#arma3_config

1 messages ยท Page 71 of 1

viral rapids
#

"I'm following but not at the same time." <- ???

boreal heart
#

P:/Modpack/config.cpp + other folders

viral rapids
#

is "P:/Modpack" the "Source Folder"? I doubt it

#

Is your pbo called "modpack"? I doubt it ๐Ÿ˜‰

boreal heart
#

Nah

#

Here I'll Gyazo

viral rapids
#

No need to, i know how it looks ๐Ÿ˜„

#

Again: What did you assigned as SourceFolder

boreal heart
#

P:\Modpack

#

i.e the name of my modpack haha

viral rapids
#

So, i assume you pack several mod Folders at once, correct?

#

Like :"Pack everything inside P:\ModPack\HERE"

#

Yes or no?

boreal heart
#

Source Folder..... P:\Modpack

#

So yes? haha

viral rapids
#

P:/MyTag/MyAddonIWantToPack/config.cpp
MyAddonIWantToPack = "Source Folder" in PboProject

#

MyTag = Modpack

#

MyAddonIWantToPack = A Folder inside "Modpack"

boreal heart
#

I'll try that

viral rapids
#

+That you pack multiple files at once is what you HAVE to mention.

boreal heart
#

ok so I added a 2nd folder

viral rapids
#

???

#

why?

boreal heart
#

P:\Modpack\NewFolder\Config.cpp + other stuff

viral rapids
#

You confuse me pretty hard

boreal heart
#

Haha cause it isn't in voice

viral rapids
#

+what is "other stuff"

boreal heart
#

I have too many questions I cant ask via chat

#

Is all my sound folders etc

viral rapids
#

Okay, i restart again:

#

Is your .pbo name "Modpack", when you pack "P:\Modpack" ?

#

Don't say anything else. Just Yes or no.

boreal heart
#

No

viral rapids
#

So i assume, you have other Folders in it.
Example:
P:\Modpack\Folder1
P:\Modpack\Folder2
And the .pbo's are called Folder1 and Folder2. Correct?

boreal heart
#

Yes, I have a 'sounds' folder in said 'modpack'

viral rapids
#

Is there any other Folder in there?

#

Or just "sounds"

boreal heart
#

Yes, a folder for each weapon

viral rapids
#

dfsbgdfsbigbdfesg

#

aaaaaahhhhh

#

Is each weapon a single .pbo?

boreal heart
#

No?

viral rapids
#

then... everything you say makes no sense at all.

boreal heart
#

Haha I understand you in some areas

viral rapids
#

You say
your .pbo name is not "Modpack", when the path is "P:\Modpack"
Wich means -> P:\Modpack must have subfolder who are beeing packed.

boreal heart
#

I guess its trying to pack the sounds folder rather than the modpack one

viral rapids
#

So you WANT to have "Modpack.pbo"?

boreal heart
#

Yes

viral rapids
#

*slap*

#

P:\Modpack\config.cpp <-

boreal heart
#

Yes, that is what it currently looks like

viral rapids
#

Does the config.cpp have a CfgPatches in it?

boreal heart
#

cfgPatches and cfgWeapons

viral rapids
#

When you press Crunch, whats happening?

boreal heart
#

pbo: reqaddons. could not find a cfgpatches class for (some) file refs

#

Then in the Output it says I dont have the config.cpp

viral rapids
#

Open PboProj - "Setup..."

#

remove the mark at "rebuild RequiredAddons"

boreal heart
#

Ok, now I get a different error

viral rapids
#

Yes

boreal heart
#

'Missing File Summary'

viral rapids
#

thats not the only thing in that message, i assume?

boreal heart
#

Missing File Summary
See rapify listings

viral rapids
#

and? What says the binlog?

boreal heart
#

Missing files, gimmie a sec, I'll try resolve that

#

Yep ok that fixed it. Was a quite a few spelling mistake... shame on me

viral rapids
#

ยฏ_(ใƒ„)_/ยฏ

boreal heart
#

Ok well thankyou for the help anyway ๐Ÿ˜ƒ Sorry if I got you frustrated haha

#

I keep in mind the previous stuff you said so if someone happens I'll draw on that knowledge

viral rapids
#

Next time: Pls say directly that you want the modpack.pbo ๐Ÿ˜„

boreal heart
#

Will do mate ๐Ÿ˜ƒ thankyou again

viral rapids
#

Since its also possible do pack multiple files at once, only by selecting one MainFolder

strange egret
#

i usually pack with AB to check quick changes... only every other month i use pboProject to iron out more "light" errors. Which can be quite a bit of a pain train... 5x "missing files bla" 7x "redundant comma in array" , etc

viral rapids
#

For example:
"P:\Modpack" contains 2 Folder, wich are seperate pbo's.

#

I couldn't do that X ๐Ÿ˜„

boreal heart
#

I'm not that advanced packing 2 things at once haha

#

I'm just the usual P:\Modpack\mod stuff that needs to be packed

viral rapids
#

wrong

#

P:\Modpack
not P:\Modpack\Mod

boreal heart
#

Thats what I mean haha

viral rapids
#

=}

boreal heart
#

Here

#

Thats what I was going to show you all along

viral rapids
#

wouldn't have helped me either^^

boreal heart
#

Haha all g then. I think we should move on from this topic haha

viral rapids
#

Yep, dig a hole, bury it there.

strange egret
#

coduo ? you took cod united offensive sounds ? shame. shame.

boreal heart
#

Haha yeah man. Best CoD, grew up on it. I want to keep it alive

#

A great 2004 game

viral rapids
#

Are you allowed to?

boreal heart
#

Personally I wouldn't know.

#

The company that made CoDUO doesnt exist anymore from what I know

viral rapids
#

hmpf

#

It's sill someones property

strange egret
#

the company that owns the rights to the franchise still exists

boreal heart
#

Never claimed it was mine

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Was simply just carrying on the legacy of an awesome game

viral rapids
#

Thats why i ask -> License or anything?

#

Intentions doesn't matter :/

boreal heart
#

I'll look for a license then, or something of the sort

strange egret
#

look i know its in good faith but its still not right to do if you do not have any form of permission

viral rapids
#

Otherwise -> Remember LIFE and "ported" 3D-Models.

boreal heart
#

LIFE is blatant porting yeah, usually for a monetary gain in someway or another

viral rapids
#

nonono

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Not only for monetary gain

#

Its using stuff without permission

#

Money is another topic

boreal heart
#

Which is fair enough

#

Well I'm not too sure what part of a license would not allow me to do it, I'm guessing a 'reverse engineer' part?

#

If so I'll try get in contact with the rights owner and see if I can get permission

boreal heart
#

Trying to get in contact with someone now

serene fiber
#

Licenses still don't stop people from stealing one anothers work

#

Unfortunately that's the way it is :(

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There are many people (mainly the l word communities) who decide to encrypt every file, I miss the days where we could learn off one another and their source code

#

Can't even open a PBO without a form of Crash. But I do understand the authors POV on theft and claiming stolen work

sullen fulcrum
#

@serene fiber even those highly encrypted files (say sa-matra (dont kill me please)) are not tough to decrypt. just takes a little getting used to the enviroment of encryption and decryption to figure out how the game works ๐Ÿ˜›

boreal heart
#

You'll always get people who steal other peoples work then claim it as their own for their own gain. That'll never go away unfortunately

sullen fulcrum
#

That is correct. Thats why i support encryption for such purposes. However, some people encrypt stuff they dont own which i find wrong.

#

Hell i've seen people brand other works as theirs by encrypting it and changing a few lines.

boreal heart
#

Geez thats shocking

boreal heart
#

Trying to get in contact with Activision is damn near impossible, its like they dont want anyone speaking to them at all. Sorry off topic haha

serene fiber
#

Yeah, but even for educational purposes its hard to learn from others nowadays @sullen fulcrum

#

Also i do have a question if anyone would like to assist me, how would i go about getting weapons working on the launcher slot? i've gotten as far to get the weapon on the back of the player, but it isn't useable

viral rapids
#

CfgPatches needs in "requiredAddons" the CfgPatches from the Config you wanna take the OrigWeapon, then ->

class OrigRifle;
class my_rifle: OrigRifle
{
DoYourStuffhere;
};```
```cpp
class TheClassBeforeOrigRifleWasDefined;
class OrigRifle: TheClassBeforeOrigRifleWasDefined
{
mgaic = false;
};
#

Read again

#

Yeah, gimme a sec

#

Missread your Q

#

now

#

to edit House_F, you have to load housefirst, since it inherits from it

#

for example:

class house;
class house_F: house
{
I can make changes to house_F now, overwriting VanillaValues from A3/ModXYZ
};
#

Same for Weapons. Just find out, what the previous class for it is (e.g. use "grepWin" - search unpacked A3 Folder for "Classname**:**" )

#

rgr

#

You load all the basic stuff before.

#

Otherwise -> it would create a NEW Class, with the same name as the original one.

#

wich leads to conflicts.

untold temple
#

basically for every indented subclass you go down to edit, you need to call back one step up the inheritance tree

viral rapids
#

i suck at describing, aye?

strange egret
#

shouldnt there be some youtube videos like "inheritance for dummies" or something?

viral rapids
#

^^

strange egret
#

explaining it in chat is just ... meh. for both sides

viral rapids
#

Imagine that stuff like Folders Forget it, describing sucks

strange egret
#

just look for some explanations online, its a very universal concept in scripting/ programming and there are surely 100times better and easier to understand tuts

untold temple
#
class cfgweapons
{
    class base_weapon;
    class parent_weapon_1;
    class parent_weapon_2 : base_weapon
    {
        class subclass;
    };

    class edited_weapon_1 : parent_weapon_1
    {
        // Can edit parameters here
    };

    class edited_weapon_2 : parent_weapon_2
    {
        // Can edit parameters here
        class subclass : subclass
        {
            // And can edit parameters here
        };
    };
};
#

Can see there that in order to edit inside the subclass of the second weapon, I need to call it from the parent class, which requires me to call the parent of the parent first

#

So 2 indents down = start calling two steps up the inheritance tree

dim mist
#

the thing that confuses me in arma, is what if there's not enough 'parents' (or no parents) to declare it properly?
like if in 1 file you have

class CfgWeapons {
         class A { 
                class B {
                        class C{  valA = a; valB = b; };
                };
         };
};

(no parents), how would you override valB in another file?

jade brook
#

There are always enough parents, because you can inherit sub classes just fine if the parent itself has no parent it could've inherited the sub class from.


class RscText;
class RscButton;

class RscStructuredText {
    class Attributes;
};

class GVAR(credits_base): RscStructuredText {
    onLoad = QUOTE(_this call (uiNamespace getVariable 'FUNC(setCreditsLine)'));
    size = POS_H(0.8);
    x = POS_X_CENTERED(7);
    y = POS_Y(23.1);
    w = POS_W(26);
    h = POS_H(0.8);
    shadow = 0;

    class Attributes: Attributes {
        font = "RobotoCondensedLight";
        align = "center";
        valign = "middle";
        color = "#bdcc9c";
    };
};

See class Attributes; in class RscStructuredText. RscStructuredText is parentless.

dim mist
#

so it would just be

class CfgWeapons {
         class A { 
                class B {
                        class C{  valB = newValb; };
                };
         };
};``` in the second file?
jade brook
#

If class A and Class B have no parent, yes.

dim mist
#

nice, thanks

jade brook
#

But all entries in CfgWeapons have, and for mods should have, at least class All as parent.

dim mist
#

yeah, i realise it's rare, have just hit it a couple of times and it's sorta stumped me

jade brook
#

If a base class already introduces a sub class, like:

class RscStructuredText {
    // blah
    class Attributes {
        // blub
    },;
};

, you can just reference them like this:

class RscStructuredText {
    class Attributes;
};

That's all you need to remember. And this also works in superclasses like CfgWeapons or CfgVehicles.

hollow tulip
#

Hope this is the right text channel. So I had created a ID model and as a magazin. So my question is here. It could be cool to have the players player ID as a description. Is there any way to do this and if so, it could be great with a link to fx a wiki page from bohemia. I had seached and seached and its kind of hard to seach after something you do not know if you can and what it calls.

jade brook
#

No. You can only have one tooltip per item type. The only possibility I see would be coding through the inventory ui and setting tooltips manually there.

hollow tulip
#

Okay I see ๐Ÿ˜ƒ

junior bane
#

anyone a idea to make a proxy random texture?
I spawn a bed in a house but i need a random texture for that

jade brook
#

probably init eventhandler

junior bane
#

hmm a proxy use the config.cpp ?

jade brook
#

hmm, no

#

And I don't think setObjectTexture works on proxies...

junior bane
#

my building is a hospital and he spawn direct on the map ( placed on terrain builder ) and for the bed i need the proxy texture randomly =/

hot pine
junior bane
#

yes i have tested it. but doesnt work

hot pine
#

yes, it's not working for objects baked for map

#

& afair you can't use retextures on objects baked to terrain

#

see i.e. .how Malden/Argo team was forced to make duplicated p3d just to have some texture variants of buildings

junior bane
#

thats not so cool with duplicated p3ds = more MB ^^

hot pine
#
  • more work to maintain
junior bane
#

hmm ok

sullen fulcrum
#

but also more frames ๐Ÿ˜„

viral rapids
#

moar frames!

strange egret
#

why would it give more frames?

#

unless you mean window frame count totalled over all p3d...

sullen fulcrum
#

terrain baked objects are simulated cheaper so they lack of some features

#

imagine a terrain filled with mission objects and how that would run ๐Ÿ˜‰

gritty rune
#

anyone also noticed that the 'this' variable in a userAction is now bound to the calling player and no longer to the object the userAction is attached to?

wise fog
#

Wait what now

gritty rune
wise fog
#

Since when?

gritty rune
#

I guess 1.68 update

#

I simply added 'systemChat str this' to the userAction and it shows the player, not the object. Unless one is outside the vehicle... if that makes any sense

#

and most weirdly the F/A-18 wing fold works besides it. I'm out of ideas right now

wise fog
#

So its inconsistent?

gritty rune
#

yes, I would believe so, no way a animate of wingfold on a player is doing anything

wise fog
#

Ill try to take a look

#

When im home

gritty rune
#

thanks, would be good to see if this is a Unsung problem solely or more widespread

wise fog
#

See what my stuff does

#

Would be a big change if widespread

gritty rune
#

yep

fervent glacier
#

Hello guys, i'm trying to make a custom animation for a vehicle's passenger

#

the animation is correct if i use player playAction "test";
i have this in the vehicle class
transportSoldier = 1;
cargoProxyIndexes[] = {1};
cargoAction[] = {"test"};
the proxy is on the vehicle http://prntscr.com/ew3b0e

i don't know what's missing..

viral rapids
#

@fervent glacier Stop posting your stuff in several Channels! I already answered you in #arma3_animation , Nevertheless... you still post it in other Channels...

wind lagoon
#

hey guys, I'am having some issues with recoilcfgs for my weapons and I hope somone here has an answer for me because I'am a little lost with it.

http://i.imgur.com/25iZPBD.png

class recoil_default;

class CfgRecoils
{
class FF_recoil_MP40: recoil_default
{
muzzleOuter[] = {0.4,0.7,0.5,0.5};
muzzleInner[] = {0.2,0.2,0.5,0.7};
kickBack[] = {0.06,0.085};
permanent = 0.1;
temporary = 0.03;
};
};

#

I also have weapons_f as a required (thats were recoil_default resides)

untold temple
#

try C class CfgRecoils { class recoil_default; class FF_recoil_MP40: recoil_default { muzzleOuter[] = {0.4,0.7,0.5,0.5}; muzzleInner[] = {0.2,0.2,0.5,0.7}; kickBack[] = {0.06,0.085}; permanent = 0.1; temporary = 0.03; }; }; I think you're calling the parent class from the wrong place

#

and check that your weapon has recoil = "FF_recoil_MP40"; not recoil = "FF_recoil_MP40_1"; since the error seems to have a different name to the recoils class you've written

wind lagoon
untold temple
#

try adding A3_weapons_F to requiredAddons[]

wind lagoon
#

ok

#

still the same error

boreal heart
#

@wind lagoon muzzleInner doesnt work anymore from what I know. Got removed ages and ages ago

#

Unless theres something you know that I dont

wind lagoon
#

that could be it, I'll try it

dim mist
#

it's still in BIS guns

#

BIS recoils

#

BIS guns have 2 recoils.. in the base gun they have recoil="recoil_ebr"; (which is a class like you have)

#

in the fire modes, they have recoil = "recoil_single_ebr"; and recoilProne = "recoil_single_prone_ebr";

#

which are arrays in CfgRecoils, not classes

#

so maybe the issue is you're pointing to your class instead of an array in the firemodes

wind lagoon
#

I think that could be it. I'll do some adjustments

#

yep it worked. thanks for your time guys, I'am sure it wont be the last time I'am in here lol

dim mist
#

any better way to do spaces in macro functions than two?

#define FACTION_NAME Test Faction
#define SPACE(A,B) A B
#define QUOTE(A) #A
one = QUOTE(FACTION_NAME Infantry); // "Test FactionInfantry"
two = QUOTE(SPACE(FACTION_NAME,Infantry); // "Test Faction Infantry"

or is there a CBA macro to do it?

sullen fulcrum
#

I'd apperciate it if someone could help me solving this

jade brook
#

check RPT for "updating base class"

#

And I don't think
class Single: Mode_SemiAuto
is right

#

class rhs_weap_m4_uw probably wants to inherit Single sub class from class rhs_weap_m4_Base instead.

#

Hard to read this config, because indentation is all fucked up.

sullen fulcrum
jade brook
#

Yes, but you want to inherit rhs_weap_m4_Base/Single , so you don't have to redefined all entries defined in that class again in your weapon.

#

You even referenced the sub class in rhs_weap_m4_Base, but didn't use it...

#

You're not making a new weapon. You're using a base class from another mod. That is where it's different.

#

And you even did it correctly for GunParticles , but chickened out on Single, because of the wiki.

split valley
#

hey Dusty bro!

#

m back on discord

#

๐Ÿ˜ƒ

graceful tapir
#

Given the class:
class A{
class subA {
class subsubA {}
class subsubA2 {}
}
}

How would I override subsubA2 while keepin the rest of the class "intact", while still keepin subsubA a child of subA?

strange egret
#

i think you are confusing child and subclass? Otherwise i dont get what your question / intend is...

dim mist
#

@graceful tapir depends if they have parents

#
class GrandParentOfA;
class ParentOfA : GrandParentOfA {  
     class subA;
};
class A : ParentOfA {
    class subA : subA {
        class subsubA2 {
           //your stuff
        };
    };
};
graceful tapir
#

@strange egret The buzzard has a components class, I want to override the "TransportPylonsComponent" inside of the "Components" class while keeping all the other classes in the "Components" that I inherit

#

And the preferable option would be to not copy paste the entire class from the buzzard config

strange egret
#

class tank {
class turret {stuff};
};

class someMBT: tank {
class turret: turret { _stuff _ };
};

class otherTurretMBT: tank {
class turret { }; //by not inheriting via ":" here you kill off the link and overwrite everything
};

graceful tapir
#

I don't have access to the base classes

strange egret
#

of course you do.

graceful tapir
#

I have
class A;
class B : A { ... };

strange egret
#

f that A and B. pastebin link a config you currently have.

#

pretty sure you dont have a sufficient inheritance tree defined

graceful tapir
strange egret
#

this is the entire config you have?

graceful tapir
#

Yes

strange egret
#

no class cfgvehicles and so on?

graceful tapir
#

Well yes, that class is in a header included in cfgvehicles

strange egret
#

do you have class I_Plane_Fighter_03_CAS_F in the header?

graceful tapir
#

Yes

#

No wait

#

I got the "I_Plane_Fighter_03_DynamicLoadout_F", since it is the one I am inheritting

strange egret
#

before you can use any external class you need to define that you are using it.

class SomeExternalclass ;
class myClass : SomeExternalclass {};

graceful tapir
#

Both the ones I inherit are defined

#

"class I_Plane_Fighter_03_DynamicLoadout_F;
class VI_I_Plane_Fighter_03_DynamicLoadout_F : I_Plane_Fighter_03_DynamicLoadout_F"

#

And "
class Components;
class Components : Components"

strange egret
#

the components one does not work like that.

graceful tapir
#

That way replaces the components class, doesn't seem to inherit anything

strange egret
#

you defined it twice however.
if you do not want something to inherit, just leave the ": xyz" away - even for subclasses.

graceful tapir
#

I want to inherit the "Components" class, keeping all subclasses, but overriding one of them

#

I have tried a bunch of different ways, but it seems to either override the entire components class, or not override the class I want to override

strange egret
#

you need to go up much higher the inheritance tree to be able to inherit class components without losing substuff

graceful tapir
#

What you mean? Inheritting the another class? Plane_Fighter_03_base_F?

strange egret
#

much higher. The first definition of components i see is class Air.

#

which is parent of Plane, which is parent of Plane_Base_F, which is parent of Plane_Fighter_03_base_F

dim mist
#

the important bit is sort missing from that pastebin

#

but this should be an error class Components; class Components : Components

#

you need to tell it components exists in the class you're inheriting from

#

you don't need to go all the way up to Air

#
class Plane_Fighter_03_base_F;
class I_Plane_Fighter_03_CAS_F : Plane_Fighter_03_base_F {
    class AnimationSources;
    class Components;
};
class I_Plane_Fighter_03_DynamicLoadout_F: I_Plane_Fighter_03_CAS_F {
    class Components : Components
    {
        class TransportPylonsComponent
        {
        };
    };
};```
#

should just need that

graceful tapir
#

That does not do it, no

dim mist
#

that should keep whatever's in components and replace whatever's in TransportPylonsComponent?

graceful tapir
#

Components are kept as Original, but now the plane has no model

#

So it removes even more properties while overriding none

dim mist
#

u must be doing something different

#

just tested, it works

graceful tapir
#

How do I format code in discord?

dim mist
#

the backtick things `

#

on each end

#

or
'''CPP
yourcode
'''

graceful tapir
#

Think it works now

#
class Plane_Fighter_03_base_F;
class I_Plane_Fighter_03_CAS_F : Plane_Fighter_03_base_F {
    class Components;
};
class I_Plane_Fighter_03_DynamicLoadout_F : I_Plane_Fighter_03_CAS_F  {};
class VI_I_Plane_Fighter_03_DynamicLoadout_F : I_Plane_Fighter_03_DynamicLoadout_F
{
    class Components : Components
    {
        class TransportPylonsComponent
        {};
    };
};
dim mist
#

use the ` on your 'tilda' key

#

not an actual ', i just used that because i can't type 3

graceful tapir
#

There we go

#

That there works

dim mist
#

yeh cool

graceful tapir
#

You're american aren't you?

dim mist
#

no

#

australian

graceful tapir
#

That explains it

#

ISO Standard keybaoards, used in europe don't have a Tilde key

dim mist
#

ah ok

graceful tapir
#

But thanks for the help ๐Ÿ˜ƒ

dim mist
#

np

river ravine
#

I'm working on a ported F-35B from Arma 2. To animate the hatches for VTOL mode, it uses the animationSource "thrustVector"; because of this, with the new vectoring changes with Jets DLC, the hatches no longer animate correctly, instead opening incrimently or not at all. Is there anyway I could just animate them to open all the way when VTOL is activated?

spiral steppe
#

Do any values counteract the passThrough value on armour/uniforms?

jade brook
#

The passThrough of the vest / helmet overwrites it.

strange egret
#

passthrough of vests/helmet gets multiplied with passthrough of the armor/uniform

untold temple
#

@scenic gull set maxValue for the door anims to something smaller than 1 and they will be fully opened at a smaller value

#

depends how many increments the thrust vectoring has I guess

#

but if you drop the door anim's maxValue below whatever the first vectoring increment is, it should be fully open at the first stage

#

and stay open as the value increases

strange egret
#

@jade brook ๐Ÿ˜˜

spiral steppe
#

But is there nothing that counteracts it? I remember reading something like it significantly affects smaller calibers more. I'm looking for a way for 5.56 AP rounds to perform as they should against the CSAT uniform.

strange egret
#

no there isnt. There is no config setting that allows you to "ignore passthrough" on the ammo or weapon side

spiral steppe
#

I more meant like a setting that would increase the piercing attributes to change the ballistics of a bullet or weapon, but cheers for the answer.

#

Not neccessarily ignore, but I was just wondering if increase the caliber is the only thing that affects it.

jade brook
#

hit of the bullet times speed during impact dived by a "typical speed" value of the projectile.

strange egret
#

the more caliber (the config value) you have the more material it pierces. But for damage to hitpoints this is irrelevant. Infact, the more it pierces, the less damage it does. Arma damage model is really inconsistent with this.

spiral steppe
#

So to create a weapon/round to bypass CSAT uniform passThrough values, I'd just have to increase how much damage a shot does?

strange egret
#

well... the only issue is that you then can explode cars or helicopters with one/few shots potentially. So no thats not a solution.

#

when the csat uniform is bugging you then modify the values of that. Not the other way round. It just spirals everything even more out of controll than it already is

kindred moss
#

sounds like youre looking of a way to make a oneshot uber alless 5.56 AP round, AP ammo doesnt work like that

strange egret
#

make noise and stomp your feet for https://feedback.bistudio.com/T120542 to be implemented (case a in particular), then the infantry damage can be tuned reliably. But until that happens its a BS system (imo) no matter how you look at it.

spiral steppe
#

@kindred moss Nope, I'm trying to make an ammo to counteract the stupid values on vanilla CSAT uniforms.

strange egret
#

the values in VR armory are completely worthless because they do not reflect damage properties (nor could they because they are so inconsistent) for example. Headache for modders, headache for players.

spiral steppe
#

@kindred moss I already have a 5.56 ammo type that's fine for everything except CSAT. To which the only solution seems to be taking a larger caliber.

strange egret
#

"counteract stupid values on..." thats the first nono in balancing in my book.

spiral steppe
#

I didn't think making a CfgPatch to vanilla stuff was possible without including the edited version of the PBO?

strange egret
#

larger caliber doesnt make it better. Smaller caliber does.

#

of course you can modify vanilla config values...

spiral steppe
#

OK, I have no idea what's going on then. 7.62 = ballistics feel normal, 5.56 = "terminators" as my players call it

strange egret
#

you just dont overwrite the entire base config. You modify properly with proper config and all is fine.

#

if a bullet has caliber=0 it will always do maximum damage to hitpoints. If it has high caliber it can penetrate more stuff, if it penetrates through it does considerably less damage.

#

if you have "infantry = terminator" problems -> could be a different reason: https://feedback.bistudio.com/T120765
idk if the solution i proposed there has been implemented in vanilla now.

spiral steppe
#

It only happens with CSAT.

#

Could that bugtracker entry also be why infantry seem able to tank cannon shots from IFVs/APCs?

strange egret
#

direct hits - no. Indirect hits (splash damage) - not really either. If splash damage is too low then explosiveShielding of the uniform/vests needs to be increased (-> more splash damage)

#

if it just happens with CSAT it could be that they are still defined like the old way (using max operator instead of + ) compared to others.

#

or that some other armor related config value for them was botched.

#

idk what gametype you run on your server, but if you allow csat to use ballistic vests like nato (either via purchase or via looting) then it's no wonder, cause the CSAT uniform provides base higher healthpoints that get increased even further by plate carriers.

#

investigate in which cases this "invulnerability" occurs, record it on video or something and show it to us or create a ticket, so we can identify the underlying issue

spiral steppe
#

Nah, I make sure in PvP stuff or anything that would allow someone to wear a vest over it, that they don't get vests with actual ballistic protection (and I try to avoid having the uniforms on either side at all). This issue is mostly toward PvE against CSAT.

#

Thanks for all the answers man, I'll go back to the drawing board.

jade brook
#

Doesn't sound like a problem with your weapon then, but with the CSAT uniforms tbqh imho fam.

spiral steppe
#

Oh yeah yeah, I'm pretty sure it's the passThrough values on them. Which is why I was enquiring.

#

But whatever it is and however I can solve it, I'm just looking for a workaround

jade brook
#

I think they had higher armor values, so they received less damage.

#

Maybe even both. It does make sense they that their uniforms are tougher. They don't wear good vests.

#

But it makes the arms, legs and especially the head with their good helmets pretty though.

spiral steppe
#

"CSAT uniforms have very low armour values of 6, but because their passThrough values are set at 0.04 it means they take slightly less damage from small to medium-sized calibres but still take the same amount of damage from larger calibres. You could almost say that CSAT is worse off since their uniforms are less effective at stopping you from being killed by multiple large calibre rounds being hit on one part of the body (like the chest) as opposed to AAF/NATO, who can shrug off three to four 5.56/6.5 (two for 7.62) to the chest,...]"

#

This is what I read on the BIS forums to think this. Might not even be accurate and I've had my head looking in my ass for a solution the whole time.

#

And it could definitely be a confirmation bias, but it definitely matches up with what both myself and my playerbase have experienced ingame.

gilded fog
#

does anyone know where the textureType thing points to in the cfgWeapons?

untold temple
#

It's part of the information for class RscUnitInfo >>> class WeaponInfoControlsGroupRight UI script

#

you can find the defined ones in class CfgInGameUI >>> class CfgWeaponModeTextures @gilded fog

gilded fog
#

yep that's what i was looking for thank you!

boreal heart
#

Does anyone know whether ORBATs can be made in cfg.hpp template? Or do they have to be in mission description.ext?

gilded lake
#

you should be able to include .hpp files in description.ext

boreal heart
#

That'll come in handy

boreal heart
#

So if I'm including a cfgORBAT file in the description.ext, how do I define the pathway for it to find?

viral rapids
#

?

boreal heart
#

I want to make a cfgORBAT with my milsim units mod so I dont have to apply the ORBAT to every single mission description.ext I do

viral rapids
#

I am confused by the sentence, since you use description.ext in config-editing and pathway and what?

#

i am confus0rd

boreal heart
#

I'll take pics again

viral rapids
#

dafuq is CfgORBAT?

boreal heart
#

Order of battle

viral rapids
#

again:
Whats CfgOrbat?

boreal heart
#

Thats what I called my config

viral rapids
#

So a custom Config Class?

boreal heart
#

Yea

viral rapids
#

Speak basic.

#

So, translated: You want to add a Cfg Class to a mission file, by using #include?

boreal heart
#

Yes

viral rapids
#

#include "Filename.h" (.h / .cpp /.lmao /.whatever)

#

this mean -> It takes the rootfolder of the missionfile

boreal heart
#

I dont need to define a pathway or anything for it? What if theres like 5 different cfgORBATs in different mods for example?

viral rapids
#

Read above

boreal heart
#

I know how to include stuff as all my mods are like that, was just curious if there are multiple .hpp with the same name

#

How does it define which one it picks

viral rapids
#

If you want it from a ModFile:

#include "\Modname\Folder1\filename.h"
#

leading \ = use addons

#

YOU have to define it in your files.

boreal heart
#

What you posted just above is exactly what I was looking for

viral rapids
#

The time of "Thank you" seems to be long gone ๐Ÿ˜ฆ

#

what a world we live in

boreal heart
#

Was testing it out first to see if it worked

#

Didnt want to say thanks, then find it didnt work for some reason, then ask more questions

viral rapids
#

yeaaaahh yeaaaahhhhh

#

yeaaaahh yeaaaahhhhh

boreal heart
#

Hahah, each to their own ๐Ÿ˜›

#

Ok well the mission crashed, then my game

#

Saying it was missing cfgORBAT and thats it

viral rapids
#

Wrong Path then

boreal heart
#

Hmm well the path is correct, everything is spelled correctly, in logical order

viral rapids
#

Seems like its not

#

When it says it can't find it

boreal heart
#

This is what I have in my description.ext

#

#include "\160th_WW2US\ORBAT\cfgORBAT.hpp"

#

And it is spelled 100% correct, everything there is 100% correct

viral rapids
#

Whats the P-Drive path of the addon?

boreal heart
#

The same name as the pbo, so - 160th_WW2US -

viral rapids
#

again:
Whats the P-Drive path of the addon?

#

Just C&P it in here

boreal heart
#

Give me a quick example

viral rapids
#

Why example?

#

๐Ÿคฆ

#

Is it "P:\160th_WW2US\ORBAT\cfgORBAT.hpp"? Yes or no?

#

5s.

#

..

boreal heart
#

Cause I'm a visual learner, reading text does nothing for me, I need to see it

viral rapids
#

And i can't help, if i don't know how it looks on your side

#

keep in mind: We all have NO clue what you are looking at/what you see.

boreal heart
#

I understand that. And yes that is correct above

viral rapids
#

So when you enter the path above, it opens the CfgORBAT.hpp?

boreal heart
#

Yes

viral rapids
#

Have you packed your Addon?

boreal heart
#

Yes

dim mist
#

for a description..ext, you shouldn't have \ at the start

viral rapids
#

๐Ÿคฆ

dim mist
#

err sry just scrolled up enough

viral rapids
#

uh ... \ in include seems to access the FolderStruc of Arma.

#

try without it

#

@boreal heart

boreal heart
#

Yea just did, it gives the same result, says it cant find it, then the game crashes.

#

I read through that link you posted a bit more, see if anything stands out

viral rapids
#

Do you even load it?

boreal heart
#

Yea I loaded it, otherwise it wouldnt have crashed

dim mist
#

do you have a mod or just a mission?

viral rapids
#

That sentence made no sense petyr

#

"Yea I loaded it, otherwise it wouldnt have crashed"

#

o.O

boreal heart
#

Well it cant crash when its not laoded?

viral rapids
#

lol

#

YOu said, it crashed because it can't find it

#

So yeah, it can crash, if its not loaded

dim mist
#

if you use mikeros tools, by default it doesn't pack HPP files

viral rapids
#

good point

dim mist
#

need to remove it from the list in settings

boreal heart
#

I'll try that

viral rapids
#

There, get my ThumbsUp, you deserved it.

boreal heart
#

If that doesnt work I'll just go back to the description.ext style instead of trying to include a .hpp haha

viral rapids
#

Why not rename it from .hpp to .cpp?

#

but okay ยฏ_(ใƒ„)_/ยฏ

boreal heart
#

Cause this is the first time its been suggested?

#

I've always been told that only the config can be a .cpp

#

everything else is a .hpp

dim mist
#

it can be .whateveryouwant

#

for an #include

viral rapids
#

yep

#

thats why i wrote before:
"#include "Filename.h" (.h / .cpp /.lmao /.whatever)"

boreal heart
#

Well it works, I took it off the list in Mikeros and yea, no crash, mission works

#

I'll have to experiment with it a bit more from all the info you blokes have given me today.

#

So thankyou for your time and help, regardless if you hate me or not haha

viral rapids
#

invoice follows later by mail.

boreal heart
#

But technically Lecks found the solution to the problem ๐Ÿ˜‰ hahah

#

If I had money to thank people who helped me I would, but I'm poor as shit so that aint happening

viral rapids
#

Details, pff, who cares about them^^

#

I was the first who said: "Invoice follows" ๐Ÿ˜„

boreal heart
#

Lecks didnt capitalise on the situation, and thus has missed out on an invoice haha

naive otter
#

Does anyone know why adding disabledAI = 1; to description.ext in a mission would cause a bunch of placed simple objects (eden) to disappear on mission load? Is this a bug?

#

They seem completely unrelated, but I can regularily trigger it by removing/adding this line. ๐Ÿ˜ฉ

viral rapids
#

lol

#

You sure there is no ; mistake before?

#

or non-closed {} etc

naive otter
#

Was the first thing I checked :/

#

Commented out everything but that line and can still trigger it, lol.

viral rapids
#

lol - gj ๐Ÿ˜„

#

(i can't even think about ANY way, how that could trigger it)

#

have you restarted your Server 2-3x times, without changing it?

naive otter
#

Right... I mean the exception in this case is there's a LOT of simple objects in one area

#

I made a fresh mission (just the objects and no code) and it loaded up fine... added the description.ext and problem came back

viral rapids
#

wut?

#

And the created files also have no Probs?

#

Mods involved?

naive otter
#

I mean I just created a new folder and copied across the mission.sqm

viral rapids
#

SideQ: For Sherb?

naive otter
#

That's just how I was able to narrow it down to the code, then the description.ext and then finally that one line

#

Yup

viral rapids
#

Lets PM the rest =}

timid osprey
#

So this is a very particular and probably dumb question, but does anybody know how the automated doors on the RHS Black Hawks work? I'm trying to keep the rear cargo doors open at all times, but there's this event handler/script/function that triggers and opens & closes the doors every time you get in and out of the rear cargo seats. So even if I set the doors to be open through script or modifying animation sources, they reset when I get in and out of those seats. I already found some of the relevant event handlers and config entries, and I tried replacing/deleting them but without success

gritty rune
#

hello, anyone else bumped into the useraction 'this' problem meantime? On my system 'this' is bound on a userAction now to the player when inside a vehicle and not the object. I've added this to the feedback tracker, as well as a basic cube object configured as plane that illustrate the problem: https://feedback.bistudio.com/T124249

#

would be great if someone could reproduce this and let me know if it's a problem for them too

#

happens on dev branch too for me

jade brook
#

How did you determine that "this" points to the player and not the vehicle?

#

Because systemChat is insufficient, because the chat will print the "effectiveCommander"'s name when stringifying a vehicle, which is most likely the player inside the vehicle.

gritty rune
#

oh, ok, I did systemChat str this, you're right

jade brook
#

I guess the condition evaluates to "false" every time?

gritty rune
#

should be true all the time. Is 'systemChat str typeOf vehicle player' a better test?

#

or rather this, than vehicle player

jade brook
#

systemChat typeOf this

#

I guess

#
        class UserActions {
            class Rope_show {
                displayName = "$STR_BWA3_Rope_show";
                onlyforplayer = 1;
                position = "rope_control";
                radius = 2;
                showWindow = 0;
                condition = "this animationPhase ""hide_rope"" > 0.5 and player == cameraOn";
                statement = "this animate [""hide_rope"", 0]; playSound3D [""A3\sounds_f\characters\stances\lift_handgun.wss"", objNull, false, AGLToASL (this modelToWorld (this selectionPosition ""rope_control"")), 0.50118721, 1, 20];";
            };
            class Rope_hide: Rope_show {
                displayName = "$STR_BWA3_Rope_hide";
                condition = "this animationPhase ""hide_rope"" < 0.5 and player == cameraOn";
                statement = "this animate [""hide_rope"", 1]; playSound3D [""A3\sounds_f\characters\stances\low_handgun.wss"", objNull, false, AGLToASL (this modelToWorld (this selectionPosition ""rope_control"")), 0.50118721, 1, 20];";
            };
#

^ this one works for me

#

1.68

gritty rune
#

ok, thanks, @jade brook, my test was off, the typeOf this is still the ttt_vehicle. Now I need to figure out why the fold wing function in unsung does not work any longer, something changed in 1.68, but not sure what

jade brook
#

What does it mean it doesn't work? Action doesn't show up or does nothing?

gritty rune
#

useraction pops an error: statement = "[this] spawn uns_a6_fnc_wingsdown"; results in an error

jade brook
#

What does the error say? Can you copy paste it from the RPT?

gritty rune
#

here you go: 14:42:21 Mission id: d1a3f1642a5521ed462ff9df325ae570b58dda04 14:42:28 Error in expression <knob_ind",0, _instant]; } else { _plane animate ["wingfold_left",0, _instant]; _> 14:42:28 Error position: <animate ["wingfold_left",0, _instant]; _> 14:42:28 Error Type Bool, expected Number,Bool 14:42:28 File uns_A6_c\functions\fn_wings.sqf [uns_a6_fnc_wings], line 18

jade brook
#

Error Type Bool, expected Number,Bool
lol, this game

#

wait

#

I'll test something

gritty rune
#

I got it now, the animate function was changed

#

and calling it with false will result in the error

jade brook
#

Sounds like it's broken.

viral rapids
#

animateSource > animate

gritty rune
#

earlier it understood true for instantaneous and then false for doing the animation. Now true is instantaneous and a number 1 for regular speed

jade brook
#
player animate ["test", 1, false]
#

Same error message. It's broken...

gritty rune
#

ok, I add that finding to the ticket

jade brook
#

For now you can use 0.00001 and 1 instead of false and true

#

Can't use 0 either, but a very low number is basically the same.

gritty rune
#

true still works ๐Ÿ˜ƒ

#

lol

#

@viral rapids agreed that animateSource is the more modern way, but for some reason I think the animate command should stay backward compatible ๐Ÿ˜ƒ

viral rapids
#

Of course it should ^^

#

but.. tbh.. are you sure that worked with false before?

#

(i can't remember using "false" at any time)

gritty rune
#

yes, it was used in Unsung prior to 1.68 without any problem

viral rapids
#

strange

gritty rune
#

thanks again @jade brook for the pointer that the test was invalid. was looking into a completely wrong direction before

jade brook
#

yw

gritty rune
#

well, for the warning completeness, it can still be 'true', just tested [vehicle player, 'lower', true] call uns_a6_fnc_wings` and that still works

#

wild speculation, the arg check for animate checks the boolean value and not the type is boolean

jade brook
#

Ha! That'd be funny

dull bolt
#

I've got a question about the Damage class for applying damage rvmats that I can't seem to find an answer for on any wiki page

#

do the indexes corrolate with sections[] from the modelcfg?

#

I took a look at the hatchback's config and only seen 3 instances of

                "A3\data_f\Glass_veh_damage.rvmat",        // changes into different ones
                "A3\data_f\Glass_veh_damage.rvmat"```
#

but there's more than 3 windows, so how does this work?

jade brook
#

They don't.

#

It's always in threes:
deault mat 1, damaged mat 1, really damaged 1,
deault mat 2, damaged mat 2, really damaged 2,
...
deault mat N, damaged mat N, really damaged N

dull bolt
#

That part I understand

#

but how does it know which selection to map the rvmats to?

jade brook
#

The first material of the triple has to match the one used in the model.

dull bolt
#

alright, I think I understand

#

thank you

jade brook
#

@gritty rune
re:animate broken

Killzone Kid: Thanks for reporting it, queued for a fix

gritty rune
#

@jade brook thx, added that info to the ticket so Dwarden is aware of it too

barren umbra
#

Hey folks
I have a question: can I set up ammo config where the hit value is multiplied by a veriable with is set in a user config, something like this:

User config:
AP_shells = 0.3;

and in the config for the ammo you have this:

class Sh_120mm_APFSDS: ShellBase {
explosive = 0;
hit = 500 * AP_shells;

jade brook
#

Doubt it.

hot pine
#

Only if the config is unbinarized and it's included, you would use the #define ap_shells

barren umbra
#

@hot pine I guess I would still do the replacement config, would I be able to have a value in the config that could act as the multiplier for all of the shells of similar type?

dim mist
#

@barren umbra think he means if you have #include "\userconfig\yourAPSetup.hpp" at the start of an unbinarized config.cpp in a pbo, you could use vars that you #define in that userconfig (such as #define AP_Shells 0.3) as multipliers

#

would need to keep it the same on all clients though

boreal heart
#

Ok, so question to anyone who knows

#

I want to reduce the amount of right click zoom when in the cockpit of an aircraft, as currently its a bit too much. How does one reduce this

untold temple
#

Think it might be the FOV parameters in class viewPilot

#

In there, minFOV would likely be the maximum "zoom" value @boreal heart

boreal heart
#

@untold temple cheers mate I'll look into it!

neat shadow
#

hey guys
could someone enlighten me on how to set the "turning speed" of weapons?
i played around with inertia, but as i understand that affects the sight realignment
also tried changing "dexterity" i didnt experience any change

thorn leaf
#

dexterity doesn't work afaik

untold temple
#

I think dexterity is generally deprecated and inertia is now used to define how quickly and accurately a weapon "stops" when pointed, as well as the degree of sight misalignment under motion. And there's another parameter for how long the weapon takes to bring the sights up

neat shadow
#

thanks, and whats that (latter) parameter?

untold temple
#

Give me a minute. Need to check

#

aimTransitionSpeed = ; @neat shadow

neat shadow
#

thanks!

river ravine
#

I'm having an issue my jet will spawn floating a foot off the ground, and physics will only activate for it once you turn on the engine and start moving. Anyone know how to fix?

#

I'm using airplane simulation, not airplaneX.

copper wind
#

Is there a way to set text on an hiddenselection, similar to setting a texture? I want to create a nameplate on a uniform, and trying to understand the best way to approach it?

boreal heart
#

Ok so I've gotten my weapon zoom down pat, now is there a way to reduce the un ADS right click zoom? Or is that hard coded?

#

Its a bit strange how you can only zoom down sights so much but then when you dont ADS you can zoom plenty far

buoyant pollen
#

I'm trying to put together an object to place on the ground to use as a known point to spawn vehicles on.
I have tried to use a helipad (like Land_HelipadRescue_F) and change the texture, but that doesn't have a hiddenSelectionTextures to change in the config. It looks like once you start the mission from eden it becomes part of the terrain because putting cursorObject in watch returns NULL. Not sure how that works.

Anyone got any ideas how to make it work, or another idea on how to put a texture on the ground?

Using UserTexture10m_F works, but it's difficult to use when you need to change the transformation of the object all of the time when building missions.

karmic hazel
#

Hey folks, I am struggling a little with getting the collision lights to blink. I have used the samples model.cfg and config.cpp and adjust names selections and values to suit my aircraft but I just don't seem to be able to working the lights to blink on and off. I saw an old a2 mod for flashing collision lights but it wasn't any use. I also haven't had any joy in any type of lights editing tutorials. Certainly for aircraft anyway. Can some one give me a chunk of code I need or explain what's wrong with them not flashing. They do illuminate at the mem points assigned but the three green red and white lights stay static.

mellow stag
#

Has anyone ever config'd new weapon values for AMV-7 Marshall? I was thinking that the ammo loads are ridiculously low compared to current weapon systems like the Bradley or even the LAV. If not can someone point me at the files I need to take a look at and give me an idea. I primarily want to increase ammo loads so that the people using it don't have to reload every few minutes from a rearm point or truck in an ALiVE mission I have built

#

I haven't found any references to it on the BI forums anywhere which is why I am asking here. Thanks

shrewd swift
#

Anyone able to write a quick config for me that replaces the arma 3 rope .p3d with a custom one so can have custom rope, like a3pl did with their fire hoses ?

#

I presume they wrote a config that just redefines the model anyway, i found the rope.p3d in a3 folder in proxies of data_f but could not find the config for it.

thorn leaf
#

Does anyone know how the flares really work in arma?

#

like does one flare trick the heat seekers the same as 16 flare's?

polar locust
#

I got a problem with my mod script can anyone help?

#

its three new vests that i recently put in and the in game model doesnt work with those three new vests. I copied the scrpit from my other vests

wise fog
#

That doesnt give us much to work with.. Like at all. @polar locust what exactly are you trying to do?

polar locust
#

i fixed it thanks anyway

wise fog
#

Good to hear

thorn leaf
#

Is there any config options available for getting knocked down? I couldn't find any info on it.

viral rapids
#

afaik no

thorn leaf
#

Bummer

sacred pasture
#

Hey @polar locust what exactly did you get fixed?

boreal heart
#

Does anyone know if theres a way to disable the looking in the gear animation when people go into Zeus?

karmic hazel
#

waste of time posting I suppose.

boreal heart
#

Waste of time posting what?

#

If its about the lights, its probably cause no one either knows or hasn't been on

sullen fulcrum
#

does anyone have some confidential values for the basic.cfg? I know it actually depends on the system but i just wanna get some inspiration from server owners with positive experience. Greetings

mild valley
#

Hello, today I bring you a question probably easy to answer how processed to change the name of the city example chernarus city Electro for montreal on the map

gilded lake
#

Thank you for bringing your question, I don't think you can change the name of a city.

sullen fulcrum
#

you can with a replacement config for the terrains cfgWorlds class

gilded lake
sullen fulcrum
#

all city names and map points are in the names class

shell terrace
viral rapids
#

What could be the reason, when a buildings doesn't recognize a hitpoint (doesn't add damage, but exists in Config, model.cfg and "getAllHitpointsDamage")

sullen fulcrum
#

did you check with the diag exe?

viral rapids
#

cursorObject setHitPointDamage ["glass_1_hitpoint",1] <- works

#

nope, what to check there?

sullen fulcrum
#

diag_toggle "HitPoints";

#

should visualize the hipoints and its radius

viral rapids
#

Ohhhh nice

#

gonna search for the diag.exe

sullen fulcrum
#

you need to be on devbranch

viral rapids
#

dnsfgidbfsgbdfgdsf

sullen fulcrum
#

diag_toggle "all"; is also funny to watch ๐Ÿ˜›

viral rapids
#

but but but.. the devbranch always downloads so much^^

#

5.2GB ๐Ÿ˜ข

sullen fulcrum
#

if you let the launcher run it won't download but you can keep using the same version of devbranch ๐Ÿ˜„

viral rapids
#

?

sullen fulcrum
#

basically prevent steam from updating

#

but you could probably set that in the steam options too

#

so you don't have to daily download ~4GB

viral rapids
#

You can't disable updates anymore, iirc

molten tinsel
#

Hey guys anyone online?

buoyant mason
#

Hello, i want to know, if it's possible to delete get in and get out action from a car config ?

thorny grove
#

@viral rapids if you want a static version of the Dev build copy your stable branch to new a folder then point the Arma Updater from the Arma tools package at that new folder and tell it to update that folder to dev. That will stay dev and not update unless you use the Arma Updater again and manually update.

viral rapids
#

@buoyant mason Yes, either you do lockDriver via Script or overwrite/update the existing config and delete the UserActions entry

buoyant mason
#

Thanks @viral rapids for the information

viral rapids
#

@thorny grove yeaaahhh.... meh. When its updating, i just make a coffee break ๐Ÿ˜„

thorny grove
#

That works too ๐Ÿ˜ƒ I'm lucky enough to be able to switch between the two branches in a couple minutes. Great for testing and changing configs using diag then going back to stable for playing.

viral rapids
#

@buoyant mason
Uh forget about the config stuff i wrote! You can only move the point to somewhere else! Sry about that. ScriptSide is the better way

#

Yeah, i don't play anyway, so its okay for me Flax =} Thx anyway

sullen fulcrum
#

Hello,
I'm trying to create a faction and under that faction to create a category of objects.
I used cfgFactionClasses in a one config and CfgVehicleClasses in other config.

#

Are the both cfg suppose to be in one config file? If so how can I make a faction and have more than one addons in the same faction.

jade brook
#

You can put both classes into one config.cpp and you can also put multiple config.cpp into one PBO / folder .

viral rapids
#

Folder1\config.cpp
Folder1\Folder2\config.cpp
Folder1\Folder3\config.cpp
Folder1\Folder2\Folder4\config.cpp

jade brook
#

Yeah, the more the better. Anyone maintaining your addon will love it.

viral rapids
#

Yeah ๐Ÿ‘

sullen fulcrum
#

So I can write cfgFactionClasses in folder1\config.cpp and then write CfgVehicleClasses in folder2\config.cpp

#

and I will have the result I need?

#

I can't get factions to work

jade brook
#

class CfgPatches {
    // blah
};

#include "CfgFactionClasses.hpp"
#include "CfgVehicleClasses.hpp"
#include "CfgEditorSubcategories.hpp"
#

This is what I do.

#

2nd file:


class CfgFactionClasses {
    class BWA3_Faction {
        backpack_tf_faction_radio = "tf_rt1523g_big_bwmod";

        icon = "\bwa3_units\data\bwa3_faction_icon.paa";
        displayName = "$STR_BWA3_FactionClassBundeswehrName";
        priority = 5;
        side = 1;
    };
    class BWA3_Modules {
        displayName = "$STR_BWA3_FactionClassBundeswehrName";
        priority = 8;
        side = 7;
    };
};
#

3rd file:

class CfgVehicleClasses {
    class BWA3_Men_Tropen {
        displayName = "$STR_BWA3_vehicleClasses_mentropen";
    };
    class BWA3_MenRecon_Tropen {
        displayName = "$STR_BWA3_vehicleClasses_menrecontropen";
    };
    class BWA3_Armored_Tropen {
        displayName = "$STR_BWA3_vehicleClasses_armoredtropen";
    };
    class BWA3_Car_Tropen {
        displayName = "$STR_BWA3_vehicleClasses_carstropen";
    };
};
sullen fulcrum
#

okok

#

and if I put the hpp file in one PBO, can i #include it in other PBO?

jade brook
#

No you put all 3 files into one PBO and then Arma will make these classes available to every other PBO / addon when you start the game.

#

No including needed across folders

dim mist
#

you can though

sullen fulcrum
#

yeah I ment PBO

#

meant

dim mist
#

if you really want to

sullen fulcrum
#

that's what I wrote ๐Ÿ˜›

jade brook
#

But why?

sullen fulcrum
#

"put all 3 files into one PBO and then Arma will make these classes available to every other PBO / addon when you start the game"

#

that's what I'm gonna do

dim mist
#

mikeros tools builds hpps into binarized config.cpps

#

so the hpps in the pbos don't really do anything (and aren't included in the pbo by default)

wise fog
#

Anyone know if you can fire a script or call commands on stuff built into the engine? Like swapping to a laucher/pistol/rifle

viral rapids
#

?

#

like action <- ?

wise fog
#

Is there something you could use when that triggers or simply monitor by script

viral rapids
#

Do you mean that?

wise fog
#

kind of?

#

like when a user swaps to rocket laucher

viral rapids
#

What you wanna do?

#

Thats action

wise fog
#

so action would return what action is done?

viral rapids
#

mom

wise fog
#

ok like let me explain

viral rapids
#

MOM

#

stop writing or i punch you

wise fog
#

NO

#

im typing this out

viral rapids
#

NO!

#
if(isEngineOn _VehPlayer)then
        { player action ["EngineOff", _VehPlayer]; }
        else
        { player action ["EngineOn", _VehPlayer]; };```
example
wise fog
#

ok so player has a rifle and they switch to a launcher, I want to fire a command or script, only on the swap to not if they have it active

#

or better yet a way to remove engine based scroll options like switch to pistol or launcher lol

#

probably just gonna toy with stuff I guess

viral rapids
#

What?

#

" only on the swap to not if they have it active"

#

what?

#

@wise fog You get an extra big Invoice ๐Ÿ˜‚

sullen fulcrum
#

I don't get what I'm doing wrong. ๐Ÿคฆ
I created files cfgVehicleClasses.hpp and cfgFactionClasses.hpp
In the config.cpp I added
#include "CfgFactionClasses.hpp"
#include "CfgVehicleClasses.hpp"
and in other PBO I have a config of signs for example
faction = "viet_faction";
vehicleclass = "viet_signs";

viral rapids
#

```cpp
CODE

#

โ˜ dat pls

sullen fulcrum
#
class CfgPatches {

    class viet_objects_signs {
        units[] = {"viet_sign_welcome"};
        weapons[] = {};
        requiredVersion = 0.100000;
        requiredAddons[] = {"viet_main", "viet_textures"};
    };
};

class CfgVehicles {
    
    class Land_Billboard_F;

    class viet_sign_welcome: Land_Billboard_F {
        scope = 2;
        accuracy = 1000;
        displayName = "Welcome Sign";
        hiddenSelectionsTextures[] = {"viet_textures\signs\welcome.paa"};
        editorPreview = "";
        faction = "viet_faction";
        vehicleclass = "viet_signs";
    };
};```
jade brook
#

But what is the problem?

viral rapids
#

```cpp
Nextline your code
Makes it easier to read for everyone

sullen fulcrum
#

sorry

viral rapids
#

๐Ÿ‘

#

Config looks okay so far

sullen fulcrum
#

The object is under signs > blanks

#

no faction or category

viral rapids
#

viet_faction
viet_signs
How do they look like? Where are they? Are they loaded?

sullen fulcrum
#

They are in a different PBO, inside a HPP file

jade brook
#

This explains how they are sorted in the Eden editor.

sullen fulcrum
#

that other PBO file has a config file which has #include for each of the files

viral rapids
#

pictures โค

jade brook
#

emoji > pictures

sullen fulcrum
#

so don't I need CfgEditorCategories and CfgEditorSubcategories instaed of cfgVehicleClasses and cfgFactionClasses?

#

I want an object inside a category > subcategory

jade brook
#

You need all of them, but CfgEditor(Sub)categories is for the Eden Editor.

#

I want an object inside a category > subcategory
Perfect, the wiki explains it in full detail.

#

Also, instead of defining classes in CfgEditorCategories and CfgEditorSubcategories yourself, you can use the ones the base game has. They are all listed on the wiki.

sullen fulcrum
#

Couldn't get it to work ><

#

I have a pbo named viet_main.
Inside that PBO I have CfgEditorCategories.hpp, CfgEditorSubcategories.hpp, cfgFactionClasses.hpp and cfgVehicleClasses.hpp.
Inside the config.cpp of that PBO I have
#include "CfgEditorCategories.hpp"
#include "CfgEditorSubcategories.hpp"
#include "CfgFactionClasses.hpp"
#include "CfgVehicleClasses.hpp"

Then I have another PBO, configuring the objects.

class CfgPatches {

    class viet_objects_signs {
        units[] = {"viet_sign_welcome"};
        weapons[] = {};
        requiredVersion = 0.100000;
        requiredAddons[] = {"viet_main", "viet_textures"};
    };
};

class CfgVehicles {
    
    class Land_Billboard_F;

    class viet_sign_welcome: Land_Billboard_F {
        scope = 2;
        accuracy = 1000;
        displayName = "Welcome Sign";
        hiddenSelectionsTextures[] = {"viet_textures\signs\welcome.paa"};
        editorPreview = "";
        faction = "viet_faction";
        vehicleclass = "viet_signs";
    editorCategory = "viet_category";
    editorSubcategory = "viet_signs_subcategory";
    };
};```
jade brook
#

And the problem is?

sullen fulcrum
#

The object is still under signs > blanks

#

no custom category

jade brook
#

Check the config in the ingame config viewer

sullen fulcrum
#

my config?

#

what

jade brook
#

Yes, sounds like an error when packing the PBO.

sullen fulcrum
#

it works now

#

I restarted the game

#

.-.

jade brook
#

Well

#

Congratz

#

: P

sullen fulcrum
#

Thank you ๐Ÿ˜ƒ

viral rapids
#

๐Ÿ˜„

sullen fulcrum
#

you too Dscha ๐Ÿ˜„

jade brook
#

yw

viral rapids
#

@wise fog Invoice

wise fog
viral rapids
#

Thx ๐Ÿ˜„

jade brook
#

Andrew is Dscha's bot.

viral rapids
#

*slave

#

๐Ÿ˜‚

wise fog
#

๐Ÿ‘Œ

simple trout
#

Can a boat have a co-pilot?

jade brook
#

I think only simulation=helicopter and helicopterX can have co pilots.

simple trout
#

ok, thanks

sullen fulcrum
#

heyho is there a way to disable RscButton's via Config entry - or just through ctrlEnable false?

viral rapids
#

afaik only with ctrlEnable

sullen fulcrum
#

Thanks for ur advice

jade brook
#
onLoad = "(_this select 0) ctrlEnable false";

works if you don't plan to use any other onLoad script for that button.

cursive eagle
#

Completly random question... is there a way to have hiddenselections adopt a differnt material rather then texture config based ? like a 'hiddenselectionsmaterials' or only by 'setObjectMaterial' ?
and if only 'setObjectMaterial' anyone able to save me time adn let me know if that works config based or only on a units' init ?

jade brook
#

hiddenSelectionsMaterials IS the config solution

#
    hiddenSelectionsTextures[] = {"\bwa3_units\data\bwa3_uniform_fleck_co.paa"};
    hiddenSelectionsMaterials[] = {"\bwa3_units\data\bwa3_uniform.rvmat"};
#

@cursive eagle

cursive eagle
#

Got to love it when logic wins ! Thanks for confirming it @jade brook ๐Ÿ˜„

novel rock
#

Hello there ! I have a question, I'd like to make a breakable wing on a plane, when it gets destroyed, an hide animation hides the part of the wing via the hitpoint system. Is it possible to spawn a wing with hitpoint's DestructionEffects ?

using https://community.bistudio.com/wiki/Arma_3_Particle_Effects

sullen fulcrum
#

Some of the addons moderators, like RHS and ACE, added buttons and texts on the ArmA III's main menu, like version. How is it being done?

dull bolt
#

So I'm having some difficulty passing some classes down through inheritance

#

the issue is in config 2, where I try to inherit class EventHandlers: EventHandlers

#

and other places

untold temple
#

need C class Car_F; class ATS_Trains_Base : Car_F { class Eventhandlers; }; in the second config

dull bolt
#

I tried copying the same classes to that class with no difference

#
        armor = 150;
        scope = private;
        mapSize = 0.7;
        accuracy = 0.5;
        editorCategory = "ATS_Category";
        editorSubCategory = "ATS_Trains_Subcategory";
        icon = "iconObject_2x5";
        
        class HitPoints
        {
            class HitLFWheel;
            class HitLF2Wheel;
            class HitRFWheel;
            class HitRF2Wheel;
            class HitBody;
            class HitFuel;
            class HitEngine;
            class HitGlass1;
            class HitGlass2;
            class HitGlass3;
            class HitGlass4;
            class HitGlass5;
            class HitGlass6;
        };
        class EventHandlers;
    };```
#

when I inherit ATS_Trains_Driveable_Base,

    class ATS_Trains_A2Locomotive_Driveable: ATS_Trains_Driveable_Base```

i still get the error "missing inheritence class(es)"
#

when trying to pack the pbo

viral rapids
#

You sure you pack the correct File?

wild pasture
#

Doesn't it tell you what line is missing inheritance?

dull bolt
#

It does, 1 sec

#

any class that extends does it. The first error is for this line: /*class EventHandlers: EventHandlers

#

ive commented it out so I can pack it

untold temple
#

you can't call class EventHandlers from ATS_Trains_Driveable_Base unless ATS_Trains_Driveable_Base exists in another config where it already inherits from class car.

#

what you posted first would have worked if you had it all in one config instead of splitting it in to two configs for whatever reason

#

what I posted would have allowed your second config to work because the first config allows class ATS_Trains_Base to inherit class eventhandlers from class car

#

but now you're making some other new class that has made no prior inheritance of eventhandlers, so you're back to square one

dull bolt
#

The parent "ATS_Trains_Driveable_Base" is just a rename of the "config 1" from pastebin

#

"you can't call class EventHandlers from ATS_Trains_Driveable_Base unless ATS_Trains_Driveable_Base exists in another config where it already inherits from class car." isn't that what my post at 8:06 is doing?

untold temple
#

no, because you have it in two separate configs

dull bolt
#

they don't transfer between configs?

untold temple
#

not unless you call them again, with the code I posted

dull bolt
#
    class ATS_Trains_Base : Car_F {
        class Eventhandlers;
    };``` this post, right?
untold temple
#

yes

dull bolt
#

I'm doing that in the renamed class

#

only I skipped inheriting car_f and am now just inheriting car

untold temple
#

but you haven't inherited eventhandlers from car

#

you're creating an empty class eventhandlers there

dull bolt
#

I thought I had to do class EventHandlers {};

#

to empty it

untold temple
#

not if you just write class eventhandlers in a new class

dull bolt
#

okay, thank you. I wasn't aware of that before

#

so how do I properly inherit eventhandlers and hitpoints from car?

#

copy the classes to the car class?

untold temple
#

in one config or two?

dull bolt
#

I'd much rather do the two configs

#

I'm not trying to be confrontational, I just think this is the best way for a collaborative effort

untold temple
#

Well that you had first for config1 is fine AFAIK

dull bolt
#

it didn't work

untold temple
#

because you didn't call the classes properly in the second config

#

btw you'll also need to properly set up cfgpatches requiredAddons[] in the second config

dull bolt
#

I didn't copy the whole config

#

just the vehicles

#

Can you explain how to properly call the classes in the second config?

#

should I not do: EventHandlers: EventHandlers?

untold temple
#
class CfgVehicles
{
    
    class Car_F;
     class ATS_Trains_Base : Car_F // defined this class in config1 so we can call from it now
    {
        class Eventhandlers; // will call class eventhandlers so we can edit it in child class
     };
    class ATS_Trains_A2Locomotive_Driveable: ATS_Trains_Base
    {
        scope = 0;
        displayName = "Locomotive (Driveable)";
        _generalMacro = "ATS_Trains_A2Locomotive_Driveable";
        model = "ats\trains\a2_locomotive\loco_driveable.p3d";

// The rest of your config etc. etc.

        class Eventhandlers: Eventhandlers
        {
            // can now edit in here
        };
    };
};```
dull bolt
#

thats basically what I have now, just seperated into two files so I guess I can't do that

#

skrew it, im just gonna get rid of that parent _Base

#

thank you for your time and patience

sullen fulcrum
#

Some of the addons moderators, like RHS and ACE, added buttons and texts on the ArmA III's main menu, like version. How is it being done?

jade brook
#

By editing RscDisplayMain - the main menu dialog

solemn scroll
#

Hey guys, I need some help. I have made a unit that will spawn with a random uniform, vest and backpack, as well as set weapons and ammunition. However, for some reason, the unit does not spawn with anything at all in anything he is wearing (but spawns with the weapon, compass etc.). Could anyone help?
For the record, the EventHandler opens the scripts that gives the random gear.
https://pastebin.com/avuDUeHR

sullen fulcrum
#

Can anyone please tell me what that means?
'size/' is not a class ('scope' accessed)

class CfgMarkers {
    class viet_marker_1 {
    name = "(viet) Marker 1";
    icon = "viet_markers\data\marker_1.paa";
    color = {1, 1, 1, 1};
    size = 34;
    shadow = 0;
    scope = 2;
    scopeCurator = 2;
    markerClass = "viet_number_markers";
    };
};```
jade brook
#

Tried to read a class named "Size", but it's not a class, but a number.

sullen fulcrum
#

it should be a string then?

#

not an integer

jade brook
#

size\scope actually. But again, size is a number and not a class.

sullen fulcrum
#

right

jade brook
#

class not string or number

sullen fulcrum
#

I thought that the scope is the problem

#

and it should be a string

jade brook
#

but doesn't mean that you should make a class out of it.

#

scope is a number

#

0, 1 or 2

sullen fulcrum
#

So what should I do? I have no idea at all

jade brook
#

What are you doing?

#

And what is the full error? Should show up in RPT

#

'size/' is not a class ('scope' accessed) is not everything the game would give you as error

sullen fulcrum
#

oh it actually got it all over the place

#

'scope/' is not a class ('scope' accessed)
'scopeCurator/' is not a class ('scope' accessed)
'shadow/' is not a class ('scope' accessed)
'markerClass/' is not a class ('scope' accessed)

jade brook
#

So you're making a config and not a script, right?

#

Show it all. I think you got a curly bracket missing.

sullen fulcrum
#

ok, give me a sec

#
class CfgPatches {

    class viet_markers {
    requiredAddons[] = {"A3_Data_F"};
    requiredVersion = 0.100000;
    units[] = {};
    weapons[] = {};
    };
};

class CfgMarkerClasses {
    class viet_number_markers {
    displayName = "viet Markers (Numbers)";
    };
};

class CfgMarkers {
    class viet_marker_number_1 {
    name = "(viet) Number 1";
    icon = "viet_markers\data\number_1_marker.paa";
    color = {1, 1, 1, 1};
    size = 34;
    shadow = 0;
    scope = 2;
    scopeCurator = 2;
    markerClass = "viet_number_markers";
    };
};```
jade brook
#

Indentation is messy

#

Also need to know the full error, not some select lines

sullen fulcrum
#

That's all I have in the RPT related to this

jade brook
#

No

sullen fulcrum
#

let me look again

#

'/CfgMarkers/viet_marker_number_1.color': Missing ';' prior '}'

#

there's also this

#

I was missing [] in the color arra

#

y

jade brook
#

Does fixing that solve everything?

sullen fulcrum
#

I'm checking it now

jade brook
#

That is why I say you ALWAYS need the full error / log.

#

The closing curly bracket is interpret as ending the class and then you create a bunch of entries directly into CfgMarkers, but there can only be classes there.

sullen fulcrum
#

The error line was sperete from the rest of the error

jade brook
#

Doesn't matter

sullen fulcrum
#

I didn't see it until I searched "viet" along the file

jade brook
#

Always read the log files from top to bottom

sullen fulcrum
#

I will from now on

#

It works

#

Thank you

jade brook
#

Ah, you did it on your own. Just remember to always go through the logs from top to bottom.

#

The displayed error or the last error in the file is seldom the actual issue.

sullen fulcrum
#

๐Ÿ˜ƒ

jade brook
#

It's true. One of the hard lessons you learn with this.

regal pond
#

Trying to set this M16 to only use Ironsights. I'm using a slightly modified version of our M4 config with compatibleItems = "";
I keep getting this error when I add the weapon. Weapon works fine, just can't seem to fix error.

No entry 'bin\config.bin/CfgWeapons.'.```
https://pastebin.com/aYzDxzm0
summer fulcrum
#

@regal pond could it be the weapons[]={"dsr_m4a3"} shouldn't it be DSR_Arifle_M4A3

regal pond
#

I copied the wrong config before I left for work. Ill have to post the correct one after work. The m16 config is just an edited version of this m4 config but with

compatibleItems = "";```
Added in the cowsslot and
#

Pointerslot. The model does not have proxies for cowsslot nor Pointerslot, but without defining compatibleItems you could still attach optics to the weapon. The optics would get placed in the middle of the weapon.

dim mist
#

should probably make it compatibleItems[] = {};

#

never seen it be a string

regal pond
#

That might be it. Ill have to try it in a few hours.

regal pond
#

@dim mist That works. Big Thanks. @summer fulcrum Thanks for the help.

jade brook
#

Wth is "exile_psycho"?

#

It's conigs are a wreck. Break everything.

wise fog
#

@jade brook mainly ported vehicles from A2 for exile mod

nova matrix
#

Assuming this is the correct place for a header question -- If I use a preprocessor #include in a script, must I exclude header files from binarize?

pine turtle
#

What is the attribute to have a object as a simpleObject as default in CfgVehicles?

wild pasture
#

Never tried it personally, but the base HBarrier has this

class HBarrier_base_F: NonStrategic
{
    class AttributeValues
    {
        objectIsSimple = 1;
    };
};
pine turtle
#

thx

sullen fulcrum
#

Whats the advantage of setting a Object as simpleObject?

#

What Ive found was simply limitation in Features...

boreal heart
#

The object is loaded as part of the map rather than from your system

jade brook
#

perfomance

sullen fulcrum
#

Ah thanks, good to know

dull yarrow
#

Anyone know how the USS Freedom gets config'd as a runway? Looking at config now and there's nothing obvious

#

ok found it, there's a new CfgVehicle in JETS DLC called DynamicAirport_01_F... interesting!

#

looks like it inherits CfgVehicle AirportBase which has a simulation type "airport"

dull yarrow
#

DynamicAirport_01_F is simply attached to the Carrier during the objects initialization

scarlet oyster
#

I wonder with what kinds of named properties those come along.

dull yarrow
#

You can script the creation of a DynamicAirport object, align it with say a road, and it works. AI will attempt to land on the "road".

#

If that's the nearest runway

#

@scarlet oyster would like to know but EBO ๐Ÿ˜ƒ

#

looks like BIS has updated the FindNearestAirport (engine) function to cater for these dynamic airport objects, which is pretty cool.

cursive eagle
#

Idle curiosity, does anyone know if the swuad.xml logo can be set to appear on vests / packs ?
Or is it solely vehicles/uniforms and would need some script magic to have it on a vest ?

fast mica
#

I feel you'd need a little scripting, I've never seen it on a vest

vital torrent
#

Does anyone know how to force the driver to be visible?

pine turtle
#

There is the config entry "startDuration" for helicopters. Does this also exist the other way around?

#

Something like stopDuration

simple trout
#

Is it possible to create an AA missile system, like a miniature THAADS or Patriot launcher, that can take down any aircraft across a map?

grand zinc
#

Yes.

simple trout
#

ooooh delightful. How?

#

Any examples?

#

Can it be split up between multiple vehicles to create a system?

grand zinc
#

Dunno

#

Yes it can

simple trout
#

hmmmm...well there is a hemmtt tractor...

mild jewel
#

take a look at POOK SAMs

inland gulch
#

Is there a way to force a weapon to have a muzzle item through config.cpp? I know you can make weapon classes that have attachments on them by default, but is there a way to make it impossible for those attachments to be removed? I am trying to essentially remove the muzzle flare for a customized version of a vanilla weapon, so I can't edit the model directly.

#

I would be using a custom suppressor of some variety of course

#

Alternatively if there is a way to simply change the muzzle flash model through configurations that would be nice too (haven't had any luck figuring that out in the past though)

valid harness
#

Hey friends, does anyone know how to make an inventory item "Useable" by double clicking on it in your inventory? I've seen it done before

inland gulch
#

When you fire an unsuppressed weapon at night, there is a light created briefly from the muzzle flare. Where is this configured? I can't seem to find it anywhere

untold temple
#

fireLightCoef

inland gulch
#

I went and minimized discord and spent the last half hour messing with a bunch of different settings when I could have just come here

#

but I found it in the end anyway lol

#

now I just need a good way to remove the muzzle flash

#

custom muzzle accessories is probably my best bet

barren umbra
#

what does it mean when I get error that the "model.cfg cannot have externs"?
I just have that:class CfgModels

{
class Default;
class AM_M16A2: Default
{
class Animations;
};
};

viral rapids
#

*to close this one in here too:

class CfgModels
{
    class Default
    {
        sectionsInherit="";
        sections[]={};
        skeleton="";
        class Animations
        {
        };
    };
    class MyClass: Default
    {
        //Stuff
    };
};```
fast mica
#

Anyone able to lend me a hand configuring custom skinned/faction AI to show up under the same category as their vehicles?

solemn steppe
#

Any reason I can't call fnc_selectrandom in standalone?

grand zinc
#

standalone?

#

are you talking about BIS_fnc_selectRandom?

solemn steppe
#

Maybe that's why it won't work. I'm calling it by its filename?

#

Standalone as in DayZ Standalone.

#

The sqf is called fnc_selectrandom. So I tried calling it like that. I even tried calling BIS_fnc_selectrandom and that didn't work either haha. I guess I need to try selectrandom then. Hopefully that'll work. Thanks. I feel dumb now xD.

grand zinc
#

This is Arma 3 Discord. Not DayZ Standalone

#

Does Standalone even have SQF still? Thought they already changed everything

solemn steppe
#

No. And I know that discord I'm in haha. No one in the Standalone discord would know as its mostly players not modders.

#

I was working off this example.

#

_hatarray = ["hat1classname","hat2classname","hat3classname"];
_randomhat = _hatarray call BIS_fnc_selectRandom;
_unit addHeadgear _randomhat;

novel rock
#

Hey there, for once I need a config master. I have a plane with 3 wheels, when I land, it's not braking at all by itself, I have to make it bounce repetidly to finally lose enough speed to make it start to slow down. Any clue ? Maybe the plane's weight in geometry lod ?

solemn steppe
#

This is being called from an objects init just so you know. Will just using selectrandom work? Or can it just not be called from init?

#

@novel rock I don't really know a lot about the weights. But I can tell you that if the weights are too low objects will allow clipping. For instance a "house" object with weights that are too low will allow you to walk through it. So maybe if your weights are too low the the plane isn't detecting collision with the ground and therefore not causing the breaking to trigger?

viral rapids
#

uhm, no. If it's not "wide enough", then you glitch through it

solemn steppe
#

What do you mean "wide enough"?

viral rapids
#

< 0.5m

#

" Geometry objects should have a thickness of at least 0.5 meters in order to work properly. "

solemn steppe
#

Is that regardless of weights?

viral rapids
#

afaik, yeah. It doesn't matter if it weights 1 or 1000000

#

What you may recognized/experienced was an unclosed or non-convex Object.

solemn steppe
#

I'm also using examples from my dayz standalone modding experience which I assumed worked the same way Arma 3 does.

#

When I make smaller objects in standalone I generally set the weight to 1. And then in game if I clip through it I'll just make the weight higher and the clipping stops.

viral rapids
#

There you got it: Small objects.

#

Never experienced that.

solemn steppe
#

Could be something they did just for standalone because there are a lot of small objects?

viral rapids
#

ยฏ_(ใƒ„)_/ยฏ

solemn steppe
#

@viral rapids Any idea why I would be having trouble calling a script from init?

viral rapids
#

About 1.000.000 Reasons

solemn steppe
#

Hahaha

viral rapids
novel rock
#

@viral rapids no idea about my non braking plane ?

viral rapids
#

haven't played with Planes, since they received their PhysX Wheels :/

novel rock
#

well i'm not yet on new technologies

viral rapids
#

(or do they just receive it? erm)

novel rock
#

i'm still the "old way"

viral rapids
#

oha

#

Maybe better preping for the new Sys. If they support PhysX wheels, you should be able to adjust the breaking force to them.

#

I mean, it's not that long anymore.

novel rock
#

mmh true ๐Ÿค”

viral rapids
#

(Important: I am just guessing about the breakingforce. Vehicles got them, so i assume Planes will have them also!)

novel rock
#

yep they have the classic setup with dampinair etc

viral rapids
#

Yeah, then it might be better to update it

#

+for now, maybe play around with

                maxBrakeTorque = 1500;```
๐Ÿ˜„
#
    class Plane_CAS_01_base_F: Plane_Base_F
    {
        class Wheels
        {
            class Wheel_1
            {
                mass = 150;
                MOI = 3;
                maxBrakeTorque = 1500;
                maxHandBrakeTorque = 0;
#

(from Stable Config)

novel rock
#

wut did they already push wheels physx ? ๐Ÿ˜ฎ

viral rapids
#

wait a sec

#

2 months old config.cpp

#

06.03.2017

untold temple
#

Aye, plane wheel physX was introduced in 1.68. Inheritance caused a few things like our A-10 to break and be unable to taxi properly

sullen fulcrum
#

Does anybody know what the values in the soundFly[] array mean? (soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_1", 6, 1.5, 400};)

boreal heart
#

The PhysX suspension is a cluster fuck atm for aircraft

#

mass = 150;
MOI = 3;

Both do nothing for aircraft

viral rapids
#

It's just for the wheels movement

boreal heart
#

Still does nothing for planes anyway

gilded lake
#

are stringtables global or local to the PBO? ๐Ÿค”

strange egret
#

global - i get "blabla is duplicate" warning when using the same string in 2 different pbos that are loaded at the same time

gilded lake
#

thanks ๐Ÿ˜ƒ

novel rock
#

@boreal heart is dampInAirRate working for planes wheels ? Fucking horsa glider doesnt slow down when landing

novel rock
#

encoutered another blocker... not my days..

p3d : my damageHide parts are out of any other named selections
model.cfg : I have a damageHide named selection, defined in skeleton and sections, with standard damageHide animation.
config.cpp :

        destrType = "DestructDefault";
        dammageHalf[] = {};
        dammageFull[] = {};
        class Damage
        {
            tex[] = {};
            mat[] = {"WW2\Assets_r\Vehicles\Planes_r\C47\DC3_body_01.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_body_01_damage.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_body_01_destruct.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_body_02.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_body_02_damage.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_body_02_destruct.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_cockpit.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_cockpit.rvmat","WW2\Assets_r\Vehicles\Planes_r\C47\DC3_cockpit_destruct.rvmat"};
        };```
yet, they keep being hidden no matter the state of the vehicle
#

do I miss a config parameter ? I usually use DestructWreck so I'm not very at ease with DestructDefault

polar locust
#

I was just wondering where I put the nohq directory in a retextre config?

#

class cfgWeapons {
class ItemCore;
class HeadgearItem;
class H_Beret_blk;

class Beret_CDN : ItemCore {
    author = "Joint Task Force NATO";
    scope = 2;
    weaponPoolAvailable = 1;
    displayName = "(JTFNATO) Beret [CDN]";
    picture = "\SmashRangersBeret\beret\icon\Rangers_lead_the_way.paa";
    model = "\A3\characters_f_epb\BLUFOR\headgear_beret02";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"\beret\data\Beret_CDN.paa"};
    
    class ItemInfo : HeadgearItem {
        mass = 6;
        uniformModel = "\A3\characters_f_epb\BLUFOR\headgear_beret02";
        modelSides[] = {3, 1};
        armor = 0;
        passThrough = 1;
        hiddenSelections[] = {"camo"};
    };
};
#

under "class Beret_CDN" or "class ItemInfo"

untold temple
#

you have to make a new .rvmat file and path to that in hiddenSelectionsMaterials[]

#

however hsMaterials doesn't always work due to some bug or other

polar locust
#

thats the blue and purple image right?

#

so add a line under textures with: hiddenSelectionsMaterials[] = {"\beret\data\Beret_CDN_nohq.pss"}; ?

untold temple
#

@polar locust no, like I said you have to write a .rvmat file. Arma cant do anything with a _nohq on its own since there's no shader information

polar locust
#

Oh

#

I havent done anything like that before

dull bolt
#

i don't think you can use the pss extension either

#

not 100% on that though

dull bolt
#

Also, for the eventhandlers class in a config.cpp, I add the on prefix right? aka onTake, onPut?

jade brook
#

no, that is only for the ui eventhandlers in controls and displays

dull bolt
#

alright, thanks, its been a while

dull bolt
#

what memory point is used for the "inventory" action?

jade brook
#

"doplnovani"

#

I think

dull bolt
#

huh, I don't remember seeing that with the sample car

#

I'll add it in and see what happens

#

worked ๐Ÿ˜„

jade brook
#

yay ๐Ÿ‘ ๐Ÿ˜ƒ

dull bolt
#

thank you ๐Ÿ˜ƒ

dull bolt
#

If anyone's free, I could use a hand with a vehicle I'm having issues with. I don't know if its my config, modelcfg, memory points, or weights in the geometry, but the car is lower in the back than it is in the front

viral rapids
#

flip the points of the Dampener in the MemoryLOD (not kidding)

gilded lake
#

no modeler or config-er buuutt did they seriously give front and back different orientations? ๐Ÿ˜›

viral rapids
#

Yep

#

Same with Door Anims Axis

#

Flip it upside down -> Door Opens to the other side

#

I guess it takes the ID of the point and selects the higher one as the 2nd point, then calcing the anim from there.

magic wagon
#

Anyone have experience modifing the current main menu

#

I want to have it so when you press a button it joins a server

sullen fulcrum
#

Hello, what does weaponPoolAvailable?

full shuttle
#

does any one know how to make magazines from other mods compatiable with a custom weapon? I was making a no.1mk.3 Enfield and figured i might as well be lazy and use the stripper clips from IFA3

dim mist
#

just add it to magazines[] =

full shuttle
#

cheers, i'll give it a try

full shuttle
#

that didn't seem to work :/ but thanks anyway

full shuttle
#

oh its works i just don't know the class name of the magazine

inland gulch
#

Anyone know why custom materials/smdi/nohq files wouldn't work ingame after binarization? I have been having this issue for a while now and it is very frustrating