#arma3_config

1 messages Β· Page 80 of 1

quasi trail
#

Could anyone help me? I have my Server Config set up for the User Interface which is exactly how I want it for our group. But the ACE UI module overrides the CFG. Is there anyway to clear this up so that the Server CFG is the primary UI input?

woeful citrus
#

I need help with some stuff:
I want to change the weight of single items.
I want to modify the value how much a backpack/rig can carry.
And I want to modify how much stamina the player has.

Can somebody help me?

obtuse moon
#

@jade brook hey thanks sorry i didnt see the notification πŸ˜„

granite grotto
#

Hia guys - I am trying to override the default winner and looser debriefings via description.ext - the wiki on the matter (https://community.bistudio.com/wiki/Debriefing) only shows for the loosing side, but my guess was "winner" would be the right work for winning side.
I also think they misspelled looser - so I added the two variants just to be sure.

However I still get the default one :-(

Here is my debriefing classes

`class CfgDebriefing
{
class winner
{
title = "You are victorious";
subtitle = "Yey!";
description = "Amazing work";
// pictureBackground = "";
// picture = "";
// pictureColor[] = {0.0,0.3,0.6,1};
};

class looser
{
title = "You have been defeated";
subtitle = "Buuhh!";
description = "Look at you now!";
// pictureBackground = "";
// picture = "";
// pictureColor[] = {0.0,0.3,0.6,1};
};

class loser
{
title = "You have been defeated";
subtitle = "Buuhh!";
description = "Look at you now!";
// pictureBackground = "";
// picture = "";
// pictureColor[] = {0.0,0.3,0.6,1};
};
};`

Thanks in advance

lofty zealot
#

```cpp
[...]
``` @granite grotto

woeful citrus
#

I want to modify the weight of an item from a mod. How can I do this?

untold temple
#

something like this, probably ```C
class cfgWeapons
{
class object_Base;
class object_Parent : object_Base
{
class ItemInfo;
};

class object : object_Parent 
{
    
    class ItemInfo : ItemInfo
    {
        mass = ##;
    };
};

};```

#

and correct requiredAddons[] entry in class cfgPatches

woeful citrus
#

Thanks but where do I have to put this code in? Sorry I just have a little base of coding in Arma for missions stuff but not for modifying stuff etc.

#

@untold temple ? Sorry for the tag. I hope its okay

untold temple
#

you write a config.cpp and make a new .pbo

woeful citrus
#

yeah I already figured it out that I need to make new files but where? I cannot find a guide that shows the beginning. Everyone starts with You need to make a config.cpp or something like that

untold temple
#

for a config addon it doesn't really matter where. You make a folder with what ever name you want the .pbo to have, make a text file in notepad or something and save it as config.cpp inside that folder and use an addon-making tool to pack the folder as a .pbo

woeful citrus
#

ah ok

#

they could write this into the config tutorials.

#

and then I can handle this .pbo like a mod?

#

I guess I have to replace object_Base , object_Parent and ItemInfo. But where can I find these infos? Because it is from a mod so I cannot find the item in the wiki

viral rapids
#

@untold temple You still a whitey? tztztz @unreal musk and @astral pagoda

woeful citrus
#

I think I found the name of the item

placid ether
#

Hi all, Does anyone know about adding custom attributes to triggers, or adding custom trigger types?

grand zinc
#

What kind of trigger type?

#

Triggers are hardcoded in the engine

placid ether
#

Any really, I know how to add attributes to markers and modules, just haven't found the base class to add attributes to triggers.

placid ether
#

Well I figured it out. You can add to CfgNoAIVehicles and inherit from EmptyDetector

junior bane
hard chasm
#

possibly initphase=0 or 1 ?

junior bane
#

in the model.cfg? or i need in the config a class?

actually is in my weapon config this:

        deployedPivot="bipod";
        hasBipod=1;
        soundBipodDown[]=
        {
            "A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_generic_down",
            0.70794576,
            1,
            20
        };
        soundBipodUp[]=
        {
            "A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_generic_up",
            0.70794576,
            1,
            20
        };
        inertia = 0.2;    
junior bane
#

ok i solved the problem.

Model.cfg
change the Source ="Bipod_legs"; to Source = "bipod"

"bipod" is the Source for bipods directly on weapons.
"bipods_legs" is for attachment bipods with underbarrel

hard chasm
#

AH

clear venture
#

you're inheriting from a DLC class

livid heath
#

also some animationsources run backwards in game, like "reload"

#

it's great fun animating everything then realising you have to redo it all backwards hehe

strange egret
#

^ run backwards, but only for certain classes too ^^

hot pine
#

magazineGroups will be soon replaced with magazineWells

#

so any hackery revolving around it will be no longer needed

untold temple
#

😲

stone cove
#

oh

#

nice

untold temple
#

Wonder if magazineWells will be arrays to put in both the mag and weapon class or class magazineWells similar to class compatibleItems

grand zinc
#

Woot? @hot pine Does that mean you guys scrapped my magazineGroups fix?

#

Instead of just implementing it?

stoic lily
#

or implemented with that new name

hot pine
#
{
    class Stanag556x45
    {
        BI_stanags[] = {30Rnd_556x45_Stanag,30Rnd_556x45_Stanag_Tracer_Red,30Rnd_556x45_Stanag_Tracer_Green,30Rnd_556x45_Stanag_Tracer_Yellow,30Rnd_556x45_Stanag_red,30Rnd_556x45_Stanag_green};
        CUP_stanags[] = {CUP_30Rnd_556x45_Stanag1, CUP_30Rnd_556x45_Stanag2};            
    }; 
};```
 

```class CfgWeapons
{
 class mk20_base_F: Rifle_Base_F
 {                
  magazines[] = {30Rnd_556x45_Stanag}; // keep non empty, some script (arsenal) reed it only from here
                 magazineWell[] = {Stanag556x45};```
hot pine
#

this way all magazines don't need to be preloaded/checked

untold temple
#

oh, so MagazineWells is its own thing in the root config rather than arrays under cfgMagazines. Nice

wise fog
#

Any info on removeWeaponCargo or anything to remove/get info on a specific magazine or weapon by id ? Seems to be only engine based right now, would love to have more control in inventories with those commands

grand zinc
#

@clear venture See magazineWell talk above. Should be easy to fix out magazineGroup code

stoic lily
#

the above design is still limited, is it not? like only one config can define magazineWell - so its back to load order/dependencies/the last config to set the magazines

#

instead it should be class Magazines inside a cfgWeapon class

#

the above CfgMagazineWells has this design at least with custom parameters inside class definition

grand zinc
#

you can append to the arraz

#

would be awesome if it worked like the CfgMagazines array

untold temple
#

why would it be a problem though if you can just add the mags you'd want to add to the magazineWell[] array as a new custom array in the target CfgMagazineWells class?

grand zinc
#

you can apparently use that as a class and just have magazineclassname = 1 in the class

#

and that will count the same as a string in the array

#

oops sorry. not CfgMagazines

#

That

#

you can use a array of strings. or a class of entries

#

that would be optimal I think

untold temple
#

I assume the arrays in class Stanag556x45 might be for some kind of arsenal or mission filtering?

#

like if you only want to show BIS mags, or mags from X mod, Y mod

grand zinc
#

I think it was so people can use class inhertiance instead of array appending

#

kju was about that you have to array append to the array in CfgWeapons. Which is kinda buggy/non intuitive

worn pewter
#

what triggerAnim is ? (CAManBase)

untold temple
#

animation for right index finger when firing a weapon I believe

worn pewter
#

thanks, that sounds right

livid heath
#

ooh

#

like the new magazinewells situation πŸ˜ƒ

stoic lily
#

if you have situations with more the two configs wanting to update the same array, you run into issues

#

therefore you need an open ended design - which is a subclass with unlimited entries

#

you can then add new entries, or overwrite a given entry if really necessary/desired

#

// keep non empty, some script (arsenal) read it only from here
this alone shows the concept not well thought out - effectively this makes (existing) script interaction broken (instead the engine should merge on game start the definitions back to the "magazines[]" list)

grand zinc
#

They want to prevent having to scan all magazines

#

That was also required for magazineGroups

#

and will also be required if you want to merge into the magazines array

stoic lily
#

but i guess the magazineWell is OK for BI standards and A3 at EOL

#

yes the above is a simple hack

#

it may be good enough, but its not a good design as said

grand zinc
#

Yeah. As I said if it would work as with weapon attachments

#

as in. either array of strings. Or class of entries with value 1

#

Also easily allows mods to then set entries to 0

stoic lily
#

lets hope they figure this out finally for Enfusion

hot pine
#

would script command to return compatible magazine help there?

clear venture
#

jesus yes

hot pine
#

magazines from magazineWell are appended to magazines[] array

#

so that could be probably easily returned

hot pine
#

alright, I will ask about it

grand zinc
#

magazines from magazineWell are appended to magazines[] array
That would already solve it.

clear venture
#

true

hot pine
#

it's appended in engine

grand zinc
#

@clear venture that would solve that. If it enforces engine side to use correct casing.

clear venture
#

AND ALSO THAT

#

AAAARGH

grand zinc
#

Which it doesn't have to

clear venture
#

I absolutely HATE how commands / configs return different casing

#

it's infuriating

grand zinc
#

It doesn't though

#

it's the users fault that wrote it wrongly into the magazines array

#

a engine command that retrieves these after the magazine class is instanciated would solve it

#

But if that engine command just returns the strings in the magazines array plus the ones from magazineWells it wouldn't help your case

#

And no one forces you to use correct casing for the magazineWells too. So that makes it kinda worse

#

@hot pine May I ask what caused you guys to start looking into magazineGroups again? And Why the rename? IMO magazineGroups is a better name

hot pine
#

to avoid any compatibility issues - even though magazinesGroup almost didn't work at all, it could be still used someone (you are sort of best example in this case)

#

magazine wells & groups are configured in two different ways so it was better to separate both

grand zinc
#

Will magazineGroups be officially removed then? As they never really worked?

strange egret
#

apropos magazines, bullets... could you provide us with details on the dispersion formula?

clear venture
#

it's in radians

#

what more do you need to know?

strange egret
#

ehh wait... no not the dispersion.

#

i meant the thing about bullet bouncing angle

clear venture
#

oooh

hot pine
#

yes, magazineGroups will be removed

strange egret
#

deflecting value it was

hot pine
#

sin(ammoType->deflecting * surfaceDeflectionCoef)

#

so deflecting param is in degrees actually

#

@strange egret

strange egret
#

hm - and where does the random distribution come in play?

hot pine
#

there is no simple formula for that

strange egret
#

surfaceDeflectionCoef is a material parameter? Or also ammo type?

#

in .bisurf i only see restitution and friction

hot pine
#

Density = 8600;
rough = 0.1;
dust = 0;
bulletPenetrability = 1.5; // RHAe x 10
soundEnviron = "Empty";
isWater = "false";
friction = 0.7;
restitution = 0.3;
impact = "hitMetal";
soundHit = "Metal";
deflection = 2;

strange egret
#

or is that a global value?

hot pine
#

by default it is 1 guess

strange egret
#

aha ok

hot pine
#

gtg now

worn pewter
#

Is some way to spawn entry (basic B_Soldier_F model would be perfectly), for it would be spotable, attackable by enemy AIs, and would have damage system on, but would not run any other systems (for keep it's cpu use low as possible), basic units with disableai"all" still using noticeable more CPU then for example hunter (when no enemies around)

strange egret
#

ok thanks so far

clear venture
#

that was a nice interaction reyhard, thank you for answering to ded πŸ˜„

grand zinc
#

Huh? @clear venture

clear venture
#

y u no reliz tfar 1.0 ded?

#

wer is ?

#

I swear i'll keep bugging you until you do

grand zinc
#

@worn pewter no. You can disable Simulation. Which disables the Simulation. Which disables damage and stuff

#

Which of my questions did you mean?

clear venture
#

the original one about magazine groups a few months ago now πŸ˜„

worn pewter
#

@grand zinc disabling simulation do not disabling damage

grand zinc
#

@worn pewter Sure? Without simulation it can't simulate being hit and dying and stuff

#

@clear venture You mean me fixing it? πŸ˜„

clear venture
#

shhhh

worn pewter
#

@grand zinc yeah, i'm sure pretty much

#

i'm looking into something like making new unit, which will fit the requirements, but not sure if i can and how to make it fit them

grand zinc
#

I'm quite sure that's in engine. Don't think you can make a AI-less AI with just config

worn pewter
#

@grand zinc thats sad :(
thanks for responce

grand zinc
#

Maybe you can make a Car with a Human model and skeleton and make it play Human Animations

worn pewter
#

y, but the task is it needs to be of west/east/inde. side

strange egret
#

how did you measure cpu usage from disabled ai ?

grand zinc
#

vehicles also have a side

#

as they are AI's too

#

kinda

worn pewter
#

@strange egret well,
500 AI of enemy sides (with no ammo), far from view=huge fps impact, disableAI"ALL" lowering the impact;
500 AI of same side far from view=fps impact more than 500 hunters in same conditions, disableAi"all": almost no changes;
@grand zinc They have empy side, whish is not attacked by ai :) , can it be changed ?

grand zinc
#

I think yes

#

you can create group with that side. Then create unit in that group

#

Or you can just make them civilian

#

no one attacks civilians

clear venture
#

by default*

#

you can change side relations

#

and civs attack everyone.... they're dicks

worn pewter
#

@grand zinc you misunderstood, i need them be west for example

strange egret
#

what is is that you are trying to accomplish?

grand zinc
#

So you need them on side west. But also on empty side

strange egret
#

defining soldiers as vehicles and have them animate is impossible. If its enough to have them as static model then ok, but as animated model - not possible

worn pewter
#

@strange egret i want to add to game units with limited functionality, which will work with scripts and partialy the game's systems for increasing amount of units on map
@grand zinc i need entry on west side, which will not use more CPU than crate (well as low as possible)

grand zinc
#

Put the units onto a HC

worn pewter
#

already

grand zinc
#

Then you can kinda ignore the CPU load

worn pewter
#

this task still stays

strange egret
#

"partially the games systems" - what exactly, because details make all the difference

worn pewter
#

@strange egret spotable, attackable by enemies, destroyable, thats all

strange egret
#

do they need to be visible/ accurate to see or are they always out of view from actual players or observers?

worn pewter
#

@strange egret y, and visible

strange egret
#

then this will not work

worn pewter
#

?

#

any ideas welcome :)

strange egret
#

like i said - you cant animate vehicles the same way you do with characters

grand zinc
#

I guess you can make them stand still. somewhere

worn pewter
#

it will stand and do not need any knd of animations

strange egret
#

so they will look like stupid puppets

grand zinc
#

Then get shot at by enemies. Then don't react to the shots at all

strange egret
#

but they need to have a stance, or not?

grand zinc
#

You can just model the stance statically into the model

worn pewter
#

just a model, in static condition, its enough, if it will die mission event handler will trigger and script will handle some view things if needed

grand zinc
#

They will just stand their. Blood will splatter out of them and they won't react in any way nor die or whatever

#

You cannot ragdoll them

#

so you will have to move them into a static dead pose youself

strange egret
#

how close is any possible observer/player going to get to them?

#

are they going to be replaced with real models at certain distance?

worn pewter
#

@strange egret emm., n, do not think so

#

@grand zinc yes, thats fine

strange egret
#

dedmen, you can model them into a static pose, but that means you have to create a unique model for every pose, and also for every different outfit

grand zinc
#

yup

worn pewter
#

i still do not understand how you think its possible to make (or i'm missing something?)

grand zinc
#

Didn't say it was a perfect Idea πŸ˜„

strange egret
#

^and quite impossible, if its supposed to be vanilla or 3rd party character outfits

grand zinc
#

it's possible. With months of work to get even the basics kinda working.

#

I would just put them all to a HC and then ignore the CPU load on there

#

they will be very laggy and slowly react to things around them. But it'll work

#

Well actually I would just disable parts of their simulation. But that's out of your scope I guess

worn pewter
#

what you mean?

grand zinc
#

Just hack the engine like I always do

worn pewter
#

Can you make the exten. ? :)

grand zinc
#

No

#

Well. I can. I won't

worn pewter
#

at least figured it out, guess, thanks

wise fog
#

Can you allow weapons to take attachments and not have proxies for them? So they are invisible on the weapon

stone cove
#

whats that good for?

strange egret
#

"internal upgrades" (esp. muzzle slot is suited for that)

stone cove
#

well you can have no model or have a model with no 3D mesh in it

#

that way it might work as internal upgrades

strange egret
#

that said, since most proxies require memorypoints to work correctly it would break the functionality.

stone cove
#

you can have fake memory points tho

barren umbra
#

How do you change a container capacity (ie. how many items you can put inside)?

grand zinc
#

I think there is a supply config entry with a number?

barren umbra
#

ah I think I found it:

        maximumLoad=2000;
        transportMaxWeapons=12;
        transportMaxMagazines=64;
        transportMaxBackpacks=12;```
grand zinc
#

yeah

#

Not sure if the last 3 are still used?

#

It is kinda used. Don't know if it's still the same as in A2 though. Don't think so

barren umbra
#

Megabox created and tested!

        maximumLoad=999999;
        transportMaxWeapons=999999;
        transportMaxMagazines=999999;
        transportMaxBackpacks=999999;```
If anything fills it, then something has gone horribly wrong.
grand zinc
#

Fill it with bananas!

strange egret
#

just make the banana have weight=999999

viral rapids
#
transportMaxWeapons=999999;
transportMaxMagazines=999999;
transportMaxBackpacks=999999;```
They don't work (tested before, someone from also mentioned it)
#

@barren umbra

#

Quoting myself from 11.2016:

maximumLoad is the only one that works/is beeing taken.

transportMaxWeapons, transportMaxMagazines and transportMaxBackpacks do NOT work. BUT it needs to be added to the Config (transportMaxXXX = 1;) to enable the Inventory```
grand zinc
#

They are used for something still. No Idea what

viral rapids
#

To enable the Inventory^^

grand zinc
#

Maybe only one of them?

viral rapids
#

But they have no effect, since everything uses the "Mass" of the Wpn itself

#

Yeah, could be that only one was needed. Toooooo long ago.

hot pine
#

transportMaxWeapons=999999;
transportMaxMagazines=999999;
transportMaxBackpacks=999999;
eden box filling I think

#

I remember removing those and receiving ticket from QA 1 day later about something like that

viral rapids
#

But why are they still in, when they are not "working" or beeing used?

#

Or lets say: why are they "needed" thinkingsherlock

grand zinc
#

Because the "hasInventory" function that checks if a thing has a inventory checks for these but not maximumLoad

#

maximumLoad actually belongs to the Inventory class. Where as TransportMax* belongs to the AI class

viral rapids
#

🀦

grand zinc
#

Yes. Boxes are AI's. Just don't ask

viral rapids
#

(at that was the facepalm directed)

barren umbra
#

I wonder, can you make soldiers into "vehicles" you can get into as a driver?

grand zinc
#

:U

barren umbra
#

I remember I once had an issue where a soldier was spawned in without AI

grand zinc
#

That might be illegal in some countries

barren umbra
#

He appeared in the editor like an empty vehicle

#

Just curious as it could be used to make mechs or something like that

wise fog
#

@strange egret @stone cove Fell asleep, thanks for the replies. Trying to get attachments to register being attached to the weapon so they are picked up by commands such as weaponItems

#

would ideally like to not have them visible on the weapons, if there is no way w/o that then I'll have to scrap it

#

alternatively does anyone know how to not hide muzzleflash with a suppressor on a weapon?

grand zinc
#

You can just move the attachment point 100m into the air I guess (for invisible attachment)

wise fog
#

@grand zinc surprisingly it allows you to add attachments based on config

#

so if config allows it, weapons allow it and they don't show if you have no memory points or proxy positions for them

#

πŸ‘

grand zinc
#

You can attach without a memory point existing? Neat

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Good to know

wise fog
#

now I just need to figure out how to show muzzleflash

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with a suppressor attached

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hm πŸ€”

grand zinc
#

Are there muzzle attachments that don't disable them?

#

I only know of flash hiders and silencers. So it sounds like that having a muzzle attachment implies no muzzle flash. If so then you probably just can't

wise fog
#

no, I think I did an all or nothing

#

no attachments at all

strange egret
#

"just put it 100m into the air"... nothing could possibly go wrong 🀦

wise fog
#

Flying scopes

#

πŸ˜„

hot pine
#

You need to define custom muzzle flash

#

That way we were able to make unique flashes per muzzle device

#

///! Custom muzzle flashes, use alternativeFire param to set it up for specific accessory
​class rhs_muzzleFlash_dtk: ItemCore
​{
​ scope = 2;
​ //path to custom flash
​ model = "rhsafrf\addons\rhs_muzzleflash\models\muzzle_flash_dtk.p3d";
​};

#

'''​class rhs_acc_dtk3 : rhs_silencer_base
​{
​ Author_Macro
​ scope = 2;
​ picture="\rhsafrf\addons\rhs_weapons\gear_acc\rhs_acc_gear_dtk3_ca.paa";
​ model = "\rhsafrf\addons\rhs_weapons\acc\muzzle\dtk3\dtk3.p3d";
​ displayName="$STR_RHS_ACC_DTK3";
​ class ItemInfo: ItemInfo
​ {
​ mass=5;
​ soundTypeIndex=0;
​ class MagazineCoef
​ {
​ initSpeed=1;
​ };
​ class AmmoCoef
​ {
​ hit=1;
​ typicalSpeed=1;
​ airFriction=1;
​ visibleFire=0.85;
​ audibleFire=1.0;
​ visibleFireTime=0.85;
​ audibleFireTime=1;
​ cost=1;
​ };
​ class MuzzleCoef: MuzzleCoef
​ {
​ dispersionCoef="0.96f";
​ fireLightCoef="0.9f";
​ recoilCoef="0.79f";
​ recoilProneCoef="0.79f";
​ };
​ alternativeFire = "rhs_muzzleFlash_dtk3";
​ };
​ inertia = 0;
​};
​'''

wise fog
#

hmm I'll try to look into that thanks

dense atlas
#

Could someone help.
I'm nearly 50... I can't code, but I'm almost there...

I have found/botched together the code below that enables me to add remove units from HC.
The last line should remove units from HC. Except it doesn't.

Question: What is the Object vs. Array error in the last line?

player addAction ["Add Group to HC",{player hcSetGroup [Group CursorTarget]}];
player addAction ["Remove Group from HC",{player hcRemoveGroup [Group CursorTarget]}];

wise fog
#

@dense atlas #arma3_scripting would be the channel that might be better suited, but try cursorobject if you are looking at a player/ai ?

#

can you set a custom muzzleflash selection in the config of a weapon.. say like muzzleFlash="notzasleh";

untold temple
#

nominally it's selectionFireAnim, but I'm not sure if it's working

wise fog
#

that seems to be vehicle, I'll give it a shot for player weapons

#

thanks πŸ˜ƒ

sullen fulcrum
#

I'm thinking about using createSimpleObject to put a model in a mission. Is it possible to embed textures in a P3D or force it to use a relative path that's compatible with createSimpleObject?

autumn crater
#

Are there any RHS guys here? I'd like to ask them about their BM-21, drones and emplaced weapons, unless someone else can answer things about the above

#

(Please tag me if you respond)

#

Specifically, if someone can link me a config/p3d for Artillery (vehicular and mortar) an airborne drone, and how to do a salvo with an MLRS, that is what I'm looking for.

cobalt laurel
#

If I config a weapon to use a handanim from a weapon included in the Marksman DLC, that shouldn't cause players to see the buy DLC icon right?

untold temple
#

I don't think so

stoic lily
#

whats this parameter about?
role = "Assistant";

#

(in infantry classes)

clever kestrel
#

@stoic lily Taking a shot in the dark here, but it could be related to the new respawn screen. Could have a default role + equipment set to go with it.

stoic lily
#
        role = "Assistant";
        role = "CombatLifeSaver";
        role = "Crewman";
        role = "Default";
        role = "Grenadier";
        role = "MachineGunner";
        role = "Marksman";
        role = "MissileSpecialist";
        role = "Rifleman";
        role = "Sapper";
        role = "SpecialOperative";
        role = "Unarmed";```
#

do these fit to that?

clever kestrel
#

Are they all in the same class? If so then i highly doubt it

stoic lily
#

these are all the types set in BI configs

sharp stone
#

Those look related to icons

hot pine
#

respawn system

#

or whatever it is called in apex campaing

clear venture
#

yep, it's loadouts for the respawn screen

stoic lily
#

so nothing needed to do for mods, or is it useful?

hot pine
#

if you want to have your units be compatible with that respawn system then you might consider adding those entries

unborn hull
#

Hello, In OFP you could give any vehicle weapon to a soldier with a addWeapon. In Arma 3 I can give missiles but not getling or miniguns ... can someone help ?
or would it be possible somehow to attach a "M134_minigun" to a katiba ? xD

stoic lily
unborn hull
#

@grand zinc LEL

#

throws a molotov

grand zinc
#

@stoic lily You can't add getling/miniguns via script to a soldier

#

Apparently. As he just said

#

He wants to attach a minigun to a katiba. Which you can't via scripting but can (I guess) by adding a new muzzle to the config

unborn hull
#

Here is what happens : the katiba is holstered and a "No-weapon" Minigun is inhand... but you can_'t_ fireit...

grand zinc
#

What?

#

You just said miniguns don't work? And suddenly they do?

unborn hull
#

the player has the minigun but he cannot fire it

grand zinc
#

but you can fireit You just said he can :o. Confusing

#

What happens when you try to switch firemode?

unborn hull
#

argh sorry mybad

#

you just switch from Katiba to minigun and thats it

unborn hull
#

Any ideas ?

hot pine
#

did you tried different weapons?

#

afaik I was able to use 35mm autocannon in the past in arma 3

unborn hull
#

I did try a few yes an only the missiles work. Getling and Minigun don't work.
I will try every weapon and see if I can find one that works

#

@hot pine just tryed with

player addMagazine "680Rnd_35mm_AA_shells_Tracer_Red";
player addWeapon "autocannon_35mm";```
#

didn't work

autumn crater
#

Is there anyone that can link me a config/p3d for Artillery (vehicular and mortar) an airborne drone, and/or that knows how to do a salvo with an MLRS?

sullen fulcrum
#

@autumn crater As far as your Salvo, you can either fire it manually, or load AI under your command into a Sandstorm (Up to nine only occupied by gunners) and order them to stop. Then travel to an observation point and press "~" (Tilde) to select all of your units, you should have an order to "Fire Artillery" select AG, then choose how many rounds you want each unit to fire (I usually select Burst 4) and then wait for the rounds to come down.

#

Me, I'm looking to configure a new launcher, but I have no clue what any of the variables read as to the game.

hearty sandal
#

@sullen fulcrum google is your friend

#

same kind of pages can be found for CfgMagazines and CfgAmmo

clear venture
#

those are outdated AF

hearty sandal
#

better than nothing

#

should get one started

clear venture
#

arma 3 samples

hearty sandal
#

well yes those are good too

clear venture
#

because that ref is ofp / first arma old

hearty sandal
#

Β―_(ツ)_/Β―

#

so is Arma 3

clear venture
#

jesus christ, it's 17 years old

#

wtf

#

first arma is 11 years old

sullen fulcrum
#

Then again, I've been able to use the same format as Arma 2.

hard chasm
#

on the other hand a game that has been around 17 years deserves considerable respect.

#

as for contributed information being out of date, there's an amazingly simple answer to that.

autumn crater
#

Can anyone direct me to a place where I could get an example P3D/Config for a turret or mortar/artillery?

hot pine
#

Ref is more or less up to date

#

Although obsolete parameter for arma 3 are not removed

unborn hull
#

@clear venture lol... Operation flashpoint : 2001. Indeed 17 years old.

hard chasm
#

and still remains highly immersive because storyline, thematics, and plot were more important than sexy leaves on trees. Snakeman's 400+ missions in a single campaign !!!! (pmc fury) will keep you occupied 😎

north plinth
#

@hard chasm more important than sexy leaves on trees you hurt my feelings (actually not)

candid wave
#

ah PMC Fury in OFP, those were the times...

sullen fulcrum
#

Could anyone help me with the configuration of a disposable rocket launcher? I'm working with a team and none of us know how to get it to function like the way RHS has their M72A7 set up.

gilded lake
#

it's most likely 99% scripting because A3 doesn't have the functionality to do so through config

#

as far as I know anyway

sullen fulcrum
#

Oh boy! Something I actually half know! (And nobody else on my team does.)

sharp stone
#

The gist is: add a fired event handler > check if the unit fired your AT weapon > replace the weapon with a new weapon that represents the used version

sullen fulcrum
#

Noted. Many thanks.

#

Hide the magazines from the arsenal, ensure it spawns loaded...

sharp stone
#

if your team is comfortable with ACE id highly recommend to just implement their system

sullen fulcrum
#

Thanks to ballistics, the general thought is Fuck no.

knotty venture
#

Do ctrlControlsGroup's inside ctrlControlsGroupNoScrollbar's not work? Im trying to have a structured text control within the inner controls group, but for some reason its causing the main outer control group to move/scroll rather than just the inner

barren umbra
#

@sullen fulcrum You do know that you don't need to use the entirety of ACE, right?

barren umbra
#

@analog remnant About those smoke pod

#

bascially you can have a rocket that spawns the smoke grenade submunition on impact

#

not that hard to make

analog remnant
#

I am not much in Config Editings kind of totally new

#

Just require for making Videos

barren umbra
#

Oh for the effect only. Maybe scripting would be a better solution after all.

#

You could still make a config for that though

#

@analog remnant https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines
shotDeploy
You need to stick something like that onto your smoke rocket and have it have some smoke grenade ammo for submunitionAmmo. That is if you want the smoke grenade effect. If you want some kind of effect like in blastcore or such, then you need to edit the rocket ammo effect.
Maybe there is a way to scan an area for any impact and spawn an effect where rockets hit.

barren umbra
#

Incidentally: I still need to test out the shotDeploy to see if its possible to have a true HEAT ammunition. That spawns the jet only when it hits the target and the jet is the actual penetrator

sullen fulcrum
#

Oh fuck, someone's doing smoke rockets by using the Smoke Mortars, shotDeploy, and a manpad?

hot pine
#

@barren umbra - it should be possible

sullen fulcrum
#

@barren umbra I'm down, makes engine damage and stuff actually viable.

#

Most stuff I see just impacts the hull and damages that, in place of trying to damage the engine or fuel tank.

strange egret
#

@barren umbra but the issue is that this is velocity dependant on the parent shot. True Heat jet would be pretty much independant of parent speed

barren umbra
#

thats the point

#

you can change the velocity of the submunition AFAIK

#

or maybe I was wrong

sullen fulcrum
#

Oh, @barren umbra the goal is to leave ACE out as a dependency, being that we're a dependency for a mod that doensn't use ACE. And Basically the structure runs

Operation Trebuchet > OPTRE_CC (us) > OPCAN

#

That way it leaves OPCAN with minimal dependencies, and us with nothing more than the main mod.

#

So we're avoiding ACE like the plague.

barren umbra
#

Eh, sadly the launcher slot weapons do not accept any simulation other than "shotRocket"

clear venture
#

wat

sullen fulcrum
#

DAMN YOU BIS.

clear venture
#

do you realize you can add ACE3 support without adding it as a dependency?

#

it's only some additional config entries, which, will do nothing if the AB module isn't loaded

sullen fulcrum
#

Allow me to clarify here.

#

I have no fucking clue what I'm doing.

#

At all.

#

Whatsoever.

#

I was just asked to make a disposable launcher and sent a bunch of files.

#

So I'm gonna have a reloadable launcher that's SUPPOSED to be disposable, but I have no goddamned clue how to work the eventhandlers required to swap out a launcher for a useless (used) variant following the launcher being fired.

strange egret
#

it would be awesome if they could do the same thing as they did for initspeed modifier for handweapons - positive values act as modifier, negative as absolute override based on parent projectile initspeed, instead of speed at time of impact

barren umbra
#

@strange egret You can't have submution simulation on the launcher at all

strange egret
#

why not? Didnt the DLC with UXO add submunition to missile simulation?

barren umbra
#

@strange egret I tried and the launcher with ammo that used anything other than shotRocket did not work at all. The character didn't even take it off the back

strange egret
#

this might propably be a hardcoded issue then

#

but for vehicle launcher missiles or rockets at least i would think that it should work

barren umbra
#

Yeah, but it would kinda suck if the new HEATness can't be used by the infantry. Also I already switched back to stable.

strange egret
#

those changes where made long ago with laws of war (?) dlc. Nothing was changed to submun recently

barren umbra
#

Still the infantry AT weapons will have to use the old sucky method. I might give it another go on vehicles if I feel like it

hot pine
#

There is shot missile for that

#

And it's for sure working

barren umbra
#

yeah, but you need to use the "shotDeploy" submunition to spawn the penetrator on impact

hot pine
#

Tested it and as xk3j mentioned main issue is with speed

#

No

barren umbra
#

Oh yeah, there was a mention that missiles can use submunition now

#

I vaguely remember that

sullen fulcrum
#

Wait, so can they, or can they not use submunitions?

hot pine
#

ShotMissile

#

They can

#

You can do hand held cluster missile launcher

sullen fulcrum
#

Pfft, screw that war crime in a can.

#

We can just make smoke launchers for when you need to cover your ass.

strange egret
#

now we can finally do the MIRV version of FO's Fatman ^^

clear venture
#

we could since the initial release

#

member' arty cluster ammo?

strange egret
#

but they are not rockets or missiles

barren umbra
#

This reminds me: I really need to make that fatman like rpg round with GBU explosion effect. Maybe even with the bomb whistle

sullen fulcrum
#

YES.

pallid mulch
#

Anyone know why my config whould stop the inventory from loading? i dont get any errors

hard chasm
#

check the (dot)rpt file

#

if you've scrambled the master config.bin, it will tell you

pallid mulch
#

Thanks checking now

narrow crow
#

so if I take bis sample plan

#

and make it 20% size, it acts really strange.. which should be the value in config to scale down?

hearty sandal
#

no value in config for scaling down

#

what kind of weight are you applying to your small craft?

#

small vehicles tend to have issues in Arma

narrow crow
#

i scaled everything in model with 0.2

#

including weight

#

(so new weight ~1 300 kg and 2 meter width)

hearty sandal
#

and how does it behave?

#

@narrow crow

narrow crow
#

horrible..

#

like wobbling up and down (pitch) and then crasch

#

wonder if i could lower the air resistance kinda or drag

hearty sandal
#

are you using the physx config for the sample plane?

hard chasm
#

@meager elm Rapify errors have been fixed. cannot find you to PM direct

narrow crow
#

yeah

#

take the bis sample, straight of.. get "behaviour 1".. scale it down 50% and chopping of weight.. still "behaviour 1"

#

pass ~2 meters width, starts acting really strange

#

and its just scaling model, no config change

hard chasm
#

the master config.bin is built at game load and set in concrete

hearty sandal
#

@narrow crow it could be something with the physx config still being for the large sized plane or perhaps some memorypoints get messed up on such small scale

#

or too small geometry pieces actually

#

if geomety pieces are too small I think the engine does not register them

#

that definitely would mess up everything

narrow crow
#

2 meters shouldn't be too small, but yeah i guess it might be hardcoded somewhere

hearty sandal
#

no but if some of the individual components go to small when you scale them

#

I think walls dont work right if theyre less than 10cm

#

could be something like that

strange egret
#

mass distribution is key. If your mass points are too close together you might get instable behaviour

#

put the mass components further out, but decrease weight instead for more stability. Remove mass from all the rest

#

...what i would try

livid heath
#

hey guys, i'm having a problem with the virtual garage. I added some skin variants to our F-105 thunderchiefs and the virtual garage loads them up fine, but it doesn't change the skin on the actual plane model in the editor. i am wondering what is missing that the engine needs. we don't have a textures.lst nor tga files for the textures, could that be it?

narrow crow
#

ah, @strange egret thank you, that makes sense

hot pine
#

@livid heath - are you using more hs in class textures than there hiddenSelections[]?

narrow crow
#

this is how it looks now, works perfectly, but the "extra geometry" size isn't wanted

#

@livid heath don't forget to check and double check the factions

#

class un
{
DisplayName = "UN";
author = "Swedish Forces Pack (Megadeth)";
textures[] = {"","","","\sfp_patgb360\data\body_white_co.paa","\sfp_patgb360\Data\top_white_co.paa","\sfp_patgb360\data\secondary_white_co.paa","\sfp_patgb360\data\undercarriage_white_co.paa","\sfp_patgb360\data\wheels_white_co.paa","\sfp_patgb203\data\un_logo_ca.paa"};
factions[] = {"sfp_swe_2035","sfp_swe_2015","sfp_swe_1990","sfp_swe_1981"};
};

strange egret
#

not something you can influence without moving stuff in

#

memorypoints also count towards bounding box calculation

livid heath
#

@hot pine count of selections == count of textures

#

hiddenselections[] = {"camo1","camo2","camo3","camo4","camo5","camo6","camo7","clan"};
hiddenSelectionsTextures[] =
{
"\pook_f105\data\empty_tail.paa",
"\pook_f105\data\d\02f105d.paa",
"\pook_f105\data\d\03f105d.paa",
"\pook_f105\data\d\04f105d.paa",
"\pook_f105\data\d\05f105d.paa",
"\pook_f105\data\d\06f105d.paa",
"\pook_f105\data\wheels.paa",""
};

#

should i remove clan from that array?

#

@narrow crow thanks mate what is this factionsarray? never seen it before

#

factions[] =

#

this must be included in any vehicle using the virtual garage?

narrow crow
#

well, i use that.. so UMSC can't take army skins

#

etc

livid heath
#

when i make professional quality stuff, i use only tga and textures.lst, and the garage works perfectly

strange egret
#

tga wat...

livid heath
#

but this modded item here for some reason the textures dont apply to the spawned item in VR editor

#

the modded item has only paa

#

they show up in the garage, and seem to work but when you click ok, the plane remains the old version

#

i also dont have a textures[] = array

#

could that be the issue?

narrow crow
#

yes

livid heath
#

hrm maybe its the presence of "" for the clan selection. maybe that needs an empty file in it

#

so the code wont execute if there is no filename in the textures list maybe

#

class TextureSources
{
class uns_f105f_camo
{
displayName = "USAF Camo";
author = "UNSUNG";
textures[] =
{
"\pook_f105\data\empty_tail.paa",
"\pook_f105\data\f\02f105d.paa",
"\pook_f105\data\f\03f105d.paa",
"\pook_f105\data\f\04f105d.paa",
"\pook_f105\data\d\05f105d.paa",
"\pook_f105\data\d\06f105d.paa",
"\pook_f105\data\wheels.paa",
""
};
factions[] = {"UNSUNG_W"};
};

#

thats my VG entry for example

#

the last one is ""

#

ok sorry granQ i hadnt realised your paste was fro mthat part of the config. as yo ucan see i do have factions and textures listed

#

should "clan" be included in the list hiddenselections in the first place?

#

am thinking maybe not, as it is handled some other way isnt it?

#

yes that fixed it. i removed clan fro mthe array and also the "" as blank texture

#

cheers guys

#

@hot pine is there a known issue with count and placement of hiddenselections[] array not matching the count and placement of textures in the VG textures[] array?

#

we have for example got a T34 with 3 camos i can add, but it also has a hidden barrel part

#

so the hiddenselections count is 4 (3 textures plus barrel), and the hiddenselections textures count is 3 (textures only)

wheat stream
#

Barrel us a hidden section not selection

livid heath
#

i can confirm that having extra selections at the end of the array causes no issue

#

for example

#

hiddenSelections[] = {"camo1","camo2","camo3","camo4","camo05", "clan", "clan_sign"};
hiddenSelectionsTextures[] =
{
"uns_t34_t55\t34skins\t34_body01_v_co.paa",
"uns_t34_t55\t34skins\t34_body02_co.paa",
"uns_t34_t55\t34skins\t34_turret_nva_co.paa",
"uns_t34_t55\t34skins\t34_wheels_ind_co.paa",
"uns_t34_t55\t34skins\t34_body03_co.paa"
};

wheat stream
#

To add it name and place in hidden selections in model.cfg

livid heath
#

this causes no problems with a 5 count textures[] array in VG

#

it seems adding a "" as a blank texture is what kills the process

#

thanks deano, i can do that way if needed, but i dont think it is the problem, can just add hiddenselections to the end of the array that dont have textures. im pretty sure this is how we do it normally

#

it seems not using a blank placeholder texture is the problem

#

will explore further

hot pine
#

if you want to make selection empty use some procedural texture with alpha

stoic lily
#

@livid heath can you make a screenshot of the issue please - i am not exactly sure where your problem is
do you have class textureSources (and textureList[]) defined?

#

hiddenSelections needs all defined, whereas hiddenSelectionsTextures can be less elements from my experience

livid heath
#

@stoic lily the issue is this:

#
  1. place silver plane in editor
#
  1. open virtual garage and spary it camo instead of silver. model shown in garage is now camo. click ok
#
  1. model placed in editor remains silver
#

this happens when you have a null entry in textures array

#

if you use the old hiddenselectionstextures array with a null entry, that system works fine, but virtual garage cannot handle it, the code stops working and the model is not changed

#

i have fixed it now by adding in the base texture instead of ""

stoic lily
#

ok so just happens within VG preview?

livid heath
#

worth knowing i guess. this came up because im adding the new garage features to models we have a lot of hiddenslections shenanigans on lol

#

yes preview works but not changed in editor placed model

#

if using a "" as one of your textures

#

i suppose if the engine code could be changed to handle "" entries that would help, as sometimes we use them to hide an item on the cheap lol

#

as opposed to deanos suggested way, which we also use in equal extent for hiding parts

wheat stream
#

As regards said for a "" you have to have a texture on the model

#

So use in ob a macro with CA extension

#

Reyhard

stoic lily
#

we have also several definitions with last element "" - didnt notice the issue yet but its very likely true also here

wheat stream
#

Well I'm quoting old tech but I think good practice is macro on model define in model cfg and in CPP and hide unhide on init as necessary

#

As with hidden materials these days I should think

#

Via hidden selections array ""

#

Hiddenbselectiontexture array

livid heath
#

happy to help lol

#

sorry for added work hehe

#

can confirm my t54 now works perfectly, having placed the base texure in the list

wheat stream
#

T54 sound nice

livid heath
#

also of relevance, one of the tanks in that group has only 2 selections (body and turret) but 4 textures in the textures array - this causes no issue in the VG

#

oh no ignore me, i added a new garage hpp with only 2

#

for that specific tank

wheat stream
#

But they have all defined and a real texture defined so it should work anyway

livid heath
#

yeah removing the "" iswhat fixed the garage

#

we might encounter some issues where we have hidden parts using the "" to hide, and if they are in front of the main textures in the array there may need to be some reordering to put those parts to the end of the array

#

as we cannot easily apply a texture to them (sometime they are proxies with many textures for example)

#

anyway i'm waffling. off to play some games

wheat stream
#

You might remember in A2 when people apply a 32 bit on hidden selections but alpha never show it's kinda same issue and fix

livid heath
#

we have some models with 20+ hidden parts for a randomised look, gonna be fun updating these t othe new garage system 😦

#

i've never quite decided between using animate hide or hiddenselections

#

hiding geometry appears to be impossible, or am i wrong?

#

i could have sworn in A2 i had a lot of geo animated hidden, like gun wings on helis for example

wheat stream
#

No it works sane as Res component

livid heath
#

oh ok

wheat stream
#

Make it a bone

livid heath
#

ive noticed in A3 a lot of times for example on a heli with a hidden gunpod, the vis lod is hidden but the geo is still there

wheat stream
#

Might be physx

#

It's a simpler lod so won't be named

livid heath
#

yeah i'll have to dive int othat specifically sometime soon

#

you might be right. though normally im pretty hot on selection naming

#

and adding bones

#

i just filed it in my head as something to mull over

wheat stream
#

Imagine A3 without need for fire,mass,view,physx lods it will run on a retail till

livid heath
#

we have some helis with 4-5 variants all using hiddenselections for gunpods, rocketpods, ammo cans etc

#

rigging those on a model is pretty easy though, assuming you have a decent model to begin with

wheat stream
#

Physx lods may not even hide I had to abandon dynamic terrain because I couldn't animate the physx verts like the mass geo lod

livid heath
#

ah i see yeah

#

so you could have had real 3d shell craters

#

but they keep collision of old part

hot pine
#

it's possible to hide goe physx

#

and animate it

wheat stream
#

Yeah the physx lod stay same

livid heath
#

those kinds of things are ok for SP, but MP persistent missions would get clogged up

hot pine
#

infamous tank barrels are best example of it

wheat stream
#

Well depends how much you allow to happen

livid heath
#

ok good to know R

#

so i just made some dumb mistake in my helis somewhere

hot pine
#

" Yeah the physx lod stay same" - what do you mean?

wheat stream
#

I mean the vertices cannot be animated

hot pine
#

they can be

wheat stream
#

So it stays the same shape as it did in initial

hot pine
#

otherwise tank barrels wouldn't move

wheat stream
#

No you misunderstand

hot pine
#

ah, single vertex?

wheat stream
#

Yeah

hot pine
#

even roadway lod? (it's baked to physx)

wheat stream
#

Roadqay can but vehicle drive on Phys x unit walk on roadway

#

So no good for vehicle

hot pine
#

roadway should be baked to physx

#

so physx vehicles can coolide with it

#

buuut

#

since physx update roadway lod is not baked to map placed objects

hearty sandal
#

is that intentional?

wheat stream
#

Well I haven't touched for a while but for me the define driveon was a physx ref

hot pine
#

yeah

wheat stream
#

And units would adapt to animated roadway

#

Vehicles not

hot pine
#

but roadway lod is baked to physx

#

let me show you something

wise fog
#

So you can hide whole objects in physx LOD, just not manipulate physx verticies

#

Correct?

wheat stream
#

No I mean roadway lod

#

It still manipulated

#

Unit followed vehucke notn

hot pine
#

left is zeus placed & right is baked to physx

#

i've animated ramp on some object in roadway lod only once and vehicle was interacting with correctly

wise fog
#

Is that physx draws? Can you do that w/ vehicles to see the physx wheels and such

wheat stream
#

Yeah but individual verts live ?

hot pine
#

think so, need checking

wheat stream
wise fog
#

I have also created a ramp with animations and both vehicles players work

#

Not stretching verts but they moved almost 2m in fold up

#

Reyhard, thats on devbuild? What command can I use to view that

wheat stream
#

It's an old video but same thing

hot pine
#

@wise fog that's internal exe

#

might be worth trying with roadway

wheat stream
#

No that's me in arma 1

hot pine
#

πŸ˜›

wheat stream
#

And in arma 3 no phsyx so broke

wise fog
#

Why you do this to mee

#

Haha

wheat stream
#

I'll try when Australia flu fools off

wise fog
#

Got any info on undocumented commands in your secret dev documentation ? πŸ˜„

wheat stream
#

Yeah F4 = freedom

wise fog
#

Haha

#

I can try

#

Β―_(ツ)_/Β―

hearty sandal
#

Hey where would be the hit dust effect of a shotshell type ammo determined? My ammo is set as explosive and while I have disabled all effects when it hits objects, hitting ground produces this large dust ring

hearty sandal
#

actually I think I got it!

knotty venture
#

So I have a vehicle config that I need to edit because its having an issue. When I'm going for example 100km/h and brake and turn at the same time, it wont turn, it's front wheels will turn but it will just go straight until it stops. I don't know what value in the vehicles config needs changed to fix it

gleaming knoll
#

trying to pack real basic terrain into pbo, no binlog errors...only this
scanning for pbos to make....
preprocessing projects\jap\jap_burma.pbo
validating projects\jap\jap_burma\source\layers.cfg
ok
<scanning files to pack>
...............................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................
validating projects\jap\jap_burma\data\roads\RoadsLib.cfg
done
.........
<Creating a land_class config>

</land_class>
.
</endscan>
creating texheaders.bin
using binarise.exe to binarise wrp
<copying/crunching to temp>
.'xcopy' is not recognized as an internal or external command,
operable program or batch file.
cannot copy temp bin to source bin
Failed. View->output logs for projects\jap\jap_burma
jap_burma.pbo not produced due to error(s)
Job(s) completed in 8secs on Mon Jan 29 11:26:52 2018

stoic lily
#

.'xcopy' is not recognized as an internal or external command,

#

this is a normal windows command

#

something seems bugged on your system

worn pewter
#

when rewriting some configs in result they loosing some (not all) not touched lines, how is it defined, how to determine when it will happend ?

clear venture
#

it doesn't if you inherit properly

worn pewter
#

@clear venture (hope didn't mistaked that its answer to me :) )
well, watching ACE having same issue question: how to make it properly ?

clear venture
#

wat, we don't have that issue

worn pewter
#

@clear venture cfgActions

#

you have there base class for avoiding this

clear venture
#

that's called proper inheritance

#

that's how it's supposed to be done

hard chasm
#

xcopy and it's friends are standard dos tools supplied by the win os. you have bazongled your environ path.

worn pewter
#

@clear venture not really, that class is not base actually, its just relatively similar, so you just getting it out to avoid the lines loss, it will not work if there is not such similar class
@hard chasm "bazongled" ?

clear venture
#

link to the file / line

#

config entries don't magically disappear, you either rewrite the class with a different parent or you intentionally change them

clear venture
#

yes?

#

and ?

#

that's the parent class

grand zinc
#

That is the base class. And that is proper inheritance

#

I don't see a problem there

hard chasm
#

you don't 'see' it because there isn't one. 😎

clear venture
hard chasm
#

I think our friend might need to revise how he thinks inherited classes work.

worn pewter
#

@clear venture oh, damn, i just now realized that i do not really know if its base in A3 configs or not :) , sor
but the point is, as you said "config entries don't magically disappear": when i'm writing for example
class TakeBag {
show = 0;
showWindow = 0;
textDefault = "";
};
there around 5 lines do disapear;

clear venture
#

you replace the class entirely

#

in the case of takeBag it inherits from none

worn pewter
#

@clear venture but how to determine when it will be replaced entirely and when not ? (because i did some other edits and there only mentioned lines was replaced)

clear venture
#

inherit properly, because in your case it's always

hard chasm
#

class two;
class one:two
{
scribble=whatever;
you=want;
};

any other 'lines' are inhetited from class two, which, in turn, _probably inherits more lines from class unknown,. _which, in turn, inherits even more lines from yet another class.

the one thing you cannot do is change the nature of the inhertience to either something else, or even, nothing at all. The (dot)rpt will scream at you

clear venture
#

I mean, you can change the parent or redefine the class alright huehuehue

#

it might not do what you expect tho.

hard chasm
#

....and all other configs which use and assume the original inheritence will go awol

grand zinc
#

Awo? Awoooooo!

clear venture
#

RUN RUN THE FURRY IS HERE

worn pewter
#

emm, i kind of know how inheriting works, i'm asking why and how to see when in targeted classes only written lines will be replaced ?
(or i'm mistaking and when you writing class it always replacng whole one from previous configs ?)

clear venture
#

emm, i kind of know how inheriting works
Apparently no.

hard chasm
#

it will over-ride the same tokenname with whatever you change it to

worn pewter
#

well, possibly :)

clear venture
#

mikero's post summarized what your issue is

hard chasm
#

if it originally said

one=three;

and you come along and say

one=four;

that's what you get

worn pewter
#

regardless of is it parameter or class ?

hard chasm
#

paramater

#

you can ADD classes

clear venture
#

you can also replace them

hard chasm
#

....with new content, yes

clear venture
#

but it's:

  • not recommended
  • bad for cross compat
  • not what you want
hard chasm
#

you can also delete paramaters or classes, but both are tricky

clear venture
#

nah

#

it ain't tricky

#

it's close to impossible without intercept (classes)

hard chasm
#

haaaaaaaaaaaaaaaaaa

#

the delete operator is rare. it is normally only found in rscDisplays for the xbox.

grand zinc
#

class base {p=1;}
class A : base {p=2;q=3;} //result p=2,q=3
class B : A {q=4;} //result p=2,q=4
class B {q=5} //result you fucked up inheritance. So you overwrite the class. q=5 and p disappears.

clear venture
#

man, I forgot that thing still existed

#

...

#

really

hard chasm
#

well it doesn't really, it's just bi's way of not fixing the engine code to stop looking for them. (the delete operator)

#

I think Dedmen nailed the issue for you Ilais. You cannot change the class to whatever suits >you<

worn pewter
#

@grand zinc is this real ?
well that looks like answer, but :)) , y, i do not see any logic in the system at all

clear venture
#

wat

#

it's perfectly logical

grand zinc
#

Same as in C++ or whatever else language has inheritance.
Although you can't really delete and overwrite existing classes cuz... Stuff

hard chasm
#

agreed

clear venture
#

for ONCE that sqf is close to something else

grand zinc
#

That's not SQF though.. cough cough

clear venture
#

I know πŸ˜„

#

let's say RV4 then

worn pewter
#

so its just something like can overwrite, but need to manualy find all lines that will be scrapped and by tests get them all back in ?

grand zinc
#

No. If you inherit properly you can add and change entries in the class.

#

If you don't inherit properly you delete everything

hard chasm
#

@worn pewter for the last and final time you cannot alter class inheritence.

grand zinc
#

so just inherit properly and everything will be fine

worn pewter
#

@grand zinc
y, got that, but you wroote:
class base {p=1;}
class A : base {p=2;q=3;} //result p=2,q=3
class B : A {q=4;} //result p=2,q=4
Why is in class B no q=3 ?

grand zinc
#

Because it says q=4

#

you overwrite the value of q

worn pewter
#

oh ***, names, damn, {delete} my last 3 posts, do not understand what for to use such similar letters in cases like that

#

now everything is clear and logical, sorry, and thanks for help

#

and saying straightly, it looks like the classes just always overwrite same as parameters (if they not just called, ex."class t;"), the inheritance is just way of reinserting the entities (not some rule or anything (technically)), thats why i was so confused by the answers

gleaming knoll
#

@hard chasm ive had this before.
i have a long PATH.....which includes mikeros tools. if i update your tools it wipes PATH just leaving mikeros tools??

hard chasm
#

the inheritance is just way of reinserting the entities
that's what the word inherit means!!!!

#

if you inherit blue eyes from your mum , what other color did you thinkl they'd be?

worn pewter
#

@hard chasm i know and that i thought of, but just look on the answers, the answers says that "if you do not inherite classes properly they scrapping", and when i reasked you said that "parameters" do overwrite (not "all entities")

hard chasm
#

. if i update your tools it wipes PATH just leaving mikeros tools??

you are using a very old, very stale version of the tools. the only tool nowadays that alters the path= is depbo.dll and it does it silently. There's a bug in the microsoft os that limits the path to 1024 chars using the SETx command.

gleaming knoll
#

so it just wipes my path clean?

#

mikeros tools was already on my PATH?

hard chasm
#

the dos SetX command will wipe the path clean if the current path exceeds 1024 characters. As stated, my tools no longer use SetX and do not cause this issue now.

#

the only way it could have happened is that you were using a very very ancient version of the tools. (at least 3 years stale)

gleaming knoll
#

deleted all mikeros tools...downloaded them again....no PATH issues πŸ˜ƒ

hard chasm
#

god knows where you found that stale stuff

gleaming knoll
#

been on pute for years.....it fucked up my pute years ago, i had to do a restore. saved my PATH to a text file so im ok today.

clear venture
#

... your what

#

type that word into google translate from french to english, and tell me the result

gleaming knoll
#

is that muggy sarcasm aimed at me?

clear venture
#

pute means whore in french

gleaming knoll
#

LOL!!

#

wow, COMPUTE......i wont ask you to translate the 'com' part then πŸ˜ƒ

clear venture
#

wouldn't translate to anything, that insult is written with an n huehuehue

stoic lily
#

has someone experience with vehicle configuration for TFAR - we have the issue that certain (or in some cases all) vehicle positions dont work

for example

When you open Pz4(and maybe in other tanks) commander hatch no-one hear you outside tank when you talking, and when you open hatch on driver,loader,MG, people outside tank can hear you.

grand zinc
#

I might have little to none experience with that.

#

TFAR 0.9.12? Turned out is bugged and broken.

#

Nothing you can do

#

1.0 fixes that

clear venture
#

riliz it alrady

#

gib 1.0 naow

stoic lily
#

@grand zinc thanks

night atlas
#

not sure if here is the right channel, but is it possible to hide the miniguns from the ghosthawk?

devout venture
#

hey guys, im trying to create a custom firemode but i cant find any documentation about how to change the actual rate of fire (not the aiRateOfFire)

untold temple
#

reloadTime

devout venture
#

really?

#

how odd

#

ah i see

#

thanks

#

there is a different param called magazineReloadTime. Thanks @untold temple

untold temple
#

yeah, it's confusing that they refer to it as reloading, but it is technically correct

sullen fulcrum
#

Quick thing. Could it be possible to make a rifle optic that automatically zeroes to the exact range of it's target in the same way tanks can ping a range?

strange egret
#

doubt it but why not just try it?

boreal heart
#

If tanks can do it, then surely a scope can

untold temple
#

it's tied to the weapon on tanks

#

requires a certain ballisticscomputer entry in cfgweapons

devout venture
#

Hey @untold temple do you know how to make a weapon be able to lock onto people like the darter can? Obviously the laser designator on the darter wont acquire a lock on but its still able to select a target

clear venture
#

it's not a weapon, it's due to how the camera works on the darter / TPODs

untold temple
#

there's a setting in sensors for detecting people: class SensorTemplateMan;

devout venture
#

so would it be possible to make a gun that can lock onto people?

clear venture
#

it's not the weapon that tracks the target, it's the sensor

devout venture
#

ah, shame

#

would be cool to make some weapons like that

tender folio
#

@eggbeast so I can pastebin you my turret config

#

anybody know how I can set up a static weapon to fire from multiple muzzles at once/alternating?

#

I've tried memoryPointGun arrays and gunBeg/gunEnd arrays to no success

livid heath
#

hi

tender folio
#

hey

tender folio
#

alright I've managed to get it working (if anyone is also trying to solve this issue feel free to contact me for help)

devout venture
#

Quick question: Do mikero's tools or any other tools have a tool for packing pbos that will automatically binarize all of the configs and rvmats inside?

grand zinc
#

Uh. yes.

#

Mikeros tools have a tool. PboProject.
BI has Addon Builder (or you can manually binarize)
Armake can also do it. Probably others too

sullen fulcrum
#

They all pretty do, you are prob confused because most tools (except v.simple ones) will unrapify the files when you extract pbos.

devout venture
#

I just didnt know cause i mainly use PBO manager as it was the first tool i started using and pbo manager doesnt unbinarize nor binarize configs in pbos

#

thanks for the answer

clever kestrel
#

Yeah never use pbo manager in production, maybe just quick tests

devout venture
#

Yea, it became a habit

#

It is the best for packing mission pbos

clever kestrel
#

Well best for packing quickly. But certainly not the "best"

devout venture
#

thats what i meant, quickly

round kernel
#

Anyone familiar with the new ACE NVG overlay and how to remove it from NVGs?

dapper compass
#

I read something about removing a specific file from the mod directory. Them the NVG's will behave as normal.

#

@round kernel

brave root
#

Hey Guys, I assume this is the correct spot to post this but I'm having issues setting up my functions pbo.
This is my current config in the pbo: ```
class CfgPatches
{
class Foski_Scripts
{
units[] = {};
weapons[] = {};
magazines[] = {};
requiredaddons[] = {};
requiredversion = 0.1;
};
};

class cfgFunctions
{
class Foski_Functions
{
class Foski
{
file = "\Foski_Scripts\Functions";
class init
{
preinit = 1;
};
};
};
};
and I have a file called 'fn_init.sqf' in the following directory '\Foski_Scripts\Functions\' but when ever I load into my game I get this errorScript \Foski_Scripts\Functions\fn_init.sqf not found```. Any input would be helpful!

tender folio
#

@round kernel sorry for the early poke but I use the following for decreasing ACE's effects on NVGs (bear in mind this doesn't remove the overlay, just makes it the least prominent)

ace_nightVision_grain = 0;
ace_nightVision_blur = 0;
ace_nightVision_radBlur = 0;
ace_nightvision_border = "\z\ace\addons\nightvision\data\nvg_mask_hexes_thin.paa";
ace_nightvision_bluRadius = 0;
ace_nightvision_generation = 4;
ace_nightvision_eyeCups = 0;

https://ace3mod.com/wiki/framework/nightvision-framework.html

#

the first 3 may now be deprecated but i leave them in just for good measure

#

(also if this is for OPTRE don't worry the ACE Compat will be updated shortly)

round kernel
#

Im not sure the compat will correct it for me, my implants don't go through yours. Either way, thanks.

grand zinc
#

@brave root Invalid PBO prefix

wheat stream
#

Hi is CfgArmorSimulations new and does anybody know if its in default class or which class the inheitance starts in vehicles ?

untold temple
#

never heard of it until errors started popping up on dev Branch yesterday. So I assume it's new

#

errors might be because the base class isn't there

wheat stream
#

cheers ill check the cfgviewer and slap it in the class of my cheicls

wheat stream
#

show us wot ya got in pastebin

sacred canopy
#

Hi, if i want to create one addon (i.e. ServerFiles.pbo) and i want in there more folders for optional things like ServerFonts and inside there a config.cpp

this is my folder structure:
@MyAddon
β•š addons
β•š ServerFiles.pbo
β•š ServerFonts
β•š Config.cpp
β•š OtherFolder
β•š Config.cpp

is this possible or do i need to create seperate addons?

grand zinc
#

possible.

sacred canopy
#

Okay, thanks :D

strange egret
#

has anyone tried the diag exe shots mode yet? what does it do?`

grand zinc
#

data about flying bullets afaik

#

I think we wanted that when fixing ACE Advanced Ballistics stuff.

#

But i just hacked my own debug output because Shots didn't work

untold temple
wise fog
#

What defines what scopes or bipods a weapon can use? Just if it has said slot then it can take any of them?

#

Is there any way to open the floodgates and allow any scope/suppressor/bipod on any weapon?

untold temple
#

Not without mods (CBA)

wise fog
#

Ill look into CBA, thanks

brave root
#

@grand zinc what does that mean? an invalid pbo prefix?

grand zinc
hard chasm
#

if you're using pboProject the prefix is set automatically without fuss since it\is\on\the\P\drive\in\the\correct\place

brave root
#

But the strange thing is, I'm not using a custom pbo prefix (I dont even have the txt file in my pbo directory) and I'm also using addon builder

grand zinc
#

Yes. That's exactly the problem

brave root
#

Okay tomorrow (currently in bed) and I'll test it and I'll let you know how I go. Cheers!

devout venture
#

Anyone have an idea on how to have different crew for different seats in the vehicle, for example: Ghosthawk has B_HeliPilot_F in Pilot and Copilot seats and B_HeliCrew_F in gunner seats but i cant find any config reference of it

hot pine
#

gunnerType in turret cfg @devout venture

devout venture
#

thanks

craggy pike
#

Hi guys, is there a way to make an existing a3 model use a provided model.cfg instead of the default one binarized into the p3d?
I have everything setup, but it always seems to prefer the vanilla config over mine.

wheat stream
#

nah i doubt it but you could change some things in cpp animationsources and useactions maybe

craggy pike
#

^solved through pm, thx o7

wheat stream
#

PM solve = Unbinned or care to share πŸ˜‰ ?

#

PM = Plagiarism Move huh ? lol

craggy pike
#

I had actually setup everything correctly in config.cpp, but had an oversight in the model.cfg which I recovered from a similar object.

#

So it was actually still loading the default model included in the p3d.

wheat stream
#

"make an existing a3 model "

sullen fulcrum
#

?

wheat stream
#

i call BS you unbinned you thief lol

craggy pike
#

? talking about drama lol

wheat stream
#

i expect to see it in Arma 3 life by 6 pm GMT

#

and green

sullen fulcrum
#

Yeah have to agree you can't just point a binarized p3d at a different model.cfg, guessing someone unbinned the model for you

craggy pike
#

Hmm, okay even with the corrected error still doesn't change the model it seems, throwing animationspeed errors.

#

So guess the only option is remake model or use existing selections then;

#

and unbin is something I'm well aware of but nope.

#

Sorry no drama today guys.

wheat stream
#

lets stick to facts then help will appear πŸ˜ƒ

#

we all unbin educationally its just we dont repack

craggy pike
#

That is why I want to write my model.cfg and stick it to an existing model, I never even mentioned repacking models.

#

Weird that this isn't a thing really. I actually want to get rid of most of the animations in the current model. Guess I'll have to live with there being more.

wheat stream
#

disable iots simulation then maybe a fix

strange egret
clear venture
#

it's been a few days since that was added

#

also LOAL glide bombs from today, altho they forgot some config entries and it just gives errors

strange egret
#

the shots diag mode doesnt seem to work... at least i dont see it doing anything

hard chasm
#

A model.cfg has no meaning to the engine. It is ignored, the 'model.cfg' has been baked into the p3d by bis binarise and that's the end of it.

boreal heart
#

Armour simulation ey

#

You have my attention @strange egret

soft leaf
#

got a pretty dumb question, I made a sight by inheriting from the base ACO, just changed the name and texture, but I can't get it in the editor to show up on asdg jointrails

#

I try to add it with

#

class asdg_SlotInfo;
class asdg_OpticRail;

class asdg_OpticRail1913: asdg_OpticRail
{
    class compatibleItems : compatibleItems
    {
        my_sight_name = 1;
    };
};

#

but it's still not showing up in the editor

clear venture
#

correction, 2 years and a half ago πŸ˜›

soft leaf
#

I know that

#

I don't have asdg installed seperately

#

I'm using it as part of CBA

#

what's the right way to define it so it fits on a 1913 rail?

clear venture
#

derp, it's because of that compatibleItems, gimme 5s so I can find the right way to inherit it

soft leaf
#

thx πŸ˜ƒ

soft leaf
#

so +=

#

got it

clear venture
#

i'd guess the first one is for JR and the other vanilla inheritance

#

use the first one (non +=)

soft leaf
#

doesn't seem to work, it shows up as the only addition for certain weapons

#

for others, it doesn't show up

#

and on the weapons on which it shows up

#

it does this

#

RIP

clear venture
#

for the "shows up as the only addition" don't use +=, the class may not support it, for that view issue it's likely you don't inherit properly for the scope

#

and shit I left the wrong link up 🀦

soft leaf
#

I didn't use +=

#

//asdg JR support
class asdg_SlotInfo;
class asdg_OpticRail;
class asdg_OpticRail1913 : asdg_OpticRail
{
    class compatibleItems
    {
        my_scope_name=1;
    };
};

class ItemCore;
class InventoryItem_Base_F;
class InventoryOpticsItem_Base_F;
class optic_aco;
class my_scope_name : optic_aco
{
    displayName = "InheritanceTest";
};

#

my_scope_name is also declared in the cfgWeapons

clear venture
#

hm, you know what would be nice? JR documentation

soft leaf
#

it would be but idk

#

everyone seems to know how to do it but me lol

clear venture
#

or me, I knew at one point but forgot πŸ˜„

soft leaf
#

hmmm

#

I think I got it

#

in hlc_core they use this

#

class asdg_SlotInfo;
class asdg_OpticRail : asdg_SlotInfo{};
class asdg_PistolOpticMount: asdg_OpticRail {
class compatibleItems {
    hlc_optic_DocterV = 1;
    hlc_optic_RomeoV = 1;
};
};

class asdg_OpticRail1913 : asdg_OpticRail{
    class compatibleItems {
        hlc_optic_LeupoldM3A = 1;
        hlc_optic_ZF95Base = 1;
        hlc_optic_VOMZ3d = 1;
        hlc_optic_VOMZ = 1;
    };
};

#

nope doesn't work

#

rip

quartz crater
lofty zealot
#

you sure that you updated the mission?

knotty venture
#
class ButtonGroup: ctrlControlsGroupNoScrollbars
{
    idc = -1;
    x = 0.273125 * safezoneW + safezoneX;
    y = 0.082 * safezoneH + safezoneY;
    w = 40 * GRID_W;
    h = 40 * GRID_H;
    class Controls
    {
        class IconBackground: ctrlStatic
        {
            idc = 323231;
            w = 40 * GRID_W;
            h = 40 * GRID_H;
            colorBackground[] = {0,0,0,0.75};
        };
        class IconImage: ctrlStaticPicture
        {
            idc = 100;
            x = ??;
            y = ??;
            w = 20 * GRID_W;
            h = 20 * GRID_H;
        };
    }
};

How would I go about centering the above IconImage within the main controls group?

clear venture
#

maths

#

aka x = 10 GRID W and y 10 GRID_H

knotty venture
#

That was easier than I thought, cheers

#

Maths and positioning always confuses me, no matter how hard I try :/

knotty venture
#

Does anyone know how I could have an RscPicture and RscText over a RscButton but still having the button maintain priority with focus, so if you click on the image it activates the button without affecting its visibility?

#
class ButtonItemsGroup: ctrlControlsGroupNoScrollbars
{
    idc = -1;
    x = 0.273125 * safezoneW + safezoneX;
    y = 0.082 * safezoneH + safezoneY;
    w = 40 * GRID_W;
    h = 40 * GRID_H;
    class Controls
    {
        class IconButton: ctrlButton
        {
            idc = 1;
            w = 40 * GRID_W;
            h = 40 * GRID_H;
            colorBackground[] = {0.2,0.2,0.2,1};
            colorBackgroundActive[] = {0.3,0.3,0.3,1};
            colorFocused[] = {1,1,1,1};
        };
        class IconLabel: ctrlStructuredText
        {
            idc = 3;
            x = 10 * GRID_W;
            y = 28 * GRID_H
            w = 20 * GRID_W;
            h = 6 * GRID_H;
            size = "6 * (1 / (getResolution select 3)) * pixelGrid * 0.5";
            onLoad = "(_this select 0) ctrlSetStructuredText parseText ""<t align='center'>Items</t>""";
        };
        class IconImage: ctrlStaticPicture
        {
            idc = 2;
            text = "gui\data\RscDisplayPlayer\items.paa";
            x = 10 * GRID_W;
            y = (10 - 2) * GRID_H
            w = 20 * GRID_W;
            h = 20 * GRID_H;
        };
    };
};

I can't seem to get the image AND the label over the button.

I just want the hover effect over the background to be honest. I thought I could just have an invisible button and somehow mimic the hover effect but had no success.

potent mortar
#

has anyone been able to turn old optics thermal google friendly through a cfg property? I've tried changing the material property inside the CCO/holo class cfg but it still doesn't allow thermals to pass unhindered. or are these thermal reactions baked into the actual models or rvmat issue?

untold temple
#

almost certainly an .rvmat thing

#

Thermal imagers cannot see though glass IRL. There's a reason that they're always mounted in front of a scope

potent mortar
#

@untold temple thanks ill check the rvmat, shame its only SMA optics that have reasonable thermal passthrough.

kindred moss
#

@soft leaf actually this is fine

//asdg JR support
class asdg_SlotInfo;
class asdg_OpticRail;
class asdg_OpticRail1913 : asdg_OpticRail
{
    class compatibleItems
    {
        my_scope_name=1;
    };
};``` but that goes to the config.cpp / not under `cfgWeapons` container
#

your my_scope_name should be in cfgWeapons not in root config

#
class ItemCore;
class InventoryItem_Base_F;
class InventoryOpticsItem_Base_F;
class optic_aco;``` these go to `cfgWeapons` aswell
lofty zealot
#

@knotty venture there is no way
if an element is above another, the element above always will get focus (that is valid for ALL UIs, though with others it is a bubbling event which means that you can solve it using code)
assuming that you want that image to be the background, you just have to change either the zindex (so that the button is at the very top again) or make the other elements accept clicking (in biki, search for ctrlAddEventHandler and check the handlers for it)

inland gulch
#

Trying to do a config dump with ConfigDumpFileIO but it doesn't seem to work

#

there aren't any instructions outside of how to execute the script so I have no idea if it even installed properly

#

Anyone here ever used it?

#

nvm it started working

lofty zealot
#
printnodes_output = "";
printnodes_append = { printnodes_output = printnodes_output + _this; };
printnodes_newline = toString [10];
fnc_printnodes = {
    _fnc_tabs = { _str = ""; for "_i" from 0 to _this do { _str = _str + "    "; }; _str };
    params ["_cfg", "_depth"];
    if(isClass _cfg) then {
        format["%1class %2 {%3", _depth call _fnc_tabs, configName _cfg, printnodes_newline] call printnodes_append;
        for "_i" from 0 to count _cfg do {
            [_cfg select _i, _depth + 1] call fnc_printnodes;
        };
        format["%1};%2", _depth call _fnc_tabs, printnodes_newline] call printnodes_append;
    } else {
        if(isNumber _cfg) then { format["%1%2 = %3;%4", _depth call _fnc_tabs, configName _cfg, getNumber _cfg, printnodes_newline] call printnodes_append; } else {
        if(IsArray _cfg) then { format["%1%2[] = %3;%4", _depth call _fnc_tabs, configName _cfg, getArray _cfg, printnodes_newline] call printnodes_append;  } else {
        format["%1%2 = %3;%4", _depth call _fnc_tabs, configName _cfg, str getText _cfg, printnodes_newline] call printnodes_append;  }; };
    };
};
[configFile >> "test", 0] call fnc_printnodes

you also could grab this
should work too
though ... might exceed string length, so you might want to change the printnodes_append method

soft leaf
#

@kindred moss thx

glossy shadow
#

there any documentation on the different simulation types used in cfgVehicles?

#

actually a better question may be, is there a way to disable the ability for a driver to get out/eject via config?

soft leaf
#

I'm filling a backpack with rhs mags

#

what's the difference between xx and the regular mag class?

#

like


rhsgref_30rnd_556x45_m21 

//compared to

_xx_rhsgref_30rnd_556x45_m21 

grand zinc
#

They have different names

soft leaf
#

how are the names different?

#

and what's the advantage of one versus the other

untold temple
#

_xx_ classnames are transportmagazines classes in a cfgvehicles container. Not magazines themselves

clever kestrel
#

Anyone know why the hell this:

class CfgSpawns
{
  class spawns
  {
    default_spawns[]=
    {
      [3159.49,6055.27,0],
      [1911.41,3575.71,0],
      [1989.29,4178.57,0],
      [4341.99,4344.55,0]
    };
  };
};

Yields : ["[3159.49",6055.27,"0]","[1911.41",3575.71,"0]","[1989.29",4178.57,"0]","[4341.99",4344.55,"0]"] ingame?

wise fog
#
class CfgSpawns
{
  class spawns
  {
    default_spawns[]=
    {
      {3159.49,6055.27,0},
      {1911.41,3575.71,0},
      {1989.29,4178.57,0},
      {4341.99,4344.55,0}
    };
  };
};

#

@clever kestrel

#

try that

clever kestrel
#

Alright, thanks. I'll try that out

clever kestrel
#

Works perfectly lol, wonder what's up with that

knotty venture
#

Its just how arrays are defined in C++

wise fog
#

@clever kestrel its how nested arrays need to be in configs - gotta be { { "fff" } , { "hhh" } };

#

πŸ‘

clever kestrel
#

@knotty venture Never used arrays in c++, will have to familiarize myself with it

wise fog
#

only brackets are for defining the array like you did

#

can't use them anywhere else

clever kestrel
#

Hm

#

I see

wise fog
#

so array[] = { }; = yes
array = { }; = no

knotty venture
#

Yeah thats what I meant, shoulda clarified

clever kestrel
#

I believe I did indeed do array[]

knotty venture
#

You did but the actual data was enclosed with []

clever kestrel
#

Yep, that's what I did incorrectly. I'm not sure what you are trying to say exaclty Andrew?

knotty venture
#

I believe hes just saying how arrays are defined in c++, and giving example

wise fog
#

just you can't do
default_spawns = { "data here" };

it needs to be
default_spawns[] = { "data here" };

thats the only place you can have brackets - not inside arrays

#

basically it can't be like regular sqf where you have default_spawns = [[coordinate1],[coordinate2]];

clever kestrel
#

Oh...I see. Thanks for clarifying

wise fog
#

np, I am tired so explaining that is so..so for me πŸ˜‚

clever kestrel
#

lol

mild axle
#

@knotty venture If you want to use the hover event handler on a button you need to use a RscButtonMenu

cloud spoke
#

Anybody knows a way of adding sudo downforce for a car ? ie higher speed = higher tracktion

mild axle
#

Hey, Anyone Know why this is happening when I throw my grenade, im trying to use model="\A3\weapons_F\ammo\mag_univ.p3d" as the model but it just seems to freeze in mid air 😐

untold temple
#

think the model needs geometry LOD and mass

#

so might not be able to do anything about it if you're not using a custom model

mild axle
#

Ahh right cheers @untold temple

devout venture
#

How does one remove this error: No entry 'bin\config.bin/CfgWeapons/ItemInfo.scope'? As i remember it came with an arma update and it has to do with mod configs but i never bothered to try and remove it.

untold temple
#

wrong inheritance of iteminfo

#

not just calling class itemInfo in the root config (as this does not exist)

devout venture
#

thanks

narrow crow
#

my tank is sliding over the ground in 200 km/h..

#

and i tried with another tank model that is working fine, same result

#

so either model.cfg or physx code

#

The wheels only turn when its going 0-10 km/h then its like physx looses touch and it just keeps going, any ideas?

narrow crow
#

ok, helped putting the moi to 2

undone quiver
#

Is turret sights based on configs or models? I'm trying to fix a vehicle that has it's base of fire slightly under it's reticule.

hearty sandal
#

model determines where the aim point, proxys head and barrel points are.

#

but also theres bullet drop

undone quiver
#

So if it has optics on, with it's own crosshair and the bullets are going just below that reticule. It would be the config based right?

hearty sandal
#

no optics sit on top of the gun so their aim is above the barrel which is why you see the shots got below the crosshair

#

dont think theres anything in config for that.

#

or well zeroing could work

#

what turret is it?

undone quiver
#

Side gun on a modded vehicle, I fixed some other stuff I was familier with, but I'm never touched weapons on the vehicle

#

Basically it's like say a static HMG, were when you right click it has it's own fancy optics. But the crosshair in that makes everything shoot below, including the AI who overshoot.

hearty sandal
#

is the optics forced to be always on?

undone quiver
#

Nope, set to 0

hearty sandal
#

as if theyre not im not sure if AI uses them for aiming

#

at least on my testings setting up AI line of fire has been pain in the buttocks

#

with odd centered weapons at least

#

I would first test what force optics do to AI fire to confirm

undone quiver
#

copy

hearty sandal
#

then messing with zeroing could help

#

but Im not quite sure if that needs also model changes.

urban venture
#

when this groupIndicators is set to 0 it should disable the green indicator around a friendly player right ?

vestal marten
#

So I used the ALiVE Orbat Creator to Create a custom faction (which works) and I'm trying to create a custom naming scheme for the AI so it fits better with the theme. I found a thread on the internet which shows the correct syntax for creating one, which is all well and good, but it doesn't tell me where to put it or how to point custom faction cfg to the custom naming scheme. Do I create a seperate .cfg file and point the autogen.hpp config to it somehow? Do I just put it in the cfgpatches.hpp below the rest of the script? I'm a bit lost (this is my first ARMA mod).

#

Names meaning like "FirstName LastName" for individual soldiers.

soft leaf
#

@vestal marten have you made a cfgWorlds file?

#

also anyone know how to make a sight force you out of optics?

hearty sandal
#

@vestal marten you could check the Arma3 configs on how they are done there and do the same

soft leaf
#

sorry, a sight force you out of night vision

hearty sandal
#

@Trotskygrad#2605 what do you mean force out of optics?

soft leaf
#

lol

#

confused the two

#

like some riflescopes force your night vision up when you ADS

#

I want to configure some sights I inherit from to do that

hearty sandal
#

have you checked any vanilla sight configs that do that?

soft leaf
#

good idea

#

figured it out

#

you have to change the visionMode Array in the optics modes of an optic

hearty sandal
#

πŸ‘Œ

soft leaf
#

required an unholy class import though πŸ˜›

tender folio
#

So does anyone know why a custom suppressor I have won't show any muzzleflash?

#

Here is my suppressor config:

#

the model has the proper proxy named "Zasleh2" and the memory LOD is setup as instructed but in-game no effect appears

untold temple
#

that's not how it works

#

alternativeFire parameter is looking for a class in cfgweapons where the muzzle flash model is defined

#

muzzle attachments don't use their own proxy

#

they simply take the muzzle flash proxy from the base weapon model, move it to the offset memory point defined by the attachment, and swap the muzzle flash path

tender folio
#

hmm

#

class OPTRE_muzzleFlash_suppressed: ItemCore
{
scope = 2;
model = "A3\Data_f\proxies\muzzle_flash\muzzle_flash_suppressor.p3d";
};

#

this is what I have

#

with alternativeFire="OPTRE_muzzleFlash_suppressed"

untold temple
#

yeah, so you'd use alternativeFire = OPTRE_muzzleFlash_suppressed

#

in the suppressor item

tender folio
#

alright now can I get away with defining that in a different config.cpp, so long as its in CfgWeapons right?

untold temple
#

should be able to yes

tender folio
#

alright will report back after checking

half ocean
#

Is the damage of a weapon defined by the magazine or the weapon?

hearty sandal
#

ammo