#arma3_config

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jade brook
#

You obviously cannot debug macros /s

sullen fulcrum
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@grand zinc ok will look trough the mikero stuff an see if i can find it, thanks!

#

@jade brook what?

chrome pebble
#

anyone?

jade brook
#

What is that roleconfig entry for?

#

role="MachineGunner";
?

untold temple
#

I think it might be for those little icons that appear on the unit's avatar in the command menu

jade brook
#

Isn't that icon="iconManMG"; ?

untold temple
#

that would make more sense

jade brook
#

It's the only config entry missing from the Bundeswehr classes, so it must be something newish.

#

Seems useful for scripting, but doubt many mods support it.

untold temple
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Zeus related? Units cost etc

jade brook
#

shrug. I'll just add whatever fits the most.

#

It's not on the wiki

untold temple
#

Yeah, I was noticing that when I was trying to determine what property made divers swim faster yesterday. Wanted to look up whether it was role = "SpecialOperative"; but there was no documentation (it isn't what makes units swim faster though, turns out it's uniformType = "Neopren";)

jade brook
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It's all weird again.

#

RiflemanUnarmed uses "rifleman" and not "Unarmed"; which is for civilians

#
        icon="iconManEngineer";
        role="Sapper";
        picture="pictureRepair";
#

engineer, repair, sapper

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just pick one ffs

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AT and AA are both "MissileSpecialist" welp

#
    class B_sniper_F: B_Soldier_sniper_base_F
        role="Marksman";
grand zinc
#

See CfgRoles

jade brook
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icon="\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa";

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for everyone.

#

looks WIP?

grand zinc
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was already there in 1.64

jade brook
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It has one unlocalized string and the same icon for every sub class.

grand zinc
#

Well it gives a name to the role of that unit...

jade brook
#

Yeah. Useless, because that could've been one config entry.

#

Unless they wanted to unify a bunch of these entries. If it's there since 1.64 and looks like this, it's dead.

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Eh, not like I have anything better to do.

gilded lake
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perhaps it's related to the new patrol ops game mode?

scarlet oyster
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I wondered myself as well what these role descriptors were for, especially since BI's config uses them inconsistently. I figured some scripted system, possible related to the new respawn rework.

untold temple
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Is it a string for the teamSwitch menu?

scarlet oyster
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It wouldn't be a localized string. It must be some sort of identifier.

sullen fulcrum
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Maybe the default role name for the respawn loadouts?

strange egret
#

could be used for AI refinement

scarlet oyster
#

Speaking of AI. Someone was asking what typicalCargo is for

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it's for AI to assume that a vehicle carries the specified people. It factors into the cost value, afaik.

junior bane
#

Hey guys, in my buldozer works my model.cfg fine. Ingame shot on the wheels, my wheels are destruct, but not hide.
In my buldozer can i make it hide. Any idea?

sullen fulcrum
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Is there a list of all ClassName types? For nearestObjects filtering.

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As in ["Car", "Tank", "etc"]

jade brook
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Those are just classnames, nothing "types". They all can be found in the ingame config viewer under CfgVehicles.

sullen fulcrum
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Alright, thank you.

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I'm assuming "AllVehicles" would return all repairable things, correct?

jade brook
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No, AllVehicles also includes Persons and Animals

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["Tank", "Car", "Ship", "Helicopter", "Plane"]
should be fairly complete for A3

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Maybe also add "StaticWeapon"

sullen fulcrum
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What about "Man" for players and AI?

jade brook
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Use CAManBase instead

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Man includes Animal

sullen fulcrum
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Ok, thanks again! ๐Ÿ˜ƒ

jade brook
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yw

digital valley
#

@jade brook was just coming in here to ask about how to change the role name in CfgRespawnInventory. That is at least one thing role is used for. Seems only predefined ones work. In this pic, first is role = "light gunner" second is role = "Marksman" http://i.imgur.com/fVZPV2J.png

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Custom roles can be added in description.ext

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class CfgRoles
{
    class LightGunner
    {
        displayName = "Light Gunner"; // Name visible in the menu
        icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name    
    };        
};
spiral steppe
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Does Addon Builder not work if the Cfg is already in .bin form?

turbid coral
#

Hi,

probably s simple question: some time ago userconfig was used to adjust some configuration options for addons, what is the current way?

I want an external file to be included by addon's config

wild pasture
gilded lake
#

every single one of them ๐Ÿ˜„

sullen fulcrum
#

Any idea where I can find the config of the player placed waypoints? (Shift + LMB).

jade brook
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Don't think there is one.

jade brook
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_vehicle enablePersonTurret [_turret, false]

#

?

#

That is what BI does with the not-Chinook

jade brook
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If you disable the person turret with this command, the soldier in that position cannot shoot.

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You have to add this to wherever you use the animate command.

shell terrace
#

Oh I see what you mean, it worked, thanks alot! @jade brook

jade brook
#

Yeah, it's real nice.

gilded lake
#

Probably ^^

#

there is a mod that does that already though, should be a good reference I guess

dusk jungle
#

I want to remove cursor from Mi-24P pilot's GSh-30 cannon, it shows up on all difficulties regardless of settings, can somebody hint me at values I should look at?

hot pine
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cursor = "";
cursoraim = "";

dense dawn
#

Anyone know if they have said anything about this grammar? Haven't seen it before Eden

expActiv="vehicle this enableSimulation true;" \n "vehicle this hideObjectGlobal false;";```
(The two strings separated by `\n`)
sullen fulcrum
#

\n means newline but where do you see that?

jade brook
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mission.sqm apparently

agile karma
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Anyone know if there's a way to make conditional PBOs. We have an RHS and IFA compat, would be nice if I could just drop them into the main mod and not get missin requiredAddons if launching either

viral rapids
#

wasn't that one of the purposes of requiredAddons in CfgPatches?

agile karma
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Thing is that then you get an error when you boot the game, it would be nice to have some sorta option that it would just ignore the PBO silently if one of the requiredAddons is missing, specifically for compat stuff.

viral rapids
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For the A3-Launcher -> Just add Dependencys

#

If you start the game, with.. lets Say ModA, but you also need ModB -> It gives you the error that ModB wasn't loaded. -> Enter -> Loads game anyway iirc

agile karma
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Yes

viral rapids
#

But i never heard of an "option".

agile karma
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It gives you the error that ModB wasn't loaded
I'd like some sorta config thign to skip this

viral rapids
#

I don't think thats possible.

agile karma
#

Hmm too bad. It's not a huge problem, just would've been nice if there was some super special magic way to do that

viral rapids
#

By Script -> Possible.
By Config -> Not that i know of.

scarlet oyster
#

requiredAddons did exactly that at some time. These days it is purely for sorting out the load order of addons, which is important for config patching and preventing .rpt spam

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That whole updating baseclass class A -> class B in .rpt during startup? Bad configs.

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Specifically, bad requiredAddons[]

jade brook
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The problem with optional PBO's these days is, that any of them that edit a CfgVehicles class will now create dependencies thanks to 3den.

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If you create the mission while using the optional PBO file, the PBO becomes a requirement.

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So annoying.

scarlet oyster
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Ha... in OFP it used to be the BAS_HeliRepairH that did that. ๐Ÿ˜„

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Interesting to see, that this still exists and floats around.

jade brook
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The new requirements thing is a 3den "feature".

scarlet oyster
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Luckily the entire CfgAddons thing seems to be retired...

jade brook
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CfgMods?

scarlet oyster
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No, CfgAddons. Its a super ancient thing used instead of fixing the mission loading in OFP.

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basically it force-loads stuff into a mission without relying on mission.sqm back then. The issue was that if you createVehicle'd or addWeapon'd a thing that wasn't in the mission.sqm -> Popup about supposedly missing content.

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CfgAddons "solved" it by making your content always ready.

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-> Hacky workaround

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Kinda similar to the units[] and weapons[] array in CfgPatches.

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That Zeus requires these to show items still boggles my mind, tho.

jade brook
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There still is class CfgAddons

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Is it related to activateAddons and activatedAddons?

scarlet oyster
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Yes, of course it still exists. Same as scudModel=; ๐Ÿ˜„

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Yep, activateAddons is basically a runtime fix for this if the content wasn't force-enabled via CfgAddons. A cleaner way surely.

jade brook
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I see. activate(d)Addons is used for Zeus. You can only spawn addon objects if at least one object assigned via units[] to the CfgPatches class is placed in the mission.

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Because that makes the addon "activated".

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I have a fix using the activateAddons command for BWA3 units, because I want them to be present even if only the default "official addons" is selected in the curator module.

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I guess adding my CfgPatches classes to CfgAddons solves this more cleanly. Will try.

candid wave
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Mikero had a tool to generate units list, dunno if pboProject would do that automatically nowadays.

barren umbra
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doing rvmats: with setting determines how much shadow a bush/tree gets? For some reason I just really bright stuff, or bright around the edges with completely black inside

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the textures are fine, I'm just messing around with rvmats to make bushes better fit for the new lighting

jade brook
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I can manage to get the lists myself. I have a bunch of debug scripts lying around in my mission.

jade brook
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Nice. @scarlet oyster it worked! I can now Zeus-spawn BW units without having to place them beforehand in the mission even with my ugly scripting hack removed.

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CfgAddons ...

scarlet oyster
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Surprised to see it still works ๐Ÿ˜„

gilded lake
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why do you want to "circumvent" the Game Master module setting though?

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just curious ofc ๐Ÿ˜ƒ

sullen fulcrum
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@jade brook did you had to list all addons which contain units?

jade brook
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I added this:


class CfgAddons {
    class PreloadAddons {
        class BWA3 {
            list[] = {
                "BWA3_AmmoBoxes",
                "BWA3_AssaultRifles",
                "BWA3_Attachments",
                "BWA3_Backpacks",
                "BWA3_BattleRifles",
                "BWA3_Common",
                "BWA3_Eagle",
                "BWA3_EnablePIPOptics",
                "BWA3_Flag",
                "BWA3_HandGrenades",
                "BWA3_Handguns",
                "BWA3_Headgear",
                "BWA3_Launchers",
                "BWA3_Leopard2A6M",
                "BWA3_MachineGuns",
                "BWA3_NaviPad",
                "BWA3_Optics",
                "BWA3_Puma",
                "BWA3_Radios",
                "BWA3_SniperRifles",
                "BWA3_Sounds",
                "BWA3_Tiger",
                "BWA3_Tracked",
                "BWA3_Units",
                "BWA3_Vector",
                "BWA3_VehicleWeapons",
                "BWA3_Vests",
                "BWA3_Weapons"
            };
        };
    };
};
#

to get rid of this:

// manually activate our addons
private _addons = activatedAddons apply {toLower _x};

{
    _addons pushBackUnique _x;
} forEach BWA3_addons;

activateAddons _addons;

// manually add our addons to all curators
if (isServer) then {
    {
        _x addCuratorAddons BWA3_addons;
    } forEach allCurators;
};
gilded lake
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mhm but why

jade brook
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So you can place BWA3 objects with Zeus in default settings even when no BW object is placed on the map.

scarlet oyster
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๐Ÿ˜„

jade brook
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My work around was fancier, but this is better overall I think.

gilded lake
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is it too much effort to toggle the damn setting? ๐Ÿ˜›

scarlet oyster
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Depends what you are aiming for. Your script is a solution you can easily forget about, as it'll add all tagged addons. The list is nicer as it doesnt involve scripting ๐Ÿ˜„

jade brook
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Not for me, but for the end user.

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I would be fine with it if it weren't so inconsistent.

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E.g. if you place a BW Rifleman, you can only spawn BW Soldiers

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But if you spawn a Leopard, empty or crewed - doesn't matter, you can place Leopards and all Soldiers.

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Same for Puma respectively.

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Too confusing. Got error reports and so I fixed it with my "hack". This solution is cleaner, even if it looks stupid on paper, because you have another redundant list.

scarlet oyster
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yup, lists of lists are bad

gilded lake
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I guess it's better than dealing with people incapable of reading the settings ^^

woven flax
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Firs time getting a weapon ingame and I seem to have the muzzle flash stuck on the front of the rifle. Its like a static torch. Any ideas why this may be?

untold temple
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Could be a number of things:

#
  1. your muzzle flash proxy isn't named the same as the *selectionFireAnim ๐Ÿ˜— in the weapon config (by convention it's usually called zasleh)
#
  1. Your zasleh selection is missing from the sections[] array of the model.cfg
#
  1. your zasleh selection is also part of another defined section (e.g. part of the camo selection used for hiddenSelections) and this interferes with the hiding anim
#
  1. You're proxy has been corrupted - One of the modelling plugins (I forget if it's Blender or MODO) has a habit of breaking proxies
woven flax
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Currently on the p3d I have muzzleflash selection, Proxy muzzle and proxy muzzle flash

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And this is all from the samples

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Opening my weaponcfgi did spot this selectionfireanim = "zasleh";

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In my model.cfg I do not have any references to zasleh

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the proxy in the p3d is named \A3\Data_f\proxies\muzzle_flash\muzzle_flash_rifle_Mk20

woven flax
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Would anyone mind helping me figure out why my muzzle flash is stuck? Whenever I add in the "muzzleFlash", "" it pops the error

wise fog
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@woven flax define stuck, like always "on"

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?

woven flax
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Correct

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Ill take a screenshot one moment

wise fog
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Missing a comma after "bolt","",

woven flax
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Still fails to build but thank you for noticing that

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Thats what I mean

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Also no pieces animate

wise fog
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Whats the name of your p3d

woven flax
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SR99C

wise fog
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Thats your problem lol

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class OPTREZ_SRS99C: tb_arifle_m16a4_base

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The p3d should be the first name

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Class xxxxx = p3d name also xxxxx

woven flax
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class SR99C: tb_arifle_m16a4_base

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so that?

wise fog
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Yep

woven flax
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Fingers crossed one sec

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Nope same error

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wait..

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i had a wrong comma

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-face desk -

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Well it packs but still same problem

wise fog
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Does stuff rotate or do anything animation wise now

woven flax
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Nothing

wise fog
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Ill have to check my cfgs and compare, best check the sample configs in the meantime though

woven flax
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Yeah I have been but im better at the making the model than making it work lol

wise fog
#

Yea thats arma for you

woven flax
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Itll build but not animate

wise fog
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go into the model and select the muzzleflash proxy

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hit new and name it "zasleh"

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then add it to the sections[]=

woven flax
#

okay so i have two

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I have one named muzzleFlash

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and another that is a proxy name \A3\Data_f\proxies\muzzle_flash\muzzle_flash_rifle_Mk20

#

Which one do I change?

wise fog
#

none just select it and hit make new

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so you will have all 3

woven flax
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Lol okay

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tryign now

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Okay so the mag moves

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But nothing else

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And still have the flare stuck

wise fog
#

can i see your cfg again

woven flax
wise fog
#
        {
            "magazine",
            "bolt",
            "muzzleFlash"  
        };```
#

add zasleh

woven flax
#

trying it now

wise fog
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its the default flash selection iirc unless you define in wpn config

woven flax
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Nope

#

no luck

wise fog
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No errors in rpt?

woven flax
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none that i can see

wise fog
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You should base it off of a weapon it would be close to ingame then tweak/build from there

woven flax
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I was following this

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I mean its all ingame and working pretty much except the muzzle XD

wise fog
#

Yea but unless you changed the line
selectionfireanim = "zasleh";

#

After I told you to add it your cfg didnt match up

woven flax
#

selectionfireanim = "zasleh";

#

is in my cfgweapons

wise fog
#

flash = "gunfire"; try that to muzzleFlash

#

Yea but did you change it or was it already there

woven flax
#

didnt change it

#

I havent touched cfgweapons

wise fog
#

Ok so thats my point

#

If you inherit from an existing weapon and tweak yours

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They have this already defined

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And what I am telling you/your selections would plug and play off of them

woven flax
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Id be okay with that lol

#

Id just have to figure out how to do it lol

wise fog
#

Well first try changing that line

#

Not sure if its correct but it looks like it might

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You would decide what weapon you want to base it off of, looks like a lynx

woven flax
#

flash = "muzzleFlash";

wise fog
#

Ya

woven flax
#

okay trying now

wise fog
#

To inherit it would be like class weapon_lynx_f; then class yourclassname : weapon_lynx_f { ~~~~ };

#

Seriously, look at the arma 3 weapon samples or the lynx/lrr itself, they explain a lot

woven flax
#

nope no luck lol

#

Ill look at the samples again but to me its gibberish lol

#

ill give it a try thanks ๐Ÿ˜ƒ

wise fog
#

Feel free to PM me, if someone doesnt stop by to help but I gotta sleep

woven flax
#

Will do, thank you ill try this a bit more on my own before bugging

wise fog
#

No problem, latee

strange egret
#

@woven flax heyo ๐Ÿ˜‰ path to correct muzzle flash:

  1. create proxy triangle with relative path to desired muzzleflash p3d - check
  2. give the proxy triangle a named selection of your desire (e.g. MyMuzzleflash) - check
  3. in your custom cfgWeapons class define the following: selectionfireanim = "MyMuzzleflash"; (same name as you chose) - check???
  4. in model.cfg file, inside your custom CfgModels class look for the sections[]={<stuff>}. Add "MyMuzzeflash" to this sections array.
  5. pack your addon with pboProject. It will list errors that would not be easily noticeable with addonbuilder
woven flax
#

thank you ๐Ÿ˜ƒ

hot pine
#

for anyone interested - diag_mergeConfigFile is able to merge cfgAmmo since few days ๐Ÿ˜‰

stoic lily
#

@hot pine can we pray to the Arma god for full support of cfgWorlds (especially LightingNew) and related root classes (cfgClutter, cfgSurfaces, cfgSurfaceClutters) ๐Ÿ™

stoic lily
#

Then in 3DEN switch out and then back into your island.

rigid token
#

how much will renaming my mod on the workshop fuck with actual folder names and stuff? i want to change the name slightly but kind of worried about messing up people's server set ups

sullen fulcrum
#

Changing the folder name shouldnt make a difference.
Steam downloads crap to the workshopid.
So changing the @foldername really shouldn't make any difference.

somber cloak
#

you could create another addon and set it private, subscribe to it, and then push the folder name change and monitor any changes that steam does to anything. within that isolated addon

#

only way to know for sure, unless @sullen fulcrum can shed some light on it

rigid token
#

well for the users it should be fine. i think if anythign there would be a change needed for folder names on the servers? i always thought the folder name is not important since it's jsut a vessel but i had people bitching about names before. but then again. peopel always bitch

#

all i want is remove the "Arma:" from "Arma: Enhanced Movement". it's dumb

stoic lily
#

should be fine

#

only annoyance is for those using batch files or a few old launchers working with modname

rigid token
#

thx for teh info guys

sullen fulcrum
#

Is there a way yo detect if a mod is loaded, and then apply changes to it inside the config? I'm guessing it has to do with #ifdef and #ifndef.

dusk jungle
#

requiredAddons

sullen fulcrum
#

What if I don't want the error if the required ones are missing?

dusk jungle
#

No idea, but I guess you're out of luck then

#

Maybe loading your addon last in the list might help, who knows

#

I'm not that much into addons

sullen fulcrum
#

Would the following work? ```Hpp
class CfgPatches {
class nev_a3_overrides {
name = "A3 Mod Overrides";
author = "Neviothr";
units[] = {};
weapons[] = {};
requiredAddons[] = {"A3_Weapons_F"};
};
};

#ifdef mbg_nam
#include "CfgWorlds.hpp"
#endif

#

Guess the only way is to try ๐Ÿ˜›

#

Oh yeah, it works. ๐Ÿ˜„

#
// If some_mod is loaded, "yourConfig.hpp" will be included.
#ifdef some_mod
    #include "yourConfig.hpp"
#endif
#

i'm not to familiar with the whole macro stuff, but afaik after binarizing the config it will be set in stone whatever is included or not.
so that example above only includes the hpp if you have some_mod defined in your pdrive but after that there is nothing dynamic

viral rapids
#

Its more or less one file in the end.

#

include is more or less just for "sorting".

#

(i repeat: "More or less")

scarlet oyster
#

No, not possible

#

I've always wanted to make addons optionally compatible with loaded stuff, but it's very problematic.

#

Number one issue is that configs are usually binarized. This means any preprocessor is removed during packing.

#

You'd have to switch to unbinarized configs so these macros are evaluated during loadup of A3 when the config parser works.

#

Next thing, the define must come from somewhere. It is not a magic global variable that exists in config parsing space

#

usually this is done by having some global include that defines or undefines items as needed. This file would have to exist at all times. A "if file does not exists, then" does not work either

#

ie.

#include "Some\general\path\defines.include"

#

And only then the define would be active. This file would need to be accessible from somewhere. Global paths, relative to the file system do not work afaik. Relative to the installation directiory may work, with file patching / live loading of folders

sullen fulcrum
#

basically just something the whole config stuff isn't designed for..

scarlet oyster
#

Not at all. Its practical to do within a single project. But shared community... thats difficult

#

we use it all the time. ๐Ÿ˜ƒ

sullen fulcrum
#

Well it works for me, so I don't know what to tell you.

viral rapids
#

What is workig exactly?

sullen fulcrum
#

What I described above.

viral rapids
#

There is alot.

scarlet oyster
#

so mbg_nam is actually defined?

sullen fulcrum
#

Yep, in MBG Nam's CfgPatches.

viral rapids
#

(i don't believe it works, but okay. Lets see)

#

While loading the game?

sullen fulcrum
#

Let me check something real quick, just to make sure.

scarlet oyster
#

yeh. the cfgPatch class exists, of course. But I fail to see how this would turn into a define that can be checked for using #ifdef with positive outcome

sullen fulcrum
#

No clue, it just works.

scarlet oyster
#

whaaaa

sullen fulcrum
#

The reason I tried it is because I saw someone else try it a while ago.

scarlet oyster
#

This would suggest cfgPatch class entries become globally available defines in config space

sullen fulcrum
#

Somewhere on the forums, don't recall exactly where.

scarlet oyster
#

That would be scary, revolutionary an amazing. alltogehter. Call me pessimistic but I don't believe it ๐Ÿ˜„

sullen fulcrum
#

I'm re-downloading MBG Nam, in order to test it again. Perhaps I modified my copy of it.

scarlet oyster
#

I'll certainly give it a go later today ๐Ÿ˜„

sullen fulcrum
#

If there will not be any ambient sounds on MBG Nam - it works.

scarlet oyster
#

way easier check to confirm it

#

inside your ifdef wrapper, put

BiglyPresident = "Trump";

viral rapids
#

dfsbogdastgdfaesg

scarlet oyster
#

then in config browser check for this parameter on root level

sullen fulcrum
#

Haha, ok.

viral rapids
#

Then checking if its loaded with and without nam active

scarlet oyster
#

if it does work indeed, then bye bye optional compatibility addons.

sullen fulcrum
#

as i said earlier and was said by dscha and mondkalb aswell, the preprocessor stuff is just gone after packing

#

there is no way that will ever be dynamic

sharp stone
#

Even if, you'd still have issues with load orders, no?

scarlet oyster
#

Just the same as if shitty requiredAddons array was used.

sullen fulcrum
#

False alarm ๐Ÿ˜ฆ

#

It doesn't work...

#

I must've edited the downloaded mods.

#

I feel bad for starting hype.

#

Sorry.

viral rapids
#

We told ya (You were not the first to try :/ )

scarlet oyster
#

๐Ÿ˜„

stoic lily
#

One can make in most cases a soft dependency

#

like dont define scope but let it inherit - when source not present => not visible

#

also you are to define the inheritance tree to work too when the dep is not present

wicked delta
#

Does anyone know how the heck the artillery computer works?

viral rapids
#

hm, whats "cargoPreciseGetInOut" for?

scarlet oyster
#

I think it tags proxy ids to use precise entry anims

#

for vehicles with preciseGetInOut = 1;

#

Presumably you don't collide with the vehicle while playing an exit anim during which you're technically already out of the vehicle, but the anim and pos still have you in

#

Coincidentally I am currently looking into this as well ๐Ÿ˜„

#

Possibly it places the character also at the proxy center instead of at the get-out points.

#

I'll be digging into this once I have my anim data ready

#

Possibly it places the character also at the proxy center instead of at the get-out points.

viral rapids
#

๐Ÿ˜„

scarlet oyster
#

Possibly it places the character also at the proxy center instead of at the get-out points.

#

Which are all the problems I was worried about ๐Ÿ˜„

hot pine
#

That param accepts 3 values. 0 - regular get in, 1 model center, 2 character proxy center in vehicle

scarlet oyster
#

Thx for the info

viral rapids
#

Thx alot

strange egret
#

@wicked delta could you be more specific? whats the issue?

turbid coral
#

Hello guys, beginner's question:

is it possible for weapon to show different magazines in 3d model?

Example:
vanilla MX SW - wether you load 100rnd mag or 30rnd mag - on the model we always see 100rnd mag, any way to make the model of weapon to match the type of attached magazine?

#

should it be just separate animations in the model itself?

strange egret
hot pine
#

@strange egret thanks for updating wiki :)

viral rapids
#

o7

strange egret
#

otherwise i would write it down somewhere on my hdd and then in 6months when i need it i would have to search for ages to maybe realize that i must have deleted it

untold temple
#

@turbid coral it's not possible without swapping the entire weapon class by scripts

viral rapids
#

Erm, wasn't a standard model.cfg needed in the root of P:\ ?
If so, was that enough?

class Rotation
{
    type = "rotation";
    memory = 1;
    minValue = 0;
    maxValue = 1;
    angle0 = 0;
    angle1 = 1;
};
class CfgSkeletons
{
    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };
};
class CfgModels
{
    class Default
    {
        sections[] = {};
        sectionsInherit="";
        skeletonName = "";
    };
};
candid wave
#

I seem to have one in my arma2 P:\ yup, looks similar too, however I dont have one for arma3.

viral rapids
#

Yeah, just finished searching the net. nothing more is needed, how it seems.

candid wave
#

got links?

viral rapids
#

(sry, already closed everything ๐Ÿ˜„ )

stoic lily
#

good practise is to also define the base classes in root (man, car, truck, tank, plane, helicopter, etc)

summer fulcrum
#

I've spent a good few hours trying to figure it out and I just can't seem to get it to work. I am creating a custom unit that is assigned to the civilian side with its own faction and uniforms. The problem I am having is making the unit use a specific set of faces. Anyone able to point me in the right direction? I have tried identityType but only thing I got working with that was so the faces show up in the profile menu.

stoic lily
#

get an AIO config and learn the mapping of identityType across the different root classes

jade brook
#

What was the maximum amount for hiddenSelection's again?

viral rapids
#

Is there any?

jade brook
#

Well there is SOME, even if it's like 2 million. Wiki says 11, but our Tiger has 20 (model MFD, HUD) and they do work.

stoic lily
#

not aware of any practical max

#

we have 15+ on a few

barren umbra
#

Hey folks.
I'm trying to make a helicopter not explode at slightest provocation
How can I stop helicopter from exploding when hitting the ground or when shot at? I still want to keep the component damage (engine rotors etc), but I don't want the hull or the global hitpoints to be affected by anything
At least for now, for testing purposes

#

I already set passThrough on all hiptoints to 0 and changed the hullhitpoint to have this:
name="";
visual="";
In hopes to disable the hull hitpoint with I know cause vehicle to explode when reaches 0, but no luck

summer lance
#

Does anyone know how to make a custom vehicle smoke launcher, so instead of the normal smoke screen, it fires out yellow smoke instead

kindred moss
#

define your own ammo and mags with yellow smokes and use it in the vehicles smoke launcher weapons ( turret )

summer lance
#

Do you maybe have a template that I can use?

kindred moss
#

nope

summer lance
#

Ok, one more thing, I have the default smoke launcher weapon enabled on my vehicle, however when I fire it, the mag count goes down but no smokes appear

kindred moss
#

hmm have it in the turret?

#

defined weapon and mags?

#
                    magazines[] = {"SmokeLauncherMag"};```
summer lance
#

yes that is done

kindred moss
#

is that a custom model?

summer lance
#

yes, with custom anims and custom model.cfg

kindred moss
#

if so it needs memory points for smokes I guess

summer lance
#

not sure whether that'd effect it

kindred moss
#

otherwise they spawn at vehicle center

summer lance
#

yeh no smokes appear whatsoever

#

is there a animation or something i must include on my config?

kindred moss
#

memory lod

#

needs points for smokes

summer lance
#

you know what i'd call em?

kindred moss
#

smoke1, smoke1_dir... etc

#

smoke1 os position of the canister

#

smoke1_dir is the direction it gets launched to

summer lance
#

alright will give it a go now and let u know if it works

#

still no luck, the sound plays and the mag count goes down on the vehicle but just no smokes actually appear

barren umbra
#

SmokeLauncherMag find what "bullet" does it use and change it so its a yellow smoke shell

untold temple
#

You have these set up? C smokeLauncherGrenadeCount = 8; smokeLauncherVelocity = 14; smokeLauncherOnTurret = 0; smokeLauncherAngle = 360;

summer lance
#

Yes I set those up

#

My model has a custom model cfg and custom animation sources, not sure whethere that'd affect it or not

untold temple
#

shouldn't do

summer lance
#

Hmm, really not sure what to do, cant find anything on it anywhere

untold temple
#

Position of your model's centre might though. If it's underground. Would need to check it ingame with one of the marker spheres and use _markername attachto [vehicle player,[0,0,0]]

summer lance
#

Will check now

#

Doesn't seem to be the issue

barren umbra
#

Anybody with more indepth knowledge of class DestructionEffects? I'm trying to add some effects to destroyed hitpoints on a helicopter, but it ALWAYS triggers a medium explosion for some reason, even if I only add a sound effect. Not the total destruction explosion, just some random explosion for some reason

near forge
#

Anyone know how to make explosives appear under the explosive bit in the arsenal? I'm inheriting the explosive satchel so it should still show up there.

Do I need to do anything weird with Put

stoic lily
#

@Taro#1704 as first step set armor=9999; to specific HitClasses

summer lance
#

I have the default smoke launcher weapon enabled on my vehicle, however when I fire it, the mag count goes down but no smokes appear. Anyone know why?

untold temple
#

I seem to remember @cobalt laurel having that problem with smoke launchers on an AAV-7 or something. Maybe her knows how to fix it

hot pine
#

Missing fired event handler?

stoic lily
#

yeah sounds like it

boreal heart
#

Is someone able to help me out here.

#

What causes this and how can I fix it?

viral rapids
#

missing config entry "textureType"

boreal heart
#

Thankyou, I'll look into it further ๐Ÿ˜ƒ

#

@viral rapids I'm comparing my chaff/flare launcher to the bi vanilla chaff/flare laucher and I cannot see a 'textureType config entry anywhere.

viral rapids
#

And? Doesn't mean it doesn't exist in the baseclass, wich (at least it seems like) you didn't load.

boreal heart
#

Yea not having any luck at all. I've pretty much copied the vanilla Wipeout flare config over to mine and it still gives me the same error

jade brook
#

That's the problem. You focus on single entries when it's the inheritance you need to fix.

boreal heart
#

I've using the Vanilla BI inheritence though.

#

I dont get the errors when using a vanilla aircraft flares, but when I copy the exact same stuff over to mine I still get the error, even with the correct inheritance etc.

jade brook
#

Then you made a mistake.

boreal heart
#

Exactly why I am here. I can't find any mistake at all. I know something is wrong but when its the same as vanilla, and vanilla doesnt get any errors, then I have no idea whats going on

stoic lily
#

@boreal heart you have to pastebin your config mate

boreal heart
#

@stoic lily here ya go. My cfgAmmo, cfgMagazine, cfgWeapon in relation to the Flares

#

Now that is oretty much a copy and past of the BI Vanilla flares Ammo, Magazine, Weapon. I've just changed a few things to suit my aircraft. But all inheritance classes etc are the same

jade brook
#

Missing CfgPatches.

#

There is no point in redefining all these values.

#

There already is a base class in the game for flares ammo that is almost exactly the same as your base class.

#

CMflareAmmo

#
class CfgAmmo {
    class CMflareAmmo;
    class FA35E_Chaff_Flare_Ammo: CMflareAmmo {
        weaponLockSystem = "2 + 8 + 16";
    };
};

This seems to be the only change.

wicked delta
#

@summer lance I had that problem a while back, check if you messed up the base classes somewhere, in inheritances maybe.

#

Can someone here give me a hand with attaching a UI event handler to a vehicle? I can't get it to fire.

#

class EventHandlers
{
onKeyUp = "hint 'eventhandler fires'";
};

#

Subclass of the vehicle.

jade brook
#

Vehicles don't have ui eventhandlers, controls and displays have

wicked delta
#

Alright. How can I give an event handler to the player in a vehicle everytime he presses a certain key?

jade brook
#

You add the keydown eventhandler to the RscDisplayMission display (#46) and check in the first few lines vehicle player etc.

wicked delta
#

Is "RscDisplayMission" a class I can define in the config?

jade brook
#

Careful.

#

It is (it's already defined), but if you add onKeyDown there, you won't be compatible with other mods doing the same thing.

#

However

#

Wait

#
class RscText;

class RscDisplayEmpty {
    class controls;
};

class RscDisplayMission: RscDisplayEmpty {
    class controls: controls {
        class commy_KeyHandler: RscText {
            onLoad = "ctrlParent (_this select 0) displayAddEventHandler [""KeyDown"", {systemChat str _this}];";
        };
    };
};
#

using this method you should be able to add a display eventhandler using the onLoad event of an invisible dummy control added to the display.

wicked delta
#

Down the rabbithole I go, I guess. Thanks for the help :p

jade brook
#

Does it look scary?

wicked delta
#

New to the whole Rsc with controls and dialogs and stuff.

#

Not great with this stuff to begin with either :p

jade brook
#

Yeah. The UI hole goes deep. But you can't have keyhandlers without the UI eventhandlers.

scarlet oyster
#

Didding a bit further into preciseGetInOut: 1 is proxy center, and 2 is model center. Not the other way around.

thorn leaf
#

Flattened grass raises back up after about 90 seconds. Is there any way to reconfig this? Or is it pure engine related? Anyone?

#

Sounds like something that would be hardcoded ;)

viral rapids
#

Seems like there isn't. I tried to find something about a Year ago, i gave up :/

#

The only thing you can do (as workaround) is using a small "GrassCutter" object, that is attached to the player itself

wise fog
#

Was just about to say that

viral rapids
#

too slow ๐Ÿ˜‰

wise fog
#

There is always a hacky solutuon

#

Solution*

viral rapids
#

An "Armalution"

wise fog
#

but hacky generally means lag

#

Lots of cluttercutters spawning... No thx

viral rapids
#

Not rly. creating that GrassCutter local, setPos each 0.05s -> No prob

#

(or even eachFrame)

wise fog
#

I think he was looking for a longer squish time on the grass

#

Depending on quite a bit of different things, could be messy. But all boils down to engine based

thorn leaf
#

Didn't want to remove the grass

#

Just keep it squashed hehe but yea if it's hardcoded. That seems to be the way

boreal heart
#

Woudl asking about HUD addition / cfgHud come under this sub thread? For confirmation

gilded lake
#

probably

digital valley
#

anyone know where i can find all of the airports on a map

#

i see secondary airfields in the cfg but assuming there is a main somewhere as well

wild pasture
#

Yes it's just defined in that world, for example

class CfgWorlds
{
    class someWorld: CAWorld
    {
        //probably main airport
        ilsPosition[]
        ilsDirection[]
        ilsTaxiOff[]
        ilsTaxiIn[]
        
        //secondary airports
        class SecondaryAirports
        {
            class Airstrip_1
            {
                ilsPosition[]
                ilsDirection[]
                ilsTaxiOff[]
                ilsTaxiIn[]
            };
        };
    };
};
woven flax
#

Anyone know how to make a weapon heatup less with ACE enabled?

jade brook
#

Shoot less.

woven flax
jade brook
#

What do you mean it had no effect?

woven flax
#

As in all of these seem depandant on the barrel temperature which is what im trying to find to make it more temperature resistant but cannot find information regarding how it works.

jade brook
#

The heavier and faster the projectile is, the faster the barrel heat will increase.

woven flax
#

hmm i see

#

Thank you ๐Ÿ˜ƒ

jade brook
#

projectile velocity is trivial, but the bullet mass is estimated with some voodoo, because they don't have a mass in Arma.

#

_bulletMass = getNumber (configFile >> "CfgAmmo" >> _ammo >> "ACE_BulletMass");

woven flax
#

Affecting the mass im going to assume that will adjust the flight trajectory?

jade brook
#

Maybe you haven't set any ACE_BulletMass on the ammo, so it's estimated with the formula below and the result is weird.

woven flax
jade brook
#

Dunno if ACE_BulletMass has effects on Advanced ballistics. No idea, but I doubt it.

woven flax
#

Im just inheriting from a default class

#

Ill play with the mass though ๐Ÿ˜ƒ

#

Thank you I appreciate it

jade brook
#

Here is a file with a bunch of these values. Most of them are for AB.

woven flax
#

AB?

jade brook
#

Advanced ballistics.

woven flax
#

Ah i see

#

Well once again thank you ๐Ÿ˜„

jade brook
#

I think BulletMass is in grams.

woven flax
#

Im going to play with it now

jade brook
#

But ace_overheating_mrbs should definitely have an effect and work.

#

But if the weapon heats up too fast, then sure, it will be scaled down.

woven flax
#

I mean this is basically a p90 shooting 762 and numps a mag in like 10 seconds

jade brook
#

The dustiness of the surface can also up to double the jam chance if firing while prone.

woven flax
#

hm i didnt know that

#

thanks ๐Ÿ˜ƒ

woven flax
#

Awesome thank you

jade brook
#

Maybe delete the deprecated entry "ace_overheating_JamChance" if you have that. It shouldn't be used anymore, but will overrule the new entry apparently.

fair hearth
#

Thanks for this info, @jade brook . I've also been interested in some of these effects. E.g. Some weapons in the m4 family are going back to heavier barrels which will affect the rate of heat build up. Direct gas impingement vs piston operated tends to have an effect on both heating rates and jam probability in dusty conditions. So far, I've just fudged all of these effects by changing mrbs but I'll have a closer read as to whether this is the best way of doing this!

junior bane
#

release the update and now doesnt work flares in configs from vehicles? I dont change something in my vehicle config and yet doesnt work flares. Is that right?

#
class Reflectors
        {
            class LightCarHeadL01
            {
                color[] = {1900,1800,1700};
                ambient[] = {5,5,5};
                position = "LightCarHeadL01";
                direction = "LightCarHeadL01_end";
                hitpoint = "Light_L";
                selection = "Light_L";
                size = 1;
                innerAngle = 50;
                outerAngle = 179;
                coneFadeCoef = 10;
                intensity = 1;
                useFlare = 1;
                dayLight = 0;
                flareSize = 1.0;
                class Attenuation
                {
                    start = 1.0;
                    constant = 0;
                    linear = 0;
                    quadratic = 0.25;
                    hardLimitStart = 30;
                    hardLimitEnd = 60;
                };
            };
            class LightCarHeadL02
            {
                color[] = {1900,1800,1700};
                ambient[] = {5,5,5};
                position = "LightCarHeadL02";
                direction = "LightCarHeadL02_end";
                hitpoint = "LightUP_L";
                selection = "LightUP_L";
                size = 1;
                innerAngle = 150;
                outerAngle = 179;
                coneFadeCoef = 10;
                intensity = 1;
                useFlare = 1;
                dayLight = 0;
                flareSize = 1.5;
                class Attenuation
                {
                    start = 1.0;
                    constant = 0;
                    linear = 0;
                    quadratic = 0.25;
                    hardLimitStart = 30;
                    hardLimitEnd = 60;
                };
            };

.....

};

light shining, but not the flare

untold temple
#

cfgammo, simulation = "shotIlluminating"; with brightness, lightColor[] to adjust appearence

jade brook
#

You can replicate most of the effects with #lightpoint

junior bane
#

flares are bugged and i hope with the next update is it fixed!

clever kestrel
#

@jade brook Advanced Banana Environemt is always fun too "ABE" vs "ACE"

plain fossil
#

Can anyone point me to vehicle missiles damage spreadshed

#

Like ones used in aviation and APC's

summer lance
#

Would anyone know I would go about making it so that a tear gas grenade can be fired out of my smoke launcher on my armoured vehicle?

fiery vault
#

grrr... a few weeks later and I still haven't found a solution to my problem

#

I'm making a custom object based on a Helicopters DLC object, nothing fancy so far, but for whatever reason the object icon is always showing in grey in 3DEN (instead of yellow)

#

I believe this problem is connected to the EventHandler not firing when starting the mission, though I could be wrong

#

I tried basing the object on a non-DLC class like Sign_Arrow_Large_F (I also changed the requiredAddons to A3_Structures_F) but got exactly the same result

wild pasture
#

Like the icon for it when placed is grey instead or yellow (like if you placed a house)? My guess is you are inheriting from a simple object, and I believe simple objects show up as grey in the Eden editor

fiery vault
#

hm, is there a way to tell if an object is a simple object?

#

because, yes, the icon is grey (see the picture I just added)

wild pasture
#

Try editing the object's attributes and check under Special States, there should be a Simple Object checkbox

fiery vault
#

d'oh... that was exactly it

#

the EH fires fine now, too

wild pasture
#

Oh simple objects don't run inits, interesting

fiery vault
#

yeah, oddly enough they do run when you spawn them dynamically

wild pasture
#

Bizarre...

fiery vault
#

here's what I don't get though, why does my object spawn with "simple object" enabled when I put it down in 3DEN?

#

when the parent class does not?

#

wait, hang on, it spawns fine now? what the hell...

#

I'm confused... but happy that it finally works

#

anyway, thanks a lot Penny! ๐Ÿ‘

wild pasture
#

Yeah I don't have an explanation for that part. Maybe it knows the "last" option that was used for that type of object, and for whatever reason the parent class object wasn't a simple object originally, so it got saved as normal object. Pure speculation though

#

ยฏ_(ใƒ„)_/ยฏ

#

Glad you got it working

fiery vault
#

I just realised all the arrow objects also spawn as simple objects

#

so it must be something in their class

#

figured it out - in CfgVehicles >> Cre8ive_RadiationNode >> AttributeValues there is objectIsSimple = 1;

wild pasture
#

Nice find

cursive talon
#

@viral rapids The config says to make it a custom name sub-section but it stays as the default ">Men"

viral rapids
#

Custom Name Sub Section wut?

cursive talon
#

I'll try and describe it as good as I can, I'm new to config editing and alike so I apologize if it makes very little sense. In short:
I've made a new faction under blu-for for single units (not a dating site) and it's subsections (Men, Vehicles, etc by default) I have tried giving a custom name but it still uses the default.

#
class CfgVehicleClasses
{
        class Individual_SM31
        {
                displayName = "Individual (SM31)";
                priority = 1;
        };

The display name in the editor and Zeus is still "Men".

viral rapids
#

Whats CfgVehicleClasses <- ?

cursive talon
#

Supposed to change the display name of faction sub-section from "Men" or alike to "Individual (SM31)".

viral rapids
#

+If you want to edit an existing class, you have to load it and make the needed entrys (CfgPatches nam of the Addon you wanna edit) in requiredAddons in CfgPatches
Like:

class CfgPatches
{
    class MyTag_MyAddonName
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"A3_Units_F"};
    };
};```
cursive talon
#

That's what doesn't make sense, I've had two of my friends, one who works with coding and one who does it as a side thing and they concur that it should work with the code that's already in.

viral rapids
#

tbh, i have no real clue what you want exactly.

#

+They can say what they want, if it doesn't work -> It doesn't work and you did something wrong^^

#

There is no point in arguing there ๐Ÿ˜„

cursive talon
#

For example in blufor we have

vNATO
>Men

etc, I want to be able to change the ">Men" to a different name.

viral rapids
#

What is ">men"

#

No clue what you want.

cursive talon
#

The list of available characters that you can place down in the editor.

#

Hang on.

viral rapids
#

So you wanna change the FACTION a Unit is in?

cursive talon
#

In that picture it is the "Men (Special Forces)" name I want to change.

viral rapids
#

You have to find the name in the original Files, then the stuff from above with CfgPatches comes in hand.

cursive talon
#

Alright, thank you for helping out.

untold temple
#

vehicleclass and factionclass are pretty outdated

cursive talon
#

Ah...

#

Woops.

#

Thanks for the link.

strange egret
#

@untold temple but scripts and so on can still rely on these classes

untold temple
#

In which case they probably don't recognise custom factions and vehicleclasses anyway, right?

strange egret
#

thats likely

#

most vehicles do not really justify having a custom vehicleclass though. So its good that you can decouple editor category and vehicleclass

#

allows you to define the general type with old vehicleclass for script recognition and use whatever you like for editor

viral rapids
#

afaik TypeOf and isKindOf

sacred rivet
#

Is there a way to apply the nvg function from the viper helmets to a mask? I cant find a config where its defined, its not in the helmet cfg itself and I have no clue where it could be...

strange egret
#

its magic

viral rapids
#

This doesn't help?

class H_HelmetO_ViperSP_hex_F: H_HelmetB
    {
        _generalMacro = "H_HelmetO_ViperSP_hex_F";
        displayName = "$STR_A3_CfgWeapons_H_HelmetO_ViperSP_hex_F0";
        picture = "\A3\Characters_F_Exp\OPFOR\Data\UI\icon_H_HelmetO_ViperSP_hex_F_ca.paa";
        subItems[] = {"Integrated_NVG_TI_1_F"};
    };```
#

Got it directly from the Config
P:/a3/characters_f_exp/Headgear/config.cpp

strange egret
#

i guess "i looked in the config but..." these days is the equivalent "please someone look for me, i cant be arsed"

viral rapids
#

Seems to be...

#

starts the same with "I googled it"

sacred rivet
#

hey sometime you could overlook something, this happend here, no need to get aggresive

#

but thanks anyway

viral rapids
#

Its not you, it just happens alot in the past.

karmic hazel
#

Hi folks. I was editing an aircraft tonight, went to pack it up to test, but got this error, mismatched quotes or missing ',' lines 334 in cfgHUD. I also looked at the samples cfgHud, that said the same thing. Anyone else had this bug?

boreal heart
#

Anyone know how to add 'mass' to a vehicle

#

I.e make it heavier

somber cloak
#

increase the value defined in the geometry lod

viral rapids
#

via Script:

cursorTarget setMass ((getMass cursorTarget) + 100000);```
#

(pretty good for testing the Gear/Transmission)

karmic hazel
#

Take it that's a no then

viral rapids
#

What does it say?! The answer is in the ErrorMsg oO

karmic hazel
#

Exactly what I wrote above

#

For some reason cfgHud is fucked up as is the samples one. Kinda need to know is this is local to me or not

viral rapids
#

That was a rhetoric question.

#

What says the Error msg.

#

"mismatched quotes or missing ',' lines 334 in cfgHUD"

karmic hazel
#

Yes

viral rapids
#

There is your error.

karmic hazel
#

Dude! I know that is the error, do you think you could be less patronising and actually help

viral rapids
#

Means -> Seems you pressed a btn by accident or deleted something.

karmic hazel
#

In fact dont help me anymore. It's people's responses like this that made me stay away from the Skype channels for over a year

somber cloak
#

its because there is comma at the end of that line, its a macro issue

#

used to get the same with defined macros/values in building stuff

karmic hazel
#

But considering I haven't touched the cfgHud at all and just copied it over from the samples I doubt I deleted something

hot pine
#

are you using addon builder or pboproject?

karmic hazel
#

Thank you URO least there's someone with a bit of respect

#

Pboprojext

hot pine
#

pboproject is way more strict for things like that

viral rapids
#

lol

reef frost
#

battleroyal

#

mmmm

#

i just hate it

boreal heart
#

@somber cloak @viral rapids Cheers, I'll look into it ๐Ÿ˜ƒ

junior bane
#

huhu,
i try to make for my vehicle a Wreck. i create a Wreck LOD and my wreck model is a proxy.
But what now? Need to define in model.cfg or vehicle class? I search in the samples, but i dont found any define of that proxy

untold temple
#

though that's primarily about being able to make the wreck use the same original textures as the base vehicle (with damage visuals applied by _mc map, normal map etc. in a separate .rvmat)

#

but the class setup is the same regardless of whether you're using hiddenselectionstextures or not on the wreck

junior bane
#

ok i define my seperate proxy from the LOD wreck in the "class CfgNonAIVehicles" ?

#

i test it^^

untold temple
#

yes. Classname must be called proxyXXXX where XXXX is the name of the .p3d file that contains your wreck model for the LOD

junior bane
#

yep^^ ok test now ๐Ÿ˜„

untold temple
#

oh, and assuming your vehicle has destrType = "DestructWreck"; already?

junior bane
#

@untold temple: thx works ๐Ÿ˜„ only with destrType = "DestructWreck"; :)
i dont need a cfgNonAIVehicleClass

untold temple
#

okay then. Guess that's only needed if setting the wreck up for textures like the main vehicle. Have had issues in the past f proxies not showing up without cfgNonAIVehicles though, so figured it may be necessary

near forge
viral rapids
#

rly rly short:
CtrlCreate - RscText - fullscreen - Color: [0,0,0,0.9];
thx for editing...

near forge
#

I'm not following

#

This Cfg previously worked in mission files but doesn't seem to want to work in an addon

near forge
viral rapids
#

Check your Color settings.

near forge
#

Do you not see all the various colors all set to white lol

viral rapids
#

I guess, some are missing then.

near forge
#

colorBackground[]
pictureColor[]
pictureColorSelect[]
pictureColorDisabled[]
colorText[]
All set to 1,1,1,1

#

And colorText I believe should be the only required one

#

"colorText controls texture colour and opacity"

sacred rivet
#

Is there a way to make helmets work like the rebrether vests?
I found this here in the config of the vest: vestType = "Rebreather";
I tried to add it to the helmet like this: headGearType = "Rebreather"; but this is not working...
Is there a way to make my helmet have a rebreather function without making a whole script for that purpose?

jade brook
#

No. Hard coded to be only used with vests.

digital valley
#

@near forge you figure it out?

near forge
#

@digital valley Nope, been at work though so haven't had a further look

digital valley
#

I've walked a few people through the process so I decided to make a quick tutorial. Will post a link soon

near forge
#

The weird thing is it was working before, but either broke in an ArmA update within the past month or two or addons have some different stuff

digital valley
#

hmm not sure but every problem ive had with transparent textures/images has been fixed by saving the png as png-24 and saving the .paa in texview as dxt5

#

rendering the tut vid now but 1080 vid on my dinosaur comp takes a bit , wont be up for about half an hour

digital valley
#

Tutorial for adding custom images to UI's , also for using textures for buttons

sullen fulcrum
#

Hi, does anyone knows how to put an image when player do the spawn?

round dust
#

wat

sullen fulcrum
#

Add an image to login intro in the server

#

Like that

strange egret
#

why not ask them instead of us?

fathom thorn
#

Hi guys. When my aircraft dies, it falls right through the ground followed by a splash of water... ๐Ÿ˜”
Anybody seen this before?

wise fog
#

Bad geometry or physx seems like it

fathom thorn
#

yeah HorribleGoat pointed that out. I do have somewhat complex geo and geophysx lods since my plane transforms

rigid token
#

what is this for? allowing to animate when spawned as simple object?

        class SimpleObject
        {
            animate[] = {{ "door_1_rot",0 },{ "door_locked_1_rot",0 },{ "door_2_rot",0 },{ "door_handle_2_rot_1",0 },{ "door_handle_2_rot_2",0 },{ "door_locked_2_rot",0 },{ "door_3_rot",0 },{ "door_handle_3_rot_1",0 },{ "door_handle_3_rot_2",0 },{ "door_locked_3_rot",0 },{ "door_4_rot",0 },{ "door_handle_4_rot_1",0 },{ "door_handle_4_rot_2",0 },{ "door_locked_4_rot",0 },{ "door_5_rot",0 },{ "door_handle_5_rot_1",0 },{ "door_handle_5_rot_2",0 },{ "door_locked_5_rot",0 },{ "glass_1_hide",0 },{ "glass_1_unhide",0 },{ "glass_2_hide",0 },{ "glass_2_unhide",0 },{ "glass_3_hide",0 },{ "glass_3_unhide",0 },{ "glass_4_hide",0 },{ "glass_4_unhide",0 },{ "glass_5_hide",0 },{ "glass_5_unhide",0 },{ "glass_6_hide",0 },{ "glass_6_unhide",0 },{ "glass_7_hide",0 },{ "glass_7_unhide",0 },{ "glass_8_hide",0 },{ "glass_8_unhide",0 }};
            hide[] = {};
            verticalOffset = 3.065;
            verticalOffsetWorld = 0;
        };
wild pasture
rigid token
#

ah so not an engine thing i guess. more of a static data for their own use thing

#

are you with CUP?

wild pasture
#

Yes I am.

They have a function to generate those config entries, but I've never taken the time to try and use it

real cloak
#

does the modelsides limitation work for vests and backpacks too?

jade brook
#

No.

real cloak
#

Thanks

rigid token
#

@sullen fulcrum i was more curious about the arrays of animations but useful info nonetheless, thx

jade brook
#

Same thing. Lots of animations are controlled by engine magic. E.g. the resting position of a tank cannon could be 10 degree upwards. But the model has the gun pointing forwards and the simulation in simple objects doesn't handle main gun rotation at all.

#

So the trick is to spawn a "normal" tank and to record the animation phase of the main gun.

#

Then you add that animation phase to the SimpleObject sub class and the script to place a simple object of your tank knows that the gun has to manually be animated to point 10 degrees upwards.

#

I did this 2 or 3 weeks ago for the BWA3 vehicles, since the Eden-Editor now has a checkbox to replace an object with a simple object version and that didn't work out at all for our vehicles.

#

All versions of the Tiger for example showed all possible weapon pods at once, since they are controlled by animations and the "hide" type animation defaults to 0 (== show).

#
near forge
#

Anyone know how to prevent AI opening a door?
I have a secure room in a building that's meant to only be accessible after defending the building for a few minutes but AIs walk out of it and just open the door early, sometimes before players even arrive.

fast mica
#

I'd assume locking the door would probably remedy this, I'm not sure how to go about locking it unfortunately

near forge
#

Nope

#

Locking relies on a variable set on the object in the condition, what I already use to secure it

#

I'm wondering if it's a model thing

#

Or engine magic

jade brook
#

AI can walk through walls.

near forge
#

And open doors magically somehow

sullen fulcrum
#

Its todo with the building path lod + ai ignoring geo lod when on a path lod.
You could try a trigger near the door + tell the AI unit togo to a random different building pos instead of inside the room. Its not ideal but it might work for you

rigid token
#

try placing an invis physX object underground at the door's position. not sure if it was physX but certain types of objects are not liked by the AI. exploited this a long while back but need to test it again.

river ravine
#

I found this in a class for CfgAmmo. muzzleEffect = ""; What is this for?

strange egret
#

i assume unused/remnant because muzzle effects are defined by weapon cfg and their models

river ravine
untold temple
river ravine
#

Ty.

shut fulcrum
#

Does anyone know of a clear guide to calculating the AFM/RotorLib params?

unkempt tundra
#

Posted this earlier but my group is wondering if anyone knows a way to set up Liberation with RHS to provide weapon and equipment unlocks for capturing towns instead of just vehicles @ mention me if you have any input on the matter.

We are hoping to start a round of liberation with nothing but bolt actions and have town captures unlock newer and better gear along with vehicles.

jade brook
#

class Insect: Bird

#

๐Ÿค”

scarlet oyster
#

Fun story time!

#

Back when in the ole days. Butterflies had geometry (Yes...)
So, being local and all that, but still simulated with collisions this meant that the butterflies could randomly absorb your bullets if you were lucky.

#

That however was super unlikely. What made us find out about this was somethin completely else

jade brook
#

How do I spawn these. CreateUnit?

scarlet oyster
#

Vehicles randomly bounced about while parked and idle. Nothing seemed to touch them. Yet they'd occasionally jerk around

#

Turns out the butterflies and random fluff flying about would crash into the vehicles, causing them to rock around ๐Ÿ˜„

#

I dont think you can spawn them. They are cfgWorld type class ambient stuff.

jade brook
#

CfgNonAiVehicles

scarlet oyster
#

Could try camCreate, but I believe they miss the appropriate simulation class for that.

jade brook
#

maybe createAgent too

scarlet oyster
#

Sounds more likely, yes.

unkempt tundra
#

Mondkalb dealing with butterflies made of neutronium?

jade brook
#

camCreate works, createAgent doesn't. But they don't fly and init eventhandler doesn't fire.

#

createVehicle works too, but no movement

scarlet oyster
#

Its part of the ambient life that is procedurally generated on terrains. The thing that makes rabbits, really.

#

Those even have FSM. Perhaps you need to init the FSM on them manually?

jade brook
#

Some don't have FSM

scarlet oyster
#

And yes, butterflies have FSMs, too. ๐Ÿ˜„

#

wait, no longer?

#

So a shroud of reason overcame them... ๐Ÿ˜„

#

Might be that bees and that kind of config is pure remnant, and they are now only used via particle effects

jade brook
#

doubtful considering the classnames are referenced in Tanoa's CfgWorlds config.

unreal musk
#

Good to see RKSL joining us once again

shut fulcrum
#

Thank you.

#

So no one got any insights into setting up the AFm properly then?

strange egret
#

vigorous trial&error and a lot of praying seems to be the way currently

#

without realworld manuals and graphs i would not even attempt it. Flightmodels with this fidelity cant be tweaked properly by hand/feeling alone anymore. Unless you want to dedicate months of trial and error to tweaking one helicopter

#

i suspect thats just for customers ?

shut fulcrum
#

i have the manuals. But the explanation of the some of the variables escapes me.

#

The editor would be nice but if i can understand how the values are calculated i may be able to get some sort of excell sheet to make life easier

solemn scroll
#

Hey, so I was told this was the place to go for the help I need.
I am trying to make a custom faction with custom units, using gear that is already in the game (as well as in a few mods such as in RHS, etc.). I managed to get the gear and units to spawn in, however all of the units come under one heading, "Men". I want them split off, for example, "Police Troopers" and "SWAT" in Zeus. See the picture below for reference.
http://i.imgur.com/8ix61KA.png

As I said, I want them split off into different subsections instead of just "Men". How would I do this? My code is below, I uploaded it to github. Help would be much appreciated.

https://gist.github.com/SifTheAI/49b45bd8dccecf9a61244ac5dc98920d

scarlet oyster
#

Have look here for details on how to sort content in the editor.

solemn scroll
#

Does it just sort things in the editor, or in Zeus as well? I should mention I'm not that experienced of a programmer, scripter, whatever you wanna call it. ๐Ÿ˜›

scarlet oyster
#

I believe Zeus still uses the old style vehicle categories, but not sure. I'd have to check right now, rarely using zeus. :D
Best advice I can give: find the content in A3 Vanilla and look how they are set up.

solemn scroll
#

Heh, I'll try and find them. ๐Ÿ˜„ Hopefully I find something, because I really want this to work. XD

viral rapids
#

~~getting Sub Entrys from a config, what was the command for it? I can't remember it -.- ~~
nvm, found it ( configProperties )

solemn scroll
#

Does anyone know how to add vanilla vehicles to a custom faction?

strange egret
#

@shut fulcrum the values are not calculated... not by hand. They will have been drawn from CFD simulations and so on. And stuff like moment of inertia is from CAD data (or expensive experiments)

shut fulcrum
#

Well most of the values are calculated. I know that because I 've run engineering teams that do it for real. The problem is I cant replicate the values BIS have in their configs. Atleast not using the formulas I am aware of. I'd love to know how BIS arrive at the values they are using.

strange egret
#

fine tuning by hand propably...

#

using calculations as base and then tune from there

#

i remember in first days of rotolib integration on devbranch, "rudder" was quite weak and you had to compensate very strongly when applying any torque. Now its less strong and "rudder" more effective. So there was definitely handtweaking involved.

scarlet oyster
#

If physX configuration is anything to go by, dont expect rotorlib to be any better. ๐Ÿ˜„

strange egret
#

especially the blackbox that is the connection between the library and the actual game. For tankX BIS implemented some stuff differently, but its not really clear what and where. And i'm suspecting this custom implementation stuff to be the issue of the most issues.

scarlet oyster
#

We call it "Arbitrary bullshit coefficient", of which there are plenty... -.-

strange egret
#

does bisim use physx as well?

#

there are 3 damping coefficients in A3 configs and i dont feel lika any of them is doing anything

scarlet oyster
#

A3 is PX3 afaik, while VBS3 is still PX2.

#

We've refactored a great bit to get rid of BS.

strange egret
#

most of the vehicle simulation things in Arma seem like stitched with a hot needle and then never touched again

scarlet oyster
#

A very fair assumption ๐Ÿ˜„

strange egret
#

its always painfull to observe a very nice combined arms OP, only to have the immersion completely ruined by a UAZ / BMP barreling at mach 7 across the fields towards you... then it gets stopped because of crashing into something, does a 180 and continues as if nothing happened. Where in reality it should propably look like this https://youtu.be/tiqAAuoL3_A?t=7m36s

sullen fulcrum
#

As we are using several WW2 Mods, I'd like to create my own Factions, so we can use these instead of 3 different versions of "Wehrmacht" etc.
I already have a Config.cpp:

class CfgPatches {
        class unit_config {
                units[] = {};
                weapons[] = {};
                requiredVersion = 0.1;
                requiredAddons[] = {"GEISTL_MAIN"};
        };
};

class CfgFactionClasses
{
    class NewWW2_Germany
    {
        displayName = "Germany 1944";
        author = "Ostanes";
        icon = "";
        priority = 1;
        side = 1;
    };
};

class CfgVehicleClasses
{
    class NewWW2_Infantry
    {
        displayName = "Infantry";
    };
};

class CfgVehicles
{
    class LIB_GER_rifleman_HeerGrsDldSch12K98;
    class NewWW2_GER_RiflemanK98: LIB_GER_rifleman_HeerGrsDldSch12K98
        {
        _generalMacro = "NewWW2_GER_RiflemanK98";
        scope = 2;
        displayName = "Rifleman (K98)";
        faction = "NewWW2_Germany";
        vehicleClass = "NewWW2_Infantry";
        icon = "iconMan";
        };
};

Everything works fine, except the Vehicle Class. In the Editor he still have his old Vehicle Class "Infantry / GroรŸdeutschland" instead of just Infantry. In Arma's Config Viewer it states "VehicleClass = "NewWW2_Infantry" however... Anybody an Idea?

Greetings, Ostanes

fresh veldt
#

so you're just trying to inherit the other config?

clever kestrel
#

requiredAddons[] = {}; ?

sullen fulcrum
#

@fresh veldt i try to copy the Unit, but want to change Faction/FactionGroup/Name.
Faction and Name are fine...

clever kestrel
#

Disregard last, i see it now. Why not just seperate the two? Since you said it was a different faction all together?

#

Wait a sec. Change the _generalMacro

sullen fulcrum
#

I have so many seperate factions and want to morph them into one big faction for easier access

clever kestrel
#

That'll be your "myNewFancyFaction_rifleman_1" kind of crap

sullen fulcrum
#

Ok, why?

clever kestrel
#

So change the _generalMacro to the classname that you want

sullen fulcrum
#

but this already is my "myNewFancyFaction_rifleman_1" kindd of crap^^

clever kestrel
#

Right, im just not sure whats going wrong here?

sullen fulcrum
#

The Editor dont show him as "Germany 1944" - "Infantry" - "Rifleman (K98)"
but as "Germany 1944" - "Infantry GroรŸdeutschland" - "Rifleman (K98)" instead.

clever kestrel
#

Change the display name...?

sullen fulcrum
#

but with "vehicleClass = NewWW2_Infantry" it should be just Infantry right?

#

look at my code, i already did that :/

clever kestrel
#

Well yes you had it defined above as an infantry vehicle class. As far as i can tell there is nothing wrong.

dim mist
#

the grobdeutchland comes from the 'editorSubcategory' afaik

clever kestrel
#

Sigh welp.

sullen fulcrum
#

is that something else?

dim mist
#

yeh, for example, an MRAP has editorSubcategory = "EdSubcat_Cars";

clever kestrel
#

Woops

dim mist
#

which is a class in CfgEditorSubCategories

#

with just a displayName

clever kestrel
#

Ah good point.

sullen fulcrum
#

Found it. Its the editorSubcategory. thanks so far ๐Ÿ˜ƒ

#

so i just have to change this as well?

dim mist
#

yep, exactly like your CfgVehicleClasses

#

but with CfgEditorSubcategories

sullen fulcrum
#

yes, I'll try. Thank you for the fast help ๐Ÿ˜„

#

Worked ๐Ÿ‘

dim mist
#

sweet

summer fulcrum
#

anyone know if it is possible to change how far the useraction is for accessing a ladder? Or is that just done by adjusting memory points?

gilded lake
#

I'd guess memory points

untold temple
#

don't think you can. The ladder actions are from base classes in class CfgActions so to change the radius parameter would affect all ladders

digital valley
#

how can I get a rsc object to be on the top of the display. Seems no matter what i do, it's always behind everything

viral rapids
#

hmm... Was there a (premade) way to print every entry inside a Config to the .rpt?

dim mist
#

@digital valley: it should be in the order they're in the config?

#

but when one gets focus it brings it to the front

digital valley
#

setting focus to it doesnt work also its already last in config

#

bis does it with the compass on the map

#

there is this inBack = 0;

dim mist
#

if the thing that's meant to be behind should always be behind, you can put it in backgroundControls instead of controls

digital valley
#

but changing to 1 does nothing

dim mist
#

you editing an existing display or making one from scratch?

digital valley
#

from scratch

#

ill try the backgroundcontrols approach

#

it works ty

dim mist
#

np

strange egret
#

has anyone ever had this in his rpt:

Duplicate magazine M_V_Cannon_120mm_AP_16rnd detected (id 0:10000107) in slots AI_close and Player
Duplicate magazine M_V_Cannon_120mm_AP_16rnd detected (id 0:10000107) in slots AI_close and AI_close
Duplicate magazine M_V_Cannon_120mm_AP_16rnd detected (id 0:10000107) in slots AI_close and AI_short
Duplicate magazine M_V_Cannon_120mm_AP_16rnd detected (id 0:10000107) in slots AI_close and AI_medium
Duplicate magazine M_V_Cannon_120mm_AP_16rnd detected (id 0:10000107) in slots AI_close and AI_far
i have no idea why this is happening.... i stood next to an ammo crate and was shooting targets, and it spammed the rpt with this

#

it makes it sound as if the firingmodes should not have the same magazines, which is BS obviously

strange egret
#

well that was entirely misleading... there where two duplicate "Player" firingmodes (one class player, one class Player).

young shuttle
#

anyone knows if camouflage config property is bound to class or is it changed by changing uniform?

young shuttle
#

looks like they do not change

wicked geyser
#

it changes when you change uniform

young shuttle
#

does it? i've placed B_ghillie_ard_F (0.4), gave him wetsuit, placed a B_diver_F (2) and gave him full ghillie, placed an opfor rifleman 100m away from them

#

diver is always killed

#

and sniper is never even engaged

wicked geyser
#

it "should" change. Uniforms inherit their camouflage values from the unit classes.
Perhaps it's broken then ๐Ÿค”

#

I'm pretty sure I've tested this before, about a year ago, and switching the uniform manually in the field there definitely was difference.

young shuttle
#

hmm, perhaps a new bug?

wicked geyser
#

did you set uniforms in the editor?

#

or with a script in-mission

young shuttle
#

editor va

#

i'll try doing forceAddUniform but i don't think it makes a difference

wicked geyser
#

you could create a repro and submit to feedback tracker.

#

maybe uniforms with most extreme camo difference

#

I think some civilian clothes are the easiest to spot

young shuttle
#

nope, C_man_1 has a 1.2 coef

#

lower than B_Soldier_F even

#

(who has it at 1.4)

wicked geyser
#

so a bright hawaii shirts are harder to spot than military camo. ok then. ๐Ÿ˜ƒ

young shuttle
#

ยฏ_(ใƒ„)_/ยฏ

#

same result when using forceAddUniform btw

wicked geyser
#

that's not good then.

young shuttle
#

repro

#

done on latest devbranch

#

you know, i'm gonna check stable too just in case

young shuttle
wicked geyser
#

๐Ÿ‘

young shuttle
#
player addEventHandler ["Take", 
{
    params ["_obj", "_container", "_item"];
    if ((([_item] call BIS_fnc_itemType) select 1) == "Uniform") then
    {
        _obj setUnitTrait["camouflageCoef", getNumber(configFile >> "CfgVehicles" >> getText(configFile >> "CfgWeapons" >> _item >> "itemInfo" >> "uniformClass") >> "camouflage")];
    };
}];
#

workaround

sullen fulcrum
#

Does BIS' AddonBuilder have a logs folder of some sort?

untold temple
#

\Steam\SteamApps\common\Arma 3 Tools\Logs

#

but I think it's for the app rather than the build

wheat hatch
#

Hey guys, got a problem. Trying to binarize a .bin file for use in a mod, but cant. Anyone able to help out??

grand zinc
#

Uhm..

#

Yeah

#

Binarizing a binarized file is.... A bit .... useless?

wheat hatch
#

well, you see, i had to unbinarize it to edit the config.bin anyway

#

so its a .bin, but its not binarized?

grand zinc
#

Then it should be named .cpp

wheat hatch
#

okay, yeah got that, i tried to convert it using notepad++ when I saved it... didnt work, and now I cant actually use the Arma3 tools to convert the cpp to bin

untold temple
#

procedure is to convert from .bin to .cpp, edit, save as .cpp then convert back to .bin when packing the .pbo

gilded lake
#

repacking the PBO should binarize the config.cpp file again

wheat hatch
#

okay, so repack the PBO?

gilded lake
#

I think ^^

wheat hatch
#

okay, lets find out

#

No... it doesnt

gilded lake
#

what tools are you using?

wheat hatch
#

I tried PBO Manager v1.4 Beta

#

Ill try using the arma tools one

gilded lake
#

Mikero's tools should binarize by default, no clue about other tools though

wheat hatch
#

okay, wait one

gilded lake
#

do know that PBO manager is ancient ๐Ÿ˜›

wheat hatch
#

I cant find a working link to Mikero's tools...

gilded lake
#

seems to be down atm though

wheat hatch
#

yeah, indeed

grand zinc
wheat hatch
#

the actual download links back to the site that was just linked, that is offline ๐Ÿ˜›

grand zinc
#

These seem to work after waiting for a few seconds. although the main site is down

wheat hatch
#

awesome, thanks

solemn scroll
#

Hey guys, got a question;
How would I go about calling several .sqf files at once? I've tried it this way;

        class EventHandlers {
        init = 
        "(_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeUniforms.sqf"; 
        "(_this select 0) execVM ZEUSOPS_UNITS\Scripts\randomizeVests.sqf";
        "(_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeBackpacks.sqf";
            }; 
        };

It doesn't work, though.

grand zinc
#

clearly two "" missing

#

and 3x ""

#
        class EventHandlers {
        init = "
        (_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeUniforms.sqf""; 
        (_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeVests.sqf"";
        (_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeBackpacks.sqf"";
";
            }; 
        };
jade brook
#

formatting ffs

#

I don't think mikeros or the game for that matter supports newlines like that in strings in config

grand zinc
#

just make a new function and call it randomizeUniformVestBackpacks

#

^^

jade brook
#

Yeah.

solemn scroll
#

Yeah, but I need them all seperate, because some units have them seperated and some have a combination.

#

Thanks, though!

jade brook
#

Then you have to remove the newlines

solemn scroll
#

Okay, so just make it one big line?

jade brook
#

Idk. If it doesn't work then try that

gilded lake
#

isn't is possible to use \ to break up lines? (or /)

grand zinc
#

Make a function and give it as arguments what should be randomized

jade brook
#

Pretty sure it doesn't..

grand zinc
#

like [(_this select 0),true,true,true] execVM for everything

jade brook
#

marcel you cannot escape inside strings

grand zinc
#

Why are you even execV... ah forget it..

gilded lake
#
init = "bla bla " \
       "bla bla " \
       "bla bla";
solemn scroll
#

Dedmen, welcome to 'meeting a noob', how may I help you? ๐Ÿ˜›

gilded lake
#

fairly sure I've seen that somewhere

jade brook
#

Yeah, here:

        #define QUOTE(var) #var

        class EventHandlers {
            init = QUOTE(\
                (_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeUniforms.sqf"";\
                (_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeVests.sqf"";\
                (_this select 0) execVM ""ZEUSOPS_UNITS\Scripts\randomizeBackpacks.sqf"";\
            );
        };
grand zinc
#

Quote needs backticks? I'm using it without them

jade brook
#

macro argument stops at newline

jade brook
#

At least when the game converts it. Dunno about mikeros...

grand zinc
#

Not for Mikero apparently... Ugh... More stuff to fix when transitioning to armake :/

gilded lake
#

that's where I saw it

#
            onTransition = "{ \
                _x setSkill ['spotDistance', ((_x skill 'spotDistance') * 1.5) min 1]; \
                _x setSkill ['spotTime',     ((_x skill 'spotTime')     * 1.5) min 1]; \
            } forEach (units _this);";
jade brook
#

hmm

#

madness

#

It's an example.hpp. Maybe the example is borked

#

lol

gilded lake
#

lol

strange egret
#

wouldnt be the first time an example is borked...

stoic lily
#

\ works fine with mikero tools @grand zinc

#

also as marceldev89 sample code shows just combine "code in 'quotes' ok?" - no need for fancy macros

dim mist
#

i think you have spaces after the \

#

which doesn't work afaik

#

(might be discord though)

dull bolt
#

I'm having some issues using PreProcessor commands in my config with the new version of pboProject. Example:
#include "..\..\data\include\basicdefines_A3.hpp"
Getting this error:
missing: "..\..\data\include\basicdefines_A3.hpp"

dim mist
#

don't think you can use ..\ ?

dull bolt
#

To move to parent directory use '..' (two dots) (Supported in Arma 3 since v1.49.131707):

dim mist
#

yeh ok i guess you can then

#

the error only has 2 ..\

#

doesn't really say if it's relative to where that .hpp is, or where the original file that's #including is

dull bolt
#

I changed it when i copied it here

#

I did it twice but copied the error from the first time

dim mist
#

is #include "....\data\include\basicdefines_A3.hpp" in a config.cpp ?

#

or in an #included file?

dull bolt
#

in a config.cpp

#

Got the same error with the true path, but fixed it with using a leading \

dull bolt
#

Well with that problem solved, another config is preventing pbo project from binarizing the config

shut plover
#

Which attribute determines which slot a weapon can be in in CfgWeapons?

grand zinc
#

I think type?

shut plover
#

I'll take a look, thanks

grand zinc
#

type and simulation check BIS_fnc_itemType It's quite ugly tho

shut plover
#

kk, thanks a lot!

lethal crag
#

Question about the Config.cpp when replacing textures.
Is there a way to set it up to replace interiors? If so how?
I've managed to replace the exterior so far

untold temple
#

not if the model doesn't have selections for it

lethal crag
#

it's the Huron

#

Does it not support interior changes?

#
        class textureSources
        {
            class LOGISTIC
            {
                displayName="LOGISTIC";
                author="BSherb";
                textures[]=
                {
                    "LogisticChinook\skins\Heli_Transport_03_VSS.paa",
                    "LogisticChinook\skins\Heli_Transport2_03_VSS.paa",
                    "LogisticChinook\skins\Heli_Transport3_03_VSS_Glass.paa"
                };
                factions[]=
                {
                    "BLU_F"
                };
            };
        };

That's what I've done so far, and I was hoping glass was the 3rd property, but it wasn't. Matter of fact, it didn't change anything anywhere at all when adding the 3rd.

dim mist
#

you can look at the CfgVehicles > huron > hiddenSelections to see what 'parts' you can set textures for

lethal crag
#

I see interiors is just one of those things that people can't edit huh....

mortal lagoon
#

hey dudes

#

class M134_closeShot_SoundShader
{
samples[]=
{

        {
            "RHS_US_sounds\M134_sounds\1stperson\closeShot.ogg",
            1
        },

        {
            "RHS_US_sounds\M134_sounds\1stperson\close_end.ogg",
            1
        }
    };
    volume=2.3;//closeShot//
    range=50;
    rangeCurve="closeShotCurve";
};

is there a way to to loop the closeShot.ogg and when release trigger it plays the close_end.ogg?(edited)
so im not getting overlaping reverb

boreal heart
#

Would anyone know whats the reason for this? I'm trying to fix up the Ambient Battle Sounds Module by Mikey but I keep getting this when I place it down

dim mist
#

probably has author[] = {"Mikey"};

#

in cfgpatches

#

change it to author = "Mikey";

grand zinc
#

It's complaining about something not being an array. Making something from array to string would make it even worse

#

also that entry it's referring to should not be an array it should be a class. Maybe some script is trying to read it as array

boreal heart
#

@dim mist It wont pack if I change that, keeps giving me an error

clever kestrel
#

how does pointing to a certain file in a directory work with mods? I can't get my CfgFunctions to find any of my function files even if I package it with a prefix named "save" . So I did : "save\functions\mid_fnc_getPos.sqf". Nothing came from it.

viral rapids
#

Seach for "CfgFunctions" in the Serach bar up right. I pasted an Example with pathes in there on Wednesday (4th entry)

clever kestrel
#

Cool. Thanks @viral rapids

#

file = "\saveAddon\save\functions\getPos.sqf";

#

so I've done that...I'm honestly not even sure what I'm doing wrong.

viral rapids
#

Check my example again and check my file = ""; again

clever kestrel
#

yeah the tag is the prefix correct? file = "\MyTag\MyAddonName\Functions"; with the tag being saveAddon, the addon name being save. Then from there functions\getPos.sqf ?

viral rapids
#

class MyFunctionName{}; = fn_MyFunctionName.sqf inside "P:\MyTag\MyAddonName"

So Full path:
P:\MyTag\MyAddonName\fn_MyFunctionName.sqf

#

"MyAddonName" = the folder you select to pack

clever kestrel
#

Right, the folder I packed is named "save". So I did the serverAddon\save\functions\getPos.sqf";

viral rapids
#

What your P drive path?

#

(FULL!)

clever kestrel
#

Oh. Duh facepalm

viral rapids
#

?

clever kestrel
#

Didn't even have the P drive mounted yet. Windows requires it to have admin privelages upon start, and I guess it doesn't mount unless I give it perms within a given period of time. Don't know what I was thinking not shoving it into the p drive first

viral rapids
#

๐Ÿคฆ

clever kestrel
#

yeahhh...

#

P:\saveAddon\save\functions\getPos.sqf

#

that's more like it.

viral rapids
#

check my filename again

jade brook
#

Just disable User Account Control.

clever kestrel
#

Script \saveAddon\save\functions\mid_fnc_getPos.sqf not found

#

the p drive path didn't work alongisde

viral rapids
#

Dscha - Today at 6:53 PM
check my filename again

#

Maybe this helps:
filename

#

even bigger? okay:
filename

clever kestrel
#

I think it needs to be larger..

viral rapids
#

With more style? Ah:
filename

clever kestrel
#

That's better.

viral rapids
#

stahp answering me and look with fear and shame at your scriptstuff

#

and the filename

sullen crest
#

Anyone know how you would create a base class for a vehicle but prevent the base class (which editor category + subcategory defined) from appearing in the eden editor asset list?

viral rapids
#

scope = 1;

sullen crest
#

thanks

viral rapids
#

Invoice comes later.

wise fog
viral rapids
#

thx.

wise fog
#

anytime

viral rapids
#

๐Ÿ˜‚

wise fog
#

haha

viral rapids
#

Terms ๐Ÿ˜‚

wise fog
#

LOL

clever kestrel
#

Ahhh...finally...works... grabs bottle full of aspirin

boreal heart
#

So I get this when packing my pbo using Mikeros tools - no config found in pbo!!! -

#

However I've got the config open right infront of me.. so I dunno whats going on

#

Thoughts? Advice?

jade brook
#

The file has to be named "config.cpp"

boreal heart
#

Which it is

jade brook
#

I think it has to be in the main pbo folder, not in a sub folder.

boreal heart
#

That is also the case. its modname>config.cpp>other folders

jade brook
#

Hmm. That was my ideas and advice. I don't know why it wouldn't be able to find the file.

boreal heart
#

I find it strange cause it was packing easier, I come back and now this

#

Like, I haven't changed anything

viral rapids
#

The Folder you select to pack ("Source Folder") -> config.cpp with a simple CfgPatches must exist

boreal heart
#

So I need 2 cfgPatches then?

#

Cause currently my config.cpp has cfgPatches in it + everything else

jade brook
#

No, one.

viral rapids
#

One inside the Source Folder

#

like:
P:/MyTag/MyAddonIWantToPack/config.cpp

#

MyAddonIWantToPack = "Source Folder" in PboProject

boreal heart
#

Hmm I'm following but not at the same time. This is my current setup