ?
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)
Ah I see thank you.
Is the bit that makes that work just this:
class CfgDifficulties
{
default = "Veteran";
defaultNormal = "Veteran";
defaultEasy = "Veteran";
defaultHard = "Veteran";
};
?
Would this be the place to ask about config editing for custom uniforms and the likes?
@karmic ridge everything config realted belongs here (well Model configs probably belong to #arma3_model )
Fair enough. Just wanted to ask before I ask any questions.
Anyone got any documents on how to configure helicopter flight models or does arma handle it internally.
advanced or simple? easiest is to just look into the vanilla pbo's
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
Is RHS helicopters have Advanced Flight Model?
pretty sure they do, but I'm trying to just mess around with the normal flight model, unless that is not configurable...
just look in the ingame config viewer for the helicopter class
@bold kestrel Did you not look at the sample helicopter (PO-30 Orca-based) in Arma 3 Samples?
and where would that be?
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
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
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 π¦ stationary it's all good
Anyone have a tutorial on how to add custom voice packs to units? Just like RHS have done with AFRF
@kindred shuttle Not that I am aware off.. But the format is really easy.
any suggestion on why in my case a FGM148 im adding in for my project wont lock onto targets? already has canlock = 2
I don't know anything about it, but maybe memory points ?
Does ArmA support cyrillic characters "GenericNames"?
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
Maybe property autocenter = 0 ?
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'.)
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.
I can't seem to figure out why my hatchets crosshair is 90 Deg to the right, everything else works but not the crosshair.
wrong memory points on gun beg/end
http://prntscr.com/ac05jz these are my memory points.
and my code http://pastebin.com/LizNb3y0
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
Yeah Gd damn it I'm a stup, Always the typos !!!
My hands are like fat spaghetti !
Thank you π
is it possible to spesify a use animation in the config.cpp or do I have to make a sqf ?
hello, is it possible to make an Objetct (e.g. Shooting Target) constantly visible on Thermanl and NVG View?
it is possible but I never messed around with that sorry man.
@proud brook: pop that question into #arma3_texture
because afaik, the thermal/IR properties are handled within the .p3d
@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.
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?
@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
Thanks, I kinda figured it out later, though some confirmation is always nice π
Well, I still messed up something... Now all variants show up black...
Any idea what could be causing ground effects for vehicles to not show up on my terrain? Config.cpp = http://pastebin.com/gqmRTCK5 cfgVehicles.hpp = http://pastebin.com/8sWirf9D
how do I config subsonic ammunition?
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?
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
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.
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?
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.
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
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
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.
And there still is a dissassemble action? What happens when you use it?
It makes it into the spotloght back which it should not be doing
strange. I have no idea
Hello, I need help with a config. http://pastebin.com/m17P4GK8
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
well you do not have a cfgPatches in there as it tells you
class cfgPatches {
class myAddon {
...
};
};
I feel dumb, as this isn'y my first addon...
So, now I got the config ingame, and the textures are not showing, do you anything about that?
make sure the path is correct
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"
how can I make my music placable in zeus?
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?
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
mass = 1
means that it takes up one virtual unit from the containers space (ammo box, backpack, vest, uniform or vehilces inventory)
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 :/
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
yea, I dont want to mess with the p3d
thanks for advise π
you happen to know a good way how to contact locklear?
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
thanks alot, will try my luck there
Thank you for the info π
@untold temple thanks again for the info, the vector will be retextureable with the next devbuild, just got word from Locklear π
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'";
-
condition = "this animationPhase ""Vault_Door""<0.5 && (str(side player) == 'WEST' || this getVariable 'hacked')";
-
condition = "this animationPhase ""Vault_Door""<0.5 && ((str(side player) == 'WEST') || (this getVariable 'hacked'))"; ```
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'";
id say "Expected bool got Nothing" .. Because getVariable just returns Nothing when variable is Nil
condition = "(str(side player) == 'WEST') || (this getVariable ['hacked',false])";
@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 ";
condition = "((str(side player) == 'WEST') || (this getVariable ['hacked',false])) && this animationPhase 'Vault_Door'<0.5 ";
Id even go this far just to make sure
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?
class asdg_SlotInfo;
class asdg_FrontSideRail: asdg_SlotInfo
{
class compatibleItems
{
yourClassname = 1;
};
};```
will this then add yourClassname to the compatibleItems or will it overwrite all other cmpatibleItems?
add it
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
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
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
+= 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.
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
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
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?
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
thanks
Is there a setting in configs to remove the shadow a vest might show?
not in the configs, no. I would assume shadow behavior would be in the model, the p3d file if anywhere
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.
any idea how I can change the overheat speed for a weapon with ace?
I'm not sure how to change the overheat speed, but you can change the rate at which the effects happen and how drastic the effects are in the config http://ace3mod.com/wiki/framework/overheating-framework.html. Commy2 is one of the author's so he might be able to offer more insight.
is there any documentation about CfgClasses available?
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.
Do you have a config value for scopeArsenal?
@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?
In cfgVehicles next to scope, and scopeCurator https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Character_configuration
Well it doesn't matter if it's right next to scope and scopeCurator, they are usually just grouped together
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.
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?
arma3diag.exe is your solution
Well that's awesome @strange egret. That helps take a lot of the frustration out of this.
yep, its a blessing - you may have to respawn items to have the changes take effect however.
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.
cfgpatches?
what about cfgPatches? (This is the first object I've tried to add and really my first time messing with the configs in depth)
you need to put the weapon/items in the cfgpatches class (sample should have an example for you)
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.
hm ok... not entirely sure how explosives work. Never did one myself
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.
damn, I still have no idea how to change the overheat time for my weapons with ACE
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[] = {};
yes I asked some devs and it depends on the gun mass
Is any CBA vet or expert in Extended Eventhandlers here?
@real thorn Probably best to just ask your question, I'm sure there are.
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
no cfgpatches?
Anyone know if you can set/disable units moving slowly when damaged ?
Is it hardcoded in engine or in cfgvehicles / cfgmoves somewhere ? thx
running cfgpatches in config.cpp with an #include "CfgWeapons.hpp"
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?
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
Depends, are you deleting the other PBO/addon or is it still in the mid folder? @thorn leaf
So you are replacing the config in the PBO or what? @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
Then you can't directly replace something from the other PBO, it would have a different class name and would just duplicate
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
how easy is it to make a motorcycle?
About 3 to 4.
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
what actually influences the accuracy and impact values of a weapon shown in the virtual arsenal?
The dispersion parameter probably
@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
any1 have a clue why my weapon doesn't show up in arsenal, alltough I have "scope = 2;" in configs?
have an entry for it in cfgPatches ?
weapons[] = {"myClassName"};
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 !
check if the path to your .paa is correct
has anybody configed an (AT) launcher to use a bipod?
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
Can anyone help point me in the right direction on how to add PhysX properties to custom in-game objects?
@teal crane depends on the object, check the sample files to see if a similar object is in there with physx
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 π¦ 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??
PhysX
what do I need to change in the model.cfg to make an animation take more time?
config.cpp
I'm not aware of any config.cpp entry that changes the speed of a weapon animation
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
@mossy beacon it's very likely due to BI's implementation of neutral turning within physx that cause this. https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/page-928#entry2979267
@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?
You don't :/
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
unity uses PxVehicleNoDrive http://docs.nvidia.com/gameworks/content/gameworkslibrary/physx/guide/Manual/Vehicles.html#pxvehiclenodrive
reverse gear - yes, it seems to ignore analog controll for reverse. It's either 100% reverse power or nothing.
Congratulations @strange egret
thx
Would SoundHit[] be the entry I would change to change the explosion sound for my custom explosive?
@verbal quiver look in the game files for a grenade config, it will have everything you could ever need for it.
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
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?
@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
ok, will try that thanks π
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
@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.
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?
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.
Anyone know why DefaultClutter is not inheriting in this config? http://pastebin.com/wvME3pqy
I tried putting class DefaultClutter; inside class clutter but even then the clutter doesn't show up.
@hazy raven Thanks, already found this. I'm looking more for the actul function used to call for the spectator camera.
@cold moat What you are asking for doesn't seem to line up with what you want to do unless you mean something else by spectator camera. Here's the page for the BIS End Game spectator: https://community.bistudio.com/wiki/EG_Spectator_Mode#Full_Control
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.
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.
is there a vehicle modding tutorial around somewhere?
thanks π
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?
