#arma3_config

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calm bramble
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how do i execute it in the console?

jade brook
#

LOCAL EXEC

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once

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And then fire the gun.

calm bramble
#

oh my god it works

jade brook
#

But only via debug console?

calm bramble
#

yeah, i might've flubbed the config so ill make sure that isnt the case

jade brook
#

Paste it here, I'll have a look.

#

Scripts in config are tricky with those quote marks and \ escaped newlines.

calm bramble
#

also im noticing each shot and pump noise stays where it spawns so if im moving it doesnt stay on me

jade brook
#

Yeah, it does.

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So it is a long sound after all?

calm bramble
#

its less than a second long

jade brook
#

Too long anyway I guess.

#

Is it two clicks? Maybe you can split them and just play two sounds.

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Each time with a new position.

#

Otherwise the script is getting a bit too long for config.

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There's no too long, but it'd be hassle to write.

calm bramble
#

yeah, im just wondering how bolt action rifles can keep their sounds on somebody

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hmm, unless they don't.

jade brook
#

So, what now?

calm bramble
#

what do the three numbers after a sound represent?

jade brook
#

volume, soundPitch, distance

#

volume: Number (optional) Default: 1
soundPitch: Number (optional) - 1: Normal, 0.5: Darth Vader, 2: Chipmunks, etc. Default: 1
distance: Number (optional) - How far is sound audible (0 = no max distance) Default: 0.

autumn mortar
#

Hey all, I have a bin file that I can't unbin with my tools. Do any of you want to help?
I'll send the file to you

calm bramble
#

im wondering if i increase the distance a little, the radius in which it sounds like you're leaving it behind will increase so it will be fairly unnoticable

jade brook
#

Or I'll try something different.

calm bramble
#

like what?

jade brook
#

Give me a minute.

calm bramble
#

roger

jade brook
#

Try this via debug console:

#
player addEventHandler ["fired", {
    params ["_unit"];

    private _soundSource = _unit getVariable "M12_soundSource";

    if (isNil "_soundSource") then {
        _soundSource = "Building" createVehicleLocal [0,0,0];
        _soundSource attachTo [_unit, [0,0,0], "LeftHandMiddle1"];
        _unit setVariable ["M12_soundSource", _soundSource];
    };

    [{_this say3D "M12fired"}, _soundSource, 0.5] call CBA_fnc_waitAndExecute;
}];
#

If it works for you, can be converted to config.

calm bramble
#

aha it works!

jade brook
#

Is this exactly how you want it?

calm bramble
#

the sound delay is too high but at 0.1 it seems to coincide with the pump really well

jade brook
#

Ok. This breaks for respawning units atm. Would play the sound at the left hand of the corpse if the respawned unit fires.

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Now to write a config version...

calm bramble
#

breaks for respawning units?

jade brook
#

Nothing that can't be fixed.

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No point in smoothing out the edges for a test.

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sec.

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What's the classname of the weapon?

calm bramble
#

bor_m12_base

jade brook
#

Put this in config root (outside CfgWeapons):

class Extended_FiredBis_EventHandlers {
    class CAManBase {
        class bor_M12Sound {
            clientFiredBis = "\
                params ['_unit', '_weapon'];\
                if !(_weapon isKindOf ['bor_m12_base', configFile >> 'CfgWeapons']) exitWith {};\
                private _soundSource = _unit getVariable 'bor_soundSource';\
                if (isNil '_soundSource') then {\
                    _soundSource = 'Building' createVehicleLocal [0,0,0];\
                    _soundSource attachTo [_unit, [0,0,0], 'LeftHandMiddle1'];\
                    _unit setVariable ['bor_soundSource', _soundSource];\
                };\
                [{_this say3D 'M12fired'}, _soundSource, 0.1] call CBA_fnc_waitAndExecute;\
            ";
        };
    };
};
#

Dang, fixed.

calm bramble
#

seems to be working flawlessly!

jade brook
#

Ok. Now to fix the respawn thing.

#
class Extended_FiredBis_EventHandlers {
    class CAManBase {
        class bor_M12Sound {
            clientFiredBis = "\
                params ['_unit', '_weapon'];\
                if !(_weapon isKindOf ['bor_m12_base', configFile >> 'CfgWeapons']) exitWith {};\
                private _soundSource = _unit getVariable ['bor_soundSource', objNull];\
                if (isNull _soundSource) then {\
                    _soundSource = 'Building' createVehicleLocal [0,0,0];\
                    _soundSource attachTo [_unit, [0,0,0], 'LeftHandMiddle1'];\
                    _unit setVariable ['bor_soundSource', _soundSource];\
                };\
                [{_this say3D 'M12fired'}, _soundSource, 0.1] call CBA_fnc_waitAndExecute;\
            ";
        };
    };
};

class Extended_Killed_EventHandlers {
    class CAManBase {
        class bor_M12Sound {
            clientKilled = "\
                params ['_unit'];\
                private _soundSource = _unit getVariable 'bor_soundSource';\
                if (!isNil '_soundSource') then {\
                    detach _soundSource;\
                    deleteVehicle _soundSource;\
                };\
            ";
        };
    };
};

Delete the previous Extended_FiredBis_EventHandlers and replace it with these two.

#

I didn't join a server with respawn to test if it fixes the issue so definitely test it there too. But this should work.

calm bramble
#

ill test it out now

#

what would i be hearing if it was bugged

jade brook
#

The clicking would come from the corpses left hand, not your respawned unit.

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Which is funny and creepy.

calm bramble
#

ahhhh alright, so pretty easy to notice haha

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hmm, after respawning it doesnt make the pump sound anymore, not on the corpse or anything

jade brook
#

Did you delete the Extended_FiredBis_EventHandlers I posted first and replace it?

#

It's slightly different.

calm bramble
#

oh shoot you know what i didnt notice they were both completely new

jade brook
#

: )

calm bramble
#

alright now its working great, corpses aren't making ghostly pumping sounds and everything aligns and sounds wonderful

jade brook
#

Nice.

#

I'm no expert, but it makes no sense that the rifle plays the sound when empty, right?

calm bramble
#

thats true, i think you'd just leave the chamber open or something

jade brook
#

Replace this line:

                [{_this say3D 'M12fired'}, _soundSource, 0.1] call CBA_fnc_waitAndExecute;\

With this:

                if (_unit ammo _weapon == 0) exitWith {};\
                [{_this say3D 'M12fired'}, _soundSource, 0.1] call CBA_fnc_waitAndExecute;\

The second line is actually the same, but it shows you where the new one belongs. It just exits the script if the fired round was the last one.

#

That should solve that issue.

calm bramble
#

ha, works like a charm

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that'll definitely help to know when its empty

jade brook
calm bramble
#

yeah it looks like you know your way around a config script!

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this might not sound like much, but, could i send you 15 bucks over paypal or something for your time and help?

jade brook
#

Eh, too lazy to set up paypal.

calm bramble
#

i dont know how long it would've taken me to learn how to do all that, so thanks a ton, you're a gentleman and a scholar, and i wont forget it!

jade brook
#

lol yw

narrow crow
#

physx is really killing me :/

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really miss in OFP when you spent 1 second making the engine setup.. just entering "maxSpeed" and you were done

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now its weeks of unwanted testing and tweaking and still only get it half way done

hot pine
#

Tanks?

narrow crow
#

yeap

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cars seems to often work fine with taking another config as base

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but tanks, never get it right.. super fast acceleration and low top speed ๐Ÿ˜ฆ

hot pine
#

I can link here again later example of new config

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It's pretty easy to tweak it since it's just usually tweaking of damping and dampingRateInAir

stoic lily
#

would be an o2script to verify the model setup be feasible and useful?

hot pine
#

Already sent link to it here once

narrow crow
#

reyhard, so i heard, but doesn't seem to help me ๐Ÿ˜ฆ

stoic lily
#

an o2script or sample config?

tender folio
untold temple
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you mean the speed= param for the animation?

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the script command acts as a multiplier to that

tender folio
#

Well I'm meaning for a vehicle class

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specifically a man

untold temple
#

then I'm not sure. @scarlet oyster might know if it's possible to make a particular unit type run their entire move set with a slower playback speed

hot pine
#

if wheel radius is below 0.3m then it might be wise to increase size of the physx wheel

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dampingRate & dampingRateInAir should be same

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if you want to make vehicle faster then lower the value

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for MOI just use that eval and replace 0.378626 with your wheel radius

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don't be afraid to go with dampingRate to values around 200

narrow crow
#

Ok, Will try, thank you

narrow crow
#

it went like speeding deer on ice

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my tank is only 16 ton, perhaps should had been heavier?

hot pine
#

increase dampingRate then

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I highly recommend using diagnostic.exe for changing those values

narrow crow
#

yeah, doing that...

hot pine
#

and do you use i.e. virtual garage to restart vehicle stats after merging config?

rancid abyss
#

Hello, i have a little question regarding configs. I am working on a weapon and i got it all working but it just ignores the amount of bullets the mag holds. its just infinite bullets, i checked if it was the config of the magazines by adding a allready existing magazine of the m14 but it still had the problem that the gun has infinite ammo

untold temple
#

count is defined by the current magazine, so honestly most of us would have no clue what could be wrong, certainly not without you posting the config

rancid abyss
#

its not the whole config but just the parts used for the weapon,

radiant inlet
#

Hey, I am very fuzzy when it comes to inheritance. Is there a way I can make this work? ```sqf
class Flag_JSDF: FlagCarrier

nvm \*facpalms\*
untold temple
#

@rancid abyss I assume in the full config you have your weapons class TSIX_Benelli_base and class TSIX_Less_Lethal placed inside class cfgweapons and not just floating in the ether as some external class?

rancid abyss
#

yes

untold temple
#

how many rounds does the counter show?

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I dunno if maybe it's because the reloadaction="GestureReloadM4SSAS"; isn't valid, so it's instantly changing between mags

rancid abyss
#

Ill check that out in a few mins

untold temple
#

don't really know why you have reloadaction in the mag either though. AFAIK it's deprecated to put a magazine-specific anim

rancid abyss
#

the counter says 6/6

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but it does not get lowered after a shot

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also i removed that reload anim

strange egret
#

@hot pine you said if the wheel is smaller than 0.3m radius, increase it - i got the impression as well, but what is the technical background to this? I have a vehicle with small wheels and it works like shit (it behaves as if the body or one wheel pair is draggin on the ground) despite several days of tweaking and fiddling

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i tried larger wheels (dont remember if r>0.3m ), still no luck

rancid abyss
#

Any one els has any idea why this happens

Derox - gisteren om 16:06
Hello, i have a little question regarding configs. I am working on a weapon and i got it all working but it just ignores the amount of bullets the mag holds. its just infinite bullets, i checked if it was the config of the magazines by adding a allready existing magazine of the m14 but it still had the problem that the gun has infinite ammo

jade brook
#

Was there a config entry that protected the crew of a vehicle from taking damage when the vehicle itself becomes damaged?

#

Don't want my crew to get hurt by hitting the static weapon.

strange egret
#
crewCrashProtection = 0.5;  //less = better?        1.35 mrap   0.25 tank
crewExplosionProtection = 0.5;  //more = better?      0.999 mrap  0.9995 tank
fireResistance = 10;```
jade brook
#

"fireResistance" as in fire or bullets?

strange egret
#

no this has nothing to do with bullet damage

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its propably for fire places

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vfx particles that are flagged with fire damage (i assume)

jade brook
#

Hmm. I'll try to put the gunners proxy in a different component in the model.

sullen fulcrum
#

I am not sure where else to ask this... 1. it -seems- that CaSe is not important in mod-file-names 2. it also seems that the whirly at-sign (cannot type it in here i guess) is also not needed in mod-folder-names. Is 1 and 2 correct? ( i use arma 3 as a steamversion with modfolders, not with steam-workshop-files)

craggy pike
#

@sullen fulcrum 1) it isnt, but keep it lowercase for linux compatibility. 2) @?

sullen fulcrum
#

nods About (2), yes, that one, i use edited modfolders without that sign, and it works, yet in almost all mods i download, that is still used, is that also a compatibility thingy?

craggy pike
#

Oh I see, no it's more conventional.

It has become a common practice to start mod folder names with a "@" in front of the name to distinguish them from other files in the Operation Flashpoint directory.

https://community.bistudio.com/wiki/Modfolders

sullen fulcrum
#

Ah, an old tradition then it is kinda

craggy pike
#

It's like registering a tag.

sullen fulcrum
#

oh, that went over my head

#

Seems to be something like a clan identifier for modcreators

craggy pike
#

If you plan to make public mods, it's a good idea to have your unique identifier to make sure they won't conflict with other mods.

sullen fulcrum
#

nods and it helps finding your own stuff, when you have 5 versions of an AK47 from other authors

#

Hm, i feel like there should be a general Modding channel here...

sullen fulcrum
#

are there any tutorials for making the config.cpp file? or is just reading the wiki the best way?

balmy sable
#

For a gun? Start from the A3 sample weapon; once it's working using that config.cpp start changing it to match your weapon.

sullen fulcrum
#

for a vest

#

i keep getting errors for there being a 'c' instead of a '{'

balmy sable
#

If you link a pastebin here someone with an eye for configs would probably spot it pretty quickly.

sullen fulcrum
#

this is the first time i've tried to mod. sorry.

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I think I fixed it, but there is nothing in the virtual arsenal

balmy sable
#

No need, Arma has a very steep learning curve and all the information is scattered, so people are used to basic questions.

#

In 3DEN there's a "Config Viewer" that you can use to check if your mod config was loaded correctly.

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You might also want to check the "addons" area to make sure the game is loading your .pbo.

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And if your config and .pbo is definitely loading check that it has "scope = 2" in the config; if all that's fine you need to find the .rpt to see if there were some errors.

sullen fulcrum
#

the addons folder in the arma 3 directory?

balmy sable
#

In the main menu of the game there's an "addons" area that shows you the list of addons loaded.

sullen fulcrum
#

oh

balmy sable
#

Or you can skip straight to the .rpt which also has a list of loaded mods at the top.

sullen fulcrum
#

the little jigsaw piece at the bottom is showing

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not sure about the config

balmy sable
#

Yeap, the config you can see in the "Config Viewer" in eden

sullen fulcrum
#

there are so many things im lost

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im missing a lot of things turns out

sullen fulcrum
#

at this point I genuinely dont know what im doing wrong

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I feel like its something really obvious

balmy sable
#

Pastebin your config.cpp, someone here would've done a bunch of vests. ๐Ÿ˜‰

sullen fulcrum
#

i'll try

sullen fulcrum
#

how do I fix expected semicolon or eol?

strange egret
#

line 46

sullen fulcrum
#

ok then

sullen fulcrum
#

fixed it

#

my first mod

#

done

balmy sable
#

DotJJ: What was wrong? I couldn't see anything.

sullen fulcrum
#

i dont know, but I add a bunch of stuff

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added*

strange egret
#

@balmy sable line 46 eol

sullen fulcrum
#

46?

strange egret
#

in your pastebin... line 46

sullen fulcrum
#

oh

#

my bad

#

i spent 15 minutes looking for something, only to realize I was missing a semicolon

strange egret
#

in case of eol error it should also tell you where, usually...

sullen fulcrum
#

now that i've done that, how would I put 2 carrier rigs in one mod? sorry if im ask stupid questions

strange egret
#

by adding more classes in the same config.cpp

sullen fulcrum
#

i'll google how to do that one day

#

thanks for the help though

balmy sable
#

You just make another class:

class V_vest_new_2: Vest_Camo_Base
{
   // Copy everything until the end "}":
}
sullen fulcrum
#

oh

#

i will try that now

balmy sable
#

Yeah, you should be able to copy and paste your existing one, giving it a unique name after "class" (e.g. "V_vest_new_2") and a new description to see if they both show up.

sullen fulcrum
#

i dont think im doing this right

sullen fulcrum
#

i tried and i failed. i'll try again later

strange egret
#

how can i find out what caused binarize.exe to crash? is there a log somewhere? @hard chasm ?

hard chasm
#

it's impossible for any program that crashes to THEN print error inforamtion. only hope you have is (in this case) the binarise.log which sometimes indicates the last thing it was doing. There are 101 reasons for binarise to crash but at least one of the well known causes is bad 'mass' in the geolod.

#

pboProject does a whole list of checks of a p3d before it lets bis binarise anywhere near it (things that a half decent cruncher would check for anyway instead of the piece of shit we have to put up with) , a list of known crashmakers, but sadly, mass, can't be one of those checks.

strange egret
#

"<Bis Binarise...>"
""Z:\Steam\steamapps\common\Arma 3 Tools\Binarize\Binarize.exe" -targetBonesInterval=56 -textures=p:\temp -binPath=P:\ k40_V_Chimera p:\temp\k40_V_Chimera"
"binarise crashed"

#

is what pboproject tells me

hard chasm
#

did the p3d ever work ? (or at least, not cause a crash? if so, you have your answer.

strange egret
#

there are multiple p3d in there, many in a src folder - which if i'm not mistaken pbo project should ignore? or did i get that wrong?

balmy sable
#

Why can't mass be one of the checks?

hard chasm
#

source folders are moved to a place where binarise can't see them.

strange egret
#

named "src" or "source" for the magic to happen?

hard chasm
#

source

#

why ian is because I onl;y have 25 hours in my day, chasing BI's bullshit and I'm sick of them,

balmy sable
#

Ah, yeap, naturally. Thought there might be some weird technical reason. ๐Ÿ˜‰

hard chasm
#

I use my own binarise here as does (i think) tim dittmar, but it can't be released and be useful until bis just go away. because they'll keep changing the format rendering it useless.

balmy sable
#

Doesn't that involve calling PhysX to bake a bunch of things?

hard chasm
#

last properly working p3d binarise was the 1st instance of physx data at end of p3d. since hten they've alttered it twice., and it's a chase-my-tail playing constant catchup. so i prefer to wait until they piss off and stop breaking things.

#

enfusion for most of us will be a god send. they'll leave this engine alone.

strange egret
#

no idea what went wrong, i'm guessing file synching/ leftovers issue... now it packs

balmy sable
#

I think enfusion's binary files are structured anyhow (like a binary form of XML).

strange egret
#

i just hope nothing actually is in xml... xml is eye cancer

hard chasm
#

aww come on, that was inspired stupidity when they changed from simple-to-understand csv files to 8 lines of <xml> for EVERY english phrase, or gernan, or mogolian. That gave one of them job security, since writing mission storyline would take a week.

#

I think enfusion's binary files are structured anyhow (like a binary form of XML).
similar to oxygen3's tv4X files (alb format). it's not literal xml, but close.

lofty zealot
#

@hard chasm a simple tool for that would be enough

#

Which is easier to write using XML
Basically what they did was making the language files more robust in regards of protocol

#

However, they could indeed have chosen something better than XML

jade brook
#

I miss csv stringtables.

jade brook
#

animateSource doesn't work in MP, but SP. What do?

strange egret
#

eh? they must have broke it... that said, if you want to animateSource some hardcoded source (like turrets) then it might not work just for this particular type of animation source

#

what did you try it on?

jade brook
#

It's a custom source.

viral rapids
#

If it works in SP, it should work in MP oO

#

Are you sure everyone got the same Addons?

jade brook
#

It's not me who tried it, but I posted it here in case someone knows.

viral rapids
#

No duplicated Configs/.pbo's etc

sullen fulcrum
#

i take it that the code on the wiki is basically a template right?

hard chasm
#

what 'code on the wiki' there's dozens of it.

hard chasm
#

it's not a 'template' in the C sense of the word, it's merely an example for you to copy, paste, and alter.

sullen fulcrum
#

oh. close enough I guess

hard chasm
#

yes. sorry, your Q was a little vague ๐Ÿ˜Š

sullen fulcrum
#

my bad

hard chasm
#

everyone has to start somewhere.

#

lesson 101:

that 'code' has class statements. any time you see anything remotely similar, it's inside a config.cpp. And the instant it's a config.cpp, it's an addon.pbo

addon.pbos as opposed to mission.pbos MUST identify themselves to the engine. no two addons., perhaps obviously can be the same identifer. So, the magic there is you MUST in addition supply a cfgpatches class inside the config.cpp. viz:

class cfgPatc hes
{
class DotuFirstAddon
{
units[]={}; // no cfgVehicles in this instance.
weapons[]= {MYsoldierUniform}; // it does have a cfgWeapons
requiredAddons[]=0.1; // coz bis don't know how to use it.
};
};

class cfgWeapons
{
class MySolderUniform
{
as per the url above
};
};

sullen fulcrum
#

sweet

#

thanks

hard chasm
#

lesson102:
ALL classes in ALL configs are merged together at game start. This means >your< classnames cannot be sameAs anyone else's.
to ensure that's never ever going to happen, you use a personal_tag on every classname you ever write (and it's a religious practice to do same to your p3d's (objects) and wrps (maps).

the tag system the community use is blah_something

blah_ is a permanently registered name you decode to use, forever more. example:

class djj_anything
{
};

sullen fulcrum
#

to be honest, im still trying to wrap my head around the classes thing

hard chasm
#

understood. it will come.

#

best thing you can do, is get the above url working, and then change things to see what the effect is.

sullen fulcrum
#

sounds like a plan

hard chasm
#

nothing but nothing succeeds like success.

sullen fulcrum
#

so if you wanted multiple things in one mod, you would have to make a massive config.cpp file?

hard chasm
#

well a mod is not an addon. a mod, is one or more addons.

sullen fulcrum
#

oh

hard chasm
#

so if you were making an island eg, you would have a
dtll_island.pbo (with it's config)
dtll_vegetation,pboi(with it's config)
dttl_buildings.pboi (with it's config)

and so on.

if you were making soldiers with weapons, your 'mod" would probably look like

dtll_soldiers.pbi with cfgVehcile comfig.cpp
dttl_weapons.pbo with a cfgWeapons.cpp

and on on

but there is NO hard and fast rule, you could, as easily, make one giiant pbo with config, or, you could, as easily break it down further to

dttl_weapons.pbo
dttl_magazxines.pbo
dttl_ammo,pbo

sullen fulcrum
#

so how would I make a pack of custom vests? sorry if im asking too many questions

hard chasm
#

well you would do exactly that, you'd make:

dttl_pack_of_vests.pbo

#

it's all to do with worklow, and wrokflow means, what's managable.

#

it would make no sense to me, because of the way I do wrokflow to NOT have humans AND vests in the same pbo. but otthers DO, it's neither illegal, nor are they being dumb. they are managing their project in a ordered fashio that suits them best.

#

you just have to remember that the engine collects every single pbo and (effectively) makes one, single, huge one. it contains your mod, freds mod, and even bis addons.

#

from the engine perspective at game time, there are no individual addons and cettianly not 'mods'.

sullen fulcrum
#

im just trying to put a few vests in for my mates and I cant seem to get this config file to work

#

all of these classes and stuff

hard chasm
#

class cfgPatches
{
class dttl_vests
{
.....
};
};

class cfgWeapons
{
class dttl_vest_with pink_dots
{
.....
};
};

#

it's THAT simple

#

if you don't have the above construct, it's not going to workl.

#

class anything : optional_ineritence
{
this=that
other=something;
}; <<<note the ;

#

you also need to use a decent editor such as notepad++ which will collapse or expand these { } for you., ot's smart enough to 'know'; when you've missed a }

#

or put too many

sullen fulcrum
#

thats what i am using

hard chasm
#

well it should be a non-issue. you don't have to know how it works, just that the construct is correct.

#

if addon builder or pboProject is telling you have errors. fix them.

sullen fulcrum
#

it says there is no errors, but when I go in game there is only 1 vest

#

im probably missing something again

hard chasm
#

what vest? yours?

sullen fulcrum
#

yes

hard chasm
#

so add another

sullen fulcrum
#

i think I did

hard chasm
#

if it's YOUR vest that's being selected, you've already made a working config.

sullen fulcrum
#

let me have a peek in arma 3

#

im so confused.

hard chasm
#

class cfgWeapons
{
class dttl_my_pinkVest {..............};
class dttl_m_orangeVest{...........};
};
you tell me how hard that can be.

sullen fulcrum
#

wait

#

are they both under cfgWeapons?

hard chasm
#

of course

sullen fulcrum
#

oh

hard chasm
#

penny drops ๐Ÿ˜Ž

sullen fulcrum
#

would you believe that im still lost

#

i give up for today

sullen fulcrum
#

time for attempt 2

#

i did it

barren umbra
#

how can I reduce the sway of the binoculars? I find it ridiculously overexaggerated

strange egret
#

Added: A new "swayCoef" weapon parameter < sometime in september or october

#

maybe try this

#

no idea how bino hand animation is handled... if its a static rtm then possibly weapons options, but who knows if its motion captured - BI have some terrible and nauseating jitter in some animations

sullen fulcrum
#

is there a way to pack the edited texture with the addon so I dont get an error on another pc?

hard chasm
#

Of course. that's a common used of a patch_addon.pbo

boreal heart
#

Does anyone know whether you can change an aircrafts hud with a simple cfgPatch?

#

And thats all

hard chasm
#

yes. but, the changes you m,ake will affect all huds that you are altering.

#

you must have the addon you are patching as a requiredAddon[]= of your config.

#

if an existing class says:

class thingy
{
apples=green.paa;
};

and you come along and say:

class thingy
{
apples=red;
};

ALL addons that use apples will now be red. the great big huge proviso is, you must have the original apples as a requiredAddon

boreal heart
#

Ahh yep

sullen fulcrum
#

patch_addon?

sullen fulcrum
#

how would I do that?

hard chasm
#

Stop the silly questions pelease and just get on and make things. It's self evident in the context of the question that peter wanted to patch the original. And i gave examples above of how to do that so there was no reason for you to ask.

sullen fulcrum
#

sorry.

oak hound
#

Hi , I have a problem but transparent paa are no longer on my vehicles
This this product on all vehicles of a PBO
I tried to change the glass.paa but nothing changes
Yet the visualization in buildozer is good

#

The RVMAT is good too

stone cove
#

ehm nice cars you have /eeeeeeh/

swift depot
#

nice cars !

sick zephyr
#

Any idea why my weapon is shooting wrong direction? It's oriented aiming left on the front view in o2. Konec and usti hlavne are in right positions, memory LOD seems quite complete.

#

It shoots 90 degrees to the right

stone cove
#

reuse the memory points from the A3 weapon sample

#

and be sure you have the autocenter=0 in geometry lod

sick zephyr
#

ye, the autocenter is there

stone cove
#

then most likely your memory points are rotated or something

sick zephyr
#

yea, something is wrong in memory LOD, pasted other memory and it works

#

is that a matter of konec/usti hlavne?

#

Fixed: looks like it's "konec hlavne" not "konec_hlavne" -.-

stone cove
#

yeah it is picky and it has to use those proper names in order to work

#

if you wonder whats konec hlavne means its - end of the muzzle and usti je start of the muzzle

jade brook
#

Can I add a scrollbar to RscEdit? I added:

                    colorScrollbar[] = {1,0,0,0};
                    class ScrollBar: ScrollBar {
                        color[] = {1,1,1,1};
                    };

to my control, but nothing happened.

jade brook
#

RscEdit has no scrollbar class according to BIS_fnc_exportGUIBaseClasses and I inherited from the scrollbar base class. Or at least I thought.

hard chasm
#

that'd be a better reason than what I'd said ๐Ÿ˜Ž

boreal heart
#

Anyone got the config line of code to disable fov change with speed?

#

I remember back in Jets DLC there was something you use to disable it. Or do I just set the min and max fov the same so it cant change?

stoic lily
#

Eden has introduced the ability of having some features you can activate via the interface per unit - ie selecting camo defined in class textureSources

  1. is this available also via ZEUS somehow?
  2. or do you just define each camo variant as vehicle class instead/anyway
ocean nacelle
#

@stoic lily as far I know:

  1. No, Its only available inside 3DEN
  2. Thatโ€™s at your own but I prefer having less variants as possible, letting mission makers select their configuration via 3DEN.

And yes, As you may think it should be a great addition a friendly IDE inside zeus per unit letting change the configuration "on-air" like 3DEN (pylons, components and texture sources) instead of doing it via script commands.

jade brook
#

Eden attributes are mostly scripted though.

hot pine
#

@boreal heart
look for
speedZomMaxSpeed
speedZoomMaxFOV

#

also there is param for controlling head motion - headGforceLeaningFactor

stoic lily
#

@ocean nacelle thanks!

#

@jade brook for this very reason it should be (possible) via ZEUS too

thorn leaf
#

there is no way to reconfig gamma range(s) still right? I am not seeing it under CfgVideoOptions

buoyant mason
#

Inside RscDisplayOptionsVideo

#

but i don't think it's possible to change the range of the slider

thorn leaf
#

so I understand correctly that it is not possible

#

even tho I was in the wrong spot

river ravine
hot pine
#

Order of magazines is important

#

You would need to change mfd to accommodate magazines changes

boreal heart
#

@hot pine With the new 'hasDriver = "-1";' stuff, from my experiences you can drive from any positions in the vehicle, even sitting in a passenger seat or even on the roof (modded vehicles). Is there a way so this new addition can only be applied from the Gunner and/or the Commander positions only?

#

Otherwise troops that you're carting around can technically drive if they get cheeky

hot pine
#

have you played with commanding parameter ?

river ravine
#

Thank you!

fervent glacier
#

hello guys, do you know how can i change the fuel consumption of my vehicles ?

#

(not the fuel capacity)

swift depot
#

ah!

hot pine
#

@fervent glacier use fuelCapacity

#

it's not in liters - it's amount of time you can use vehicle in game

#

(for everything except helicopters)

fervent glacier
#

time ? in minutes ?

hot pine
#

fuelCapacity = 20; // value multiplied by 6 is roughly how long the vehicle will be able to drive around in minutes. Real life values should be scaled down so managing fuel can be a gameplay element in longer A3 scenarios

#

algorithm takes into account rpm so fuel consumption is different when idling

#

I don't remember details right now but I can check it at work tomorrow

fervent glacier
#

ok thank you

boreal heart
#

@hot pine What is this commanding parameter you speak of? First time I've heard of it

boreal heart
#

So, if I put the gunner turret as 'Commanding=1;' while I chuck the next turret as say 'Commanding=0.5;', that will work?

fervent glacier
#

@hot pine with fuelCapacity = 1; i can drive for 3 minutes 15 seconds

#

(at full speed)

strange egret
#

reyhard, you told me a while ago that i can use gunnerType = <soldierclass> to specify what the crew for a position is. I have a problem with that: I put that in the commander turret (which is child of the gunners turret) to have a unique cmdr soldier model, but when loading it ingame, the commander soldier gets placed in the gunner seat instead.

untold temple
#

Some weirdness with Eden IIRC.

hot pine
#

I thought it was fixed in 1.78

#

Could you please check ghoshawk gunners?

untold temple
#

Seems okay on our MarkV and UH-60s now I look. Those used to be affected by it

sullen fulcrum
strange egret
#

just checked again, its indeed fixed. I just loaded the wrong vehicle yesterday that had a wrong config (my error)

iron belfry
#

who can know how to change a sea sound to other sound

stoic lily
#

class EnvSounds/cfgWorlds

#

class Sea
{
name = "Sea";
sound[] = {"A3\sounds_f\ambient\waves\sea-1-sand-beach-stereo",0.0891251,1,200};
soundNight[] = {"A3\sounds_f\ambient\waves\sea-1-sand-beach-stereo",0.0707946,1,200};
volume = "sea*(1-coast)";
};

#

or the newer soundSetEnvironment when active

#

(soundSets+soundShader)

iron belfry
#

for example, it is correct? //////class Sea{
name = "$STR_DN_SEA";
sound[] = {"slm\sound\environment\swamp.wss",0.7, 1};
soundNight[] = {"slm\sound\environment\swamp.wss",0.7, 1};
volume = "sea*(1-coast)";
};

#

but it doesn't work

stoic lily
#

see second point - it overwrites old envSounds class

#

get a full config dump and search for sea

iron belfry
#

set an example correct

stoic lily
#

soundSetEnvironment[] = {"Meadows_Low_SoundSet","Meadows_High_SoundSet","Forest_Low_SoundSet","Forest_High_SoundSet","Forest_Rattles_SoundSet","Greek_Crickets_Day_SoundSet","Greek_Crickets_Night_SoundSet","Birds_Forest_Day_SoundSet","Birds_Meadows_Day_SoundSet","Wind_Low_SoundSet","Wind_High_SoundSet","Stratis_RainMeadows_Low_SoundSet","Stratis_RainMeadows_Medium_SoundSet","Stratis_RainMeadows_High_SoundSet","Stratis_RainHouses_SoundSet","Sea_SoundSet","Coast_SoundSet"};

#

class Sea_SoundSet
{
soundShaders[] = {"Sea_SoundShader"};
volumeFactor = 0.18;
spatial = 0;
loop = 1;
};

#

class Sea_SoundShader
{
samples[] = {{"A3\Sounds_F_Exp\Environment\ambient\Sea\sea",1}};
volume = "(altitudeSea factor [60,15]) * (altitudeSea factor [60,15]) * (waterdepth factor[0,1])*(waterdepth factor[0,1])";
};

iron belfry
#

in these classes to change a way to my sounds and shall work?

barren umbra
#

How do you config a module so it can be placed in Zeus?

stoic lily
#

@barren umbra get a config dump and check BI module classes

#

@TOTEMbl4#8175 yes and no. changing these would overwrite the sounds for all terrains. you need to make custom classes (copy or inherited) and assign them to your terrain class via soundSetEnvironment

wise fog
#

Does createVehicle ignore initphase for animationSources when an object is created?

untold temple
#

@wise fog initphase seems to work with createVehicle on a vehicle I have here

wise fog
#

Hmm - possibly something else is messed up. Thanks @da12thMonkey#2096

hard chasm
#

initphase should be fine, check first using the normal 3den editor that it does, in actual fact, work at all.

#

there's a discrepency in some example configs where initphase has been applied to the model.cfg, not the config.cpp. afaik, in a model.cfg it is ignored.

echo kettle
#

Hello there, guys. It might be not the best place to ask, but I haven't found any place better. I've tried to fix Blastcore Edited configs, but repackaging PBO results into game losing path to the particles textures. Is there any better way of doing this? P.S. I've never dealt with Arma mods before, but I am not that retarded with coding, just need some explanation if possible.

wise fog
#

@echo kettle do you have permission to edit/open it and modify it and repackage? Its frowned upon to do that. Your best bet would be to make another addon that overwrites the configs versus opening and editing someones work, besides just breaking paths ๐Ÿ˜ƒ

echo kettle
#

Well, I am trying to contact author about his mod, but is seem he is abandoned community. And I've never done addons so I have no idea how to make "overwriting addons"

#

And I've unpacked pbo, just to find out what is wrong with the current mod

#

And I want to use it only for myself, since noone bothered about this particular bug

#

Is there any "how to" for making mod to the mod?

wise fog
#

@echo kettle not really, but for example if you had mod a and mod b, mod a is models and configs, mod b could be just configs and if it ran after mod a (โ€œmod b requires mod aโ€) then the configs overwrite mod a if they are the same (I am pretty sure lol)

echo kettle
#

Okay, I see

#

Will research towards it then, if author will not go live

#

Maybe @stoic lily will help me, since he helped Paladin with his fix to Blastcore 2 or atleast give me his contacts, if Paladin okay with this.

hard chasm
#

+1 here too. it's a mistake you'll come to regret, effectively stealing, other people's work. you might not see it that way, but the community does, and a bad reputation takes moments to achieve and a long time to restore. It's not just politeness, the community will ignore you, and, your asklng for help as a result. trust me, you don't want that to happen.

that said, like everyone, you have to start somewhere, and the cause of your problems above are due to \hard\addresssing. everything in the bis universe uses \hard\addresses, with the exception of #includes. even the contents of the same pbo, can only be referenced via it's \root\prefix. If you wonder why that is, bis are too damn lazy to change the obvious. It's a fundamental misery we all put up with. (including most bis devs btw, who are just as pissed off with it)

echo kettle
#

Okay, I've seen mistake I've made there, that is why I am trying to get in contact with mod author. No malicious intentions were made. I hope, author will reply and problem will be solved.

#

Thanks for brief explanation

hard chasm
#

to be clear, there's nothing illegal or immoral in you hacking away at anyone's pbo and learning from it. The community has thrived on that very idea for the past 12 years. What you then do is make your own pbo in your own file\space, with your own tag_name, with the things you've learned, and improvements of your own. What you don't do, is hack the original and release it unless permission is given.

there's another, straightforward reason here, the end user has almost no way of knowing whether he has your pbo or the original.

echo kettle
#

I understand this quite clearly, since I've deeply connected to the mod community of another game. Main idea was to find out what is the problem with that mod, and contact original author. Never even thought about releasing it under my name - this is not right at all.

wise fog
#

๐Ÿ‘†๐Ÿ‘

zinc ether
#

Can anyone explain to me CfgPtaches?

river ravine
#

My aircraft tends to lean and slip somewhat while turning (yawing, and very slowly at that) on the tarmac. Any specific values I should tweak?

stoic lily
#

@Vericht#0621 what about the other fixed versions on workshop? not fixed enough?

hard chasm
#

Can anyone explain to me CfgPtaches?

the nameOf the pbo is totally meaningless. it plays no part in the bis engine. you could rename any current pbo to apples, or giraffes, and the engine would not notice zny difference whatsoever.

when it comes to addons, the engine needs to identify each pbo. Since it's not the pbo's name,, it's the class inside a cfgPatches.

this name is the all imporatnt identity used by requiredAddons[]= (also in every cfpatches) to ensure that the pbo's listed in requiredaddons are loaded first, befire this one, (the engine quitre literally stalls the loading thread for this pboi until the other threads have loaded what's needed).

#

.... and the reason why other pbo's must load first, is that this pbo will alter the master config. bin. that config bin needs to be fully up to date befire it does so.

echo kettle
#

@stoic lily unfortunately all of them (at least based on Blastcore) have the same problem.

stoic lily
#

@echo kettle what specifically?

echo kettle
#

HE rounds on RHS M1A1 Abrams have no explosion particles at all, only a flash on impact and a mark on the ground

#

I've found out that shell explosion class has only classes that trigger the flash, but that is all. So couple more classes needed to trigger couple more particles effects, like smoke cloud and dirt fragments.

strange egret
#

tank flashbang... now thats an revolutionary idea for urban combat and riot controll ๐Ÿ˜„

stoic lily
#

@echo kettle as long as its config changes, or you can replace references to other data, you can make a patching pbo instead

echo kettle
#

I got in contact with mod author

#

Trying to figure out the solution with him

stoic lily
#

nice to hear

echo kettle
#

Okay, I've helped him to figured out the problem, he said he will update it on steam when he will have opportunity

#

Sorry if bothered fellow modmakers here too much

graceful steeple
#

Hmm, addon builder seems to be converting \n in a file path into a line feed, any ideas on how to prevent this?

jade brook
#

No, but that's hilarious.

graceful steeple
#

I think it happens with armake as well

gilded lake
#

I guess you can try \\n?

#

or use / instead

#

if that works

graceful steeple
#

I've tried \\\n and \\n and they still convert that \n portion

gilded lake
#

or change the n ๐Ÿ˜

graceful steeple
#

trying / didn't work either, but I didn't replace all the \ with it, so I may retry that real quick

#

unfortunately can't

#

well, I guess maybe I could by pulling the files out

#

trying to set inhouse NVGs to use the new ACE NVG stuff

#

Specific line is ace_nightvision_border = "\z\ace\nightvision\data\nvg_mask_4096.paa";

#

I guess I could pull the file out and repack it with a different name, but that seems like a silly thing to have to do

gilded lake
#

true

grand zinc
#

I wonder why ACE itself is not having problems with that

viral rapids
#

(โˆฉ๏ฝ€-ยด)โŠƒโ”โ˜†๏พŸ.*๏ฝฅ๏ฝก๏พŸ MAGIC

graceful steeple
#

I wish I knew

clever kestrel
#

0_o

#

Nice Copy/paste Dscha

viral rapids
#

thank you.

clever kestrel
#

Ur very welcume

viral rapids
#

anyway, some ppl mentioned that they wrote their own packing tool (like PboProj), maybe it's the same with the ACE-Guys ยฏ_(ใƒ„)_/ยฏ

grand zinc
#

Not really no.

viral rapids
#

And since you mentioned "AddonBuilder"... meh, my bet is on that one

graceful steeple
#

I may have figured something out... investigating

clever kestrel
#

W h at, I doubt ACE is using AddonBuilder

grand zinc
#

ACE make script is using mikeros tools or AddonBuilder

viral rapids
#

Just try PboProject.... See โ˜

grand zinc
#

They are currently working on armake. I guess most of the devs use mikeros tools

graceful steeple
#

Ah I figured it out...

#

So, AddonBuilder is not converting \n to a line feed

#

the error message that shows the path does though

#

and its not working because I have the wrong path

#

So not quite as silly as I may have led you guys to believe

hard chasm
#

look really silly:
yep, it's caused by inattentive code that does a

printf(str);

instead of:

printf("%s",str);

been there, dun that

#

๐Ÿ˜Ž

slate solstice
#

does anyone have an inkling as to which pbo curator data is stored in?

hard chasm
#

wingrep is your friend, you use it to rapidly search thru all config.cpp's on the pDrive with a phrase you're looking for.

slate solstice
#

cheers

median bolt
#

Hi are there any config gurus here that can give me a hand? I am making 101st and 82nd Airborne unit ranks for them. For some reason the ranks and patch do not appear on them in arsenal....

grand zinc
#

scope and scopeArsenal correct?

median bolt
#

I do not have this in the config scopeArsenal

#

I have scope 2

grand zinc
#

try scopeArsenal also to 2

median bolt
#

OK I shall try thank you

livid heath
#

this is probably a bit basic, but i made this for some of the guys im teaching. how to make muti-turret vehicles muzzle flashes rotate...

hard chasm
#

excellent stuff

vital gust
#

Anyone know of a way to "inject (/force update)" config files while Arma is running? It is nuisance to restart Arma every time I make a minor config change. Appreciate all help!

vital gust
#

Sweet, I really appreciate the quick response. From a quick glance at the wiki it looks like this will work with mod addons as well as all of Arma's base addons, is that true?

candid wave
#

never used that but guys talked about it working fine.

vital gust
#

okay awesome, thank you!

stoic lily
#

@Knesse#6658 works for most config code. most important part is you need to recreate the entity (via sqf or mission/terrain reload)

river ravine
hot pine
#

not possible atm

untold temple
#

attenuationEffectType?

hot pine
#

it's not working with soundSets/Shaders

untold temple
#

right-o

strange egret
#

then the next question would be what filters and effects to apply to the sound file in an sfx editor to achieve the same what attentuation effecttype did

strange egret
boreal heart
#

Nice hefty classname

slate solstice
#

it's not possible to make changes to CfgCurator through a mission description right?

clever kestrel
#

CfgCurator? No, not that I know of. As far as I know the only configs that are editable via mission description are the ones listed on the biki like CfgDebriefing and CfgFunctions, etc etc

slate solstice
#

Damn, looks like it's finally time to dip my toes into making addons

clever kestrel
#

yipee

slate solstice
#

srs tho bohemia a toggle variable for turning off unit icons in curator would be easier

clever kestrel
#

But is it with employee labor hours? Probably not

#

Plus, EOL is right around the corner

slate solstice
#

aye :p I was going to have to do it anyways I think

tiny quartz
#

Is there any way to define selections outside of the model? ๐Ÿ˜‘

Use Case: I want to add a searchlight to a vehicle but on the right position is no selection. I would love to just define an offset from model center and name it without having to hassle with the model itself.

#

Already scanned a lot of configs and didnt find anything remotely reminding of positions though

prime kettle
#

hoping someone here may be able to answer this question: how do I define a new category of markers when adding custom markers via an addon? I can make the custom markers and add them to the 'Flags' class, but ideally I would like to put my markers in their own category

gilded lake
#

doesn't seem like CfgMarkers has a categorization system

prime kettle
#

so there is no way to make a new category?

gilded lake
#

I guess so

#

are A3's default markers categorized?

prime kettle
#

yes - you have a number of different cats

gilded lake
#

hmm

#

alright

#

add a marker class to CfgMarkerClasses and then use it in you markers with markerClass "the_name_of_your_marker_class";

#

apparently

prime kettle
#

apologies for the newbie question, but how do I add a new master class to CfgMarkerClasses?

#

(and can i do it in the config.cpp file of my addon?)

gilded lake
#

yeah adding

class CfgMarkerClasses {
    class YourThingy {
        displayName "YourThingy's Name";
    };
};

to your config.cpp should work

prime kettle
#

thank you @gilded lake

gilded lake
#

no clue if it actually works though ๐Ÿ˜›

prime kettle
#

will have a test

slate solstice
#

Hi, I'm trying to edit the DrawObject class of CfgCurator, do I have to include all the sub classes (2D etc) or can I get away with just editing 3D? I've already tried packing the config as is (With a CfgPatches header) with no success.

{
class DrawObject
{
 class 3D
 {
  alphaNormal = 0.5;
  alphaNormalBackground = 0.5;
  alphaSelected = 1;
  alphaSelectedBackground = 0.9;
  alphaHover = 0.7;
  alphaHoverBackground = 0.7;
  sizeNormal = 0.5;
  sizeSelected = 1;
  sizeTarget = 1.1;
  sizeCoefStartDistance = 50;
  sizeCoefEndDistance = 200;
  texture = "\bink_core\data\CfgCurator\entity.paa";
  textureBackground = "\bink_core\data\CfgCurator\selected.paa";
  textureDisabled = "\bink_core\data\CfgCurator\entity.paa";
  textureDisabledBackground = "\bink_core\data\CfgCurator\selected.paa";
....
 };
};
};```
gilded lake
#

I believe you have to import all the child classes if you want to patch a child of a child class

#

I think

#

so to patch DrawObject you'd have to import all of it's subclasses to "reapply" them

slate solstice
#

Thanks! It's my first rodeo with add ons

stoic lily
#

@slate solstice whats your cfgPatches class

barren umbra
#

How can I get all of the cargo units + FFV seats into an array, with I can use in "forEach" command?

slate solstice
#

@stoic lily class CfgPatches { class bink_core { author = "shifty_ginosaji"; name = "Binkov RTS - Core"; url = ""; requiredAddons[] = {"A3_Functions_F_Curator","A3_Ui_F","A3_Ui_F_Curator"}; requiredVersion = 0.1; units[] = {}; weapons[] = {}; }; };

stoic lily
#

looks alright - did you verify A3_Functions_F_Curator is actually the one it gets defined (last)?

slate solstice
#
{
    
class DrawObject;

class DrawObject: DrawObject
 {
  class 3D
  {
   alphaNormal = 0.5;
   alphaNormalBackground = 0.5;
   alphaSelected = 1;
   alphaSelectedBackground = 0.9;
   alphaHover = 0.7;
   alphaHoverBackground = 0.7;
   sizeNormal = 0.5;
   sizeSelected = 1;
   sizeTarget = 1.1;
   sizeCoefStartDistance = 50;
   sizeCoefEndDistance = 200;
   texture = "\bink_core\data\CfgCurator\entity.paa";
   textureBackground = "\bink_core\data\CfgCurator\selected.paa";
   textureDisabled = "\bink_core\data\CfgCurator\entity.paa";
   textureDisabledBackground = "\bink_core\data\CfgCurator\selected.paa";
   color[] = {"side"};
   colorBackground[] = {1,1,1,0};
   colorDisabled[] = {"side"};
   colorDisabledBackground[] = {0,0,0,1};
   colorLogic[] = {1,1,1,1};
   colorLogicBackground[] = {0.5,0.5,0.5,1};
   colorLogicDisabled[] = {1,1,1,1};
   colorLogicDisabledBackground[] = {0.5,0.5,0.5,1};
   colorPreview[] = {1,1,1,1};
   colorPreviewBackground[] = {1,1,1,0.25};
   colorPreviewDisabled[] = {1,0,0,1};
   colorPreviewDisabledBackground[] = {1,1,1,0.25};
   colorSelectionSquare[] = {0,1,0,1};
   colorLineGroupingUnits[] = {0,1,1,1};
   colorBBoxWhileDragging[] = {0,1,1,1};
   colorGroupsPreviewColor[] = {0,1,1,1};
   startIconFading = 250;
   endIconFading = 750;
   starLogictIconFading = 1000;
   endLogicIconFading = 1500;
  };
 };
};

is this inheritance okay?

jade brook
#

Looks wrong to me.

#

Double defined classname. Can't be right.

slate solstice
#

Hmm

jade brook
#

Yep, DrawObject has no parents.

#
class CfgCurator {
    class DrawObject {
        class 3D {
        };
    };
};
#

None of these do have parent classes, so you don't need to reference any inheritance.

slate solstice
#

Sure thing

#

replacing this config

jade brook
#

A3_Ui_F_Curator is the source config and has to go into requiredAddos.

slate solstice
#

it's there

jade brook
#

What did you post?

slate solstice
#

the source config of the DrawObject class

#

i.e config.cpp for A3_Ui_F_Curator

jade brook
#

I have the 1.76 all in one config open. I see the parents.

slate solstice
#

ah awesome

jade brook
#

Yep, neither CfgCurator, nor DrawObject, nor 3D have any parent classes.

#

Even in your example.

#

config dump*

slate solstice
#

yeah, this is my first foray into configs

#

not entirely sure what's going on

jade brook
#

You're creating a config patch that is loaded into the master config after the original config from BI and that redefines some config entries.

#

Or are you asking why config patches need to copy the inheritance? Because that's just stupid as most things are informaticians cooked up.

slate solstice
#

column 1

#

wasn't sure if it would overwrite the entire CfgCurator, instead of just the classes I defined

jade brook
#

You don't.

#

That'd require two configs:

// CfgPatches My_DeleteCurator_Patch
//requiredAddons A3_Ui_F_Curator
delete CfgCurator;
// CfgPatches My_ReplaceCurator_Patch
//requiredAddons My_DeleteCurator_Patch
class CfgCurator {};

I abbreviated CfgPatches of each of those for simplicity.

#

And it'd probably cause errors because the game either hard coded or scripted tries to access some of the entries you would've just deleted.

#

Maybe.

slate solstice
#

Ah thanks!

#

got it working like a treat now

jade brook
#

googles idiom "working like a treat"

#

Ah, nice. (Don't do this to non native speakers D: )

slate solstice
#

Sorry D:

#

My inner australian only speaks in idiom

hard chasm
#

stand alone clasess (ones without : ) are a little bit tricky.

the absolute assumption here is that you are altering an existing class. To do that the class being modified MUST be part of requiredAddons. It's immaterial where in the comma separated list you place it btw, there is no precedence order. The engine stalls until each of them are satisfied (loaded).

there is one subtletly:

class thingy{}; // empties that class of everything it contains. Not delete, empty,

class thingy
{
pinkElephants=true;
};

ADDS (or modifies) pinkElephants to that class. The other protperties remain undisturbed.

stoic lily
#

class thingy{}; // empties that class of everything it contains. Not delete, empty,
this is only true if the (sub)class is not defined in this context/class already

hard chasm
#

huh?

#

class turrets{}; removes all turrets and subclasses for cars.

jade brook
#

this is only true if the (sub)class is not defined in this context/class already
This. It only works if you empty the sub class in a class that inherited the sub class.
I think you technically don't empty it, you redirect the inheritance to an empty class.

hard chasm
#

you are correct commy. it's a redirect, the underlying class itself is unaffected

jade brook
#

Clears CfgMissions\MPMissions from all sub classes, thus cleans up the mission select screen from stock missions.

stoic lily
#

thats a fairly ugly hack. but effective i guess if you really want all gone

candid wave
#

btw kju did you update your remove-bis-classes for all the latest dlc releases?

hard chasm
#

the engine requires some classes to be present kju, such as turrets. they can't be deleted as such.

candid wave
#

you got normal download link?

hard chasm
#

their contents can be removed, but the primary class must exist (and be empty).

hot pine
#

@hard chasm class turrets is very special case. if you even do turrets: turrets {}; & parent class contains some valid entries inside then it will be still recognized as an empty class (but technically, all entries will be still there) if not defined again

jade brook
#

That's also because class Turrets has "inheritance disabled" - as I call it unofficially. If you don't touch Turrets, then a sub class of CfgVehicles will keep all sub classes of Turrets and they'll show up ingame. But if you add a class inside Turrets, and don't reference other child classes, then those will be ignored by the game.

hard chasm
#

@hot pine I am not aware of anything unique in the engine code that treats class turrets in any different way to any other stand alone class.

#

class animations: animations {.... } is a very typical constuct , i am not aware and haven't tested for the effect of not having any properties in the body.

jade brook
#

It's not about the classes themselves. More about what is recognized by the game as subclass in Turrets.
It's like the difference between the inheritance flag being true or false in configProperties. Class turrets "has it to false".

strange egret
#

yep, having emtpy turrets:turrets {} screwed me over in the very beginning as well. You have to restate every turret class if you want to change something/add or remove stuff. Also, the order of the classes is very relevant.

jade brook
#

You also need to keep the order in which they were defined to not switch around turret indices.

barren umbra
#

How do you make your custom rifle compatible with attachements from other mods? I copied the weapon slots from the vanilla MX, but I can only use Arma 3 attachments while the MX can take CUP and RHS stuff as well. Is it some CBA witchery?

untold temple
#

yes, they use CBA joint rails

sullen fulcrum
#

I don't see any errors in the models.cfg but pboproject likes say that there are errors.

sullen fulcrum
#

\mm_bank\model.cfg cannot have externs (class Default;}

stoic lily
#

class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; };

sullen fulcrum
#

yus I fixed it

#

I just removed default all together to fix it

#

xD

#
{
    class CommonwealthBank
    {
        isDiscrete=1;
        skeletonInherit="";
        skeletonBones[]=``` now
#

Would that cause issues? PboProject didn't pick up on any.

burnt oyster
#

Is there a way to override settings for vehicle cargo capacity without modifying actual mod files?

hard chasm
#

short answer no. long answer = you can alter the existing capacity in a pbo of your own.

#

Would that cause issues? PboProject didn't pick up on any.

since you don't say what the 'issues' are, it's hard to tell what pboPro was supposed to find.

#

it's also fairly clear Carl that you haven't read any documentation (mine, or bis) regarding the inheritence tree for model.cfgs

#

if a model.cfg declares an extern, it means it is expecting a parent model.cfg to have that class.

pseudo juniper
#

@burnt oyster Fun little work around, vehicle + crate + attachTo = a new trunk! ๐Ÿ˜ƒ

burnt oyster
#

That is a fun idea

sullen fulcrum
#

Hi ! comment faire pour que les lumiรจres soient รฉteintes lors du dรฉmarrage

#

class EventHandlers
{
init = "_this select 0 sethit [""hitlampe"",1];";
};

#

It does not work

#

Sorry : how to make the lights off when starting

jade brook
#

Are you sure hitlampe is the name of a hit selection? Because it sounds like the name of a hitpoint instead.

sullen fulcrum
#

That's the name of my HitPoint

jade brook
#

class hitlampe {
selection = "something_else";

Like that?

sullen fulcrum
#

No is not a class

#

just a point in lods Hit-points

#

I already use it for : statement = "this sethit [""Light33"",1]";

#

But when launching the mission, she is on

#

and I would like her to close

jade brook
#

I think setHit may simply not work inside the init event. Like many other things.

#
init = "(_this select 0) spawn {_this sethit [""hitlampe"",1]};";

Try this instead. It makes the command leave the scope of the init script.

sullen fulcrum
#

I'm testing this

sullen fulcrum
#

Nice it's good

#

thank you

hard chasm
#

nice one commy2.

jade brook
#

I try.

sullen fulcrum
#

another question ๐Ÿ˜„

#

how to manage the direction of particles

#

_source_water = "#particlesource" createVehicle [0,0,0];
_source_water setParticleCircle [0, [0, 0, 0]];
_source_water setParticleRandom [0, [0.005, 0.005, 0], [0.6, 0.6, 0], 0, 0.0025, [0, 0, 0, 0.01], 0, 0];
_source_water setParticleParams [
["\A3\data_f\ParticleEffects\Universal\Universal", 16, 12, 10], "",
"Billboard",
1,
1.5,
[0, 0, 0],
[1,1,0],
0,2,0.5,0.075,
[0.2, 0.2, 0.2],
[[1, 1, 1, 0.7], [0.25, 0.25, 0.25, 0.5],
[0.5, 0.5, 0.5, 0]],
[0.08],
0.002,
0.01,
"",
"",
"",
0.9,
true,
0.5,
[[0,0,0,0]]
];
_source_water setDropInterval 0.002;
_source_water attachTo [_HL_Gendarmerie,[0,0,0],"toilette_1"];

jade brook
#

Looks like the wind does.

sullen fulcrum
#

๐Ÿ˜ฆ

jade brook
#

[1,1,0],

#

That's the MoveVelocity if my tired eyes aren't lying to me.

#

[0,0,0] to make it not move I think

#

1,1 would be towards one corner of the map.

#

North-east I believe.

balmy pawn
#

How i can generate a particles in house? Without scripting in mission? (Memory points?)

thorn leaf
#

well you can just offset off the object themselves

#

idk about memory points but if possible would obv be better

dry plover
#

Hi guys! Anyone knows if it's possible to add some lines of code to a .hpp that are in another addon? using it as a dependency of course.

stoic lily
#

@dry plover ๐Ÿ‘‹
you just redefine the class structure, set the parameters you want to change and add in requiredAddons the other mod's cfgPatches name

dry plover
#

Thx ๐Ÿ˜„

#

@stoic lily the problem is that I want to add a new class to it

hard chasm
#

so, add a new class to it.

#

class existing_class_in_hpp
{
class MyNewClass
{
blah blah;
};
};

//voila

dry plover
#

Thanks for trying to help ๐Ÿ˜ƒ let me explain my problem.
The addon have a .hpp that add some lines of code to a class that are in a config.cpp, but this are not done in a "common way"(see the example below).

"Example.hpp"
class_a : class_x{
code };
class_b : class_x{
code };
class_c : class_x{
code };

This .hpp is included in other .hpp inside the original addon that process it(is related to sound config of weapons).
What i need to do is include my class(the one that i have already done to my addition to the addon).
So I need something that include this to that original .hpp

my_class: class_x{
code };

#

anyway, I'll try another aproach to it. Thank you all!

grand zinc
#

Looks like the most "common way" ever to me.

#

And if you are talking about #includes then maybe have a look at how the preprocessor works

untold temple
#

class will inherit all parameters from class_x, regardless of whether class_x is getting params from an external .hpp or not

#

that's what #include preprocessor, and cfgpatches requiredaddons[] is for

dry plover
#

๐Ÿค” thanks! I'll take a better look into it. I may be doing something stupid at some point here ๐Ÿ˜–

sick zephyr
#

Are there any simple static MG configs out there? One extracted from A3 is a clutter of different assets and It's easy to miss something

#

By "simple" i mean just one weapon in config

jade brook
#

Th base game ones are pretty bare bone. Don't think it will get easier than them.

hard chasm
#

@dry plover
my_class: class_x{
code };

Firstly, on the assumption that the existing config file is compiled into a config.BIN (in the pbo), the hpp files themsevles are utterly irrelevant. They are discarded at compile time at play no further part.

YOU< are not adding to an hpp file, >YOU< are adding to the result in a config.BIN

for your magic to happen without further fuss.

class nameOf_existing_class // a template declaration
{
class class_x; // an external reference to what you need
class my_class: class_x
{
blah blah
};
};// finito

#

there's nothing tricky here except your need to get your head around how inheritence patching works, and how to tell the compiler in YOUR pbo where the goodies are.

#

the key is inheritence patching, and as kju pointed out from the very first reply, is the single most vital aspect of it is to tell the engine where all this stuff is via requiredAddons[]=

dry plover
#

That's it! I've figured out what I was doing wrong. It's working now... ๐Ÿ˜„ Thank you very much!

#

โ™ฅ

dull bolt
#

Is there no easy way to create a new magazine without modifying all of the rifles to make it work?

#

i thought if I inherited a magazine's class, it would work as well

thorn leaf
#

i thought if I inherited a magazine's class, it would work as well this

#

just don't forget to make it a compatible magazine in cfgWeapons also
magazines[] = {"Jordan_is_cool","new_magazine"};

hard chasm
#

unlike classes which are almost by definition, 'inherited'. you cannot add to an existing array.

bis have added the array[]+= syntax which is supposed to do exactly what you (and any other normal person) would want. But, of course, they stuffed it up so badly its unusable. (It 'works' under some very very esoteric conditions)

the same sillyness exists in model.cfgs, where, to add to an existing one you need to say
skeletonInherit=whatever;

it was too much to expect them to be able to use, at least that syntax, in config.cpp's. And, thank god they didn't, because they would have broken it.

dull bolt
#

so when does array[]+= work?

#

I was trying to avoid modifying each weapon's magazines[]

#

honestly, if I inherit 30Rnd_556x45_Stanag, then my magaine should be able to be compatable with any rifle that uses that magazine without modfying the weapon's accepted magazines

hard chasm
#

"then my magaine should be able to"

exactly

so when does array[]+= work?

try it for yourself. essentially, the array being added to must be only one class behind the one you're modifying (eg a parent) and for almost all cases that array's contents must be known (be in sight of) when the change occurs. which renders it bloody pointless. You'll get other anwers, most of them involving rubber chickens, friday afternoons, and if the moon's shining in the east, but for a straightforward, uncomplicated,

this += that;

forget it.

#

the were not even capable btw, of maintaing the standard 'type' coding for the binarised equivalent. that doesn't matter to an end user, but makes a mess for a coder, trying to keep things simple in rap / derap. Not even sure if bis can decode them.

#

for over a year you could NOT binarise this syntax, only config.cpp's understood them.

#

the sooner they go away and destroy the enfusion engine, the better off arma modders will be.

stoic lily
#

so when does array[]+= work?
when the parameterArray is already defined in the same class - otherwise it turns into an explicition definition/set your statement in the class and thus breaks inheirtance

livid heath
#

Isnt there a more general magazine class array that can be defined for a weapon? I thought BI has introduced that so for example you could mod one array of stanag mags that would then be automatically patched into all weapons declaring that array as their group of mags. Ive never used it myself but i thought to look into it one day

#

Not on pc so hard to find ref for that sorry

#

Magazinesgroup = โ€œstanagarrayโ€

#

Stanagarray[]={โ€œ30rnd_stanagโ€, etc}

#

And if magazinesgroup is defined then magaZines[] is disregarded

#

That was how i thought it had been implemented

#

Excuse my lack of clarity am away from home

#

So this chap could access all bi weapons by patching a single or several external classes of mag groups rather than the weapons themselves

grand zinc
#

magazineGroups are broken. I fixed them a month ago and sent the fix to BI but they ignored it since then

tiny sky
#

Small question about damage materials: did something happen in an update (recently or not) that made you have to change anything about class Damage? The usual "path\material", "path\material_damage", "path\material destruct" won't work for any of my vehicles, says it won't load

hard chasm
#

just check (via the dotRpt file) that csat_shahan.pbo is in fact loaded. if so extract the pbo and check if those rvmats really are where you think they are.

tiny sky
#

Would they have changed if they're still in the same spot when I pack the PBO in my P drive?

hard chasm
#

well the chances here are that, in fact,, the pbo did not pack correctly for some reason. Best you check the pbo contents

#

but to answer your question directly. i am unaware of any issues with the damage mats, except for the very peculiar need to NOT \have a preceding slash in the file path.

tiny sky
#

Yeah, you're right, the RVMATs look like they haven't been packed. Made some adjustments to my addon builder and they're in there now. I'll go load up and take a look. Thanks, dude

#

I figured an update had broken something since this was last updated like, a year ago

lofty zealot
#
class testempty;
class testemptybody { };
class testinhempty : testempty;
class testinhemptybody : testinhemptybody { };
class testfiled
{
    class subclass
    {
        test = 1;
        test2 = -1;
        test3 = "test";
        test4 = $localization;
        test5[] = {1, "test", -1, {}};
    };
    class otherclass : subclass
    {
        test6 = abc;
    };
};```
#

anybody sees any valid usecase i missed?

jade brook
#

delete

#

Also, dunno if this overemphasizes the difference between "empty" and "emptybody", which is pretty much the same thing.

silver aurora
#

+= is missing, too

lofty zealot
#

@jade brook as this is for parsing, the difference is important

strange egret
#

there is also delete (for deleting inherited class)

lofty zealot
#

delete?

#

also never used += tbh ...

jade brook
#

delete classname;

strange egret
#

occasionally really usefull

jade brook
#

+= is very bugged.

lofty zealot
#

what does delete do?

jade brook
#

Delete the class.

lofty zealot
#

on which level

#

which depth

strange egret
#

if you inherit subclasses from parent, but dont want them for whatever reason you just delete that subclass

lofty zealot
#
class foo {...};
delete foo;
``` thus would have no effect?
jade brook
#
//config1:
class blah {
    class blub {};
};

//config2, requiredAddons[] = {"config1"}; :
class blah {
    delete blub;
};
#

It has to be in a different config patch, and it does not work with inheritance.

lofty zealot
#

wut Oo

#

okay ... so nothing to bother in sqf-vm for now

strange egret
#

what do you mean by not working in inheritance?

jade brook
#
//config1
class blah {
    class blub {};
};
class blahChild: blah {};

//config2, requiredAddons[] = {"config1"};
class blahChild {
    delete blub;
};

^ wouldn't work.

strange egret
#

how does the shit code thing work again?

jade brook
#

Are you sure?

strange egret
#

yes

jade brook
#

HitPoints is like Turrets and has inheritance disabled, no?

#

Did you check it from the config browser?

strange egret
#

hm actually im not sure there

jade brook
#

I'm like 99% sure you have to load the subclasses in class HitPoints exactly like you do with class Turrets if you want them to work.

#

So the class would be ignored anyway.

hard chasm
#

class testinhempty : testempty;

i have never ever seen this sytax. I don't think the compiler would understand it. perhaps it does, but it's first time for me.

jade brook
#

Yeah, don't think that works. It's something you write as a beginner on accident, and then it crashes.

lofty zealot
#

always supported that syntax in my config parsers and linters ๐Ÿ™ˆ
did not rly had any actual usecase for it but due to me making the {....} part optional it was working as sideeffect

hard chasm
#

delete

delete does not (of course) actually delete the property. it merely makes it unavailable for subsequent classes, to the point where you could create a new class of same name. thus:

class A
{
delete apples; // in some other config
};
class B:A
{
class apples
{
entirely new ballgame

#

the delete keyword applies btw to ALL tokenNames, not just classes, altho it's incidence of use is quite low to begin with (mostly it destrouys xbox rscGui)

jade brook
#

Cool, didn't know.

strange egret
#

hitpoints do not work like turrets - they carry over without redefining them again. Just tested.

jade brook
#

๐Ÿค”

strange egret
#

but it screws with the order of them - so if something relies on it -> SOL

jade brook
#

That might be what I was thinking about. Because of hitIndex etc.

#

Those would be all jumbled.

stoic lily
#

you need to think for delete what the engine does - it builds the big class tree by parsing the various configs by their load orders/dependencies
now you have one big config. delete just removes the statement from it. thats it.

what makes it more complex that delete is applied when the given config is read to the big tree
this means if a config thereafter relies on it (class inheritance) or redefines the parameter, it fails

stoic lily
#

is it possible to make a vehicle just available as empty? side = 7 maybe?

jade brook
#

Where would that appear in the editor? I can't remember ever seeing such a thing.

stoic lily
#

side=7 or empty?

jade brook
#

Empty vehicles in the editor. You have to place them holding alt or some other key.

stoic lily
#

well i am still using the 2d one

jade brook
#

I tried this once with the spotting scope for ACE, and gave up and just made a soldier using it for each side.

stoic lily
#

was wrong about 7 though:

// some basic defines #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define TEmpty 8

jade brook
#

Dunno about the 2d editor. No one uses that anymore.

stoic lily
#

side = 8 is used by Rope, Land_Target_Dueling_01_F, TargetBaseX some other targets

candid wave
#

I'd still use 2d editor but triggers are bugged.

stoic lily
#

and by empty compositions

#

side = 5 by some target classes - probably enemy to any side

#

side = 4 is All and all the objects i suppose

dull bolt
#

anyone know where I can find the classnames in the CUP structures.pbo content?

lofty zealot
#

what characters can be the identifier of a class?
is bin\config.bin actually a valid name that could be used?

class some\binconfig.extorwhatever {};```
is that a valid name?
lofty zealot
#

also ... is 1e+006 actually a valid number for config?`

hard chasm
#

the traditional utf alphanumeric PLUS underline are valid. punctuation is not.

the actual alpha characters depend on the language set(s) used in the character stream itself. Thus

class abcะคะฅะฉะช

is a valid mixture of usascii and cyrillic

#

is 1e+006 actually a valid number for config?

certainly. it's a float's property value

#

some\binconfig.extorwhatever

even if the above was valid, it's irrelevant. it's just anothjer name (label) for a class in the one, single master config.bin. At game time, there is no 'bin\config', nor any other. They are all merged into a single entity.

lofty zealot
#

so config.bin is just arma internal valid ... meh ... so i do need to remove that crap each time -.-

#

anyways, ty

hard chasm
#

for want of a better, more accurate , explanation, all other configs are added to the bin\config.bin.

lofty zealot
#

no explaination needed
the AllInOne config export just had that top-level class too (which i assumed already was "just" normal result due to recursive call on configFile ...)

lofty zealot
pallid magnet
#

neato!

agile flame
#

Mates, please, point me to how to create own remote charge config? thank u ๐Ÿ˜ƒ

grand zinc
#

@lofty zealot I can give you a native engine exported All in one config if you need. Not one that was generated with scripts that try to make it look close to what the engine would output

lofty zealot
#

It is more a nice to have I guess
The All in one Config works
No need for the Extra hazzle ๐Ÿ˜

junior bane
#

Hello everyone
can i change in the cfgvehicles collisionEffect ? the particel effect of collision damage of 2 custom objects (car)
http://prntscr.com/hwu37p

civic edge
#

Hi guys.. have a question about grenades config. Is it possible to play a sound (from the grenade object) just before detonation??

jade brook
#

Like... "beep beep beep beep ... BOOM"?

barren umbra
#

Is it possible to add a new Waypoint type you can use in editor?

jade brook
#

Yes, because I have done that once already. It obviously has to be a scripted waypoint, because stuff like GUARD and SAD are hard coded.

#
class CfgWaypoints {
    class A3 { // called "Advanced"
        class CBA_Task_Garrison {
            displayName = "GARRISON"; // all caps
            displayNameDebug = "CBA_Task_Garrison";
            file = QPATHTOF(fnc_waypointGarrison.sqf);
            icon = "\a3\3den\Data\CfgWaypoints\getInNearest_ca.paa";
        };
    };

QPATHTOF just expands to the filepath. The script is scheduled and the waypoint counts as completed once the script is completed, and I think is supposed to report true.

barren umbra
#

fullCrew [helo, "cargo", false]; Does not include units in FFV seats, those are counted as gunners. However "personTurret" also includes the crew of the helicopter. How can I get cargo and FFV guys into an array?

#

It has to work for any and all vehicles

#

I know that FFV seats have this in config isPersonTurret = 1; // or 2 So you would need to go through each turret in the vehicle and check if its config has "isPersonTurret >= 1" and if so then add it to the array

#

Oh, ok so the fullCrew return array does have the info it is a FFV seat

hard chasm
#

just a comment here folks regarding 'true' and 'false'. it does not exist in a parmfile as a boolean. it is a literal string "true" or "false' and would have to be tested as such, as a string. Yes, the boolean exists in sqf, but when 'returned' by sqf statements to the paramfile universe (such as a config.cpp/bin), it's a string.

candid wave
#

what makes helicopters land on HELIPADs, is it something in model properties or config.cpp?

grand zinc
#

true/false aren't really real booleans in SQF

hard chasm
#

yes. they are.

grand zinc
#

They are just commands that return booleans

#

they are not constants

hard chasm
#

they are the literal values, 'false' and not 'false'

grand zinc
#

They are SQF commands like player or date and so on

civic edge
#

@jade brook About nades, yes. like a warning sound before explosion. Im not talking about a soundfly as that is already used in my config

jade brook
#

I can't remember there being something like that in A3 or A2 vanilla, so you probably have to script that.

civic edge
#

yep.. shame. Any advice? a command that detect like beforedestroy for particles maybe?

jade brook
#

Can particle effects point to sounds? Can't remember.

civic edge
#

you can use "BeforeDestroy - Name of the script to run right before destroying the particle." but dont know how could i apply that in this case

#

because its once the particle was created it seems

#

not before

#

so.. no use

hot pine
#
                    {
                        simulation = "sound";
                        type = "Fire";
                    };```
#

fire particle effects are using it for example

civic edge
#

ohh thanks reyhard again for the help. Will try asap

hot pine
#

although for what you want achieve some particle conditions would be necessary

#

couldn't be soundFly just a single file with length equal to explosionTime?

civic edge
#

yes.. that could be the smart solution ๐Ÿ˜ƒ

#

soundfly of x secs

barren umbra
#

@jade brook has shown me an interesting example for a new waypoint config. I did manage to create my own working custom WP, but but his example had an extra option you can check in the editor. How can I actually make use of that? THe orange DLC is ebo file so I can't look into it how the function is actually using that waypoint option.

class Demine //sources - ["A3_Functions_F_Orange"]
            {
                displayName = "CLEAR MINES";
                file = "A3\functions_f_orange\waypoints\fn_wpDemine.sqf";
                icon = "\a3\Ui_f\data\Map\MapControl\waypointeditor_CA.paa";
                class Attributes //sources - ["A3_Functions_F_Orange"]
                {
                    class ClearUnknown //sources - ["A3_Functions_F_Orange"]
                    {
                        property = "ClearUnknown";
                        displayName = "Deactivat All Mines";
                        tooltip = "When checked, the group will clear all mines in the area, otherwise it will target only mines known to the group's side.";
                        control = "Checkbox";
                        defaultValue = "true";
                        expression = "_this setWaypointScript (waypointScript _this + format [' %1',_value]);";
                    };
                };
            };```
I can gather that it sends the "true" value into the script, but no idea how the script makes use of it.
jade brook
toxic solar
#

how do u open a config file? can u use notepad++?

jade brook
#

If it's .bin you need to debinarize it. Otherwise any text editor.

hard chasm
#

if as commy2 says, it is text, eg a config.CPP (not BIN), then notepad++ is your friend.

toxic solar
#

i c

#

thx

toxic solar
#

so ye ole script boys said this might be a config thing

#

but is there possibly a way

#

to have the gbu bombs have a delay? like what I mean is that

#

the bomb would hit the ground, and after a set delay time,like5 sec the bomb would blow up

toxic solar
#

aw thx

#

hmm so im more confidnet with zeus scripting more then config edit cause well that kinda scares me

#

so would there be away to set the explosionTime via script in zeus?

hard chasm
#

no

toxic solar
#

oh boi well heres hoping I dont mess up O.O

hard chasm
#

configs are static, set-in-concrete entities. sqf and paramfiles are chalk and cheese.

toxic solar
#

what would u reccomend I use to edit configs?

hard chasm
#

notepad++

#

and.......

#

welkommen to hell

toxic solar
#

thx

#

I already cry for scripts

hard chasm
#

sqf is the worst possible language ever to see the light of day.

toxic solar
#

O.O

#

oh it looks nice on discord tho

clever kestrel
#

I see we got a very vocal hater here

hard chasm
#

hate? no

#

loathe

#

all of which is irrelevant. paramfiles, of which, config.cpp's are the major one, foillow the c++, python, perl, dotNet, java conventions of classes, properties, and inheritence. learn one, learn em all

#

BUT, if you're determined to use script, you're asking the quesiton in the wrong channel. you need the scripters channel, this, is config and it's friends.

toxic solar
#

question

#

so I wana find the gbu's config but idk which pbo its under?

clever kestrel
#

@hard chasm No i wasn't needing any confusion resolved, just joking

lone lion
#

Hi,
when working on new artillery guns, is there some calculator for determining ammo ranges?

stoic lily
#

@lone lion AFAIK not. just trial and error - with mergeConfig the tweaking is not as bad at least

hard chasm
#

so I wana find the gbu's config but idk which pbo its under?

use arma3p to unpack all game data

use wingrep to search thru all config.cpp's to find 'gbu'

lone lion
#

hmm, first time I hear of mergeconfig, but I guess google is my friend

hard chasm
#

who mentioned merge config? not me.

#

you need to make your own pbo with your own cfgPatrches class and a modified gbu

#

there's always a chance that someone somewhere 'knows' which pbo 'flidgetXYZ' is, but it doesn't help you much since you have to extract that pbo anyway. Wingrep is faster, more accurate, and is your friend.

#

bis have equivalent tools to above, but whether they work or not, is an interesting excercise if you're bored.

sullen fulcrum
#

Hello, do you know what colors "Red" "Green" "Purple" in the config editor ?

untold temple
#

@sullen fulcrum they show that the config parameter is expecting either a string, array or number

#

can't remember exactly but I think arrays were blue/purple, numbers green and strings red/orange/pink

lone lion
#

@stoic lily thx

sullen fulcrum
#

thx ๐Ÿ˜ƒ

strange egret
#

hm amphibious tanks still seems bugged. Whenever i go in the water, it "stores" the input of the controller the moment i hit water. When i want to exit the water, it applies that input. It forces this input and keeps it that way until you are on land. If the input was bad (like steering to left during entering) you may not be able to exit the water at all, because it forces you to drive circles when close to the waterline.

pallid magnet
#

I'm trying to retexture the plate carrier (Kerry) and I'm searching for what to put in the "model" field in the config of my mod

livid heath
#

we just got an error report from a public. couldbe nothing, but i thought i'd ask here first (not even looked at my mod yet)

#

/CfgVehicles/uns_t54_nva/Turrets.FrontTurret: Undefined base class 'FrontTurret'
/CfgVehicles/UNS_ASSAULT_BOAT_NVA/Turrets.PKM_Turret: Undefined base class 'PKM_Turret'
/CfgVehicles.UNS_ASSAULT_BOAT_VC: Undefined base class 'UNS_ASSAULT_BOAT_NVA'

#

so he's getting this in his rpt.

#

the first two are all secondary turrets, possibly inheriting from NewTurret

#

did BI do anything to this in recent days? did i miss something?

#

looks like maybe they changed the inheritance in class turrets so it won't inherit in a patched child vehicle? will have to see if our vehicles have issues.

#

the classes listed are all present and have worked fine for 18 months or more

#

anyone else seeing unusual problems with inheritance in last few days?

hard chasm
#

not so far. will crunch a tank here.....

#

class Boat_Armed_01_base_F: Boat_F
{
class Turrets: Turrets
{
class FrontTurret: NewTurret
{

this is the only place a 'frontTurret' is created or modified

#

required addon
class CfgPatches
{
class A3_Boat_F_Boat_Armed_01

if that's helpful

#

the error is reporting it as a base class, which is nonsense. My guess is, the above addon isn't stated as required, OR, they broke it.

#

a 'base class' happens when the engine processes
class FrontTurret;
and cannot find it in the inheritence tree so assumes it's a root class similar to rscDisplays

hard chasm
#

if the requiredAddon is not stated correctly, later on in the rpt you will get
Updating base class ->FrontTurret, by blah blah

stoic lily
#

@Rob (aka Eggbeast)#3291 compare/diff his rpt vs your. most likely he is missing pbos or has sth else loaded that interferes

hard chasm
#

+1

jade haven
#

Is there anything spacial I need to do in my config for TextureSource to stick to my vehicle? I see then in "Edit vehicle Apperance" but when I then click OK, it back to the default texture. What am I doing wrong?

boreal heart
#

@jade haven

class TextureSources
{
class NAME
{
displayName = "NAME";
author = "NAME";
textures[] = {HiddenSelectionsTextures file paths};
factions[] = {"BLU_F"};
};
};

jade haven
#

@boreal heart ๐Ÿ˜ฆ I have that and it works in the garage but will not apply to the vehicle in the editor. Thank you for your reply.

boreal heart
#

@jade haven No idea then, since I use the exact thing I copied and it works fine for me.

jade haven
#

@boreal heart Thanks anyway. ๐Ÿ˜ƒ

rigid kestrel
#

Hello everyone, please pardon my ignorance if this is a scripting question but I'm looking for what I would to be an existing config.

My Question:
I'm looking for the ArmA 3 stock explosion particle FX files and wonder if any of you know it's file(s) location?
Specifically, the GBU explosion and the Artillery explosion particle effects config/script.

hard chasm
#

somebody here _probably does, but wingrep is your friend. you can rapidly search thru all config.cpp's in the p:\a3 folder to locate what you want. This time, and every other time.

rigid kestrel
#

@hard chasm Thank you for the response and what's wingrep?

hard chasm
#

GOOGLE IT

#

urk caps

toxic solar
#

so how can u find the config for a base arma 3 weapon

#

I guess wat pbo

grand zinc
#

base arma 3 is weapons_f.pbo

toxic solar
#

THX

#

opps caps

#

does that include like vic weapons right

grand zinc
#

I don't think so

#

dunno

hard chasm
#

the same answer as above Namenai.. Wingrep is your friend.

sullen fulcrum
#
23:57:21 No speaker given for 
23:57:21 "SC/BIS_fnc_log: [recompile] recompile BIS_fnc_missionTasksLocal"
23:57:21 "SC/BIS_fnc_log: [recompile] recompile BIS_fnc_missionConversationsLocal"
23:57:21 "SC/BIS_fnc_log: [recompile] recompile BIS_fnc_missionFlow"
23:57:21 "SC/BIS_fnc_log: [preInit] BIS_fnc_feedbackMain (1.00327 ms)"
23:57:21 "SC/BIS_fnc_log: [preInit] BIS_fnc_missionHandlers (0 ms)"
23:57:21 "SC/BIS_fnc_log: [preInit] BIS_fnc_storeParamsValues (0.999451 ms)"
23:57:21 "SC/BIS_fnc_log: [preInit] ""DeltaTime computation started"""
23:57:21 "SC/BIS_fnc_log: [preInit] BIS_fnc_keyframeAnimation_deltaTime (0 ms)"
23:57:21 "SC/BIS_fnc_log: [preInit] BIS_fnc_getServerVariable (0 ms)"
23:57:21 "SC/BIS_fnc_log: [preInit] ExileClient_fnc_preInit (182.003 ms)"
23:57:21 "ExileServer - Server is loading..."
23:57:21 "ExileServer - ServerPassword MATCH! server locked for init"
23:57:22 Client: Nonnetwork object 33d33700.
23:57:22 Call extension 'extDB2' could not be loaded: The specified module could not be found.

23:57:22 "ExileServer - MySQL connection error!"
23:57:22 "ExileServer - Please have a look at @ExileServer/extDB/logs/ to find out what went wrong."
23:57:22 "ExileServer - MySQL Error: Unable to locate extDB2 extension!"
23:57:22 "ExileServer - Server will shutdown now :("
23:57:22 Call extension 'extDB2' could not be loaded: The specified module could not be found.```
#

Trying to get my DB to connect but it wont? Do I need to make a call?

#

And the passwords match I checked a bunch of times

clever kestrel
#

@sullen fulcrum Just go to exile discord, no need.

#

Pastebin these next time as well

#

Also, this has nothing to do with config editing

brave root
#

Anyone know how to hide the players weapons inside a vehicle with a custom crew animation? I've tried disableWeapons=1; but it doesn't seem to work.

night ocean
hot pine
#

hideWeaponsDriver = 0;
hideWeaponsCargo = 0;
hideWeaponsGunner = 1;
in vehicle config

obtuse moon
#

how can you edit the main menu and the role selection menu?

grand zinc
#

There is a open source re-made role selection menu by commy. Google "commy scripted lobby github" should find it

obtuse moon
#

oh, thanks! ill search

#

Dedmen, is there another way than scripted lobby though, how would that even work, the mission first downloads when u start joining?

grand zinc
#

Uhh... @jade brook knows that I guess

#

I think you can make a script execute when the server loads the mission

obtuse moon
#

Hmm, i saw other servers before have it in an addon, is that possible? @jade brook

toxic solar
#

Is there a setting in the config section for helicopters for the gunners to increase the zoom range of the camera?

#

well zoom magnification

boreal heart
#

@toxic solar classOptics I believe

toxic solar
#

aww thx

#

now time ot learn config editing T_T

toxic solar
#

wats the location of the classoptics tho,im bad

hard chasm
#

again. wingrep is your friend! it will rapidly locate classOptics for you so that you don't have to ask. Even if someone told you, you would still have to look at the config to see how it's placed, and again, wingrep is your friend.

viral rapids
hard chasm
#

wingrep is aguably a little better but grepwin is a fine tool too.

viral rapids
#

Yeah, grepwin was just the first one i used, soo... yeah. But technicaly do the same

toxic solar
#

i like that the words are just swapped

#

or parts of the words

toxic solar
#

theres a program to binerize a file once im done edditing it rihgt?

#

right*

hard chasm
#

well the point is you have to repack the pbo that it came in.

#

For testing purposes it's not necessary to binarise it, but most decent tools will automatcilly.

#

that's just the 1st part of your journey. The next part is to make your own pbo which inherites the orginal and modifies it when loaded in game, No one will thank you for altering bis pbo's (or anyone else's) directly. And in MP it will simply be rejected anyway.

obtuse moon
#

what are the default font classes? i found one that was class DefaultFont, but it doesnt replace all the fonts

hard chasm
#

the default font is the one used when a specific font is not explicitly asked for.

obtuse moon
#

Oh, aight, is there a way to replace other fonts, or main fonts?

untold temple
hard chasm
#

the 'main' font is the default font, otherwise as above using bi's font2tga, or my deFxy tool

#

I'm under the impression that you think all you have to do is add a trueType comic sans MS font, or Helvetica or Arial. It doesn' work like that. The engine has specially constructed paa files which provide character glyphs which broadly correspond to either the yrillic or Ansi code pages of the unicode code pages.

#

You can transform (almnost) any trytype font into paa using the above tools.

#

but that's where the similarity ends because paas are bitmaps and they don't expand to any pointsize that gives you a thrill, you have to create 10,12 and 14 point bold and italic yourself as fixed point bitmaps.

fiery vault
#

this seems really odd to me, because from experience in other sandbox games, I know that negative friction leads to self-accelerating objects, which over long periods of time can lead to some extremely unreasonable results, like a soccer ball rolling on a flat surface that keeps getting faster and faster

untold temple
#

it's negative because it's acting in the opposite vector. If you use positive values, then it does indeed accelerate and IIRC some rockets in Arma were accidentally configured with +ve airFriction values at one point

fiery vault
#

hmm, but in the case of bullets, the equation is positive, yet they don't seem to accelerate either... is this one of those flawless BI consistencies or did I get that wrong? ๐Ÿ˜›

hot pine
#

Missiles are behaving opposite to the bullets

#

There was an attempt to fix it but it caused major issues due to legacy code

#

Airfriction for missiles (& their whole physics) are quite flawed but that's it - not sure if there will be time to make it properly

fiery vault
#

bummer, but thanks for clearing that up ๐Ÿ‘

fathom thorn
#

Hi guys. Im having a problem with flickering pip. When using just one it works fine, but when having two, they flicker all the time. Can anybody tell me what the problem is?

jade brook
#

@obtuse moon

how would that even work, the mission first downloads when u start joining?
Magic. (skipLobby = 1; briefing = 0;)
Hmm, i saw other servers before have it in an addon, is that possible?
Kind of. You still need skipLobby = 1; and briefing = 0; in the mission.sqm.

viral rapids
#

-autoinit too *

wise fog
#

is there a way to delete/get ID of a weapon from a container listbox while in the inventory

#

trying to create a drag->drop on ctrlcreate gui and delete said weapon (while getting attachment into on it) but inventory config and data all seems to be handled in engine and I seem to be looking out of scope

jade brook
#

No, there is not.

wise fog
#

Figured as much. Thanks

soft pasture
#

anyone know any way to make AI or a veh only target naval units? trying to make a anti ship costal missle defense. cant find anything in the bi wiki covering those cfgs

#

i tried using cost but ai will still target ground vehs

stoic lily
#

i guess you would have to script completely the weapon use

soft pasture
#

yeah that seems to be the answer i was expecting, thanks for the comf. think ill try setting it laser lock and then set all the big boats as laser targets till i can find a better solution

#

when i get time ill make a post to bi about them adding in the option to set weapons as navel or ship locking only

stark ibex
#

hey, I keep getting the issue where it says that the base class is undifined, altough it is? If been trying but nothing works... help?

grand zinc
#

Hey, I keep getting the issue where it says that the base class is undefined, although it is? I've been trying but nothing works... help? (These errors trigger me and your lazyness to not fix them and instead just copy-paste after I tell you to go here from #arma3_scripting triggers me even more)
Can you provide the full error message that you have? CfgPatches requiredAddons correctly setup?

stark ibex
#

class a3nl_car_2: a3nl_car2;
rapify x64UnicodeVersion 1.76, Dll 6.44 "config.cpp"
In File a3nl_vehicles\config.cpp: Line 563 rap: missing inheritence class(es)

hard chasm
#

so, it's not a 'base class' at all.

#

the syntax for above is wrong. look at any other inherited class to spot the error.

stark ibex
#

the names match, i just dont get what goes wrong here. I usually dont do much with configs.

grand zinc
#

Well the error message that you get says something doesn't match or is missing.
No one said that the names don't match. Syntax is still wrong

stark ibex
#

i've read over the entire thing but i cant find it. I've checked wit some else who knows more about it as well, still no clue.

stoic lily
#

class a3nl_car_2: a3nl_car2; = class a3nl_car_2; or class a3nl_car_2: a3nl_car2 {};

livid heath
#

hi guys. can anyone explain why cars have two animations using the hitwheel sources, wheel_1_1_Damage and wheel_1_1_Damper_Damage_BackAnim for example

#

they seem to both do the exact opposite movement causing the effect to cancel out

untold temple
#

it's so that the wheel rim moves the correct distance to make contact with the ground after the tyres are damaged

#

also gives the visual effect of tyres losing air by sinking the bottom of the tyre in the ground

livid heath
#

in my jeep they have the same min and max values and phasing, and so simply cancel out

#

am trying to work out how they should be set up

#

ah i see i nthe sample model they have different values for each anim

#

ok thanks will meddle further with it. im guessing they shouldnt have the same value, and thus cancel out

#

this is in the sample model

#

class wheel_1_1_Damage: wheel_1_1_destruct
{
type="translation";
axis="Basic_Damper_Destruct_Axis";
memory=1;
selection="wheel_1_1_damper";
source="HitLFWheel";
minValue = 0.0;
maxValue = 1;
offset0 = 0;
offset1 = DamageOffset;
};

#

class wheel_1_1_Damper_Damage_BackAnim: wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1.2*DamageOffset;};

#

with

#

#define DamageOffset 0.2

#

so it looks like when you damage the wheel, it sinks 0.2m (w_1_1_d anim)

#

and then at the same time it also rises back 0.24m (w_1_1_d_d_b anim)

#

am i missing something? i would have thought the selection or the min and max values would be varied to create a slowly lowering tyre, but they are movements applied to the same selection in the same range of damage value

#

makes no sense to me

#

why have two contradictory animations?

#

why not just one?

#

the reason i ask is that my jeep is working great until you blow it up and then the wheels and axles are moving halfway through the engine block. trying to figure out what these anims should be doing so i can correct the maths

#

actually the sample class modifies those two animations and sets offset1 to the same opposite values 0.18 and -0.18

#

can anyone explain why it has two apparently canceling anims?

untold temple
#

might be handled differently in Arma 3 since we have physX wheels

livid heath
#

ahhh

#

s othe anims might be historical artefacts in class car

#

and so making them the SAME means they do indeed cancel, as perhaps they are not wanted any more

#

thanks man, that really helped me out of a bind

#

typical model project, 99% worked perfectly, done it in a few days, and stuck on this dumb 1% issue for several more days

#

i have those config values already wheelDamageRadiusCoef etc

#

so is this kind of height management for wrecks redundant now?

#

class destruct_heigh_ppt
{
type="translation";
source="damage";
selection="wheel_1_1_damper_land";
axis="land_move_axis";
memory=1;
minValue=0.999999;
maxValue=1;
offset0=0;
offset1=-0.4;
};

#

ok removing that extra anim seems to have really helped. thanks monkey for pointing me in the right direction there

hard chasm
#

it would seem by your comments that phsyx has done more harm than good, In this example by removing some of the abilities to configure different aspects of the p3d (in this case wheels and dampers). So, we're 'stuck' with however physx decides to do things.

#

It might turn out just fine, but that was never the intent of having a configurable asset.

livid heath
#

it seems to me that there used to be a twin anim running to manage the damaged tyre height, and then when configs came in to manage it, as the physx engine can do it inherently, the animations were no longer required. however i guess so many modded cars using older simulation in early A3 would have been broken if BI had removed the anims from base car class, so the ysimply modified the mto counteract each other. or so it seems to me anyway

#

so i guess in terms of performance, physx managing it through config may be better than having to run two anims.

#

but i suppose the main thrust is that if physx expects to manage the tyre damage, then it shall have it lol

#

the older destructheight anim we had in there to place the wreck o nthe ground seems to now be redundant

#

im still seeing odd behaviour, like if i shoot the front tyre, the back of the car drops

#

this, despite all of the selections and names being correct afaik

slow flame
#

Is there an artillery barrage picture available in vanila ArmA?

maiden lodge
#

I have posted a topic

#

Bottom like, would anyone know where and when the script is kicked off when you select a target from the artillery computer or when you press the 'Fire' button

strange egret
#

it might be simply hardcoded

vital tundra
#

hey, quick question

#

does anyone have a script to disable collisions with an object?

#

For example, if I wanted to place a house that looked normal but could be walked/phased through