#arma3_config

1 messages Β· Page 84 of 1

strange egret
#

you havent paid attention πŸ˜› it was even in the start post of tank damage improvement

stoic lily
#

πŸ•΅

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i just forgot again - did you have a play with the negatives aleady?

strange egret
#

it just makes the armor on hitpoints absolute instead of dependant on "main" armor of vehicle. Its more of a thing of convenience

fathom thorn
#

I guys. Can I make reflector lights make objects cast shadows?

grand zinc
#

RV Engine can't do that

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Atleast not on static objects

fathom thorn
#

Ok

#

@grand zinc
you know why my lights dim like this when looking down?

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and is it a way to fix it?

cursive talon
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Any idea where I can increase / decrease the amount of mils you can raise / lower the mortar elevation by?

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E.g. I have a mortar, only goes to 60 degrees up, I want it to go further. How would I go about doing this?

fathom thorn
#

minElev and maxElev maybe?

cursive talon
#

There are no minElev/maxElev entries in the Mk6 Mortar though? Or are there?

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No entries of that nature int ehre

grand zinc
#

Turrets are CfgVehicles.

#

Vehicles you can enter are..... CfgVehicles.
So look there instead of CfgWeapons

cursive talon
#

Still can't find any min/maxElev entries

jade brook
#

class ViewOptics or ViewGunner inside the subclass of class Turrets.

grand zinc
#

Weird...

cursive talon
#

Ah I was looking in the wrong places.

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Thank you.

jade brook
#

They named the turrets TurnIn and TurnOut? That's weird.

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Ah, nvm. This config viewer is fucking with me,

#

Pretty sure this is what you need, not what Dedmen linked.

grand zinc
#

I am however quite sure he wants a specific mortar.

#

And not allVehicles class

jade brook
#

Stupid config viewer.

grand zinc
#

I linked the Mk6 Mortar and he asked for that ^^

jade brook
#

Yeah, but it inherits this as class ViewGunner

#

And so you need to adjust the values there.

strange egret
#

that doesnt change mortar elevation. Just maximum allowable view angle in free look

#

unless the mortar system works different to any other turret

jade brook
#

Which is why you edit it in ViewOptics/Gunner whatever it's named.

strange egret
#

it still wont do anything to change maximum weapon elevation

jade brook
#

Sure does.

cursive talon
#

So I presume it would be something like this:

class parent_mortar;
class my_mortar : parent_mortar
{
    class ViewGunner
    {
        minAngleX=x;
        maxAngleX=y;
    };
};```
jade brook
#

It's missing the inheritance of class ViewGunner.

#

Also ViewGunner is a subclass of the subclass in class Turrets obviously.

cursive talon
#
class parent_mortar;
class ViewOptics;
class my_mortar : parent_mortar
{
    class ViewGunner : ViewOptics
    {
        minAngleX=x;
        maxAngleX=y;
    };
};

Maybe?

jade brook
#

No.

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Not even close.

cursive talon
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Okay, I have no clue how to do this at all. I'll have to look deeper into it, thank you though.

jade brook
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Well which mortar is it?

cursive talon
#

I'm modifying the IFA3 US 60mm Mortar

jade brook
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I don't have that config tree, so I can't help there.

cursive talon
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Well, that's the ACE config tree.

strange egret
#

gap with what? manual fire or artillery computer?

cursive talon
#

Manual.

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I haven't confirmed this myself, this is just what I've heard from two of my friends who spent hours making their own range card in 10m increments.

strange egret
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well before you do stuff it helps to check yourself what the exact problem is. Is it actually elevation? Or do the charge settings simply have to be tweaked a bit?

cursive talon
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I figured allowing the mortar to go at a higher angle would be the easier solution. However it seems even that is quite complicated. I feel that with such a substantial gap it likely is not the charge that is the problem.

strange egret
#

screwing up charges is easy. Also, doesnt ACE use it's own ballistic code?

jade brook
#
//requiredAddons "A3_Static_F_Mortar_01"

class CfgVehicles {
    class LandVehicle;
    class StaticWeapon: LandVehicle {
        class Turrets;
    };

    class StaticMortar: StaticWeapon {
        class Turrets: Turrets {
            class MainTurret;
        };
    };

    class Mortar_01_base_F: StaticMortar {
        class Turrets: Turrets {
            class MainTurret: MainTurret {
                class ViewOptics;
            };
        };
    };

    class LIB_Mortar_base_ACE {
        class Turrets: Turrets {
            class MainTurret: MainTurret {
                class ViewOptics: ViewOptics {
                    initAngleX = 0;
                    minAngleX = -30;
                    maxAngleX = 30;
                    initAngleY = 0;
                    minAngleY = -100;
                    maxAngleY = 100;
                };
            };
        };
    };
};

requiredAddons thingy is important here, otherwise you fuck up all vehicles with your config.

cursive talon
#

Alright, thank you.

#

@strange egret Probably does however I don't see a logical reason for why they would use a different way of determining max/min elevation.

strange egret
#

no but vanilla artillery doesnt have any airfriction on rounds for example.

cursive talon
#

Indeed

icy coral
#

Hey Guys is there a specific way to delete a addaction entry for a new vehicleclass ?

jade brook
#

You mean a subclass in class useractions?

icy coral
#

i have those actions defined in my baseclass, but i dont want them i my class for the ammo and repair version of my truck

jade brook
#
condition = "false";
strange egret
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delete myclass;

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or that

jade brook
#

lol

#

Doubt you can delete inherited classes.

strange egret
#

you can

jade brook
#

ok

#

tbh, just make a base class for all your trucks, and then only give the action to the specific class and the ammo and repair variants inherit from the base class.

strange egret
#

i use delete for my turrets and hitpoints - sometimes its easier to delete something for one specific vehicle variant than re-define it for every variant that uses it

icy coral
#

so as example: delete class Hide_plane_back; should resolve my problem ?

strange egret
#

propably

icy coral
#

okay will try this, if it doesnt work out i will go the way with giving the action to the specific class ^^

jade brook
#

clean:

class truckbase: somethingelse {
    scope = private;
};
class repair_truck: truckbase {
    scope = public;
};
class ammo_truck: truckbase {
    scope = public;
};
class super_truck: truckbase {
    scope = public;

    class Useractions {
        class superaction {};
    };
};
untold temple
#

as described there, there are some conditions when deleting classes that have children

icy coral
#

ok will continue the work now, thanks for the Help cheers 🍻

cursive thorn
#

@cursive talon Let me know what you figure out about the Mortar angle. I just made a unofficial hotfix for the Grw34 because it also has problem with the angle - it only goes to 7x something degrees. My current workaround is to generate an ACE range table covering 7 charge settings - but would much rather have the main problem fixed.

cursive talon
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@cursive thorn Will do.

cursive thorn
#

thx

stoic lily
#

@cursive talon

    class LIB_M2_60: LIB_MortarCannon_base
        class Single1: Mode_SemiAuto
            artilleryDispersion = 4;
            artilleryCharge = 0.45;
        class Single2: Single1
            artilleryDispersion = 6;
            artilleryCharge = 0.56;
        class Single3: Single1
            artilleryDispersion = 8;
            artilleryCharge = 0.66;
cursive talon
#

@stoic lily Oh, thank you. Appreciated, been tearing my hair out trying to figure out why the other way wouldn't work.

stoic lily
#

artilleryCharge in relation with

        class Turrets: Turrets
            class MainTurret: MainTurret
                minElev = -10;
                maxElev = 30;```
cursive talon
#

This is CfgVehicles, yes?

stoic lily
#

unless @grand zinc or someone with source access can tell us exactly how artillery computer works, one has to tweak these to get to the desired ranges and spread

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yes its from class LIB_StaticMortar_base: StaticMortar

cursive thorn
#

artilleryCharge is basically just a factor to adjust the speed.

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But AFAIK none of these config entries fix the angle.

stoic lily
#

the elev control the angle itself

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however to get to the ranges and spread you have to tweak the two weapon parameters, and elev min-max

cursive thorn
#

None of these values for the corresponding config match upper limit for the mortars. The Mk6 can go up to ~88 degrees and the Grw34 ~78 degrees. But I looked through their configs and no value matches those at all.

#

AFAICT the possible elevations are determined by the direction of the "mainGun" vector and its animationPhase limits.

stoic lily
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asked El Tyranos to pass by. i did tweak our vehicle based arty with said approach as i couldnt get it to work otherwise

#

i guess initSpeed and sideairFriction also play into range and spread

cursive thorn
#

Just looked at the 60mm mortar, it also only goes from 34-77 degrees.

novel rock
#

πŸ‘‹

strange egret
#

the mortar is inclined in the model already, so "max elev = 30" is of course not the absolute value

novel rock
#

if you need anything please mention me because I'm clueless about this issue

cursive thorn
#

It is also my understanding the elevation range is in the model and cannot be changed by config

jade brook
#

sigh

untold temple
#

all turrets (including mortars) tend to have (min/maxValue) and angle(0/1) set to "rad +/-360" in model.cfg

modern river
#

Question, how would I add a weapon+its ammo on a turret of a helicopter in config editing using inheritence

jade brook
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Which one?

modern river
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just like in general

#

like lets say the COmmanche

jade brook
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Strongly depends on the helicopter.

modern river
#

would I need to know classnames?

jade brook
#

Heli_Transport_03_base_F is the commanche wannabe.

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Ah, no that was the chinook.

modern river
#

Nah, its like I already have the retexture and everything set up

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and I roughly know the classnames

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and I know how to do it via zeus

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but I just want it in the file in general

jade brook
#

Retexture? So you want to make a new one inheriting from the vanilla one?

modern river
#

yeh

#

and give it a 40mm grenade launcher instead of the 20mm one

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because fuck infantry

jade brook
#

Helicopter configs are pretty nasty now with that dynamic loadout junk etc.

#
//requiredAddons A3_Air_F_Beta_Heli_Attack_01
class Helicopter;
class Helicopter_Base_F: Helicopter {
    class Turrets;
};

class Heli_Attack_01_base_F: Helicopter_Base_F {
    class Turrets: Turrets {
        class MainTurret;
    };
};

class B_Heli_Attack_01_F: Heli_Attack_01_base_F {};

class My_SuperHeli: B_Heli_Attack_01_F {
    scope = 2;

    class Turrets: Turrets {
        class MainTurret: MainTurret {
            weapons[] = {"gatling_20mm", "missiles_DAGR", "missiles_ASRAAM", "My_SUPERWEAPON"};
            magazines[] = {"1000Rnd_20mm_shells", "4Rnd_AAA_missiles", "24Rnd_PG_missiles", "My_SUPERWEAPON_MAG"};
        };
    };
};
#

I'd say like this. A3_Air_F_Beta_Heli_Attack_01 in CfgPatches is a must, otherwise you probably break something.

modern river
#

Okay

#

awesome

knotty venture
#

What config value determines a helicopters max sling load cargo weight? And, also an object's weight for slingloading

jade brook
knotty venture
#

Because im trying to generate a list of objects a given vehicle can slingload. That command only accepts objects, which means I would need to spawn all the objects to check them

jade brook
#

So?

knotty venture
#

I felt it would be easier if I just knew the config values and I could make a script to generate it

jade brook
#

It won't get much easier than three commands. canSlingLoad + createVehicleLocal + deleteVehicle.

untold temple
#

object's weight for sling loading is determined in the model, not the config

regal gate
#

that you can get by getMass iirc

#

in the sling-vehicle config you have the max limit it can carry I think

jade brook
#

getMass too requires an object, so what's the point?

untold temple
#

πŸ‘†

knotty venture
#

All good, just ended up using canSlingLoad. Thanks for the help

regal gate
#

no point, just sayin'

knotty venture
#

No point in what?

jade brook
#

Of using getMass.

regal gate
#

me mentioning getMass

knotty venture
#

Ah okay

dusty epoch
grand zinc
#

missing } on line 47/48

dusty epoch
#

Litteraly found it as you said xX

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xD

#

ty

undone quiver
#

Anybody know were the hellcat spotlight set up is stored at?

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Can't seem to find it in the config

wild pasture
#

Does the spotlight still work? I remember it being broken somewhere in 2016 and I believe there is a feedback ticket about it

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I believe what you're looking for is CfgVehicles >> Heli_light_03_base_F >> Turrets >> MainTurret >> Reflectors

undone quiver
#

damn, your right.

wise tusk
#

Can turret be made to lock to area or point just like pilotCamera or UAV?

untold temple
#

not in the same way no. You can make it so the turret optic mode is stabilised to a point on terrain but it doesn't work the way pilot camera and UAV do

wise tusk
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@da12thMonkey#2096 Ok thank you. I know about that, with zoom for example. Hoped it could be done, becouse this point tracking is actually locking in place, but it is shaky etc

silk verge
#

This is a stupid question but how could I organize my config files by class? so I could have a seperate cfgpatches and cfgWeapons and cfgVehicles in each file for each object I create?

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dont know if that makes any sense

untold temple
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put them in sub-folders

wise tusk
#

PIP screens can only show LOD 1.000?

somber cloak
#

anyone got much experience setting up submunitions?

untold temple
#

some

somber cloak
#

i have ammo, with configged submunitions, 2 to be exact,. the first appears to work,. the second works but seems to deflect to 1km away

untold temple
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is it guided?

somber cloak
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if your wondering im trying to make heiap ammo

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nah shot from a rifle

untold temple
#

hmm, well it's not a problem I've encountered yet. Only time I've had it is with guided submunitions, which steer to wherever the parent ammo was targeting - so if the parent ammo didn't have a target it'd fly to 0,0,0 or somewhere

somber cloak
#

I made AP with 1 submunition that works perfectly,. so figured i'd give the heiap a go

untold temple
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simulation types are valid?

somber cloak
#

simulation = "shotSubmunitions";

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hm might try changing the 2nd subammo's sim to shotdeploy see if that'll stop it flying off

untold temple
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does it have any values for submunitionDirectionType and submunitionInitialOffset[]?

somber cloak
#
submunitionInitialOffset[] = {0,0,0.2};
submunitionDirectionType = "SubmunitionModelDirection";
untold temple
#

I'd imagine those are okay

somber cloak
#

yeah, they work (or at least appear to) on the AP ammo fine

untold temple
#

unless ModelDirection somehow ends up screwy

somber cloak
#

its possible,. i havent delved into this much, so no clue how that works internally

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if i can get this working means a good ol upgrade for the 50 cal

stoic lily
somber cloak
#

Added: A new submunitionInitialOffset ammunition parameter
Added: A new submunitionParentSpeedCoef submunition parameter
hmm

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might be what i needs

sick zephyr
#

So there's the "user" animation source that allows script-driven animations in weapon.cfg. Any idea if it works? I wasn't able to find any weapons with defined user animation sources.
I'd like to hide/unhide part of vest depending on scripting

grand zinc
#

I think that means animate script command which means you cannot use that on weapons

wise tusk
#

Is it possible to make HUD be visible through glass?

wise tusk
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Becouse now any polygon put in front of the HUD blocks its visibility no matter rvmat settings :/

modern river
#

So I'm working of a config my friend gave me for modification. I renamed the uniform classnames, and only that, and it goes invisible in game

#
#include "BIS_AddonInfo.hpp"
class cfgPatches
{
    class Test_Uniform
    {
        units[]=
        {
            "Test_Subject"
        };
        weapons[]=
        {
            "SWLA_test_Uniform"
        };
        requiredVersion=0.1;
        requiredAddons[]=
        {
        };
    };
};
class CfgVehicles
{
    class OPTRE_UNSC_Soldier_Base;
    class SWLA_test_Trooper: OPTRE_UNSC_Soldier_Base
    {
        _generalMacro="SWLA_test_Trooper";
        scope=2;
        scopeCurator=2;
        side=1;
        faction="NATO";
        author="Dutch";
        displayName="Work you peice of shit";
        nakedUniform="U_BasicBody";
        genericNames="NATOMen";
        uniformClass="SWLA_test_Uniform";
        model="17th_trainee_uniform\17th_trainee_uniform.p3d";
        hiddenSelections[]=
        {
            "Camo",
            "insignia"
        };
        hiddenSelectionsTextures[]=
        {
            "17th_trainee_uniform\data\ODST_Cams_co.PAA"
        };
        weapons[]=
        {
            "Throw","Put"
        };
        respawnWeapons[]=
        {
            "Throw","Put"
        };
        magazines[]=
        {
        };
        respawnMagazines[]=
        {
        };
        Items[]=
        {
        };
        RespawnItems[]=
        {
        };
        linkedItems[]=
        {
        };
        RespawnlinkedItems[]=
        {
        };
    };
};
class cfgWeapons
{
    class UniformItem;
    class U_I_G_resistanceLeader_F;
    class SWLA_test_Uniform: U_I_G_resistanceLeader_F
    {
        scope=2;
        displayName="SWLA Test Uniform"
        class ItemInfo: UniformItem
        {
            uniformModel="\A3\Characters_F\Common\Suitpacks\suitpack_civilian_F.p3d";
            uniformClass="SWLA_test_Uniform";
            containerClass="Supply40";
            mass=40;
        };
    };
};```
#

code is as follows.

#

I've been banging my head against this wall for the last 2 days, any fixes, or am I just being an idiot?

tender folio
#

did the Tanks Update make significant changes to the TankX simulation?

#

my vehicles' turning radius and overall physics seem to be quite messed up

strange egret
#

they updated their physx library, which changed things

#

but also added new coefficients for vehicle turning and added some funky auxiliar force for accelerating from 0kph

tender folio
#

any documentation?

stoic lily
#

reyhard added most/all? new parameters to BIKI. otherwise still WIP AFAIK

strange egret
#

i heard better documentation is planned in future

candid wave
#

@modern river ever heard of this place called pastebin?

modern river
#

@candid wave yeh, sorry

livid heath
#

all of our tanks in unsung drive and handle so much better - thanks BI πŸ˜ƒ

#

we were bracing ourselves, but pleasantly surprised

#

the only thing that got messed up - and this happened during one of the pre-tanks prep updates, the use of lodturnedin/out on our crew has changed significantly. the turned in gunner using optics can now see the turned in driver proxy sitting outside the tank, blocking his optics

#

caused some confusion in a heated battle the other week lol
Commander: "Tank at 2 o clock! engage! engage!"
Gunner: "i can't see, there's a guy in my way! turn the tank turn the tank ..."
ka-boom!

#

i'm guessing the handling of forcehidedriver etc across lods is different now somehow

#

I haven't yet noticed any improvements (or worsening) of amphibious vehicles in shallow but non-fording water

#

at present our vehicles become quite unstable when trying to ford a deep river, if you try to steer they can get stuck in a permanent loop and refuse steering inputs

#

they work fine in deep water and whe nfording with wheels on the bed

#

but as soon as the yare in shallow non-fording depth the steering locks up

#

we don't blame anyone for these issues, we assume we have overlooked something and need to apply ourselves to fix the issues

scarlet oyster
#

its definitely good that forceHidedriver and related were improved for tankX, this gives us a lot more options to animate the driver with exit anims.

#

Not sure why a driver is in the way of the optics of your tank, seems like a gemoetric model issue?

#

amphi vehicles in shallow water worked fine for ours, but I'll have a look it if it changed.

wise tusk
#

Two questions: in material class, inside Class MFD, I can only define ambient, diffuse, emmisive values or I can add more, like in rvmats? And in class MFD, polygons can draw textures only in one color?

livid heath
#

i know i really should know this, but... is there a simple way to add acceleration to an airplane? We have little cessna skymaster that should reach take-offspeed in a very short time and be able to work on very short runways. It weighs about 2.5T and I just upgraded the envelope to be smoother and have more lift at lower speeds.

#

it takes a long time t oreach 100km/h and start lifting, even with flaps

#

what have I overlooked?

#

am thinking maybe airFrictionCoefs2[] etc

#

draconicForceZCoef = 2.5; //1; possibly - testing

livid heath
#

so on the runway the plane is accelerating over 100m intervals as follows: 100 - 50 km/h 200 - 70 300 - 80 400 - 90 then stuck at 90 km/h

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ideally this plane should be able to take off within 300m.

#

after a bit oif adjustment to the envelope with full flaps i can take off within 200m, at about 95 km/h. with no or half flaps i am stuck on the deck for 1000m. will crack it eventually...

#

in onscreen game hud or in cockpit glass hud?

untold temple
#

Can make new images for the textureType parameter in the fire mode to do as BIS do with the LOAL mode

#

CfgInGameUI>>>CfgWeaponModeTextures and add a new value in the manner of the others semi = "\A3\ui_f\data\igui\rscingameui\rscunitinfo\mode_1_ca.paa"; dual = "\A3\ui_f\data\igui\rscingameui\rscunitinfo\mode_2_ca.paa"; burst = "\A3\ui_f\data\igui\rscingameui\rscunitinfo\mode_3_ca.paa"; etc.

#

Otherwise you can make a modified UI for the vehicle unitInfoType that will get the displayname text from the fire mode

livid heath
#

ah yes in A2 you could adjust the text in the firemode displayname

hot pine
#

Are you using physx Rob?

#

There is artillery ui which shows firemode, you can use it if you wish

untold temple
#

I tried adding that to the HIMARS, but it didn't show πŸ€”

hot pine
#

Is it working for you on zamak?

untold temple
#

yes, that's where I tried to copy the turrentinfo from

#

probably just me being a boob and missing something. Didn't have chance to try it again yet - it was a few weeks ago on the RC when I was trying it

livid heath
#

hey rey, yes the plane has physx lod, and inherits from class uns_skymaster_base: Plane_Base_F { simulation = "airplaneX";

#

fro mwhat i've discovered boosting thrustCoef[] only makes the plane hard to land, it doesn't affect take-off thrust at all, but makes it a nightmare to slow down and land - it always bounces back into the sky lol

#

with the flaps in normal position the plane taxies to a max of about 100km/h and will not ever lift off

#

it's like it's stuck in the ground

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as soon as i put in full flaps i can take off within 120m at 60km/h now

#

for some reason no flaps or half flaps makes the plane stuck to the ground

#

really unusal

#

i increased peak lift from 3 to 6 m/s in the envelope curve

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the plane originally would lift with full flaps at about 1.5 m/s. with my new envelope it has 3m/s lift at 90 km/h with no flaps and still won't lift off the ground

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so something weird is distorting the handling. just can't figure it out

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abbreviated config in case there's something really obvious

#

could be an inherited value from plane_f i guess. just wonderign what exactly causes flaps to become so vital

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well overdid it on the lift, now i can switch off theengine at one end of altis runway, anat 80 km/h and fly the whole 2000m even climbing occasionally, long after the props have stopped turning.

#

πŸ˜‰

#

it's almost impossible to land hehe

#

so i'll have to roll abck some changes there.

stoic lily
#

we dropped airplaneX

#

not worth the effort with lack of docu and tools

hot pine
#

It needs to be unitInfo @untold temple

#

Try decreasing engineMoi to 0.1 & increase maxOmega to 4000

strange egret
hot pine
#
  • better to post whole cfg because it could be caused by few things -- never mind, missed pastebin link
#

@strange egret you can also show displayName of fire mode now with that artilery ui

livid heath
#

Try decreasing engineMoi to 0.1 & increase maxOmega to 4000 was this for me?

hot pine
#

yes

strange egret
#

wait, maxomega influences planes? ... wat

hot pine
#

physx planes yes

livid heath
#

maxOmega = 2000; is inherited at present - have raised it

#

engineMOI is not in my configviewer config at all...

hot pine
#

default is 1

south shard
#

Hiya gents, I'm currently having a little bit of trouble when it comes to doing faction stuff. Basically, despite defining my Vehicle Classes inside the faction, and setting the vehicle class for the unit, my units still appear in the same vehicle class from their inherited unit

#

I'll send the config snippet now

livid heath
#

i have an MOI in wheels of 2, nothing in vehicle config. have added your suggestion and will test before i go to cook

south shard
#

Here is my cfg vehicleclasses setup :
class CfgVehicleClasses
{
class ctrg_pj
{
displayName = "Para-Rescuemen";
};
class ctrg_conv
{
displayName = "Conventional Army";
};
class ctrg_sof
{
displayName = "Special Operations Force";
};
};

#

This is what an example unit has

#

vehicleClass = "ctrg_pj";

hot pine
#

moi != engineMOI

#

engineMOI = 15.0; // inertia of the engine (how fast the RPM can change)

strange egret
#

i dont get why maxOmega is used for planeX, after all it doesnt use any physx torquecurve, or does it now?

#

i just hope this stuff will be consistent and based on actual physics in enfusion so it can be understood, instead of beeing completely arbitrary at points...

hot pine
#
accelAidForceYOffset     = -1.0;                    // Y offset from the CoG where to apply the accelAidForce
accelAidForceSpd         = KMH2MS(5);               // in m/s, speed where accelAidForceCoef becomes 0``` I guess even those parameters could work - haven't tested it though
strange egret
#

or is this because it is sewn together "Winged Car", where it uses car parameters when on the ground (including a regular "engine" that drives the wheels) and then transitions to old vanilla Arma system when in the air?

livid heath
#

im a bit puzzled as i've never had a plane refuse to lift off, nor to max speed at 25% of its max on a runway before.

#

im wondering if its got its wheel stuck i nthe ground somehow

#

as the behaviour is so weird

#

anyway thanks for advice, will implement and report back

strange egret
#

maybe need to implement 2nd and 3rd gear πŸ˜‚

livid heath
#

hehe

hot pine
#

gearbox is not working - tried it

#

I was actually surprised about engineMOI and then I started to try randomly some other parameters

#

anyway, you can see what is going on with diag_epeVehicle

strange egret
#

havent found a way to diagnose and solve "stuck wheels" symptom problems with any of the available diag commands unfortunately

livid heath
#

i remade the wheels in geo much smoother, made sure they were slightly above landcontact, and added mass to them

#

no wheels in physx lod

#

all sounds ok?

hot pine
#

stuck wheels are usually caused by land contact points

#

they are used for checking whether "air" or "land" physx should be used

#

if they are underground then weird shit starts to happen

untold temple
south shard
#

Ah right right, so what do I put in the unit's class to set it to the sub catagory?

#

Disregard

#

Im Blind

strange egret
#

if beeing underground is not ok, and beeing above land means it's counted as air, does it ever possibly count as land?

south shard
#

Thanks for your help mate!

strange egret
#

i dont quite get the landcontact... i thought it was for spawning stuff initially. Plus for physx stuff with wheels i see no reason why it would be necessary, as all the contact checking is done by the animated wheels, and hull sliding by the "driveOnComponent". So a more detailed explanation would be very helpfull for the documentation of physx

livid heath
#

i just discovered my wheel axes were very poorly made. have remade them. i guess this would result in a lot of wobble, and possible occlusion of the wheel in the ground

#

oneof the risks of working on old models that have been passed through a lot of hands.

#

ok so with those changes made, no effect, except the wheels wobble less πŸ˜‰

#

what seems to happen is that the plane taxis along on a fixed rail. up to 120km/h now on the full length of stratis runway, then into the sea.

south shard
#

Are your flaps down πŸ˜‰

livid heath
#

if i put on full flaps it lifts off within 150m, at 90 km/h after a little involuntary kick / yaw action

#

this makesme think the wheels are stuck somehow to the ground without flaps being used

hot pine
#

are you using diag exe?

#

air mode is engaged above 10 meters afair

livid heath
#

not yet no

#

i gotta cook, so i'll come back and set that up

#

thanks though I really appreciate your help

#

seems to me it's not engine / physx related, it's geometry somehow. so i'll go over the geo and mem lods with a fine comb later on

junior bane
#

hm i have problem in my config.cpp.

I have a class cfgFaces. i use for my head a seperat body texture. The _CO worked great. but my material (rvmat) doesnt work. nothing in the arma 3 logs and not an error...

author = "Marshmallow";
head = "A3s_Z_Head_02";
displayname = "A3s_Z_02";
texture = "A3s_Zomb\Z_Heads\Z_Head_02\A3s_Head_Z_02_CO.paa";
material = "A3s_Zomb\Z_Heads\Z_Head_02\zhead.rvmat";
textureHL = "A3s_Zomb\Z_BodySkins\hl_skins\Z_Headskin02_Body\Z_Bodyskin_02_CO.paa";
materialHL = "A3s_Zomb\Z_BodySkins\hl_skins\Z_Headskin02_Body\zBody_02.rvmat";
textureHL2 = "A3s_Zomb\Z_BodySkins\hl_skins\Z_Headskin02_Body\Z_Bodyskin_02_CO.paa";
materialHL2 = "A3s_Zomb\Z_BodySkins\hl_skins\Z_Headskin02_Body\zBody_02.rvmat";
materialWounded1 = "";
materialWounded2 = "";
stoic lily
hot pine
#

btw: dunno if anyone tried it yet but armorComponents & armor sim is working also with characters

#

unfortunately simulation defined in vests is not appended to character - otherwise it could be nice thing for some Nexus v2.0 update

strange egret
#

good thing i do armor on characters then πŸ˜„

#

then again - theres not much this brings to the table when its already just characters having the armor

#

also i'm wondering, when changing uniforms, if the firegeo and hitpoint lod update. Because hitpoint classes dont seem to change. I def. know that new classes are not added when they differ.

hot pine
#

Well, since in armor sim you can define coefficients for healthy and destroyed hitpoints then it gives some interesting options

#

All units would ie have some extra components for armor and then their effectiveness could be controlled via hitpoints

#

Ie 2 bullets could destroy vest and then you would have equal chance to be killed by pistol or rifle

#

Those components could be also used to establish some more advanced framework for vests with differentation between front side and back

regal gate
#

Ceramic plates could be a thing now?

jade brook
#

I don't get why so much effort is put into more hard coded crap. Just make a usable alternative to HandleDamage and let damage be script based.

hot pine
#

Thing is there is no effort made in this neither

jade brook
#

I mean all the damage revamps we got in A3 together. Just make proper engine hooks and then handle it all by script.

strange egret
#

i would argue that this is what they did

jade brook
#

All I see is more config parameters that are poorly documented.

#

Where's the script that handles vanilla damage?

hot pine
#

All new parameters should be on wiki

jade brook
#

Every time they revamp the damage, they add more config parameters that make a script based solution more complicated, because you have to account for more strangeness.

hot pine
#

Thing with scripts is that they are not as efficient as engine execution

jade brook
#

Non issue.

strange egret
#

beeing in the position of having made a script based solution for after effects, and knowing the config and model side, i can tell you that it has made it easier, not harder for reliable damage modelling

jade brook
#

Opposite.

strange egret
#

well that depends on if you understand how the damage system worked before...

jade brook
#

? I'm not saying it was ever good. Just that more and more weirdness is piled on top.

hot pine
#

What don't you understand from those new parameters?

strange egret
#

for someone new who tries to understand it all - yeah it might seem weird. For someone who knows how all the old systems worked together it is better now than it was before.

jade brook
#

But I am saying that they should fix the underlying issues. That would then solves everything else too and would make implementing new things easier. It's a bit late now, but everything that happened in A3's lifetime was just bandaids at best.

strange egret
#

Not everything they added now is a bandaid, but there is some of that i agree. However, i take a bandaid over not getting anything whatsoever.

jade brook
#

Still wasted effort.

strange egret
#

i dont agree with that. If nothing else, it will have increased their experience with damage modelling (learn what not to do) for enfusion. If they would have never investigated into the damage system they would lack some of the experience and make the same mistakes

hot pine
#

But I am saying that they should fix the underlying issues What do you mean for example?

spiral nymph
#

I created a small uniform retexture pack, however I appear to have problem: As long as custom units from my custom faction appear with all the items and the uniform itself correctly, the uniform itself is not accessible via arsenal, and when unit is accessed via ,,Edit equipment" in Eden the uniform appears as <empty>

What could be potential causes of this? Scope was set to 2, tried changing to public but it didn't help

spiral nymph
#

Not really

half ocean
#

Does the config there exist in your files

spiral nymph
#

Yes it does, everything looks as if it would look proper. I just don't see any reason why my uniforms wouldn't appear in the arsenal if they appear on the unit properly and the scope of item is set as 2

half ocean
#

Can you

#

Copy and paste it

#

Into a pastebin or hastebin

#

The reason they appear on the unit and not in the arsenal is because you have to define the physical stuff for it

#

While theres an entire section for the items of a unit

#

It’s two separate things

grand zinc
#

there is also scopeArsenal

half ocean
#

Yeah

grand zinc
#

if that's set to 0 then arsenal still hides it

#

Is your uniform listed in your CfgPatches? It should be I think.

jade brook
#

You need to put the uniforms classname into weapons[] of CfgPatches.

half ocean
#

^^^

jade brook
#

What do you mean for example?
Where to begin lol. I dislike everything about the current system.

spiral nymph
#

Yes, both custom units and uniform are listed under cfg patches. scopeArsenal was defined as 2, same goes for scopeCurator and normal scope

half ocean
#

pastebinnn

jade brook
#

The unit has to be in units[], while the uniform has to be in weapons[].

#

No typos.

half ocean
#

and ensure that in your uniform config the model= is going towards the dropped item obj while uniformModel is going towards the uniform p3d

jade brook
#

Yeah, but it should show ip in the arsenal anyway.

#

But yeah, pastebin.

#

Or github gist. Those look nicer imo.

half ocean
#

yas ^

spiral nymph
#

<Pastebin, expired>

half ocean
#

Which uni

spiral nymph
#

All of them share the same problem

#

Units spawn with correct loadout and the uniform, uniform has correct texture. Uniform doesn't appear in either Eden or in-game arsenal as a separate entity, units appear as to have <empty> as their uniform

half ocean
#

You uniform config is wrong

#

So

#

I wish I was on my computer but

spiral nymph
#

just in case, i made a typo with scopeArsenal, don't worry about it

#

i had it correct earlier and it didn't work either, it's a typo made while switching back from scope = public;

half ocean
#

gonna have to post it via DMs

livid heath
#

uniform fails can also be caused by side / faction misalignment i think. iwe had some of this a while back now. struggling to recall.

hard sinew
#

anyone knows the transparent Color Code?

south shard
#

rgba

#

a is for transparency (0)

strange egret
#

played around with new submunition a tiny bit... seems like its super usefull for workarounds. I shoot a bullet out of a rifle, replace it immediately with a missile and on impact i turn it into a penetrator πŸ˜„ Now i just need to check if it's also reliably replacing the model and also use effects properly

undone quiver
#

I smell bolter fire πŸ˜›

stoic lily
#

cant get the artillery computer to work for one specific asset (the rest work alright)
it always says cant fire no matter what. even though the modes and ranges in the GUI are available

anyone expierence with that? search didnt turn up something useful - could it be related to min/maxElev?

spiral nymph
#

Regarding my yesterday config problems, this is what shows up when I launch a singleplayer scenario with my uniform adorned by my custom unit: https://imgur.com/0KQEqgn

#

I've already ran out of ideas and I don't think there are any typos in there

jade brook
#

Did you ever post the config?

spiral nymph
#

Yes, I did, but I believe the pastebin has expired

jade brook
#

It says your uniform doesn't exist in CfgWeapons.

hot pine
#

@strange egret have fun with rifle based autoseek weapons πŸ˜‰

#

ended up with MX launching cluster autoseek missiles with lock cone 360 πŸ˜„

spiral nymph
#

<Pastebin, removed> - My config once again, this time it contains different measures mixed onto different uniform configs. Tried finding a solution but nothing helped much.

jade brook
#

Maybe you should split up the config for each man class. Like everyone uses #include "CfgVehicles" and puts the whole class into there.

#

A 1000 line file is bound to have some stupid error somewhere.

spiral nymph
#

I cut the config up a bit: <Pastebin, removed>

#

Still appears as empty / non existent in equipment

jade brook
#

Line 574

#

There begins CfgWeapons, but you never close off CfgVehicles.

#

I suggest you take more care with indentation and bracket placement to avoid this kind of error in the future : P

spiral nymph
#

Oh my god

#

And to think I lost so much time looking around to a simple bracket that was missing in the middle of config

#

Thanks alot for the help lad

jade brook
#

yw

strange egret
#

@stoic lily arty comp cant deal with limited traverse pieces, and also only calculates indirect fire (>45Β° elevation)

#

which is why i came to the conclusion that for my stuff i wont get around having a custom arty comp that can deal with this stuff properly

#

besides that, if you make "arty compatible" ammo you need ammo properties that make the bullet ignore airfriction

stoic lily
#

@strange egret thank you. is it minElev > 45 or maxElev?

strange egret
#

i think it's minimum elevation must be around ~50 iirc and max as high as you can get My main arty piece has min 0 max 70 - and i was only getting a tiny area with acceptable firing solution due to that

#

started writing script stuff for solving that issue (esp. because AI is incapable of using arty without that computer otherwise). Got a function that calculates solution and takes into account 3d barrel position (and therefore slant angle of vehicle)

#

havent tested if other custom arty systems can deal with those vehicles properly, and also give AI capability to use them. If someone knows, please tell.

#

@undone quiver hah, not even close. It's plasma weaponry that needs this

stoic lily
#

@strange egret it seems to be maxElev that needs to be >= 45

strange egret
#

ah yeah sorry, mind wasnt fully awake yet. It just discards everything below 45 , thats whats happening

stoic lily
#

reyhard if you find some minutes, could you please check if these from cfgAmmo do something

        minDamageForCamShakeHit = 0.55;
        minTimeToLive = 0;
        shootDistraction = -1;```
#

another one would be backgroundReload = 0; from cfgWeapons

hot pine
#
  // default value for shootDistraction is -1, which means we want to calculate it dynamically from audible/visible fire
  _shootDistraction = par.ReadValue("shootDistraction", 1.0f);
  if (_shootDistraction == -1)
  {
    _shootDistraction = (_audibleFire*_audibleFire + _visibleFire*_visibleFire) * 0.01f;
  }  ``` @stoic lily
#

minTimeToLive seems no longer do anything

stoic lily
#

ty

hot pine
#

minDamageForCamShakeHit should be working

stoic lily
#

is that absolute or relative damage?

hot pine
#

relative damage

#

so if bullet damage you above 0.55 you should get cam shake

#

or explosion

stoic lily
#

class TrainingMine_Ammo: APERSMine_Range_Ammo
minDamageForCamShakeHit = 1.55;

#

disables this the cam shake, or makes it get triggered by heavy damage

hot pine
#

disables

#

it's impossible to get damage over 1

stoic lily
#

kk

grave steppe
#

Hey I have been having an issue with some of my Marker Lights. I am trying to make some runway lights that are different colors but unfortunatley they are not working in game (as in the Marker Lights are not working).
Here is how I have configured them and also here is my model.cfg for the model:

#
        author="Natan Brody";
        placement = "vertical";
        scope = 2;
        mapSize=0.25;
        class SimpleObject 
        {
            eden=1;
            animate[]=
            {

                {
                    "light_1_blinking",
                    0
                }
            };
            hide[]={};
            verticalOffset=0.044;
            verticalOffsetWorld=0;
            init="''";
        };
        displayName="Runway Edgelight (White)";
        model="\PRP_Traffic\RunwayLights\flush_light_white_f.p3d";
        class AnimationSources
        {
            class Light_1_source
            {
                source="MarkerLight";
                markerLight="Light_1";
            };
        };
        class MarkerLights
        {
            class Light_1
            {
                color[] = {0.95,0.95,0.95};
                ambient[]={0,0,0};
                intensity=30;
                name="Light_1_pos";
                drawLight=1;
                drawLightSize=1;
                drawLightCenterSize=0.1;
                activeLight=0;
                blinking=0;
                dayLight=0;
                useFlare=0;
            };
        };
    };```
#
{
    class runway_edgelight_white_skeleton
    {
        skeletonInherit = "";
        isDiscrete = 1;
        SkeletonBones[]=
        {
            "light_1_hide",""
        };
    };
};
class CfgModels
{
    class Default
    {
        sections[] = {};
        sectionsInherit="";
        skeletonName = "";
    };
    class runway_edgelight_white:Default
    {
        skeletonName="runway_edgelight_white_skeleton";
        sections[]={};
        class Animations
        {
            class light_1_blinking
            {
                type="hide";
                source="light_1_source";
                selection="light_1_hide";
                sourceAddress = clamp;
                minValue = 0.0;//rad 0.0
                maxValue = 1.0;//rad 57.29578
                hideValue = 0.0;
                unHideValue = 0.5;
                animPeriod = 0.0;
                initPhase = 0.0;
            };
        };
    };
    class runway_edgelight_yellow: runway_edgelight_white{};
    class flush_light_white_f: runway_edgelight_white{};
};```
grand zinc
#

I see you have simpleObject enabled. Are they also placed as simple objects?

grave steppe
#

They are placed on a terrain. The config was adapted from ArmA's default lights so I am not sure

grave steppe
#

This is what it looks like in game

solemn mirage
#

RscChatListDefault now not rewritable? Or I missed something?

hard sinew
#

anyone knows how RscHTML works?

livid heath
#

just thought i'd feed back on the skymaster being stuck to the runway issue.

#
FIXED
flapsFrictionCoef = 0.2; //0.35 
elevatorControlsSensitivityCoef = 4; //1;
elevatorSensitivity = 1.9; //0.35;
#

that was what was needed to be able to take off without flaps on a long runway

#

none of the engine/ envelope / thrust changes had made any noticeable difference to this particular problem

#

thanks @hot pine for helping out.

river ravine
#

Is it possible to disable reloading for a weapon?

#

Specifically an AT launcher.

livid heath
#

not a great idea to disable reloading per se. if someone picks up an empty launcher by mistake they would be blocked from adding the 1 single use rocket to it

#

We made a disposable one use LAWusing a fired EH to wait 0.5 secs (allowing player to get back into cover) before playing a short discard animation then removing the weapon by script, and creating a used model (vehicle not weapon class) on the ground next to the player

#

in an ideal world disposable = 1 would be a thang!

dry kraken
#

Is it possible to select the height of the object from the config?

livid heath
#

as it stands, you still have to make a reload animation (and sound) for a single use launcher in case the player somehow doesn't take ammo for the launcher.

pseudo niche
#

Can anyone remind me what the thing is called that records your battles on the server, and you can β€œplay them back” in a browser in a sort of time lapse map?

balmy sable
#

You're looking for an After Action Report (AAR).

#

There's more than one for Arma.

solemn mirage
#

Is it possible to select the height of the object from the config?
@dry kraken there is no such info in config. But you can use scripting commands boundingBox boundingBoxReal

dry kraken
#

@solemn mirage ty

modern river
#

So after trying coding this multiple times, I still can't get the uniform to show up. I made an inheritence script for a uniform, but the uniform model disapears completly. Like its not there. I really don't know what to do anymore, would anyone please be able to help? https://pastebin.com/UjBGjckw

hot pine
#

@modern river what the hell is CfgUnits?

modern river
#

I dunno

#

It used to be CfgVehicles, but I changed it out of a hunch

#

@hot pine why

untold temple
#

because cfgUnits isn't a recognised class in the game

modern river
#

So if I change it to CfgVehicles

untold temple
#

playable units are cfgVehicles, yes

modern river
#

Changing it, testing now

#

Here's the wierd thing

#

I see it in arsenal, and I see the icon

#

as well as the name

grand zinc
#

So. Your problem is that you "can't get the uniform to show up"
But... "I see it in arsenal, and I see the icon as well as the name"
That doesn't add up for me

modern river
#

Want a screenshot

grand zinc
#

yeah

modern river
#

wait one

hot pine
#

cfgPatches are also broken

grand zinc
#

SWLA_test_Trooper You typoed "peice" it should be "piece"
and why do you have hiddenSelection textures but no hiddenSelections? Uniforms usually have a camo selection.
You remove them. Thus you remove the texture. Thus the uniform is invisible.

#

Also I think the uniformClass should be an actual existing uniform class.
you have SWLA_test_Armor but SWLA_Test_Uniform doesn't exist

modern river
#

Thanks guys.

grand zinc
#

Don't thank before we actually fixed it πŸ˜„

modern river
#

Eitherway, you guys took your time to help me

#

So this is the issue I've been having

#

Like nothing is there

grand zinc
#

any errors in RPT?

modern river
#

RPT?

#

I'm very new to all of this

grand zinc
#

If the game has some error with your uniform it will log it into that

modern river
#

I don't see anything there

grand zinc
#

maybe you are launching the game with -noLogs?

#

If you do that then there are as the name says. no logs

modern river
#

how do I open an RPT

#

nevermind got it

#

13:53:32 File SWLATest\config.cpp, line 76: '/cfgWeapons/SWLA_test_Armor.displayName': Missing ';' at the end of line

#

And some other stuff

grand zinc
#

Yup. Looking at your config. The ; is indeed missing

modern river
#

13:54:17 C:\Users\Matt\Desktop\@SWLATest\addons\swlatest.pbo - unknown

grand zinc
#

that one doesn't matter

#

pay attention to the lines that tell you that something is wrong. Missing ; or missing or error or warning. Stuff like that.

modern river
#

Still nothing

#

maybe assing it a random texture?

grand zinc
#

it should have sooome texture. And not none.

#

Did you already fix the CfgPatches error that reyhard mentioned?

modern river
#

I didnt notice there was one

#

wait I found it

#

Right, thats fixed

modern river
#

So I've addex textures

#

Still nothin.

grand zinc
#

check RPT again then

hot pine
#

how did you fixed cfgPatches?

modern river
#

gave it the right thing

#

@grand zinc RPT says line 76 is missing a ;

hot pine
#

apparently not

modern river
#

yeh

#

das fuckin wierd

#

14:34:23 File SWLATest\config.cpp, line 76: '/cfgWeapons/SWLA_test_Armor.displayName': Missing ';' at the end of line

#
class cfgWeapons
{
    class UniformItem;
    class Swop_Clonetrooper_f_Combatuniform;
    class SWLA_Test_Uniform: Swop_Clonetrooper_f_Combatuniform; 
    {
        scope=2;
        displayName="Work you fucker"
        class ItemInfo: UniformItem
        {
            uniformClass="SWLA_Test_Uniform";
            containerClass="Supply40";
            mass=40;
        };
    };
};```
#

what?

regal gate
#

displayName="Work you fucker" <-

#
  • ;
#

class SWLA_Test_Uniform: Swop_Clonetrooper_f_Combatuniform;
-;

modern river
#

Wiat what

regal gate
#
class cfgWeapons
{
    class UniformItem;
    class Swop_Clonetrooper_f_Combatuniform;
    class SWLA_Test_Uniform : Swop_Clonetrooper_f_Combatuniform // was not needed
    {
        scope = 2;
        displayName = "Work you fucker"; // was needed
        class ItemInfo : UniformItem
        {
            uniformClass = "SWLA_Test_Uniform";
            containerClass = "Supply40";
            mass = 40;
        };
    };
};
modern river
#

oh

regal gate
#

also, Swop_Clonetrooper_f_Combatuniform doesn't inherit from UniformItem

modern river
#

But I'm using one as inheritence

regal gate
#

don't you need that too?

class Swop_Clonetrooper_f_Combatuniform : UniformItem;
modern river
#

thats already difined in its own mod

#

I think

regal gate
#

ok, then no prob.

when you open a class { } , don't put a ; before, even if you inherit

modern river
#

okay, modifying

grand zinc
#

line numbers can be incorrect. between one and a couple thousand lines off.
But the actual statement is rarely wrong. It said that your displayName was missing a ;. So adding a semicolon after your class is probably not the solution to the displayName problem.

modern river
#

oh great.

regal gate
#

does it work?

modern river
#

Same issue.

hot pine
#

and did you fixed your cfgPatches now?

modern river
#

I think I did

grand zinc
#

Just repost the code you currently have. (pastebin pls)

modern river
hot pine
#

you did nothing to cfgPatches?

modern river
#

Like I said, I think. I'm not the best at coding (I'm very bad at it actually)

grand zinc
#

"Just repost the code you currently have" Why is the semicolon error from 6 minutes ago still in there?

#

the semicolon in line 75 will definetly break things

#

your CfgPatches is also missing the requiredAddons entry

grand zinc
#

There you need the CfgPatches classes of the pbo's that defined the classes you inherit

modern river
#

that is my current code. I keep on getting the same error from like 10 min ago

hot pine
#

that should be enough to make your addon working

gloomy cove
#

@modern river How Dedmen said, you should list requiredAddons

regal gate
#

the ; // was not needed is back πŸ˜„ remove it!

gloomy cove
#

@modern river So, you need to find from which .pbo your parents 'come'
And then, list them in requiredAddons[]= {"addon_name1", "addon_name2", etc. etc.};

modern river
#

Okay, working on that

livid heath
#

🍿

gloomy cove
#

@grand zinc I've never seen ADDONNAME.pbo which will be not same as in, for example class ADDONNAME_X or name = "ADDONNAME_X"
So, the question is - they're can be difference?

grand zinc
#

the pbo name can beafasfasfsdfsdfsdf.pbo and it can contain the file \FunkyFilepath\file.sqf and it's CfgPatches name can be HolyMacaroniHawaii

gloomy cove
#

And if yes, which name would be right in requiredAddons[]= line then?

grand zinc
#

So no correlation required whatsoever

#

I would just unpack it and look into it's config

gloomy cove
#

@grand zinc For clearance, i should use .pbo name or name = or class NAME in requiredAddons line?

grand zinc
#
class CfgPatches {
    class MY_MOD_NAME {...}
}

MY_MOD_NAME here.

#

so the name of the class in CfgPatches. Every pbo has to have that entry,

gloomy cove
#

Got it. So, potentially i could un-bin the config then if i'll meet that diff.
Good to know, thanks!
P.S. Was stupid to ask about name = ""; line... 😳

cursive thorn
#

What property determines font used for location names on maps? I have overridden the following, but it is not one of those:

font
fontGrid
fontInfo
fontLabel
fontLevel
fontNames
fontUnits```
#

Sigh. Apparently that is defined in CfgLocationTypes rather than the map control...

solemn mirage
#

How to change Global chat color at 1.82?

regal gate
#

as far as I know, no can do
you would have to createChannel and add everyone

solemn mirage
#

Sad. It was available at 1.80. Who ever thought that Global, Direct and Reconnect messages should be almost same color

grand zinc
#

If it worked in 1.80 then it should be the same now

regal gate
#

^

solemn mirage
#

@grand zinc Nope. Or I missed something
Seems like all RscChat*** classes are protected now. I can change color in game or at briefing bcuz RscChatListBriefing inherited from RscChatListDefault. But at slots screen I can't change color. Admin messages mixing with connecting people messages. And everyone miss announcements.

regal gate
#

(the command being radioChannelCreate* btw)

#

oh, mod-wise? I am sorry, I didn't notice I was in #arma3_config -_-

solemn mirage
#

I also can't move away chat from ingame view.

autumn crater
#

regarding turrets (Static weapons) what is the memory point for the crew's view? I cannot for the life of me find this and the view is always from inside the turret and not the proxy. If anyone can help, please @ me

#

also I have tried using gunnerview ala vehicle turrets and weapons but it has not been successful.

stoic lily
#

@solemn mirage pastebin your config please

solemn mirage
#

@stoic lily

class CfgPatches
{
    class armaTweaks
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"a3_ui_f"};
        authors[] = {"Liquid"};
        url = "https://wogames.info";
    };
};

class RscChatListDefault
{
    //Global chat nickname color - Orange
    colorGlobalChannel[] = {1, 0.35, 0, 1};
};
#

Also

class RscChatListMission: RscChatListDefault
{
    //Global chat nickname color - Orange
    colorGlobalChannel[] = {1, 0.35, 0, 1};  // <--- This works

    //Chat moved 2 sreens down. Get rid of reconnect messages.
    y = "2 * safezoneH + safezoneY";  // <--- This doesn't
};```
woven imp
#

hasDriver = -1, does that disable AI only tanks from driving at all?

gloomy cove
#

@modern river Are you done?

stoic lily
#

@solemn mirage maybe requiredAddons needs updating. also try x=-10; y=-10; h=0; w=0; rows=0;

#

@Dahlgren#1337 yep. AI can only move if there is actually a driver

woven imp
#

thanks kju!

#

that was my guess as well

#

guess we'll need to have two versions of our tank then

solemn mirage
#

@stoic lily if color applied on briefing but y coordinates - not That mean that requiredAddons is correct and seems like class in ReadAndCreate mode (access = 2)

#

You can not create y because it is already defined, but you can create new instance of colorGlobalChannel[] because it is inhereted from default class

grand zinc
#

You can not create y because it is already defined, but you can create new instance of colorGlobalChannel[] because it is inhereted from default class
you cannot create y because it's already defined. But you can create colorGlobalChannel because it's already defined.
What? That doesn't make sense. Both y and colorGlobalChannel are defined in the parent. And you can overwrite both to your liking.

stoic lily
#

@[KND] Liquid#2636 i didnt see anything in the 1.80 to 1.82 AIO config diff to indicate any change here

#

so either BI did/broke something on the engine side, its something on your end

grand zinc
#

Also the log you posted on Monday in #arma3_feedback_tracker

22:56:13 addons\3den_language.pbo - 128479 
22:56:13  addons\a3.pbo - unknown 
22:56:13 addons\air_f.pbo - 127691

That looks suspicious. Maybe the file got corrupted.

stoic lily
#

same here. looks like BI messed up or doesnt apply the version to this for some reason (or the file never changed for a long time before the versioning was introduced)

solemn mirage
#

@grand zinc What? That doesn't make sense. Both y and colorGlobalChannel are defined in the parent. And you can overwrite both to your liking.
No. Y defined in RscChatListBriefing and this class is blocked. Color is inhereted. So I can create new instance of color in this class but can not overwrite Y.

If I'm wrong. Can you provide working solution, please?

#

@stoic lily as i remember pbo was OK in 1.80. Steam cache checked twice

grand zinc
#

Ah you actually want to overwride RscChatListBriefing and not RscChatListMission or default?
You want to hide the chat right?

#

How about just setting the chat color to invisible? Wouldn't that also do the job?

stoic lily
#

just double checked - 1.80 and 1.82 state is the same config wise

#

@solemn mirage did you verify with config browser that your changes are still applied?

#

if you set the alpha (last value) in the colors to 0, it should be non visible too

barren umbra
#

Ok, so does anybody know where all the map configs are located now? After the tank DLC my mod does no longer affect the road colors and such. I do edit 3den map config stuff via my mod, but the main map does not get changed anymore.
Any ideas?

solemn mirage
#

@stoic lily yes - verified that they are not applied🐷

#

if you set the alpha (last value) in the colors to 0, it should be non visible too
Values uneditable

stoic lily
#

not applied
means your config load order is the problem

#

so

maybe requiredAddons needs updating

solemn mirage
#

No it is not.
Again and again and again
I CAN change color on briefing and mission and color changes are applied.

But I can't edit Y. Cuz bug or protection.

I CANT edit anything at slots stage

grand zinc
#

if they aren't editable. Aka actually not allowed. It would log that to your RPT

#

Maybe some other Addon that you don't have in your requiredAddons is editing the y value.

solemn mirage
#

Ok. Forget about Y. Try to change color at RscChatListDefault by yourself

stoic lily
#

drag your config tweak in here (pbo) and we can test

barren umbra
#

Ok for real, why does my map colors tweak no longer works. Not in zeus, not for the main map or anything. How do I overwrite the map settings now?

stoic lily
#

@barren umbra pastebin your config

barren umbra
#

Ok it seems they changed the required addons a little bit, it now works with this set:
requiredAddons[] = {"A3_Data_F_Loadorder", "A3_Data_F_Curator_Loadorder", "A3_Data_F_Kart_Loadorder", "A3_Data_F_Bootcamp_Loadorder", "A3_Data_F_Heli_Loadorder", "A3_Data_F_Mark_Loadorder", "A3_Data_F_Exp_A_Loadorder", "A3_Data_F_Exp_B_Loadorder", "A3_Data_F_Exp_Loadorder", "A3_Data_F_Jets_Loadorder", "A3_Data_F_Argo_Loadorder", "A3_Data_F_Patrol_Loadorder", "A3_Data_F_Orange_Loadorder", "A3_Data_F_Tacops_Loadorder"};

stoic lily
#

full one is

        {
            "A3_Data_F_Loadorder",
            "A3_Data_F_Curator_Loadorder",
            "A3_Data_F_Kart_Loadorder",
            "A3_Data_F_Bootcamp_Loadorder",
            "A3_Data_F_Heli_Loadorder",
            "A3_Data_F_Mark_Loadorder",
            "A3_Data_F_Exp_A_Loadorder",
            "A3_Data_F_Exp_B_Loadorder",
            "A3_Data_F_Exp_Loadorder",
            "A3_Data_F_Jets_Loadorder",
            "A3_Data_F_Argo_Loadorder",
            "A3_Data_F_Patrol_Loadorder",
            "A3_Data_F_Orange_Loadorder",
            "A3_Data_F_Tacops_Loadorder",
            "A3_Data_F_Tank_Loadorder"
        };```
hot pine
#
        {
            "A3_Data_F_Tank_Loadorder"
        };``` would be enough
simple trout
#

Is there a way I can make an animation play for when a player selects a specific user action? Can this be something included in the user action class in the config file?

grand zinc
#

you could start the animation via script yeah

simple trout
#

ugh, i was hoping it was an easy one line addition into the user action class

solemn mirage
#

@grand zinc @stoic lily I don't know how to punish myself. You were right. This is my fail atrequiredAddons. I tried "A3_Data_F_Tank_Loadorder" and now it works.
Thank you all.

grand zinc
#

Imagine if the config viewer could display who last modified a config.
Atleast I think it currently doesn't. Or does it?

stoic lily
#

np

solemn mirage
#

When I need to find what addon defining some variables I use Total Commander to search by text in packed pbos. And I find only ui_f and dta/bin. That is why I used "a3_ui_f" in 1.80 and it works. But not in 1.82

stoic lily
#

what can fuck up Zeus making static weapons not listed in factions (just in empty) or not at all?
(2d editor and Eden works fine)

livid heath
#

Crew or typicalcargo? Side?

#

We still have problems with some of our armour not loading in zeus unless you place one first in mission. I imagine its a missing requiredaddon

stoic lily
#

well whats even more weird some static weapons defined in the same config, and supposedly exactly the same way, do appear in ZEUS

hot pine
#

[public] new parameter "UImodel" for compass and watch item that will replace model in UI/Map
❀

livid heath
#

oh wow that is EXCELLENT

#

any chance of having the radio item in the same catergory?

#

as for vietnam / WW2 mods these items are anachronistic, especially the radio

hot pine
#

radio is not visible on the map since a2?

scarlet oyster
#

This is really great! Looks like bxbx is taking on a most-wanted list of bugfixes now πŸ˜ƒ

livid heath
#

oh right lol sorry !

#

that's the problem when you have your 300 item phabricator task list and migrate it from A2 to A3 but don't check it's still relevant hehe

oblique ocean
#

I THINK i'm in the right channel so here goes nothing; if I had a battleye filter for "remoteExec", how am I supposed to contact the server from the client in a legit way?

livid heath
oblique ocean
#

Ah, thanks.

tiny sky
#

Does anyone have a guide or knowledge to do the configs for amphibious cars? I've looked around and found resources for both cars and boats but I'm trying to fix a vehicle that used to float but now for some reason just drives normally on the bottom of the ocean like it's land after some update (don't know when, I was gone for like a year.) I'm not sure what I'm doing wrong following like, the boat config

untold temple
#

did autocenter=0 get added to the model?

#

for something to float it needs buoyancy = 1 and autocenter=1 (or removal of autocenter=0 from absolutely every LOD)

tiny sky
#

I went through and took out autocenter=0 from the geometry and PhysX LODs. I have a buoyancy LOD but I'm not 100% positive if I've set a buoyancy = 1 tag either. I'll check both when I get home

woven flax
#

Trying to get a custom sound in the Zeus Sounds menu. Anyone know where I can find an example? I got it in as music but thats the wrong modeule.

pseudo kite
#

Hey guys,I wonder if any of you guys can help.First ,i have a mounted mg class M249 and a heandheld class M249.The problem is that i cannot make the handheld M249 to fire at the same firerate.For players/human everything works correct.But for ai the handheld variant will not fire at set rate.I have same reloadtime set for human and ai class(burst).I have observed the AiFireRate values set fine.Besides the AiFireRate config kine does not affect rate of fire inside a burst.I have also used these lines from the vanilla m134- ffMagnitude = 0.5;
ffFrequency = 11;
ffCount = 6; nothing has helped.Note the mounted class M249 works perfect.But not the handheld class.To state again that its the ai firing that doesnt match up.If a player fires it works fine.....Its got me stumped.....Anyone noticed this?

livid heath
#

Simplify to one mode for ai and one for human then check what it inherits using editor configviewer

#

Then when that is working add more modes slowly

undone quiver
#

Anybody know what determines fly height for AI?

half ocean
#

other than scripting cmds, im not entirely sure if there is something

pseudo kite
#

ita already simplified ,its simple..the ai just doesnt fire the fire rate....i know my way around burst classes like the back of my hand.this is strange...i'll get on to a dev regarding this i think.

pseudo kite
#

Rob,the problem is in unsung.I'll chat to you about this tonight.

strange egret
#

have you tried copying 1:1 a vanilla handheld mg modes (eg M200 or zafir) and working from there?

pseudo kite
#

Iam gonna test the vanilla weps with the ai.I think the vanilla weps are beving the same.Iam gonna test some more vanilla ai wep behaviour.Of what i have seen the vanilla weps arent functioning as set in the cfg aswell....has anyone seen an ai firing their handheld weps at very high fire rates?like in bursts? X3kj, Thanks for your reply.I have copied the vanilla cfg of the weps,its virtually a clone now.This is very interesting.......its been this way for a while...

hot pine
#

could you record video of that issue?

abstract shale
#

who? @hot pine

dry kraken
#

how can I transfer coordinates from the editor to a control group?

abstract shale
#

control group?

livid heath
#

quick question about shotguns. when we shoot a man with our shotguns (using ammo inheriting from class shotgunbase) we get a popup sometimes - i think this is based on an expected sound entry using the old non array system

#

all of the normal sound entries are present in our uns_shotgunbase (Added from bulletbase)

#

but obviously this has hitarmor [] = xxxx

#

not hitarmor = ""

#

should we use bulletbase as a parent and let simulation do the rest?

regal gate
#

hitArmor[] = { … } ← this format you sure?

livid heath
#

yeah i copied it straight fro mthe bulletbase config

#

hitArmor[] = {"soundVehiclePlate1", 0.125, "soundVehiclePlate2", 0.125, "soundVehiclePlate3", 0.125, "soundVehiclePlate4", 0.125, "soundVehiclePlate5", 0.125, "soundVehiclePlate6", 0.125, "soundVehiclePlate7", 0.125, "soundVehiclePlate8", 0.125};

#

no entry hitArmor. implies it is looking for a value for hitArmor as an object, not an array. i am assuming this is because shotgunbase is somehow expecting that to exist. I had read on the forum somewhere that shotgunbase was half-developed and unsupported. if this is true, I guess I'm wondering about shifting our ammo to inherit from bulletbase instead.

#

do any of you guys with shotguns have a view? @vital torrent @stoic lily @slow summit

untold temple
#

in RHS the shotgun ammo has class HitEffects fully defined rather than inheriting from BIS parent B_12Gauge_Pellets

#

but no hitArmor in there

#

so is it not a valid class?

dry kraken
#

@abstract shale yes, coords in control group

livid heath
#

it was this (thanks @hot pine )

#
            class HitEffects
            {
                Hit_Foliage_green = "ImpactLeavesGreen";
                Hit_Foliage_Dead = "ImpactLeavesDead";
                Hit_Foliage_Green_big = "ImpactLeavesGreenBig";
                Hit_Foliage_Palm = "ImpactLeavesPalm";
                Hit_Foliage_Pine = "ImpactLeavesPine";
                hitFoliage = "ImpactLeaves";
                hitGlass = "ImpactGlass";
                hitGlassArmored = "ImpactGlassThin";
                hitWood = "ImpactWood";
                hitMetal = "ImpactMetal";
                hitMetalPlate = "ImpactMetal";
                hitBuilding = "ImpactPlaster";
                hitPlastic = "ImpactPlastic";
                hitRubber = "ImpactRubber";
                hitConcrete = "ImpactConcrete";
                hitMan = "ImpactEffectsBlood";
                hitGroundSoft = "ImpactEffectsSmall";
                hitGroundRed = "ImpactEffectsRed";
                hitGroundHard = "ImpactEffectsHardGround";
                hitWater = "ImpactEffectsWater";
                hitVirtual = "ImpactMetal"; //"hitArmor";
            };
```
#

note the last entry

#

in default shotgunbase it has that hitvirtual = "hitarmor"

#

which is why it only shows up in virtualarsenal

hot pine
#

O lol

#

I will fix it later in Arma

livid heath
#

solved though, thanks so much

#

im such a dimwit honestly, my finger ws hovering over the hiteffects expand + in configviewer and i didnt look

livid heath
#

so this new OB option "rename (all lods)" doesn't seem to work when attempting to rename a proxy path/model e.g. a muzzleflash proxy model in a plane

#

i guess moveobject would be still the way to go there 😦

hot pine
#

you can also use namedSelections.bio2s script in o2

#

there is replace function which supports (in limited way) wildcards

pseudo kite
#

reyhard,no soryy unable video it,easy to reproduce.try any assault rifle or mg handheld.

wise tusk
#

How can I use custom font on HUD?

untold temple
#

make a custom CfgFontFamilies class and use that for the font= parameter in the MFD

#

fontToTGA tool exists for generating the font bitmaps

wise tusk
#

@da12thMonkey#2096 what size should I the font?

untold temple
#

I don't think the size in the input window matters

#

it'll generate several .fxy files and output .tgas for different sizes

#

I think you only really need the ones with a 46-##.tga suffix for MFDs

hot pine
#

46 is font size if I remember correctly

#

MFD is using first font in the array (or maybe last one?)

wise tusk
#

Ok, will try both. Thank you guys

hot pine
#

class CfgFontFamilies
{
class rhs_font_rus
{
fonts[] = {"\rhsafrf\addons\rhs_optics\scripts\font_rus\rus_font_b-bold46"};
};

wise tusk
#

Or just use 46 πŸ˜ƒ Thanks

wise tusk
#

Could I attach script to bay animation?

worthy beacon
#

Hi
I have a problem with my cfg
My plane move inside ground when i try to use jet dlc's cfg wheels
Would Any one help me?

livid heath
#

hey @worthy beacon welcome to the discord mate

#

so which jet is it?

#

are the wheels in your model.p3d starting folded away? (wheels above centre of mass can cause a failure in physx)

#

have you added the new damper and wheel animationsources (to model.cfg and cfgvehicles config.cpp)?

#

have you added class wheels to your cfgvehicles config?

worthy beacon
#

The jet is F-5

#

No i dont ad them

#

Add*

#

Class wheels aded

#

Added*

#

The model havent any problem

untold temple
#

class wheels uses model memory points as reference for the centre and boundary of the wheels

#

if you do not have the named memory points that are written in class wheels, then it will sink

livid heath
#

ah yes, so those must be added to the model - the centre and rim points for each wheel

#

also you need wheel convex components in your geo, and named points in landcontact lod

worthy beacon
#

When i change the parameters of class wheels in work but it dump and jump when taxi to takeof

#

It*

livid heath
#

i often find the sunken thing can happen if your landcontact points are named for dampers but your geo components are not named right

#

i would say - add the new memory points rim and centre for each wheel, and then add the new damper animationsources to your model.cfg and vehicle config

#
class animationsources
{
            class Damper_left_source
            {
                source = "damper";
                wheel = "wheel_left";
            };
            class Damper_right_source
            {
                source = "damper";
                wheel = "wheel_right";
            };
            class Damper_rear_source
            {
                source = "damper";
                wheel = "wheel_rear";
            };
            class Wheel_left_source
            {
                source = "wheel";
                wheel = "wheel_left";
            };
            class Wheel_right_source
            {
                source = "wheel";
                wheel = "wheel_right";
            };
            class Wheel_rear_source
            {
                source = "wheel";
                wheel = "wheel_rear";
            };
};
worthy beacon
#

Thanks

#

I will try it

livid heath
#
//dampers
            class gear_L_damper
            {
                type="translation";
                source="Damper_left_source";
                selection="gear_L_damper";
                axis="gearL_rot_axis";
                memory=1;
                sourceAddress="clamp";
                minValue=0;
                maxValue=1;
                offset0=0;
                offset1=0.25;
            };
            class Gear_R_damper: gear_L_damper
            {
                source="damper_right_source";
                selection="gear_R_damper";
                axis="gearR_rot_axis";
            };
            class rear_damper: gear_L_damper
            {
                source="Damper_rear_source";
                selection="gear_rear_damper";
                axis="gear_rear_rot_axis";
                offset1 = 0.1;
            };
//wheel rotate            
            class wheel_right
            {
                type="rotation";
                source="Wheel_right_source";
                memory = 1;
                sourceAddress="loop";
                selection="wheel_right";
                axis="wheelR_axis";
                minValue = 0.0;
                maxValue = 1.0;
                minPhase = 0.0;
                maxPhase = 1.0;
                angle0 = 0.0;
                angle1 = -3.141593;
            };
            class wheel_left: wheel_right
            {
                source="Wheel_left_source";
                selection="wheel_left";
                axis="wheelL_axis";
                angle1 = 3.141593;
            };
            class Wheel_rear: wheel_right
            {
                source="Wheel_rear_source";
                selection="wheel_rear";
                axis="wheel_rear_axis";
            };    ```
#
        class Wheels
        {
            class wheel_rear
            {
                // caesar wheel definition
                // adjusted by TeTeT
                steering = 1;
                side = "left";
                boneName = "Wheel_rear";
                center = "Wheel_rear_center";
                boundary = "Wheel_rear_rim";
                suspForceAppPointOffset = "Wheel_rear_center";
                tireForceAppPointOffset = "Wheel_rear_center";
                width = 0.18;
                mass = 150;
                MOI = 25;
                dampingRate = 0.4;
                dampingRateDamaged = 1;
                dampingRateDestroyed = 1000;
                maxBrakeTorque = 1500;
                maxHandBrakeTorque = 0;
                suspTravelDirection[] = {0,-1,0};
                maxCompression = 0.15;
                maxDroop = 0.15;
                sprungMass = 3600;
                springStrength = 90000; // 10500;
                springDamperRate = 14000; // 18000.5;
                longitudinalStiffnessPerUnitGravity = 5000;
                latStiffX = 25;
                latStiffY = 180;
                frictionVsSlipGraph[] = {{0,1},{0.5,1},{1,1}};
            };
            class wheel_left: wheel_rear
            {
                boneName = "wheel_left";
                center = "Wheel_left_center";
                boundary = "Wheel_left_rim";
                suspForceAppPointOffset = "Wheel_left_center";
                tireForceAppPointOffset = "Wheel_left_center";
                steering = 0;
                width = 0.36; //0.72;
            };
            class wheel_right: wheel_left
            {
                side = "right";
                boneName = "wheel_right";
                center = "Wheel_right_center";
                boundary = "Wheel_right_rim";
                suspForceAppPointOffset = "Wheel_right_center";
                tireForceAppPointOffset = "Wheel_right_center";
            };
        };```
#

also in geo lod make sure your wheel mass matches your class wheels mass (e.g. above it is mass = 150;)

#

landcontactpoints are named like this in the plane above

#

driveOnComponent[] = { "gear_rear_damper", "gear_R_damper", "gear_L_damper" };

#

and so are the wheel components in the geo lod - because you want your landontact to move whe nthe dampers compress or extend

#

same with wheel collission with ground, so u want the naming to match

worthy beacon
#

Thanks Rob

livid heath
#

good luck!

undone quiver
#

When calculating caliber. Does the round include the mass of body armor and such in regards of penetrating through infantry?

untold temple
#

Body armour doesn't add anything to the unit's fire geometry LOD

#

it's just a hitpoint modifier

undone quiver
#

Even mass?

jade brook
#

Not sure if soldier simulation even has mass, but if you mean load, then yes, vests increase the soldiers load.

undone quiver
#

So what happens if you make say armor so good it nulls the damage of the weapon. Will it still pass through? πŸ€”

jade brook
#

πŸ€”
If it nulls the damage, it by definition doesn't get through.

undone quiver
#

mmm,

#

Guess I'll mess with a 50.cal

#

So lining two guys up, with full ballistic. 1st guy dies, 2nd one takes "yellow" damage

#

take the vest off, 1st guy dies, second one is at red damage.

#

Potential?

sage rivet
#

does anyone knows the designator batteries config ?

#

i need to create batteries for my nvg script

worthy beacon
#

Hi

#

Any one have a totarial for object biulder?

worthy beacon
#

Ok i found it

livid heath
worthy beacon
#

@harsh moat (Eggbeast)#3291 thanks rob

#

Rob

quick walrus
#

Hey guys im a bit stuck here, my hat is not showing up in the virtual arsenal and i cant figure out why, there's probably multiple errors in this config. https://pastebin.com/F90ps8z7

narrow swallow
#

Try inheriting from an existing cap instead, and just change what you need. @quick walrus

quick walrus
#

That sounds good and like it is a much better way to do it! thanks

quick walrus
#

Just found out what I was doing wrong, was saving the Config as a .cfg and not a .cpp 🀦

grand zinc
#

If you used Mikeros tools they would've refused packing or shown you a warning about that ^^

quick walrus
#

Ill go check that out now

#

Thanks man

grand zinc
#

But then... You are referencing external files.. Mikeros tool will probably turn everything into pure hell till you disable it's crap features

quick walrus
#

Yay my first mod that has something in it! Long way to go tho XD

jade brook
#

You also have to put PatrolCap_Irish into weapons[] of CfgPatches. And the TWest macro is used, but never defined.

undone quiver
#

So how resource intensive is the new HEAT config? Compared to say a AP round?

jade brook
#

Are you trying to give an mg heat rounds or do you think the game will crap itself if you shoot a tank every 10 seconds with that?

#

If MG then idk, but if Tank then stop worrying about it.

undone quiver
#

Probably a fire rate of at least a SPAR

strange egret
#

cant believe it makes a difference

#

its just switching around parameters - normal rounds have AP warhead type after all

#

heat with submunition just spawns one more projectile (and deletes the old) at impact...

#

so no cluster ammo like lag (which comes from particles)

hot pine
#

(and deletes the old) not in all cases

barren umbra
#

Is there a way to to make the tacical ping to stay visible for a longer time?

stoic lily
#

what are these new key actions about?
TransportNightVision[] = {{157,49}};
AirPlaneBrake[] = {45};

hot pine
#

air plane brake is air plane brake

#

transport night vision is for switching PiP view modes

stoic lily
#

ok ty

barren umbra
#

Can you remove the distance text from waypoints?

#

I just want the icon to be visible, for waypoints, tasks and orders (like when ordered to target something), but without the distance display. I looked through UI pbo but I could not find the thing that adds the distance text.

grand zinc
#

engine I'd say. If that's configurable then probably difficulty settings

barren umbra
#

I (vaguely) remember ACE doing that in A2

#

in difficulty setting its only for displaying both the waypoint icon and the distance.

narrow crow
#

is these "textureList[] = " in config "hardcoded" functionality or just linked to a init script? and second questions, is this a good way (or anyone better?) to get some random textures on units

#

if i want to have a guy with random red, white, blue tshirt?

grand zinc
#

Scripted

median wedge
#

i think its used with bis_fnc_initVehicle in an init eh

grand zinc
#

I can't find the script though. But it's not hardcoded

narrow crow
#

too bad, wanted to make more variation, but not super keen on scripted solution

livid heath
#

I have a couple of questions about the dynamic weapon configs.

#
  1. with gunpods is it possible to have muzzle gas and shell casings ejected like we could in the old system? I added the memory points necessary to my gunpod model and then the weapon has this entry
#
        class GunParticles
        {
            class effect1
            {
                positionName = "usti_hlavne_Tm134";
                directionName = "konec_hlavne_Tm134";
                effectName = "MachineGun1";
            };
            class effect3
            {
                positionName = "machinegun_eject_pos_Tm134";
                directionName = "machinegun_eject_dir_Tm134";
                effectName = "MachineGunCartridge";
            };
            class effect5: effect1
            {
                effectName = "MachineGunCloud";
            };
        };```
#

but al li see is a static (non-rotating) muzzle flash, and working tracer points.

#
  1. i'm guessing we can't animate the muzzle flash ?
#

just testing if these are limitations in the new system or not.

#

my gunpod has a model.cfg with a rotation animation using a source defined in the aircraft vehicle animationsources, with the pylonweapon as weapon entry, but the flash is static. i imagine it's impossible to animate inside a proxy, despite the muzzleflash working properly (show/hide on firing) that would likely be some engine change in jets dlc.

#

has anyone else experimented with gunpod proxies?

#
  1. We used to be able to design weapons grouping (cannon, rocket, AAM, AGM, small bomb, large bomb, fueltank) by adding weapons in the right order in the weapons[] array. what governs the load order in the pylon weapon cycling? is it pylon priority?
#
  1. on the new clusterbombs. mine seem to be dropping way behind the plane, almost like they are travelling backwards from release. is there a setting in the ammo/mag/weapon that controls the direction of travel of the main munition?
#

I am thinking I may need to add an initspeed to the munition to stop it moving backwards. It has 20kgs mass in geo (it's a small bomblet)

#

and then the bomblet spawns a clustermunition effect (to simulate 15 bomblets being released)

#

i didn't want to have 15 bomblets falling fro mthe plane, as that would probably be suboptimal

untold temple
#

Muzzle flashes are animated with the reload animation source

livid heath
#

are they? ok thanks, so the plane vehicle will need that source linked to the weapon in the class animationsources?

untold temple
#

no

#

only the gunpod needs the animation source

#

the game does it automatically when that magazine is firing

livid heath
#

like this?

#
            class MuzzleFlashRot
             {
                 type="rotation";
                 source="reload";
                 sourceAddress="loop";
                 selection="zasleh";
                 axis="barrel_Axis";
                 centerFirstVertex=true;
                 minValue=0;
                 maxValue=4;
                 angle0="rad 0";
                 angle1="rad 360";
             };
untold temple
#

hang on, I wrote about this somewhere with an example from the guns on the AH-6 in RHS

livid heath
#

thx πŸ˜ƒ

untold temple
#

as for pfx and light effects. Currently there doesn't seem to be any native support for it on dynamic gun pods

#

as for the bomb falling behind the plane, it's perhaps a matter of airfriction

livid heath
#

ok flashes rotate now thanks

#

any idea about weapon order in HUD?

#

i was being lazy and asking before starting detailed epxeriments here lol

#

if nobody knows, i'll do some testing and write it up

#

you've saved me half a day fussing over fx so thanks:)

untold temple
#

I don't know about the weapon order. Pylon priority seems likely

livid heath
#

any idea if there's any documentation o nthe new clusterbombs?

#
        class BombCluster_01_Ammo_F: Bomb_04_F
        {
            model = "\a3\Weapons_F_Orange\Ammo\BombCluster_01_fly_F";
            proxyShape = "\a3\Weapons_F_Orange\Ammo\BombCluster_01_F";
            simulation = "shotMissile";
            triggerDistance = 250;
            triggerSpeedCoef[] = {0.8, 1};
            submunitionAmmo[] = {"Mo_cluster_Bomb_01_F", 0.93, "BombCluster_01_UXO_deploy", 0.07};
            submunitionConeAngle = 10;
            submunitionConeType[] = {"randomcenter", 85};
        };```
#

so what does triggerSpeedCoef[] = {0.8, 1}; do?

#

how is submunitionConeAngle = 10; calculated?

#

and what is the value in this submunitionConeType[] = {"randomcenter", 85};

#

the reason iask is that our cbus appear to spawn effects several hundred metres away t othe left and right of the plane.

#

making me wonder what the values do...

#

i tried google and got nothing, literally a single response, where a guy mentions it in passing on the forums

#

also maverickWeaponIndexOffset

#

any idea what is this used for? i only see questions and zero documentation

#

happy to document it, once i have an understanding

untold temple
#

replied on forums

livid heath
#

thanks - very useful

#

triggerDistance = 40; //distance from target in metres

#

if we don't have a target locked i'm assuming that it uses the ground

#

as very few of our vietnam era bombs are able to lock

untold temple
#

yes, it uses the same "target" as the engine uses to establish CCIP

#

if you try dripping bombs on the diag .exe it becomes quite clear how it works

livid heath
#

ok well it looks like if you don't specify a target then it works based on height. i can set various heights and they all work ok in VR

#

i am wondering if not having a target might be borking some of the other elements like if the engine is trying to calculate the cone relative to the target orientation, for example, rather than looking down vertically as you might expect

#

so wha ti'm seeing ver yclearly, is the initial munition (the cbu casing) is flying backwards really fast when fired

#

i guess it has too much friction

#

seems to be 0.1 bomb, 0.001 missile, 0 artillery calculated shell

untold temple
#

Might want to add a few bounding points to the Geo LOD of the "fly" model of your munitions too. IIRC this has some effect on their flight characteristics once released https://i.imgur.com/M4aY9cB.png

#

can see there that there are corner verts from a large cube and mass is applied to thw whole thing, while the Component is the geometry in the middle

livid heath
#

wow that's mental

#

thx !

livid heath
#

any suggestions on how to fix the absence of "reloadtime" caused by having a stack of single mags on the plane?

#

before implementing the dynamic system, we could pickle bombs with reloadtime = 0.3 and so bombs would fall either in burst mode (burst =2) or fullauto (drops bombs as long as you hold down the trigger)

#

and the reloadtime would kick in between "rounds" in the mag allowing a spread of bombs

#

in the current system whe nyou press fire, all of the bombs (2 in burst and say 8 in auto) drop instantaneously

#

i imagine its magazinereloadtime that needs adding to the weapon?

livid heath
#

hrm, mothing works. so i guess no more auto fire on bomb launchers 😦

untold temple
#

Pylons have different priority?

livid heath
#

yeah i have 15 pylons, priority is paired equally, but each pair has unique priority

#

pressing fire with full auto fire mode and reloadtime of 0.3s launches all 15 bombs immediately

#

i nthe past you'd see a nice pickled stick of spreading bombs

#

i got the CBU dispensers working perfectly thanks for your help this morning πŸ˜ƒ

#

i imagine the new system for stacking solo pylon mags is not accounting for reloadtime. strangely it also doesnt respect reloadmagazinetime

narrow crow
#

anyone know a way to animate a wheel on a car, but without adding it as a physx wheel

#

perhaps liking animation to wheel_1_2 for instance

hot pine
#

try calling it class wheel_1_2_extra & see if it's working

#

wheel mask should take care of it

narrow crow
#

oh that would be sweet and nice

#

it did πŸ˜ƒ

#

thanks @hot pine

tender folio
#

Anyone know why UserActions for a vehicle would just suddenly not work?

#

I get no script errors and when I paste the contents of the function into the debug console it runs just fine.

#
            {
                userActionID = 52;
                displayName = "ENGAGE FORWARD THRUSTERS";
                displayNameDefault = "ENGAGE FORWARD THRUSTERS";
                textToolTip = "ENGAGE FORWARD THRUSTERS";
                priority = 10;
                condition = "(!(this getvariable [""OPTRE_Thruster_EngagedStatus"",false])) AND (player == driver this) AND (alive this) AND (isEngineOn this)";
                statement = "0 = this spawn OPTRE_ThrusterEngage";
            };```
#
_pelican setvariable ["OPTRE_Thruster_EngagedStatus",true,true];
_pelican setobjecttextureglobal [1,"optre_vehicles\pelican\data\bolt_blue_ca.paa"];
hint "ENGAGING FORWARD THRUSTERS";
while {((_pelican getvariable ["OPTRE_Thruster_EngagedStatus",false]) AND (alive _pelican))} do
{
    if (speed _pelican <= 600) then {
        _vel = velocity _pelican;
        _dir = direction _pelican;
        _speed = 10;
        _pelican setVelocity [
        (_vel select 0) + (sin _dir * _speed), 
        (_vel select 1) + (cos _dir * _speed), 
        (_vel select 2)
        ];
    };
    sleep 0.5;
};```
sullen fulcrum
#

Hello everyone! I am looking for help regarding an issue I'm having with cfgWeapons for my vehicle mod (https://forums.bohemia.net/forums/topic/206037-20th-aib-realistic-warrior/). The problem is described in the comments, however I'm not skilled enough to understand it and to me the recommended solution doesn't really make sense since my weapon classes depend on those classes... any help would be appreciated and I'm also able to provide full config access if required. Thanks!

#
{
    class close;
    class short;
    class medium;
    class manual;
    class far;
    class player;
    class MGun;
    class autocannon_30mm;
    class LMG_coax;
    class 20AIB_30mm_L121A1: autocannon_30mm
    {
        class player: player
        {
            reloadTime=0.67000002;
        };
        class close: close
        {
            reloadTime=0.67000002;
            burst=6;
        };
        class short: short
        {
            reloadTime=0.67000002;
            burst=3;
        };
        class medium: medium
        {
            reloadTime=0.67000002;
            burst=2;
        };
        class far: far
        {
            reloadTime=0.67000002;
            burst=1;
        };
        muzzles[]=
        {
            "this"
        };
        displayName="L121A1 RARDEN";
        magazines[]=
        {
            "20AIB_6Rnd_30mm_HE_Red",
            "20AIB_6Rnd_30mm_APFSDS_Red"
        };
        magazineReloadTime=4;
        autoReload=0;
        scope=1;
    };
};```
hot pine
#
    class close;
    class short;
    class medium;
    class manual;
    class far;
    class player;``` that doesn't exist in cfgWeapons
#

you need to reference it inside of parent class

sullen fulcrum
#
    {
        class close;
        class short;
        class medium;
        class far;
        class player;    
    };```
#

like this?

hot pine
#

they are not there neither nvm, seems it could work but it will inherit params from autocannon_Base_F

#

plus you need to recreate inheritance so class autocannon_30mm: parent_class_of_autocannon_30mm_CTWS

eternal yew
#
Many players simply die from failing 2m, how to reduce damage to make players more happy?```
tender folio
#

@eternal yew
impactDamageMultiplier = 0.5; // multiplier for falling damage

#

0.5 is the default so you can reduce and experiment with it

livid heath
#

@gundich muzzles[]=
{
"this"
}; // this is wrong for that class of weapon. have a look at the base config of the autocannon, it has two muzzles defined, AP and HE.

#

also i think your ACE dependency is caused by the useractions in the commander turret

sullen fulcrum
#

@livid heath the ACE useractions are in our private mod, not the public one. For the muzzles I'll look it up tomorrow.

#

@hot pine If I try to do anything else except what I had already it breaks the weapons. I don't understand what I'm doing wrong. I'll try to investigate tomorrow.

#

btw I really appreciate all your help

livid heath
#

if im about tomorrow hit me up and i'll fix your weapons

sullen fulcrum
#

is there anyone who is using t72 tank from reyhard mod? its seems bugged after dlc ..and not sure how to fix it

#

i mean rds_Tanks

#

interesting same thing is bugged on cup t72 in driver position from inside ..and when its turned out too

livid heath
#

oh yes we have that too

#

in unsung tanks

#

the inside driver is blocking the gunner optics since tanks dlc

#

i'm guessing something fundamental changed to do with tank interior views

#

and using lodturnedin and lodturned out values

sullen fulcrum
#

so have you guys fixed it

livid heath
#

not yet looked into it

eternal yew
#

uhh, Batch pbo pack/unpack?

#

which tool is can do it?

eternal yew
jade brook
#

@undone quiver

class CfgSounds {
    #include "AFAR\f\SFX.hpp"
    sounds[] = {};
    class parasound {
        name = "parasound";
        sound[] = {"res\c130.ogg", 1.0, 1};
        titles[] = {};
    };
};

Wrong channel.

undone quiver
#

Oops, it was all scripts so I assumed scripting

#

Follow up question, will this go in my description, or the hpp file?

jade brook
#

description.ext

#

@undone quiver That's a config, therefore I figured config editing. Β―_(ツ)_/Β―

sullen fulcrum
#
    class autocannon_Base_F;
    class autocannon_30mm: autocannon_Base_F
    {
        class close;
        class short;
        class medium;
        class far;
        class player;    
    };
    class LMG_RCWS;
    class LMG_coax: LMG_RCWS
    {
        class manual;
        class close;
        class short;
        class medium;
        class far;
        class player;    
    };```
#
    {
        class player: player
        {
            reloadTime=0.67000002;
        };
        class close: close
        {
            reloadTime=0.67000002;
            burst=6;
        };
        class short: short
        {
            reloadTime=0.67000002;
            burst=3;
        };
        class medium: medium
        {
            reloadTime=0.67000002;
            burst=2;
        };
        class far: far
        {
            reloadTime=0.67000002;
            burst=1;
        };
        muzzles[]=
        {
            "this"
        };
        displayName="L121A1 RARDEN";
        magazines[]=
        {
            "20AIB_6Rnd_30mm_HE_Red",
            "20AIB_6Rnd_30mm_APFSDS_Red"
        };
        magazineReloadTime=4;
        autoReload=0;
        scope=1;
    };
    class 20AIB_762_L94A1: LMG_coax
    {
        class manual: manual
        {
            reloadTime=0.12;
                    };
        class close: close
        {
            reloadTime=0.12;
        };
        class short: short
        {
            reloadTime=0.12;
        };
        class medium: medium
        {
            reloadTime=0.12;
        };
        class far: far
        {
            reloadTime=0.12;
        };
        displayName="L94A1 Chain Gun";
        magazines[]=
        {
            "20AIB_250Rnd_762x51_Red"
        };
        magazineReloadTime=8;
        autoReload=0;
        scope=1;
    };```
#

this appears to be working fine, except for: 20AIB_fv510_warrior_w: cannon_ready_light - unknown animation source muzzle_hide_cannon

sullen fulcrum
#
        {
            "HE",
            "AP"
        };
        ``` breaks the autocannon
livid heath
#

Send the config in pastebin and i’ll edit it for u when im home later

sullen fulcrum
#

sent πŸ˜ƒ

tender folio
#

anyone know how to make AI compensate for a weapon with no drop?

livid heath
#

@gundich see PM

strange egret
#

why does AI need to compensate if it has no drop?

tender folio
#

well i should clarify

#

i have a launcher that has no drop and the ai will shoot ahead and above targets to try to compensate for drop

#

most likely because im inheriting from the RPG32

#

so rather how do i make AI NOT compensate for drop

jade brook
#

How come the weapon has no drop?

tender folio
#

because its a space rocket launcher

jade brook
#

Is the projectile scripted or what? All ammo has a drop. They're all accelerated by gravity.

#

You cannot configure the AI to ignore that.

tender folio
#
        airFriction = 0;
        sideairFriction = 0;
        coefGravity = 0.0;```
#

flies straight

#

I find that hard to believe tbh

jade brook
#

Maybe try a very small gravity coeficient. Maybe the math just bugs out.

#

Or AI is just shit at aiming these in general.

strange egret
#

does it work on vanilla targets? maybe the custom target vehicle is the problem, not the compensation

hot pine
#

if it's just about moving targets then there is bug in vanilla ai which you cannont do anything about (other than wait for fix)

tender folio
#

hmm

regal gate
grand zinc
#

simulationtype thingX is missing πŸ˜„ Though a Thing is not really a Vehicle. And I think in engine the X are uppercase. But who counts peas...

jade brook
#

helicopterrtd (?) uses physx too. And there's planex now I believe.

regal gate
#

quit complaining, and be happy with what you already have :p

jade brook
#

quit complaining
Ahahaha

strange egret
#

i would like to see an explanation what enginePower is supposed to do - after all it's a redundant value - because engine power is derivable from maxtorque and torque-rpm curve with min and max omega

wise tusk
#

My brain hurts me. How can I make : condition="user0=10"; ?

#

Or equal any other value

novel rock
strange egret
#

can't stomach a phsyx thriller right now - too much tension for me

hard chasm
#

condition="user0=10"; ?

i don't know what a user10 is if it bit me, but you cannot change any property in a config.cpp. They are baked in concrete at compile time, not game time.

you can use exec/evals to bake complicated constants like

thingy= EXEC( sqrt 7);

but they too are baked.

the only 'properties' you can change are those used in sqf namespace (in the context of condition= and statement= they are sqf statements) but they need to be used via either an init= some_event_handler, or a direct call in the condition = to a sqf FILE.

but to repeat, you cannot alter baked in constants.

#

in a config.cpp anything that says:

var=

produces a baked constant.

#

the one exception is description.ext where the baking occurs at game load time. But it remains (in effect) unalterable once produced.

#

an example of the last comment is:

array[]= EXEC(GetProductVersion);

this (obviously) retrieves the game version plus nut's n bolts. The produced array is read-only (like all other var= in any paramfile)

hot pine
#

@wise tusk - I know it's dumb but I didn't found any other way
condition = "(user0>= 10)*(user<=10)";

hard chasm
#

aplogies for my rant. _Because you said 'user0 EQUALS 10', it was too easy to assume you were trying to change something. what you wanted was

user0 == 10;

== is called 'equivalent to'

I should have realised that because it was a condition= test

#

😷

#

and, if i've finally got it right. the above is also wrong. remove the 2nd test because the value will almost always be false.

#

what you have got right is using greater and less testing, because floating point values are almost never exactly the value wanted due to the way IEEE floats are stored in the engine.

#

fyi: the aster is also wrong (that means multiply) you wanted to use & (and)

hot pine
#

it's mfd syntax, it's correct

hard chasm
#
  • means?
hot pine
#

= will return either 0 or 1, not false or true

#

mfds are visible when condition is >= 1,

#

and there is no == in mfds for some unknown to me reasons

hard chasm
#

what is mfd? i've always assumed these items (syntaxes) are sqf/sqs

hard chasm
#

and if they are sqf/sqs they return the boolean values true or false.

hot pine
hard chasm
#

it is incorrect to say 'true' and 'false' return 0 or 1 for sqf, they literally return a 'true' or 'false' boolean value. In configs, these are most often translated to 0 or 1 by the use of #defines

#

and i see no reference to a mysterious 'mfd' in the above url

hot pine
hard chasm
#

that's better, and the 'value' returned is literally 'true' or 'false' (which is altered by #defines if they exist)

#

it's one of the great bugbears of paramiles in general.

jade brook
#

Simple expression is basically sqf syntax with a different set of commands.

hard chasm
#

yes, sure, and boolen expressions in sqX return the boolean text, 'true' or 'false'

#

the only paramfile i am aware of that converts them to 0 and 1 automatically is bi's binarise.exe because it uses a different compiler.

jade brook
#

Simple expressions are just strings that the game interprets later. Has nothing to do with config itself and only works for certain entries,e.g. sound config or mfd.

hard chasm
#

I have no argument with you there commy2,. none at all, but the boolean returns are misunderstood. you can see it over and over again in sqX FILES which are expecting the var= to literally be "true" or "false" , not, repeat not numeric zero or one

#

it's a catch 22, if you use #defines, as defined say in common defs, you are caught.

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it's the reason why bis take great care to also state whether or not some sqf operators (verbs) accept boolean (read 'text') values, in addition to numeric values.

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from memory 'select' is one of them.

jade brook
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In A4, they should just get rid of booleans. They serve no purpose if you have a number type.

hard chasm
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agreed again!

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but, btw, the definition of a boolean in any language that translates to numeric is zero and NOT zero ( the value 1 is merely a convention)

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mikero wishes his keyboard would not have so many spelling mistakes

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in any case, back to the actual issue, aster is a no-no (it multiplies two boolean values), which sqX interpreters will raise red flag anyway. But the real issue_ is testing for an exact value, eg 10.00000000 whichi is a very dangerous thing to do with IEEE floats because most exact values don't exist.

hot pine
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thing that I posted will work in game

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since >= will really return either 0 or 1

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so if both conditions are fulified (user value is equal to 10) then mfd will be shown

hard chasm
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i have to agree that 1*1 == 1. but it's a wrinkle I was not aware of. That code is protected by quotes which means #defines don't apply, and therefore also means it's different to cfgConvertFileChange (the paramfile binariser)

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20 years? is it? and I still learn something new.

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Try that syntax in any sqf file and it will get screamed at. Afaik, but things do change, every day.

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...... hmmm, gonna look at the bis biki on aster

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yep, it's a little confusing. the biki states >= returns the boolean 'true' or 'false'. the aster says this operator only works on numbers. Elsewhere in the biki it states a specific operator (such as select) works on numbers AND/or booleans. This isn't an argument about who's right or wrong. You're very clearly right, one way (numeric booleans) or other (aster numerics), but there's one hell of a disconnect here with the neccesity to use #defines for var=true;

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ditto EXEC( var==anything);