#arma3_config

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sullen fulcrum
#

sounds more like the physx engine was updated..

stoic lily
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so even more changes? ๐Ÿ˜ฎ

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lets hope it improves tanks and flintching

sullen fulcrum
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idk, was just a interpretation of the changelog entry ๐Ÿ˜„

strange egret
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from what i could find, the latest version of the library is still 3.3 since 2013 so it could just be fixes for the crashing issue they had...

stoic lily
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probably they do at best selective merging

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the likelyhood of changes in the library causing BI to adjust their engine mapping or config stuff is too high and possible to cause unwanted effort

wispy patio
#

Question
How do you configure explosion sounds in an ammunition config with the soundshader update
Because I have a rock sitting around, currently broken, because I don't know how to change the sounds

stoic lily
near forge
#

Anyone have any idea on how to extract the editor preview images from the Apex EBO files?

somber cloak
#

until they become pbo's, there is no direct way,. you could however generate your own

edgy yacht
#

anyone has nay idea how PreloadConfig works?

stoic lily
#

what do you want to know?

agile flame
#

who good with sounds configs?

strange egret
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nobody

edgy yacht
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kju, what does it do exactly, what will happen if i try to modify it, add or remove values

stoic lily
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what exactly - no one knows, probably not even BI; you would had to study leaked engine source

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modify - its a hack to avoid the need for correct cfgPatches/XXX/units[] array definition

edgy yacht
#

there's a leaked engine source somewhere really?

gritty rune
#

is it possible to define a radio button style attribute for Eden in CfgVehicles attributes? If so, how would it be done?

young mortar
#

hey guys, any idea how I can add a direction indicator to my turret? like in all the vanilla tanks

wild pasture
young mortar
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ah that seems like what I was looking for

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will test it

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thank you

young mortar
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hmmm

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still no compass/direction indicator

wild pasture
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Do you know if the Marshall has it?

young mortar
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give me a sec

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I'll try it

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it has

wild pasture
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These config entries for it look relevant then

radarType = 8;
driverCanSee = "4+8+2+32+16";
gunnerCanSee = "4+2+8+32+16";
#

What radarType did you use?

young mortar
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8

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and my driver, gunner and commander all have xCanSee = CanSeeAll

sullen fulcrum
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did you define CanSeeAll?

young mortar
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no, do I need to? ๐Ÿ˜ฎ

sullen fulcrum
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i would guess so.. no idea about the hud stuff but what penny posted looks like one can define diffrent ids that can be seen by diffrent passengers, now if you don't want to type in all the ids every time you use it you need to #define CanSeeAll <xyz>

#

maybe have a look at the config from where you got the CanSeeAll, it should be defined at the top of that config.cpp

young mortar
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lol

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I replaced CanSeeAll by "4+8+2+32+16"

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now it works

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thanks for your help guys ^^

drifting hinge
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Gents, wonder if anyone can guide me in the right direction. I have my zeroing working on a weapons that has a socpe and is mounted on a vehicle but im missing the info on what my zero setting is (ie in the top right corner i would expect it to display like 400 etc)

#

turretInfoType = "RscWeaponRangeZeroing";
discreteDistance[] = {100, 200, 300, 400, 500, 600, 800, 1000, 1200, 1500, 1800};
discreteDistanceInitIndex = 1;

stoic lily
#

what type of vehicles?

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make sure to have the desired unitType set

drifting hinge
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its a truck with a turret mounted 50 cal and a acog style scope

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can explain further on the unit type?

low sage
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Can anyone help me set up my server?

drifting hinge
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BigSexyBear - try Server_windows or Server_Linux for that buddy

stoic lily
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unitInfoType = "RscUnitInfoTank";

gritty rune
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on my question on adding a radio button style box to Eden attributes, the best bet seems to be the 'Combo' type, it's a drop down list, not a radio button style though

indigo forge
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Anyone know how to disable showing the backpack like the ghillie suit?

stoic lily
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show where/how?

indigo forge
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i'm trying to make it so if i put on a uniform, the backpack dosent show.

stoic lily
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ghillie have special hiddenSelections

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maybe they have this affect; so try to define the backpack selections also that way

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alternatively define duplicates of the backpacks without a visible model and use scripting to hot swap them

indigo forge
drifting hinge
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Cheers kju will give tank a try

untold temple
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@indigo forge I think the ghillie suits don't contain the proxy for backpacks, which is why they don't show them.

kindred moss
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they got some hide param dont remember what

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to hide certain proxies

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hideProxySelections[] = {"ghillie_hide"};

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nah this for vests

untold temple
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it might work on backpacks too, but the BIS backpacks don't use it so wouldn't have the selections

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as I said, it's because the ghillie models don't contain the \A3\Characters_F\Proxies\backpack proxy

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you can search the .p3d for the proxies paths in notepad and see which ones are missing

stoic lily
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or use dep3d -S to also list proxies

dusky prairie
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Where do i find the weapon config files

strange egret
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files -> arma 3/addons/weapons_f.pbo (there are multiple with beta gamma etc)

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if you just want to look into the complete configs, use A3 config viewer (in eden, click play mission, ESC, click on config below dev console)

south bison
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hello anyone here i created GenericNames and i want to add them to my faction do i past the class CfgWorlds under my units config

kindred moss
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not under units its alone in it own

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goes in config.cpp of your units addon

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genericNames = "MyMen"; < also must change this in cfgFactionclasses and soldiers config class

dusky prairie
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Is that for the default weapons? I'm trying to edit the gm6 lynx

jade brook
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I suggest you get the config dump (allinone162)

dusky prairie
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So then basically I have to make a new mod then

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Can I just make an addon folder and place a config file in it and just put the info for the gm6 lynx

jade brook
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no, you have to binarize that

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a.k.a. make a new mod

dusky prairie
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How do I do that?

jade brook
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You get it on steam for free. Under "tools"

dusky prairie
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Is it part of the arma tools?

jade brook
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yes

patent night
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is anyone online in here?

jade brook
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I'm obviously offline

patent night
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i just need some help getting an object to be placeable via eden editor and have it so players can pick it up to put it in their inventory

jade brook
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What's the problem?

patent night
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what class do i use for such an item?

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need to be able to place it in editor and have players be able to pick it up in inventory and pull it out of crates

jade brook
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You have to set the scope = 2; for an object to show up in 3den

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And you probably need editorCategory and editorSubCategory

patent night
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but do i config it as a weapon, vehicle, magazine?

jade brook
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Only CfgVehicles show up in 3DEN.

patent night
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i got it into a box via magazine but if only vehicles can only show up in eden then i will have to switch to that

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can a cfgVehicle even be put in a players inventory?

jade brook
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No

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What object are we even talking about?

patent night
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i made a custom object

jade brook
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A building or vehicle?

patent night
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its a small box

jade brook
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And you should be able to pick it up?

patent night
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i want to be able to place it in the editor and have players go and pick it up in game

jade brook
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Oh. So what is it currently. CfgWeapons?

patent night
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as a magazine i can pick it up just fine but i cant place it in the editor

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right now its a CfgMagazine

jade brook
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ok

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wait

patent night
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if i make it a CfgWeapon will that allow me to place it down in the editor and pick it up in game?

jade brook
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No

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wait

patent night
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ok

jade brook
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You need to make a dummy "ground weapon holder" like I posted

#

If it's CfgMagazines then you have to replace TransportItems with

#
        class TransportMagazines {
            MACRO_ADDMAGAZINE(BWA3_ItemNaviPad,1);
        };
#

MACRO_ADDMAGAZINE is a macro. You have to define that too

patent night
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going to give it a try now... < my first mod so bare with me lol

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im just working with 1 object trying to learn arma moding

jade brook
#
   model = "\A3\structures_f_epa\Items\medical\WaterPurificationTablets_F";
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Don't change the model of the gorund weapon holder

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it's just a dummy

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basically the same object that is created when you drop a pile of items

#
       MACRO_ADDMAGAZINE(cys_microTechHDS,1)

missing ;

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Also I think it's TransportMagazines with S at the end

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might be wrong though

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also

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#define MACRO_ADDMAGAZINE(MAGAZINE,COUNT)
class _xx_##MAGAZINE
{
    magazine = #MAGAZINE;
    count = COUNT;
}
#

this won't work. You have to escape the newlines with \

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because the macros defintion ends at a newline

patent night
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good to know

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i dont know cpp well

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yeah your right on the transportmagazines

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one line 102

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type = 256

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can you tell me what that means cause i could not find it on the biki

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only thing search returned was type threat

jade brook
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It doesn't mean anything for CfgMagazines

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It's legacy from Arma 2

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I think this decided how much slots the item would take up

patent night
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damn... still not showing up in eden

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i wonder what i did wrong

jade brook
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check RPT

patent night
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only thing in their is

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3:11:25 X:\Users\Cytreen\Documents\Arma 3@cys_spectre\addons\cys_spectre.pbo - unknown

jade brook
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nah. post current config

patent night
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the crate still works

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could it be that i used name instead of displayname?

jade brook
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yes. definitely use displayName for objects

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Also
vehicleClass = "Items";
I don't know what "small_items" would be

patent night
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i got that from some tutorials but that was before eden

jade brook
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shrug. Use "Items"

patent night
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commy2...

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i love you

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it works now

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the model is invisable though lol

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could it be from not having a model on the ground holder?

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ummm

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what is build failed. Result code = 255

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ok i fixed it

jade brook
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the ground holder has to have no model

patent night
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then how are players going to see it when i place it in the editor cause right now its blank lol

#

but pulling it out of the box it shows the model

jade brook
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the engine will show a certain number of items in the ground weapon holder

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that is the only way to make items/weapons/magazines visible (apart from proxies on the character model)

patent night
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so you can only do invisable items that can be picked up?

jade brook
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no, they are supposed to be visibile

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if you pick it up and drop it again...

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does it become visible then?

patent night
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yes

jade brook
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I think I know what it is then

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There is a bug with these map placed weapon holders

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they don't calculate the models offset correctly

patent night
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did i config something wrong

jade brook
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which makes helmets for example float

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I don't think the config is wrong

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It's the model

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Is this your model?

patent night
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no

jade brook
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Can you edit the p3d?

patent night
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ints a default arma model im testing with

jade brook
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dang

patent night
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but i will be making my own tomorrow

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i can make a simple cupe in blender and export that to test but i dont know how to do the model config

jade brook
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I think your item is stuck in the ground

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at least the model is

patent night
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basicaly what im attempting to do is make mission objective objects so when players raid the compound they have to search for intel and bring it back.

jade brook
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You can try the following

patent night
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but it should show up in eden editor when i rase it up

jade brook
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model = "\A3\Weapons_F\DummyHeadgear.p3d";

#

that is a model with elevated proxy

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it's the BI ghetto fix for this problem

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otherwise also try model = "\A3\Weapons_F\DummyVest.p3d";

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If you have access to the model, then make sure it is centered @ y=1

#

y being the height in oxygen

patent night
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from the bottom of the model

jade brook
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Can't remember. I think centered

patent night
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still invisable when i pull it out of eden

jade brook
#

even if you elevate it? place it on a roof and then look into the floors below?

patent night
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yep

jade brook
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can you show the config again

patent night
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yep just a sec

jade brook
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oh, you did it wrong

patent night
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damn pebkac errors lol

jade brook
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model = "\A3\Weapons_F\DummyHeadgear.p3d";
has to go into the ground holder

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The magazines model has to stay how it was

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otherwise you make the item itself invisible

patent night
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/facepalm

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so the ground holder uses a model

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and my magazine model uses the model i custom make

jade brook
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the ground holder uses a empty dummy model

patent night
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does that mean the transport will swap the model from my magazine to the dummy one

jade brook
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more items could be placed into the groun holder and they have to be displayed by proxy

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The magazine has to have it's model, the ground holder needs a dummy model

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The only difference between these dummies is the proxy position. To fix the different offsets of helmets, weapons, items etc.

patent night
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still invisabel

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what i see going on in the editor is a invisable box that is the dummy model

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when i pick up the item the invisable box is still there

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its only when i drop the object from inventory is when i can see the model

jade brook
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Can you upload the full RPT file?

patent night
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everything to do with my mod is prefix of cys_

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im looking at that BW mod with the ipad

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they configured the ipad as a weapon

jade brook
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4:06:41 Updating base class ->ThingX, by a3\structures_f\items\config.bin/CfgVehicles/Items_base_F/

patent night
#

?

jade brook
#
    class Cys_ItemsCore
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {};
#

add A3_Weapons_F to requiredAddons

#

requiredAddons[] = {"A3_Weapons_F"};

#

You are using Items_base_F as a base class for your dummy weapon

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to make sure the class already exists, you have to add this BI addon as requirement

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so your addon is loaded after the addon that introdces Items_base_F

patent night
#

is it items_base_f or item_base_f

jade brook
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oh very good point

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Items_base_F I thnik

patent night
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iv seen it as Items_base_F

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and that bwa3 mod has just item_base_f

jade brook
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It's Item_Base_F

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I hate BI class names....

patent night
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lol

jade brook
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still, rename it and add the requiredAddons part

patent night
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doing it now

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man they need a book on this stuff or make the biki like microsofts msdn lol

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im going to have to make a tutorial for other people on all the work your helping me with

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huston... we have a model

jade brook
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nice

patent night
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fully working now

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i need to buy you a bear lol

jade brook
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Yeah, Items_Base_F(with S) is not a ground weapon holder, but a prop. No wonder it didn't work

#

A bear?

patent night
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/facepalm

#

beer

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i dont drink so...

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havent had a drink for about 10 years now

jade brook
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Remeber

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Don't drink and code

patent night
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lmao

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but what about the ballmer peak

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lmao

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because i think thats how arma got made lol

jade brook
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Well, he was no programmer

patent night
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true

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but still funny

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not as funny as the server admin complaining about uptime lol

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i find it strange how the requiredAddons works though

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im guessing it works like when you include namespaces in cpp

jade brook
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all it does is change loading order of the config patches when generating the master config

patent night
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oh

jade brook
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default loading order is alphabetically

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But if it tries to include a addon with a requiredAddon that wasn't already loaded

patent night
#

here i was thinking it was like in cpp when you do using namespace std;

jade brook
#

the addon is put at the end of the stack

patent night
#

good to know

jade brook
#

No namespaces in Arma configs

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.cpp is really dull C++

patent night
#

i wish it was all c++ cause then id have a crap ton of reference material on the MSDN lol

#

hell id take VB over sqf lol

jade brook
#

sqf can be a pain

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especially the non-existent error handling

patent night
#

i do most of my missions with as much editor based tricks as possable

#

< master of trigger network setups in the editor

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end up using like 60 or 70 triggers per mission but it runs good

jade brook
#

They can tank performance pretty hard if you make them huge and give them complex conditions

#

The worst is that you can't even use && and || in them anymore. Unless they fixed it

patent night
#

bashed my head in modding fireballs insurgency back in arma 2 when i was making missions for the 15thMEU

#

yeah you can use && || now

jade brook
#

must've been a bug then. I was furious

#

When 3den was new

patent night
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i havent had an issue with it unless it broke recently

jade brook
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Nah, it was when they switched to the 3d editor

patent night
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when eden came out i could not use it at all

#

trigger sync didnt even work then

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its working really good now

jade brook
#

We were the beta testers...

patent night
#

my current mission i have about 50+ triggers but most of them are simple timings and alive checks

#

i found a rather interesting bug in arma during the process though

#

if you have 2 groups for players, say each group has 8 people, alpha and bravo

#

and you want to set a trigger for a waypoint to only fire when they are all in a vehicle

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i ran a check to see if anyone in the group was alive first and then check to see if they were in the chopper

#

worked just fine as long as at least one player was in each group but arma counts a group a playable characters as being alive eventhough disableAI is set so none of them are on the server

#

what i think is going on is they spawn in at mission start and the server removes them when no players are present in that slot.

#

found it to be quite interesting

jade brook
#

yeah, I think that is how it works

patent night
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i didnt know that before hand. im coming from Unreal 4 SDK to arma

jade brook
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assignedTeam player

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That is supposed to return your fire team

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So "MAIN" by default

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and "RED", "YELLOW" etc. when joining one

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Interestingly assignedTeam player reports nothing if you are currently remote controlling a drone or a soldier via zeus

patent night
#

ill have to try that out and see if i can keep both teams seporated into two groups. I just put all 16 in one group and set colors

jade brook
#

It just stops wokring

patent night
#

latley iv been testing out object density and how it affects performance

#

trying to determin if hide object saves any fps

jade brook
#

colliding objects cause massive FPS drops

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that can happen if you place them to close

#

it's thanks to PhysX

jade brook
#

Yeah, exactly like that

patent night
#

that scene doesnt drop any frames but once i put in the intel items it drops

#

intel items have physics on them

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so that may be the issue

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but i dont know if i can do objects without physics yet

jade brook
#

Yup. It's definitely collisions, no matter how small they are

patent night
#

what i did was enableSimulationGlobal false

jade brook
#

yeah, that disables PhysX on the object

patent night
#

also stops the objects from doing network updates lol

jade brook
#

the pathway lods are kept, so you can still walk over certain things

#

the problem is that the object becomes indestructible

patent night
#

im trying to create a functional TOC for the mission since the players attend a full NPC voiced over briefing before the mission starts

jade brook
patent night
#

yeah but doing that i cant have fine placment via eden

jade brook
#

true

patent night
#

id have to place it and spawn everything in and then script all of the texters after spawn

#

this area will not see combat at all so disabling simulation is my best bet

#

problem at that point is draw calls i think

#

for each item a new draw call is made

#

i think thats how arma works, thats how unreal handles objects unless they are batched

#

but batching objects together starts taking a polycount hit for that items draw call

#

im thinking i can get better FPS is i custom make some of the items into one batch call but i dont know if arma works like that

#

this room kills me for FPS, the problem is the intel objects on the table. i removed them and had almost no FPS impact

#

with what you helped me with i can now create my Objective areas and have some real search and gather all intel mission ware players have actual items in inventory

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i can always do a trigger check to see if players are carring the items and give diffrent outcomes based on what item was recovered

patent night
#

thanks again commy2

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im out for the night laters all

dusky prairie
#

Can mods that effect the standard weapons not be used in the caimpaign

jade brook
#

they can

kindred moss
#

I think there is no restriction to that, so you can use any mods you like

#

ninja'd

jade brook
#

: P

#

Did you solve the login problem?

kindred moss
#

I kill you what up with my slackin' problem...
too slow

#

no I didnt

jade brook
#

You'll need a new account is what jonpas said

kindred moss
#

new account? NOOOOO

jade brook
#

We don't have access to passwords and mails

kindred moss
#

well shoot Ill try with slack support... thanks

jade brook
#

sorry

#

oh wait

dusky prairie
#

I made a mod for the gm6 lynx and everytime I try to start a mission it doesn't load

#

It just goes straight to the mission select

jade brook
#

check RPT

dusky prairie
#

What is that, I'm pretty new at this

jade brook
#

it's some basic log files

kindred moss
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well if you made custom weapon it wont work, I dont think you can select weapons to use in official mission?

jade brook
#

%LOCALAPPDATA%\Arma 3

#

every session creates one

#

timestamp is in the file name

#

.rpt file can be opened with any texteditor

kindred moss
#

but do check rpt for errors

dusky prairie
#

Thanks, but I use the single player cheat menu

#

I cant find the rpt

kindred moss
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go to control panel > file explorer options

jade brook
#

just copy paste this:

%LOCALAPPDATA%\Arma 3

kindred moss
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view tab > show hidden files and folders

dusky prairie
#

Wait, so it's not in my steam arma folder?

jade brook
#

No

#

It's in %LOCALAPPDATA%

kindred moss
#

press Win button and R and paste what commy gave you then press Enter

jade brook
#

^

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It's usually C:/user/appdata/local

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but the folders are indeed hidden, so you have to fix that windows option

dusky prairie
#

Thanks, I found it

jade brook
#

now start Arma without your mod and compare which lines appear due to your addtions

dusky prairie
#

Well I don't think I actually did anything but it's working now

ruby rampart
#

I'm having a bit of a headach getting a scope working with both ACE and vanilla, how do I make it so the scope zeros as it sshould in vanilla arma but only zeroes to 100 so the ACE zeroing can be used instead when it's installed?

strange egret
#

is there a scope in another mod that does it this way? If so, just open it's config in ingame config viewer and compare it

ruby rampart
#

I am not a smart man...

#

Thanks @strange egret ๐Ÿ˜„

strange egret
#

@hard chasm what sorcery is this? i packed an addon, with files in my_addon\vehicles\TankA\importantfiles.*
the packing resulted in a .pbo my_addon\importantfiles.* - so the paths in hiddenselectiontextures etc are not correct anymore. But it works ingame nontheless. Why is that?

wild pasture
#

Are you sure there wasn't a PBOPrefix in that directory?

jade brook
#

I'm having a bit of a headach getting a scope working with both ACE and vanilla, how do I make it so the scope zeros as it sshould in vanilla arma but only zeroes to 100 so the ACE zeroing can be used instead when it's installed?

You can't. You need a compat PBO that has to be used with or without ACE to disable the vanilla zeroing.

#

While you can have the ace entries in your vanilla config, discreteDistance and discreteDistanceInitIndex have to be in a compat pbo

strange egret
#

i never used a PBOPrefix, so i'm pretty sure there is none

stoic lily
#

makepbo/eliteness or pboproject?

tropic lake
#

Hey all, Im currently working on a module. Is there a way to include the "Object: Equipment Storage" param in a random module ?

#

This thing:

strange egret
#

pboproject

stoic lily
#

p setup used?
what was the relative path to the source folder and in there the first config sits at what level?

#

PBOPrefix is just community tool feature to set the namespace/prefix manually; internally its always based on the relative path of the project to the source dir

strange egret
#

p setup was used -> p:\my_addon\vehicles\TankA\importantfiles.* , "my_addon" was used as source folder for pboproject to pack

#

first config sits at "importantfiles.*" level

stoic lily
#

so your prefix is: my_addon\vehicles\TankA

strange egret
#

yeah

stoic lily
#

is that what you set in configs too?

strange egret
#

aye

stoic lily
#

so what exactly doesnt work any more? or whats the problem?

strange egret
#

the .pbo doesnt represent the structure/paths i set, which is confusing. It still works, but i would prefer if it kept the structure i chose

stoic lily
#

pbo in what terms?

#

as said for mikero tools, it depends on where you set the first valid config for what it takes as root (and what you point as source)

strange egret
#

so i guess i would just have to plonk down a config at my_addon\ then

stoic lily
#

you can do that yes

#

just needs a cfgPatches header

#

thats enough

strange egret
#

figured

stoic lily
#

just keep in mind that the less sublevels you use, the easier you run into namespace conflicts

#

like if you want to do my_addon\infantry, you either have to make them part of the same pbo, or use different levels

#

like my_addon\ and my_addon\infantry\

#

be careful with this mixing of level and sublevel though; you have to be very strict or otherwise you run into issues

ruby rampart
#

Anyone know what could be causing a grenade to float perfectly still in mid air when thrown?

strange egret
#

0 mass in geo lod?

ruby rampart
#

nope

#

Already checked that

south bison
#

hello i created a inherit addon for L-159 ALCA to my Faction but when i open the game i didn't find it in my faction

south bison
#

fixed

strange egret
#

is the functionality for "clickable cockpits" that was in TOH still available in A3? Was that done just via useractions with small radios size, or how was that accomplished?

#

i mean, i modelled my entire interior now, so i might as well make some parts clickable to not have complete overload of useractions

kindred moss
#

TOH used java script for that AFAIK which is abandoned for Arma3 as insecure kinda, so it wouldnt work in A3 no... I might be wrong though

fleet ether
#

no you need to write this your own if you want that kind of feature

strange egret
#

oh alright. I thought it was just "a hack" with the useractions - never played TOH (always crashed on startup)

#

nvm then

stoic lily
#

TOH had some additional userAction tech for that

#

(the precise stuff)

#

unfortunately BI didnt bother to port it

#

i think someone made at least a prototype of a similar system for A3

jade brook
#

you could easily make something like this with the ace interaction system

#

no one bothered though. it's cumbersome and not practical, even in TOH

strange egret
#

true, while you can use freelook to aim at stuff with the mouse, i imagine it would be a PITA to do with trackIR and similar

#

only a real "cursor level"-layer like in DCS would solve that

#

what rough steps would i have to do to make it work with ace?

jade brook
#

probably needs animated memory points first. for the moving parts

#

the menu is in 3d already

strange egret
#

i never used ace - does it work by targeting the view on the interactionpoint, or does it have an independant cursor? (it's a driver position, so no mouseaim you would usually have as infantry is available) - https://abload.de/img/20160817223949_1bcsa1.jpg

jade brook
#

you can it set to either center of screen or so you get a cursor and the view is locked

strange egret
#

ok interesting

strange egret
#

oh fuck my life ... spent 2 hours on fucking fine tuning a machinegun belt /reload model.cfg-animation only to realise that in vehicle turrets with autoreload, as soon as the last bullet is fired, your ammo count is immediately full again. Only after a few milliseconds, the magazineReload source finally triggers.

this results in the "reloaded belt" showing for a fraction of a second (as ammo is full-> bullets get unhidden) before it is hidden again for reload purpose.

untold temple
#

magazinereloadtime doesn't do shit on autoreload weapons then?

strange egret
#

it doesnt seem to have to do anything with autoreload - made it autoreload=1 and it still happens

#

i dont understand why that happens on my vehicle. When i test the armed offroad, the bullets also jump to full, but the ammobelt is not unhidden briefly

#

magazinereloadtime defines the length of the animation source, and how long you are "delayed" until you can fire, but the bullets are immediately at 100%

#

which is not the case for handweapons (they are 0 ammo / 0 revolving until you are actually done reloading).

viral rapids
#

Stupid Question: Does it find the Animation?

#

iirc it skips, if it doesn't find it.

strange egret
#

the animation executes fine - its just that there is a delay between the bullet count jumping up (which triggers the bullets to be displayed again) and the magazine reload animation triggering

viral rapids
#

Ah, missread then, sry

untold temple
#

I have experienced some weird behaviour with magazineReloadSwitchPhase even on rifles

strange egret
#

what happened with those?

untold temple
#

well we had an issue with trying to use it on the PMAGs for some of the RHS m4s, it worked but it made the ammo belt deplete backwards (i.e top to bottom instead of bottom to top) and if you tried to invert the order to fix that, it simply did not work at hiding/unhiding the cartridges during magazine reloads

#

it just seemed to completely mess with the revolving phases

strange egret
#

ohhh... ohhh.. BI... jeez... what a fucking mess. handweapons -> magazinereload goes from 0 to 1. vehicleweapons ->magazinereload goes from 1 to 0. FFS!

viral rapids
#

lol

untold temple
#

IIRC reload itself is backwards on certain classes too

#

i.e runs from 1 to 0

#

or maybe that's revolving

#

anyway, it's all a fucking nightmare

thorn leaf
#

Any particle guys here? Anyone know the classname for the smoke column from vehicle explosions? I cant seem to pinpoint this bitch ๐Ÿ˜ข

strange egret
#

download the AllinOne config for latest arma, then crtl+f the fuel explosion class -> it has all the individual parts defined in it

#

then crtl+f for that in the AiO config...

thorn leaf
#

fuel explosion.. KK thanks

strange egret
#

there is "FuelExplosion" and "FuelExplosionBig"

thorn leaf
#

I actually tried /* disabling the effects */ but it still created it

#

But I am still looking

strange egret
#

what do you mean "disabling" ? what do you want to achieve?

thorn leaf
#

want to find the exact particle classname for the smoke column

#

the tree is VehicleExplosionEffects and Big

#

once I pinpoint it, I plan on fucking with it but still lookin

#

sigh.. yea idk.

#

this still makes a big stack

#

which idk why

#

Thanks tho! :)

kindred moss
#

you might be looking for EH rather than effects, at least I think its easier to disable them that way

jade brook
#

That is not how configs work, Gunther.
First of all there is no CfgPatches. Secondly you cannot access the addon config space via mission. It's not possible

#

Also you are not overwriting any entries. The way you do it would make the original entries carry over.

stoic lily
#

he is not a beginner and you didnt get what he showed there

#

@thorn leaf best approach is probably to either use the particle FX test mission and put the code in there to test one by one which is responsible, or add some distinct element to each class to identify that way (like unique coloring)

thorn leaf
#

Thanks guys and yea commy, I didnt include my entire config.cpp because its messy and big :) lol my bad

thorn leaf
#

I never used this import function in the particle FX test mission. Does that work to just copy paste stuff in there plug and play from config? Or is there alot of messing around while trying to import parameters to try to get it to work

stoic lily
#

do you have a link to it? wasnt aware it has an import feature now

#

there is some difference in scripted particles and config defined - the latter are essentially more powerful/have more options/features, yet the general system should be the same

thorn leaf
#

Link? Just using the particle FX test mission.

#

when you said 'put the code in there' I thought you meant in the import parameters ui

#

which, doesnt work for importing config(ed) particles at least I cant get it to.

#

So you meant, copy the params 1 by 1 in the particle fx mission?

stoic lily
#
Bohemia Interactive Forums

Page 1 of 3 - Particle Editor - posted in ARMA 3 - COMMUNITY MADE UTILITIES: I begin to port the Arma 1 tool made by ColonelSandersLite and Mandobole to simplify particle effects making: (http://www.armaholic...age.php?id=4859)The authors seems inactive on the forums since 2011. If you know a way to contact them or if they changed their nickname, please PM me.This tool consists of a mission in which you can change and see in real time particle effects.You can then export the parameters, wh...

thorn leaf
#

yup, thats the one (I am using in that screenie)

stoic lily
#

ok good. that import is for scripted FX

thorn leaf
#

yea I figured

#

so

@Gunther.S best approach is probably to either use the particle FX test mission and put the code in there to test

Thats not possible with config FX I assume right? ๐Ÿ˜ข

stoic lily
#

Exportconfig.sqf

#

basically one would had to swap that function

#

then one could import a config definition

#

what i mean was to use it to create smoke FX similar to what you are look for to find the matching one

#

probably easier if you update the colors in config to unique ones though

thorn leaf
#

yea I tried just changing the size from like 6 to 60 lol

#

couldnt find but I only spent about 30 mins to an hour changing things testing repeating

edgy acorn
#

Hi, I made a building, and i was wondering how to make the class so it shows up in the 3d editor

#

Found it it samples

wild pasture
stoic lily
#

@thorn leaf size is not a good idea; at least way too much - particles start to have issues

#

as said i would try color or longer TTL for example

#

also try to use diag_mergeConfigFile with diag.exe if you do the tweaking via config.cpp

ruby rampart
#

Anyone know if there's a identityType class that uses only asian faces?

kindred moss
#

Head_Asian afaik

#

this is from Opfor base class identityTypes[] = {"LanguagePER_F", "Head_TK", "G_IRAN_default"};

ruby rampart
#

I remembered to check the Asian civ's class to find after seeing your reply and found it there, thanks a bunch

graceful steeple
#

Debating if this is the right place for this question, but does anyone know if you can put structured text in an RscButton? and if not by default, if there is any way to?

charred root
stoic lily
#

@charred root can you please stop posting some random unrelated stuff without context/description

charred root
#

Yeah sorry, I posted in the wrong channel.. my bad. I\m new to discord.

strange egret
#

does model.cfg accept #includes? (any differences pboproject and addonbuilder in that?)

stoic lily
#

it should yes

#

in fact yes it does; i used it myself too

strange egret
#

alright

young mortar
#

how would I create a searchlight on my vehicle that can be enabled apart from the cars headlights?

proud brook
#

Where to search when i got the error No entry 'bin\config.bin.Refract'.

edgy yacht
#

depends on what action caused this

proud brook
#

ok i just found it, it's an error i get on the BW-Mod Leopard 2 when i switch from Saftey to Fire-Mode on the Main-Gun

strange egret
#

@young mortar you can't. Turret lights (means independant from headlights) are broken since a patch somewhere around 1.5 or so

#

oh wait no, sorry - they work in that they produce light, but you can't animate them at all - they stay static

young mortar
#

hmmm...that sucks :/

jade brook
#

@proud brook update BWMod

#

BI broke this in 1.62. We released a fix just 3 days before the update

proud brook
#

@jade brook you mean 1.4 right? I don't see another Version on your hompage and i use 1.4

strange egret
#

1.62 vanilla...

jade brook
#

Yes. 1.4

#

Try without any other mods first.

#

(CBA+BW)

young mortar
#

so, does anybody know a way of actually putting a searchlight on your car totally independant from the headlights?

strange egret
#

only with turrets

young mortar
#

but the light won't rotate with the searchlight turret, right?

strange egret
#

yes

#

repeatedly poke BI so they fix it... or your finger is bloody

young mortar
#

hmmmm....how does one poke BI? ๐Ÿ˜„

strange egret
#

remind them in dev branch that you (and many other people) need it fixed

wild pasture
#

Does the light on the turret of the hellcat not work anymore then?

strange egret
#

no idea... i dont vanilla ^^

young mortar
#

I guess it's activated by the pilot, isn't it?

wild pasture
#

Guess I'll go check

#

Yeah the light isn't following the turret anymore, so looks like they broke that

strange egret
#

hah, at least one vanilla vehicle affected! thats good

young mortar
#

damn you were faster @strange egret

#

๐Ÿ˜„

nimble ivy
#

Hi guys, just a quick question here. Does anyone know how to make units be able to placed by zues? I have them working in the editor but in zues they don't show up?

strange egret
#

cfgpatches defined properly?

nimble ivy
#

Do you have an expamle of a properly defined cfg Patches?

strange egret
#

a3 samples

nimble ivy
#

cheers thank you

south bison
#

hello i need help i'm creating new Unit and i do the same work as other unit i created but in this one i got this error over and over undefined base class 'uniformitem' http://pastebin.com/JKhwCghp

#

error line is 56

sharp stone
#

L57: class ItemInfo: UniformItem

you inherit from class UniformItem but this class isn't declared beforehand.

south bison
#

could u help me

thick lotus
#

Insert 'class UniformItem;' before the line cptnnick references

south bison
#

how

sharp stone
#

typing it out on a keyboard should do fine

#

you might want to install dictation software if you have a mic and feel particularly lazy

south bison
#

this way class lybian_MSTB_CombatUniform :U_I_CombatUniform
{
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "lybian_MSTB_CombatUniform_base";
containerClass = "Supply40";
mass = 40;
};
author = "K Mootaz";
scope = 2;
displayName = "Combat Fatigues (Libyan)";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
model = "\A3\characters_f_beta\indep\ia_soldier_01.p3d";
hiddenSelections[] = {"Camo","insignia","clan"};
hiddenSelectionsTextures[] = {"Lybia_MSTB\Data\Libyan_MSTB_uniform.paa"};

};
sharp stone
#

you just moved class ItemInfo inside class lybian_MSTB_CombatUniform, so, no.

Do you generally understand how config files work?

south bison
#

i created a addon before (bluefor ) and now when i try to creat an opfore unit i got this error

#

this the other addon - same part of config and this one worked fine

#

class Tunisian_CombatUniform :U_B_CombatUniform_mcam
{
author = "K Mootaz";
dlc = "Tunisian_Army";
scope = 2;
displayName = "Combat Fatigues (Tunisian)";
picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "Tunisian_CombatUniform_Base";
containerClass = "Supply40";
mass = 40;
};
};

#

so this the tunisian worked fine why when i try to copie it in the lybian milition i got error

sharp stone
#

if you look in the config.cpp for your tunisian units, youll likely see you declared class UniformItem; somewhere

#

the way inheritance works is that the parent class must be declared

south bison
#

my bad i forget that after 6 h of working

jade brook
#

take a break

young mortar
#

any ideas what could cause my brakelights and backlights to not work properly

#

they are always emitted

#

I have "selectionBrakeLights="brzdove svetlo";
selectionBackLights="zadni svetlo";" in my config.cpp

#

and have also defined the selections in sections in my model.cfg

dusky prairie
#

Can someone help me understand what the recoil values mean

strange egret
#

a3 samples rifle

ruby rampart
#

Anyone know which anim source is used for the zeroing of a primary weapon with only 1 muzzle?

untold temple
#

@ruby rampart zeroing.-1 or zeroing.0 would work under the new naming system, but the old zeroing1 source also still works IIRC

#

zeroing.-1 works across all muzzles, but if your weapon only has one it makes no difference

ruby rampart
#

Yeah, turns out I was using the right source anyway but that zeroing.-1 will come in real handy, thanks a mill

distant gyro
#

Hey guys! First time poster here, if I'm doing anything wrong just tell me!
So I'd like to animate a part of a vehicle and make it react to the terrain, the way I sort of had it working was to make the part a wheel
and include that in the physX.hpp, the problem is that when I do this, because it's classified as a wheel, the speed dramatically decreases
(From like 40kph to around 6kph). Does anyone have a work around for this? I couldn't find anything about changing the friction of it.
Thanks!
Also it's nice to join the community

strange egret
#

what exactly do you want to make?

distant gyro
ruby rampart
#

How do I get a weapon to constantly aim at where the eye point is looking, even if the Konec and Usti hlavne points are at an angle

viral rapids
#

eyepoint? erm... i think thats not a good idea

#

iirc they are constantly moving around (randomly)

ruby rampart
#

I mean the actual eye memory point

#

This was before I added all of the ranges, but now that I have added them all the rifle is constantly overshooting

#

So I'd aim out at 500m but abviously as the konec and usti memory points are offset it'd travel 6 or 7 m over the target

viral rapids
#

Ah!

ruby rampart
#

I'm thinking offsetting the konec hlavne along the same axis as the sight should do it, but I was wondering if there was a cleaner way to do it

ruby rampart
#

Nope, that didn't work either

#

Anyone know how something like that works?

untold temple
#

there's no easy way to do it. You need a "look" memory point on the front sight and then to create eye memory points for each zeroing setting with the correct angle to compensate for the zero shift, then animate the ladder sight accordingly to match those angles

#

at least that's how reyhard does the animated sights on RHS's stuff (AK sights, Mosin Nagant, KAC BUIS etc.)

strange egret
#

@distant gyro most important thing is that the radius of the "extra" wheel (defined by boundary and axis memorypoint) you use is exactly the same as for the other wheels. Physx wheelsize does not necessarily have to match up with the visual wheel. Also, i think it's really important to set the friction for that extra wheel to 0 or close to 0. Otherwise you will have trouble turning (there is no "autorotating" possible). And you might also want to set dampingInAir to 0

#

i'm not sure how well physx takes wheels that are not "in line" and not in pairs. So if you want to be safe, place the memorypoints in line with the left/right wheels, and use 2 wheels as pair for the rollers

viral rapids
#

+iirc "lifting" of wheels also doesn't work

ruby rampart
#

@untold temple Thanks, but that's exactly what I did

#

Spent 12 hours lining everything up, doing the maths and configging the animations in model.cfg and it still massively overshoots

#

Could it be that I named the point OP_look instead of just look?

untold temple
#

should be whatever the cameraDir parameter is defined as

ruby rampart
#

Hmm, can you see if you can get the section of config with the cameraDir and discreteDistanceeyepoint (?) cause I've been at this nearly a day now and I have lots more crap to do

untold temple
#

e.g. discreteDistance[] = { 100, 150, 200, 220, 250, 270, 300, 320, 350, 370, 400, 420 }; discreteDistanceCameraPoint[] = {"eye","eye_150","eye_200","eye_220","eye_250","eye_270","eye_300","eye_320","eye_350","eye_370","eye_400","eye_420"}; cameraDir="eye_look";

#

should be straight in your cfgWeapons class

south bison
#

hello i need help i'm creating a addon for a technical and 1st time the turret was unplayble then when i added this

#

class Turrets : Turrets {
class MainTurret : MainTurret {
gunnerForceOptics = false;
gunnerOutOpticsShowCursor = "false";
weapons[] = {"mas_SPG9"};
soundServo[] = {"A3\sounds_f\dummysound", db-40, 1, 10};
magazines[] = {"mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_OG9_HE", "mas_PG9_AT", "mas_PG9_AT", "mas_PG9_AT", "mas_PG9_AT", "mas_PG9_AT", "mas_PG9_AT", "mas_PG9_AT", "mas_PG9_AT"};
gunnerAction = "mas_SPG_Car_Gunner";
gunnerInAction = "mas_SPG_Car_Gunner";
ejectDeadGunner = "true";
gunnerOpticsModel = "\mas_cars\UAZ\2Dscope_SPG_4";
};
};

#

the game crashed in loading with error class Turrets unidentified

sharp stone
#

class A : A
this is not allowed

#

a class can't be its' own parent

south bison
#

full

wild pasture
#

That's not true...

#
class StaticMGWeapon: StaticWeapon
{
    accuracy = 0.12;
    cost = 10000;
    threat[] = {0.69999999,0,0.30000001};
    class Turrets: Turrets
    {
        class MainTurret: MainTurret
        {
            class ViewOptics;
            optics = 1;
        };
    };
    icon = "iconStaticMG";
};
sharp stone
#

ah, subclasses can?

south bison
#

i copie it from the original addon that i'm inherent from

jade brook
#

a class can indeed not be it's own parent, but that has nothing to do with this. classes can share names with other classes.
What is missing here is probably that the parent class Turrets was not declared. needs full config to know whether that's the problem or not. this fragment is insufficient.

south bison
#

my full config i used

#

this the one i copied from

jade brook
#

L37 is wrong

#

class Turrets {}; does not (only) reference the class, but clears it

#

has to be:
class Turrets;

#

also, class MainTurret is never defined

stoic lily
#

(does not clear it; just creates an empty one if it hasnt been defined before in this specific (sub)class)

jade brook
#

yes

#

kju is correct

#

but I missed something else

#

You inherit from B_mas_cars_Hilux_SPG9

#

but you don't reference the sub classes there at all

stoic lily
#

(to clear you need to use delete className; - yet this only works if no subclasses inherit from this class)

jade brook
#
    class Car_F;
    class B_mas_cars_Hilux_Base: Car_F {
        class Turrets;
    };

    class B_mas_cars_Hilux_SPG9 : B_mas_cars_Hilux_Base {
        class Turrets: Turrets {
            class MainTurret;
        };
    };

add mas_cars_Hilux to requiredAddons in CfgPatches

south bison
#

where i put it post a correct copy of my config

#

anyone

#

how to correct

stoic lily
#

pastebin

jade brook
#

you replace your class B_mas_cars_Hilux_SPG9; line with that snippet

#

point 2 is in CfgPatches

#

You can figure it out, I believe in you.

south bison
jade brook
#

almost. I don't see mas_cars_Hilux in requiredAddons

south bison
#

done

#

thx worked implementing to mg and other classes

distant gyro
#

@strange egret Thanks but none of that worked (Wheel alignment, Damping rate in Air, Friction). I'll try changing them in pairs see if that makes a difference. Also the syntax I used for friction was: "frictionVsSlipGraph=0.0" is that correct?

strange egret
#

no thats not correct

#

frictionVsSlipGraph[]= //is a 2 dim array. First value is slip, second value is Friction
{
{0,1.0}, //first two values describe the friction at zero tire slip FrictionVsSlipGraph[0][0] = 0 (zero slip); and mFrictionVsSlipGraph[0][1] = friction at zero slip.
{0.5,2}, //The next two values describe the optimum slip and the friction at the optimum slip: FrictionVsSlipGraph[1][0] = optimum slip | FrictionVsSlipGraph[1][1] = friction at optimum slip
{1,1.0} //The last two values describe the slip at which the plateau of inefficiency begins and the value of the friction available at the plateau of inefficiency|
//mFrictionVsSlipGraph[2][0] = slip at the start of the plateau of inefficiency | mFrictionVsSlipGraph[2][1] = the friction available at the plateau of inefficiency
};

#

i would try and set it up like a 6 wheeled vehicle, similar to the CSAT apc - the first 4 wheels count as front wheels (steerable). Use arma3diag.exe from devbranch to enable the EPEVehicle dialog https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe and post a screen at "maximum" speed

ruby rampart
#

@untold temple Thanks

ruby rampart
#

Doesn't work, but thanks anyway ๐Ÿ˜‚

lone lion
#

I'm not sure that's a correct channel for this question, but

#

can anybody explain to me / lead me to documentation about it, how to correctly use file patching when developing a mod?

#

(that is, I want to be able to work on a mod, instead of repacking it->restarting game->restarting mission

agile karma
#

Could anyone give me a pointer on how to configure which faces are set by default for custom soldiers / factions?

#

Please use @agile karma if you happen to know.

#

@lone lion look up the ACE3 coding guidelines, it has some info on it. Basically you need the files to be in the same path as they would be in your mod, but then drop them in A3 install folder. I use symlinks. Then these days you also gotta use -allowFilePatching

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Configs you still need to restart the game though and you can only use files that already exist within the loaded PBOs

lone lion
#

ACE3 "coding guidlines" is basically "run this script we created just for ace"

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but I'll delve into said script hten

agile karma
#

Don't need a script or anything like that

lone lion
#

oh, will play around with it then

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yeah, script they use repacks pbo's on file changes, from what I seen

agile karma
#

that.s the build.py, dont need any of that and unrelated to filepatching

lone lion
#

ok, I don't get it at all

#

if I create a symlink from some folder to p: and from arma folder to "some folder",

#

and them arma takes files from p: if I loaded the mod that is also there

#

then it should also work like that if I just work on p: drive on my project, with no symlink shenaningans

#

but it doesn't ๐Ÿ˜

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nvm, I'll try the "monkey see, monkey do" approach, and see what'll happen

stoic lily
#

requires dev branch + diag.exe

#

plus mergeConfig use for configs

ruby rampart
#

I seem to remember there was a calculator for getting airFriction, hit, deflection etc. values for CfgAmmo, does anyone know of it or something similar?

strange egret
#

getting them based on what?

ruby rampart
#

I think I remember it was based off the real life balistics values

strange egret
#

well forget about that, it's BS. You won't get real ballistics out of arma

#

you can tune it to be similar - but only by hand

stoic lily
#
Bohemia Interactive Forums

Page 1 of 32 - Advanced Ballistics (WIP) - posted in ARMA 3 - ADDONS & MODS: COMPLETE: --- Description ---This addon introduces advanced external and internal ballistics to the game. It is entirely client-side and only affects small arms fire from human players.It makes long range shooting much more challenging and enjoyable.https://vimeo.com/104713737--- Features ---* Drag resistance based on ambient air density (air pressure, temperature, humidity)* Wind drift (Wind speed varies with the...

Bohemia Interactive Forums

Page 1 of 14 - ArmA III Ballistics Overhaul WIP - posted in ARMA 3 - ADDONS & MODS: DISCUSSION: IMPORTANT NOTICE, This is a WIP thread for my ballistics code, if you are looking for the final values please visit the link posted beneath this advisory! Ballistic calculation parameters updated (06/10/2015)!Finalized Values Link: http://forums.bistud...istics-OverhaulFor all questions regarding my ballistics work please go to my Q&A thread located here: http://forums.bistud...verhaul-Q-amp-AHe...

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maybe they had some excel sheet or sth

gilded lake
sullen fulcrum
#

oh nice didn't see that

thorn leaf
#

Hey I forget what controls max particle count allowed on screen, anyone? (Aka shoot tons of smoke grenades and they start disappearing)

strange egret
#

wouldnt be surprised if there is a hardcode limit somewhere... graphic options also might come into play. No definite answer though, sry

thorn leaf
#

ty

strange egret
#

blastcore used tons of particles for every effect, idk if they approached the limit regulary, or if they increased the limit in some way. You could try and install it and check max count with that as well

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even if you can increase ... that would be pretty costly i think

thorn leaf
#

thanks

stoic lily
#

CfgBrains should be a c++ engine class - not exposed to configs

gilded lake
#

I think I've ran in to the particle limit with blastcore in the past. Like smoke stacks resetting and stuff like that.

edgy yacht
#

there's a CfgVideoOptions class in the game that you can edit, it has particle settings in it, it may be possible it will change the limit

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i guess there's some limit in the engine anyway

dusky prairie
#

Is there a way to decrypt config.bin files into something I can edit

dusky prairie
#

For air friction, I use Federal's ballistic calculator app and the spreadsheet from the link that was posted. All you need is bullet velocity and the ballistic coefficient. Just pick one of the bullets from the ones you have to chose from and it will tell you how fast they are going at a specific distance. Use the spread sheet and edit the air friction until the bullet velocity matches the results from Federal's ballistic calculator

edgy yacht
#

mikero tools, official arma 3 tools

dusky prairie
#

Thanks, I thought Arma 3 tools would work, but wasn't sure which one

agile karma
#

Crosspost because.. i can

[10:25 PM] Adanteh: Is it possible these days to create items that show up as "Place Whatever (2 left)" and then instead of a normal explosive placement run a function instead?
[10:26 PM] Adanteh: Basically wanna have action attached to a certain magazine type when in inventory
gilded lake
#

wouldn't it be possible to create a fake explosive and set it's init to the function you want to run?

agile karma
#

I got alternative placement system

gilded lake
#

well, in that case, the scripts doing the placement will have to call something to "release"/attach the object to something else so you could hook in to that?

agile karma
#

That's basically the opposite of what I want though. I just want the "Put Explosive Charge (2 Left)" to instead of using normal put weapon, to start this script instead

#

I can script it obviously, just wondering if it was possible yet to attach custom functions to magazine/weapon types

gilded lake
#

ahh I see ๐Ÿ˜ƒ

agile karma
#

Somethign else entirely: Anyone know why this: http://i.imgur.com/gdu7pXX.png is happening? Class inheritance is all okay, but it doesnt feel like adjusing A3s config entry

#

"A3_UI_F" (and all the beta and so) are in requiredAddons

stoic lily
#

is the pbo built at all?

#

also add a later loaded A3 cfgPatches class as dep

runic fable
#

hullDamageCauseExplosion = 0; // new from All - 1 for car and tank

edgy yacht
#

what's "enum" thing i meet in the configs sometimes? what does it change?

stoic lily
#

In computer programming, an enumerated type (also called enumeration or enum, or factor in the R programming language, and a categorical variable in statistics) is a data type consisting of a set of named values called elements, members, enumeral, or enumerators of the type. The enumerator names are usually identifiers that behave as constants in the language. An enumerated type can be seen as a degenerate tagged union of unit type. A variable that has been declared as having an enumerated type can be assig...

#

in short its a replacement list - A => 1, B => 2, etc

edgy yacht
#

thanks

runic fable
#

anyone has an idea why in uniforms one can use uniformModel = "-", while vest and helmets need the model defined there too?

#
    class U_BasicBody: Uniform_Base
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d";
        class ItemInfo: UniformItem
            uniformModel = "-";```
#
    class V_Rangemaster_belt: Vest_NoCamo_Base
        model = "\A3\Characters_F\BLUFOR\equip_b_belt";
        class ItemInfo: ItemInfo
            uniformModel = "\A3\Characters_F\BLUFOR\equip_b_belt";```
#

related to that whats the point to define hiddenSelections[Textures] again in the ItemInfo subclass - or did BI ppl just copy paste themselfes from a bad example

scarlet oyster
#

Likely due to uniforms "replacing" the player character, while vests and helmets just use the proxies in that model.

#

The double hidden-selections are once for the character and once for the dropped uniform object. Same for model / uniformModel

runic fable
#

as far as i can tell these parameters always have the same value

#

so if it works like you suggest, its an unused featured

#

(or bad engine/config design)

scarlet oyster
#

Could also be just copypasta without much thought.

digital hedge
#

Basically, in the ItemInfo subclass, you define what's visible on a soldier, while in the item class itself, you define what's on the ground. That applies to hiddenSelection respectively. Uniforms are a bit different, though, since they use a model from a soldier class, linked via uniformClass properties in both uniform and soldier config.

dusky prairie
#

Does anyone know how much enemies have in regards to hit damage?

strange egret
#

look at class CAManBase

#

csat have different (better) values for their uniform

north spear
#

isnt armor on the uniform a myth? ๐Ÿ˜„

digital hedge
#

Very simply said, direct bullet damage is calculated as
(hit value of the ammo / armor of the hit point hit) * (actual bullet speed / typical speed of the ammo).
The armor of the hit point is calculated from the value from the uniform plus armor of an equipment that provides protection for that hit point.
Good info about soldier protection system can be found at https://community.bistudio.com/wiki/Arma_3_Soldier_Protection.

strange egret
#

@digital hedge that applies only if the bullet is stopped completely inside the body of the soldier. If not, damage is way less

#

making it completely unpredictable and hard to balance...

digital hedge
#

@strange egret Yup, I didn't want to go to the details much here. The page you linked is a great comprehensive source for that.

stoic lily
#

@digital hedge alright thanks. still the design is not great; not DRY and prone to errors
it should take the definitions from the main class if nothing is defined in ItemInfo

runic fable
#

hiddenSelectionsTextures seems also in ItemInfo optional or obsolete as only two vests define it and no helmets (or uniforms)

runic fable
viral rapids
#

ยฏ_(ใƒ„)_/ยฏ Arma/BI

digital hedge
#

@runic fable Well, ItemInfo can indeed be inherited, as any other properties and subclasses. And yes, I'm not aware of any need for hiddenSelectionsTextures in ItemInfo. If the hiddenSelections array is properly defined in the ItemInfo subclass, the texture(s) from the hiddenSelectionsTextures array of the item class is used.

stoic lily
#

sorry i dont understand your point with inheritance of ItemInfo - my point is that normally an object on the body and on the ground should be the same p3d with the same textures - which is the case; as such if such feature to have different look is needed, one should have to define only in ItemInfo if it is indeed different and not duplicate the code as its now

digital hedge
#

There are some engine-related reasons for why configs were set up this way. I'm sorry I can't really explain them โ€“ they've been around much longer than meโ€ฆ

digital hedge
#

@stoic lily Btw, the piece of code you posted pointed me to a bug with H_Cap_headphones (Rangemaster Cap): the texture when the cap was put on the ground was wrong. Thank you for that, I fixed the bug. ๐Ÿ˜ƒ

strange egret
#

lol

viral rapids
#

cough when will we get a removeMagazine command for Vehicles? cough

agile karma
viral rapids
#

Not Turret

#

Magazine in the Inventory

#

or a single Weapon, or Item, uniform, or any other Item ๐Ÿ˜ฆ

digital hedge
#

You may be looking for clearMagazineCargo, clearWeaponCargo, and clearBackpackCargo. With "Global" at the end for MP synchronization.

stoic lily
#

@digital hedge the code has three bugs ๐Ÿ˜ƒ

digital hedge
#

@stoic lily I haven't noticed anything else broken, but feel free to prove me wrong. ๐Ÿ˜„

dusk jungle
#

Speaking of headgear textures, will berets (Childs of H_Beret_blk) ever get their different colors? These were in config since first days of Arma 3 Alpha but are still in unfinished state. @digital hedge

#

Not sure if you're the right person to ask though.

digital hedge
#

@dusk jungle Unfortunately, the classes exist, but textures for them do not. I'm sorry but I'm not aware of any plans to make those at this time.

stoic lily
#

@digital hedge
V_HarnessOGL_gry has wrong model
H_Cap_headphones lacks hiddenSelections (as result H_Cap_marshal also needs hiddenSelections as it supposed to be different)
H_ShemagOpen_khk model vs uniformModel

dusk jungle
#

These config classes keep teasing me with their cool color variants ๐Ÿ˜ฆ

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Looked back at original Alpha release, there is \a3\characters_f\common\data\headgear_beret01_ocamo_co.paa texture which is still present in the game but its same black color despite ocamo name in the file, I guess designer got bored half way through lol.

viral rapids
#

@digital hedge Nope, i meant: Removing single Items from a vehicle/GroundWeaponHolder/etc, not clearing the whole cargo :/

digital hedge
#

@dusk jungle I completely understand; they should have been removed. Apologies for that.

#

@stoic lily V_HarnessOGL_gry: the model when put on the ground is indeed wrong - thank you. :)
H_Cap_headphones do not actually need hiddenSelections, since the cap uses the textures from the model. H_Cap_marshal inherits the hiddenSelections properly from its parent class (and thus works fine). H_ShemagOpen_khk: well, the models are actually the same, so it doesn't matter muchโ€ฆ

#

@viral rapids I see. RemoveItems should be for that, but it seems it's not working with vehicles. Please consider creating a task on https://feedback.bistudio.com/.

viral rapids
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I did, several years ago. I gave up on that idea ๐Ÿ˜›

digital hedge
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I can ask around a bit, but I think I cannot help you any further now, apologies. ๐Ÿ˜ฆ

viral rapids
#

np =}

#

I think we all get used to it ๐Ÿ˜„

digital hedge
#

@stoic lily The vest is fixed. ๐Ÿ˜ƒ

stoic lily
#

gj

cobalt laurel
#

Does anyone know if there are config parameters for Vehicle in Vehicle beyond the basic I can find and use from the Bluefor APC? I'm trying to see if I can allow a static turret gunner load into a vehicle. It can be done via Eden. But once unloaded, no one can load it back in

untold temple
#

Are the exits[] defined and loadingDistance and loadingAngle large enough?

cobalt laurel
#

Could you post some example code? Or where to find it. I just have
class VehicleTransport
{
class Cargo
{
parachuteClass = B_Parachute_02_F; // Type of parachute used when dropped in air. When empty then parachute is not used.
parachuteHeightLimit = 40; // Minimal height above terrain when parachute is used.
canBeTransported = 1; // 0 (false) / 1 (true)
dimensions[] = {"BBox_1_1_pos", "BBox_1_2_pos"}; // Memory-point-based override of automatic bounding box
};
};

untold temple
#

Oh, I thought it was a problem with the transport vehicle, not the vehicle being transported

#

but AFAIK the "load vehicle" action is only available to the driver of a given vehicle

#

which presents a problem if it's a static vehicle that isn't configured as having a driver

cobalt laurel
#

So I guess I could fake a driver so? Perhaps with a name change if that's possible too

dusky prairie
#

@strange egret does that apply only to vehicles? I'm more concerned with how it applies to enemies

edgy yacht
#

what does 605 mean in allowedSlots[]? for item configuration

strange egret
#

@dusky prairie no, also for soldiers

#

soldiers are also "vehicles" in this game...

dusk jungle
#

605 is headgear slot

edgy yacht
#

thanks

grave yoke
#

I'm not sure why I'm getting a "Circular Addon Dependency" all of a sudden.

#

I've used the same work folder setup for the last 2 years and never had an issue, now it's not working

strange egret
#

addon_apple is dependant on addon_fruit, but if addon_fruit is also dependant on addon_apple none can be loaded first -> problem

grave yoke
#

I'll send a link of the template I've been using

strange egret
#

not going to look through your whole addon structure to find your issue...

wild pasture
#

They tell you nothing because all of the required addons are blank

grave yoke
#

how does that create a circular addon dependency?

wild pasture
#

Well that's not actually what your configs look like right?

grave yoke
#

@strange egret All you'd have to look at is the config.cpp within the jas92_misc_f and the config.cpp within the first folder called appliances

#

@wild pasture yes for the most part

wild pasture
#

He'd find nothing, the configs you linked might as well be blank

grave yoke
#

well doesn't the circular addon dependency generate from the cfgPatches?

wild pasture
#

Yes, but the configs from the link you gave have nothing in their requiredAddons

grave yoke
#

so why is my actual project folder generating that error when the cfgPatches have the exact same setup and naming technique?

wild pasture
#

Because they don't

#

I just packed the exact files you linked and was able to load them into game with 0 errors. Obviously there is no content in them but you'd still get the error if the issue was just from the "template"

strange egret
#

packing with pboproject?

grave yoke
#

@wild pasture So am I using the correct technique for the project folder? I.E. I have the main project folder jas92 within that I have jas92_misc_f folder with a config.cpp and then a folder within jas92_misc_f called appliances with a config.cpp as well? The class name for the folder jas92_misc_f is named jas92_misc_f , and then the appliances folder's class name is jas92_misc_f_appliances. Would that be correct?

#

@strange egret yes I am using pboProject

sharp stone
#

folders containing config.cpp should not be containing subfolders with config.cpp

grave yoke
#

@sharp stone K, so I should just put everything within the subfolder config.cpp files into the main config.cpp file that's in the jas92_misc_f?

wild pasture
#

@sharp stone What?

sharp stone
#

im learning something new everyday apparently

wild pasture
#

That's simply not true

sharp stone
#

thought it only looked at the root of a pbo

wild pasture
#

Look at pretty much any folder in A3

#

pboProject creates a PBO at the first level it finds a config.cpp, but that doesn't mean you can't have more configs in the subfolders in that directory

sharp stone
#

ah some vehicle folders have sub cpps

#

never actually looked at those

wild pasture
#

And weapons, characters, structures

sharp stone
#

interesting. what does this mean for filepaths?

grave yoke
#

Well I think I'm going to rewrite everything from my main project folder into this empty project template in hopes that it'll filter out that "Circular Dependency" error. Lucky for me I don't have very much

wild pasture
#

@grave yoke Your structures is fine, but without seeing your full configs we can't really do much else. X3KJ explained the issue.

grave yoke
#

k, well I'll upload the main project folder then

wild pasture
#

This isn't what you have in the configs you linked us, but this is an example of what would cause the error

//jas92_structures_f/config.cpp
class CfgPatches
{
    class JAS92_Structures_F
    {
        requiredAddons[] = {"JAS92_Misc_F"};
        requiredVersion = 0.1;
        units[] = {};
        weapons[] = {};        
    };
};
//jas92_misc_f/config.cpp
class CfgPatches
{
    class JAS92_Misc_F
    {
        requiredAddons[] = {"JAS92_Structures_F"};
        requiredVersion = 0.1;
        units[] = {};
        weapons[] = {};        
    };
};
grave yoke
#

k, I definitely don't have that in my main project folder. This is what my main project folder cfgPatches look like:

#

//jas92_structures_f/config.cpp
class CfgPatches
{
class JAS92_Structures_F
{
requiredAddons[] = {"A3_Data_F","A3_Structures_F"};
requiredVersion = 0.1;
units[] = {};
weapons[] = {};
};
};
//jas92_misc_f/config.cpp
class CfgPatches
{
class JAS92_Misc_F
{
requiredAddons[] = {"A3_Data_F","A3_Structures_F"};
requiredVersion = 0.1;
units[] = {};
weapons[] = {};
};
};

wild pasture
#

But it could be in one of your remaining 15 configs. If you are using something like notepad++ you can pretty easily search through all files in the directory for requiredAddons and verify they are correct

somber cloak
#

or use pbodeps form mikeros tools, and import the addon_dependencies.txt it produces into a spreadsheet, you can easily and quickly see which cfgpatches has which required addons

grave yoke
#

k

#

k thanks

strange egret
#

pboP builds cfgpatches automatically, based on all the things you used in your models/configs. So if you use one object in structures_f from misc_f and use one object in misc_f from structures_f you end up with circle jerk

grave yoke
#

k

grave yoke
#

got it working

#

several of the .p3d files in the misc_f folder were calling a texture from the structures_f folder

boreal heart
#

Anyone know what I'd need to add to get full screen TGT Camera? I want to rid that black box surroundning everything

untold temple
#

think you can set gunnerOpticsModel to the empty one under ^class OpticsIn^, same as a turret

#

gunnerOpticsModel = "a3\weapons_f\Reticle\optics_empty.p3d";

boreal heart
#

I'll give that a shot cheers mate

boreal heart
#

Another question, for a single seat craft, is it still 'gunnerOptic' or is it 'driverOptic'?

untold temple
#

still gunneroptic AFAIK, since they're configured like turrets. Check the Wipeout or something to see how classPilotCamera>>class OpticsIn looks

grave yoke
#

I'll be linking a youtube video of it as well, hopefully you'll be able to hear it as well.

grave yoke
#

Unfortunatly I forgot to enable desktop sound when I recorded, so I'll have to record it again. Anyhow if anyone is really interested in what it looks like and you don't mind no sound then here's the link: https://youtu.be/Bnu0IdWOBB4

summer fulcrum
#

@grave yoke That water part of it looks really good, nice job ๐Ÿ‘๐Ÿฝ . I mean all of it looks good but especially the water part.

grave yoke
#

@summer fulcrum thanks, I just need to figure out how to get the water more visable when you look directly at the wall. You could probably tell that it looks as if it disapears when I looked straight at the wall on in the video.

grave yoke
dusky prairie
#

Does anyone know anything about buck shot spread? All the shotgun mods seem to have too much

stone cove
#

@dusky prairie i think that is hardcoded in the engine - you cannot change the spread via config

#

it would be nice if you could change the number of pellets and their spread but sadly that probably wont be in A3

dusky prairie
#

Hey Robert, I'm a huge fan of your mods

#

I was wondering if it would be possible to fix the desert eagle model in your RH pistol pack

#

Specifically regarding the position of the hammer

stone cove
#

you mean the hammer not being cocked?

dusky prairie
#

@stone cove it's cocked buts it's too far into the gun. It's right on the modern version of the desert eagle but not the black gold and silver ones. I actually managed to fix the model but I can't get the mod to work with that model

stone cove
#

oh ok , i will check that out since that pack seriously needs a revamp

#

but my time isnt so free as used to be :/

dusky prairie
#

@stone cove I'd offer to help any way I can, that hammer has been driving me crazy, lol

stone cove
#

maybe later but as it right now , i am too busy with the mod + tons of other crap heh

dusky prairie
#

Also I'd change the Raging Bull to a .44 Magnum as the .454 only has a 5 round cylinder. The nice about that revolver is that is strong enough to shoot crazy powerful Plus P rounds

stone cove
#

ye i know that but texture already says .454 so it would be less accurate

forest garden
#

Im having a little trouble with FFV. If i set isPersonTurret = 2; so that i can access my turret from outside the vehicle then when turned in the gunner can still fire and move his weapon (unintended). If i then set inGunnerMayFire = 0; then the gunner can no longer use his weapon but the view is centered inside his body. Setting isPersonTurret =1; again fixes the weapon usage issue but then means i can't access my turret from outside the vehicle. Im going round in circles here, anyone had similar issues and fixed them ?

hot pine
#

@dusky prairie -
fireSpreadAngle=0.95; in weapon cfg (cfgWeapons)

topaz ridge
#
Bohemia Interactive Forums

Turret Turn-In / Turn-Out - posted in ARMA 3 - ADDONS - CONFIGS & SCRIPTING: Does anyone know of documentation or tutorials on how to configure vehicle turret positions for turn-in and turn-out please? Or be kind enough to give some explanation from personal experience? Vehicle crew position - Turned-in, sitting on a seat facing port, with an interior view of the cargo cabin, per a normal passenger (no FFV) - Turned-out, stands up through an elevated hatch, facing forward, with FFV...

stone cove
#

maybe it is fixed who knows

hot pine
#

I'm pretty sure it's working in a3

ruby rampart
#

Anyone know whay I can't ADS using a launcher?

dusk jungle
#

What defines where map grids are counted from? Like Chernarus does it from top left corner while Altis and Stratis from bottom left corner.

strange egret
#

wouldnt the terrain makers know more about that?

wild pasture
strange egret
#

you are everywhere, aren't you? xD

wild pasture
#

Yes, I spend too much time looking at discord

dusky prairie
#

@strange egret Haven't you made a ballistic calculator for arma 3?

dusky prairie
#

If so how in the world do you calculate bullet acceration to get air resistance

dusky prairie
#

I already downloaded it, can't make heads or tails out of it

#

And the other spreadsheet I found produced a value that was inconsistent with real life. I had to change the air resistance value dramatically to get realistic bullet slowdown

strange egret
#

that is why i said you can forget conversion between reallife BC values and arma bullet simulation. You have to manually adjust it so it fits the expected flightpath

dusky prairie
#

So if a bullet has a muzzle velocity of 483 m/s and loses 25% of its velocity at 100 m, how to I figure out its air resistance

strange egret
#

by trial and error.

#

you set a value, look what happens, then try another value, etc pp

dusky prairie
#

But how do I measure results

strange egret
#

with a ballistic spreadsheet like mine of course

dusky prairie
#

Using the other spreadsheet I got a value of like 0.00253 and before it was like 0.0016

strange egret
#

what value and based on what?

dusky prairie
#

By adjusting the air resistance until the velocity at 100 m was correct

#

The projectile that it's based on is a 300 grain .50 AE JSP with a muzzle velocity 483 ms and a bc of 0.155

strange egret
#

accuracy depends on step size of the "code"

#

adjust timestep and see what happens. If you have doubts use the script presented here https://www.youtube.com/watch?v=cix07R1vlhI
you can see where it has lost 10, 50% , 75% of it's energy. Measure it ingame, compare it to spreadsheet results. Judge yourself.

dusky prairie
#

Just did, looks like it works

nocturne verge
#

Question , how do you make AP ammo?

dusky prairie
#

Increase the caliber(penatration) and probably the hit damage. Body armor isn't simulated realistically, it just basically gives them more health

south bison
#

Hello i Created F-16 Addon (inhiret from the Standalone ) for my Mod but it did'n appear in game

south bison
#

anyone

south bison
#

Message me privetly the solution anyone read it

nocturne verge
#

` class CfgMagazines {
class CA_Magazine;

    class 30Rnd_556x45_Stanag_SAW: CA_Magazine {
    author = "[SAWRecce] Maj.AntiAlligat3r";
    scope = 2;
    displayName = "30Rnd_5.56x45_Stanag_SAW";
    picture = "\A3\weapons_F\data\UI\m_30stanag_CA.paa";
    ammo = "B_556x45_Ball_SAW";
    count = 30;
    initSpeed = 920;
    tracersEvery = 0;
    lastRoundsTracer = 4;
    descriptionShort = "Custom Ammo"
};
class 30Rnd_556x45_Stanag_Blue: 30Rnd_556x45_Stanag_SAW {
    Hit = 200;
    scope = 2;
    author = "[SAWRecce] Maj.AntiAlligat3r";
    displayName = "30Rnd 5.56 Stag. Blue tracer";
    model = "\A3\Weapons_f\Data\bullettracer\tracer_green";
    tracersEvery = 1;
    ammo = "B_556x45_Ball_Tracer_Green";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"\SAWRecce_ArmA3\SAWRecce\data\Ammo\Bullet_Tracer\tracer_Blue_ca.paa"};
};
    class 30Rnd_556x45_Stanag_Blue: 30Rnd_556x45_Stanag_SAW {
    Hit = 200;
    scope = 2;
    Caliber = 2.5;
    author = "[SAWRecce] Maj.AntiAlligat3r";
    displayName = "30Rnd 5.56 Stag. AP Blue tracer";
    model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
    tracersEvery = 1;
    ammo = "B_556x45_Ball_Tracer_Red";
};
}; `
viral rapids
#

3x `

nocturne verge
#

can anyone inlighten me on why 1. Damage doesnt increase and 2. only Blue tracers mag is showing , the other 2 are not

viral rapids
#

again: 3x `

#

This is crappy to read

nocturne verge
#

so 3x in bigining and the end?

viral rapids
#

Yep

#

So it looks like this

nocturne verge
#

sorry for spelling

#
        class CA_Magazine;



        class 30Rnd_556x45_Stanag_SAW: CA_Magazine {
        author = "[SAWRecce] Maj.AntiAlligat3r";
        scope = 2;
        displayName = "30Rnd_5.56x45_Stanag_SAW";
        picture = "\A3\weapons_F\data\UI\m_30stanag_CA.paa";
        ammo = "B_556x45_Ball_SAW";
        count = 30;
        initSpeed = 920;
        tracersEvery = 0;
        lastRoundsTracer = 4;
        descriptionShort = "Custom Ammo"
    };
    class 30Rnd_556x45_Stanag_Blue: 30Rnd_556x45_Stanag_SAW {
        Hit = 200;
        scope = 2;
        author = "[SAWRecce] Maj.AntiAlligat3r";
        displayName = "30Rnd 5.56 Stag. Blue tracer";
        model = "\A3\Weapons_f\Data\bullettracer\tracer_green";
        tracersEvery = 1;
        ammo = "B_556x45_Ball_Tracer_Green";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\SAWRecce_ArmA3\SAWRecce\data\Ammo\Bullet_Tracer\tracer_Blue_ca.paa"};
    };
        class 30Rnd_556x45_Stanag_Blue: 30Rnd_556x45_Stanag_SAW {
        Hit = 200;
        scope = 2;
        Caliber = 2.5;
        author = "[SAWRecce] Maj.AntiAlligat3r";
        displayName = "30Rnd 5.56 Stag. AP Blue tracer";
        model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
        tracersEvery = 1;
        ammo = "B_556x45_Ball_Tracer_Red";
    };
    }; ```
viral rapids
#

erm... you can edit your text above ๐Ÿ˜‰

nocturne verge
#

Eh .. to much effort ๐Ÿ˜‚

#

anyone have an idea?

gilded lake
#

well, for starters, you're defining 30Rnd_556x45_Stanag_Blue twice here

#

all classes have to be unique

ruby rampart
#

You also can't change the hit value in CfgMagazine, has to be done in the ammo used by that magazine

dusky prairie
#

200 seems pretty high as a hit value, .50 cals have a hit value of 20

dusk jungle
#

What defines item having DLC status when you hover over it in inventory? Some RHS items (like RPG mags) have this popup over them I was wondering if I can patch it.

south bison
#

hi any help for what i say yesterday

agile karma
#

Can anyone give me somewhat decent insight into how model optics work?

gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F"; shows on vehicle as... http://i.imgur.com/BWLxLhT.jpg
whereas the vanilla Gorgon has that exact same entry and shows as http://i.imgur.com/gc1PAMW.jpg

Edit: Also the AMV Marshall is the same gunnerOpticsModel = "\A3\weapons_f\reticle\Optics_Gunner_02_F";

#

How the hell does this shit work?

kindred moss
untold temple
#

@agile karma the gunner's reticles in tanks is a dialog element, not part of the modeloptics. They're named "Rsc..." under the turretInfoType

boreal heart
#

G'day fine people of the config world, quick question for whoever is most suited.

#

I'm working on the F35 and I am wanting to make the TGT Camera on the F35 look something similar to this [ http://imgur.com/a/BcCSf ] , so it's more in line with the real F35 since the current TGT Camera overlays and such look ike their from the 90's

#

I have no idea how to do that kinda thing, I've got a general idea on how to make the overlay .paa/p3d itself, but I have no idea on how to make the numbers change, the grid stuff, tgt location, elevation etc

#

If someone could guide me in the right direction on how that shit works and how to implement such things I would be ever so grateful

untold temple
#

@boreal heart see above. The numbers etc. are scripted via an Rsc dialog

#

There are quite a few dialog tutorials around

rocky granite
#

Is there any way to get a projectile that is spawned with createVehicle and then propelled/guided using setVelocity/setVectorDir(andUp) to Spin/Rotate without having to set a new vector every frame?

boreal heart
#

@untold temple I'll have a look around but I am extremely unfamiliar with Rsc stuff. Is Rsc the same as GUI editor?

sharp stone
#

@dusk jungle it's a config entry in their class, but RHS uses it deliberately for their single use AT weapons. They essentially load themselves when you equip them and press "R".

agile karma
#

@untold temple are you sure about that? None of the dialogs actually have a class that would show the picture and even then there's no way to specify a difference between the different reticles for other zoom levels

#

My config for changing them is working, but they all end up as the same orange cross.

untold temple
#

@agile karma my apologies, it's defined in an external class that the optics inherit from : class Optics_Gunner_APC_03

#
    {
        class Wide: Wide
        {
            thermalMode[] = {0, 1};
            gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_APC_03_w_F.p3d";
        };
        class Medium: Medium
        {
            thermalMode[] = {0, 1};
            gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_APC_03_m_F.p3d";
        };
        class Narrow: Narrow
        {
            thermalMode[] = {0, 1};
            gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_APC_03_n_F.p3d";
        };
    };```
agile karma
#

@untold temple Thanks a lot, works now. Just putting those entries fixes it.

stone cove
#

new aimTransitionSpeed config parameter - hmm interesting

untold temple
#

wonder if the time scales with whether you're deployed/rested/prone etc.

stone cove
#

technically it could , but i wonder if that parameter would be only for base of the weapon or for optics as well

untold temple
#

yeah, it would be interesting for stuff with limited eye relief, taking a while to get the right cheek-weld

#

but by the way the changelog is written I think it's just weapon-based

stone cove
#

well they could expand it little more

#

also i wonder if ever will see the animsource that will work with opticsmodes

untold temple
#

if only

hot pine
#

isn't that param for anims only?

boreal heart
#

Would anyone know how I would go about adding a light source to an afterburner when it turns on? So it isn't just an orange texture?

#

Or just light source in general so a specific location on a vehicle

strange egret
#

use emissive texture

#

light source is bad (shines through everything, including cockpit)

#

basically all mods with planes do it this way (john spartan, firewill, rhs)

boreal heart
#

I'm using Johns afterburner atm, but at nighttime its just a bright af texture, no external lighting or anything, so then on the ground it doesnt iluminate anything

sullen fulcrum
#

^ light source is bad (shines through everything, including cockpit)

boreal heart
#

I know that haha

#

But I still want to try it out anyway

#

Plus it doesn't have to be a 360 light, just one in the direction of the afterburner itself, kinda like how the front landing gear lights work, I don't get any excess cockpit lighting from the front landing gear

stone cove
#

Tweaked: The "aimTransitionSpeed" parameter can now be configured for each weapon (and multiplied by the global one)

#

so it is only weapon based

kindred moss
#

can someone elaborate if its known what does this param hullDamageCauseExplosion = 1; in Car base class do, which is now on dev branch? Thanks

#

If I take it by the sound of it, it does not bring anything new, vehicles already blowup on damage by default, so what is this exactly.

#

or... it might be a posibility to disable explosion by setting this param to 0 for mod authors

#

which is very welcome

stoic lily
#

cases to cause vehicle to get destroyed

#
  1. overall damage = 100% (hull)
  2. engine damage = 100%
#

similar to head and body as infantry

#

i assume hullDamageCauseExplosion = 0 makes the vehicle not destroyed state

#

or at least not explode

viral rapids
#

One of our guys is testing it atm

thorn leaf
#

Any word Dscha? Because I was wanting to look into this also.

viral rapids
#

sry, forgot to ask.

kindred moss
#

is @velvet hinge here? Sorry for bumping you kju said you might have something to do with this parameter hullDamageCauseExplosion = 1; so if you do care to shed some light on it please?

thorn leaf
#

@viral rapids guess the 'one of our guys' isnt around anymore for you to ask? ๐Ÿ˜ฆ

viral rapids
#

Yeah, its 12pm here, he is old, soo.... yeah, he is not around anymore ๐Ÿ˜„

strange egret
#

@stoic lily engine damage=100 doesnt lead to explosion. Its just a dead engine. Global damage=1 -> dead. By default, HitHull damage>0.9 -> dead HitFuel damage > 0.9 -> dead

#

if this is a new parameter it propably just means vehicle will not cause an explosion on HitHull damage > 0.9 (which before was silly ... shoot the bumper alot with a pistol and suddenly the whole thing explodes). It might just replace the vehicle with its wreck without explosion in that case

nocturne verge
#

Different topic , If a weapon does not have hiddenSelectionsTextures under its original coding , are you able to retexture it? If so how as i have added hiddenSelectionsTextures and hiddenSelections to no avail

untold temple
#

if it has sections defined in the model for retexturing, then yes you can add hiddenSelections[] to the config to activate them