#arma3_config

1 messages · Page 86 of 1

inland gulch
#

@jade brook forgive my ignorance, but how exactly do I use the delete keyword?

jade brook
#

This for classes, but I recall this also working for entries.

inland gulch
#

I'll give it a shot, thanks

stoic lily
#

it will still be inherited

undone quiver
#

How much does mass distribution effect the AI overall when operating vehicles? I mean in theory it shouldn't effect their decision making right? Asides from extremes on light and heavy.

boreal heart
#

@hot pine What does this new uvanimation stuff allow from an Arma perspective?

#

Sounds very interesting

hot pine
#

i.e. halftracks using carX simulation

#

moving maps ( @wise tusk )

#

maybe rivers

#

easier digital clocks/indicators where mfd is not applicable

#

dunno, use imagination 😛

livid heath
#

Are rotating miniguns possible in a gunpod proxy? I imagine not but thought id ask in case support had been encoded for it

hot pine
#

yes

untold temple
#

yep, revolving animation source

#

I thought it was in the model.cfg example I posted

livid heath
#

Yeah sorry forbad memory been doing way too much recently!

#

So we forfeit shell drop and gas fx for the benefit of moveable gunpods

#

And emptying rocketpods

#

Which clinches it

#

Am considering a half days blast through our helicopter gunships

#

How are two-seaters handled? Pilot has the pods, or can components be added to gunner also now?

#

Thinking of a cobra

untold temple
#

you pick the default pylon owner in the config. Can be changed ingame by clicking the icon next to the loudout selection

livid heath
#

Oh wow thats so farsighted to include twin seat compatibility

untold temple
#

turret[] = {#}; parameter in the pylon class

#

undefined is driver IIRC

livid heath
#

0 or 1 i guess? Ah ok

untold temple
#

0 would be gunner (first turret)

#

1 second turret. [0,1] second gunner of first turret etc. etc.

#

turret[] = {}; will reset to driver

livid heath
#

Its a lot of work bringing our air fleet up to standard, but good fun. I’m thinking of bringing back my simple preset useraction for cockpit rearming on the fly

#

As all the other solutions ive seen seem a bit overengineered

#

I was showing myke through the general jets changes last week, you might recall his innovations in arma2. Its really nice to have engine support for this stuff now thanks to john and sauls drive and vision with jets

#

Myke was pioneering mass and faction based universal pylon systems in a2 but hampered by the engine limitations

#

Moveable animated gunpods and twin seat functionality is the icing on the cake

#

I guess a step too far was a native code to enable in cockpit rearming drawing from the pylonpresets if near to an object with transportammo

sick zephyr
#

Hey guys, I've made a custom optics mesh and whenever I try to select it in Arsenal it gives me the "preNLOD format" message, any idea what might be the issue?

strange egret
#

is it binarized ? error free?

sick zephyr
#

yeah

#

mikero

frank holly
strange egret
#

google "allinone config arma 3" for the latest version of full ingame config. You can also check all configs ingame with configviewer (in mission editor there is a button)

#

sample configs with comments are in arma 3 samples on steam

frank holly
#

okey, thanks

stoic lily
#

@sick zephyr try #arma3_model - i think it means the model its bugged in some way. maybe binarize logs or debug.log from diag.exe will give more info

uncut wagon
#

is there a way to reload added configs by a mod i am working on without the need to restart the game all the time?

stoic lily
#

@uncut wagon diag_mergeConfig

uncut wagon
#

thanks i will look into that

uncut wagon
#

hmm does that also work with new modules for eden editor? I am running that command linking to the cpp file in eden right now.

stoic lily
#

not sure what you mean - pastebin the config and screenshot please

uncut wagon
#

Turns out I forgot to add the include in my config.cpp to the custom eden category...

#

still, it looks like I cannot update this config on the fly then.

stoic lily
#

why should you not be able to

uncut wagon
#

no idea. I am running arma3diag exe and execute this command

diag_mergeConfigFile["P:\diwako_anomalies\config.cpp"]
stoic lily
#
  1. did you load this as pbo in the first place?
  2. if not you have to leave the editor and go back for it to be active
uncut wagon
#

yes I have loaded the mod as pbo

stoic lily
#

so you changed the pbo, loaded the config browser and your change was not applied?

uncut wagon
#

so far i did not open the config browser. Sorry ot be such a nuisance.. It is alright now. So far what i wanted to do works.

#

But i appreciated the effort in helping me

stoic lily
#

np

oak hound
#

Hello , Would it be possible to block particles with a wall

#

I created a spray paint but the particles are not stopping on the wall

buoyant mason
#

No, it's a engine issue @oak hound

oak hound
#

okeys ty

dawn jetty
#

Does anyone know a solution to MakePbo giving me 'missing file(s)' even though the file exists?

strange egret
#

the files dont exist, if it says so. This means wherever you put it, it was the wrong place

dawn jetty
#

The issue was resolved. It didn't like being in a subdirectory on the workspace. Naughty naughty.

#

Thank you.

grand zinc
untold temple
#

The base class thing that the guy is talking about is unnecessary. The classes will merge if they have the same name. Overwrites would only happen with people using the same array name inside the class. Which is why properly tagging TAG_Magazines[]= for each array is crucial

#

It works without interdependency on a core addon, so long as people stick to the agreed classnames for the wells

jade brook
#

Yes, he misunderstands how this works.

frank holly
#

Hello, I have a rather weird problem: A modded vest calls for a file(.paa, with entire path) that is not mentioned in my current config anywhere.
The model, textures etc come from another modpack(I don't plan to release, it's for training purposes).
I copied entire vest class part from source mod and adapted the path, file names etc(done this before many times).
Yet in game when choosing that vest I get an error with the path that is used in source file
I have no idea what to do at this point, base classes for that vest show up fine and the vest itself inherits form those base classes + new model, picture and texture(and texture is giving the error)
Any ideas?

frank holly
#

did some testing, seems like only the model parts(.p3d) cause the error
Can you config a static path inside a model?

frank holly
#

Well thanks for help, after some research I found out it is tied to the model. And I can't open it with object builder. But if I simply add a pbo with provided static path and the file everything works

opal crater
#

If i would like to change how placement of explosives is handled where should I look? (I want to edit how the scrollmenu action works) I'm looking around Put class.

jade brook
#

fired eventhandler filtering for weapon "Put".

opal crater
#

I was thinking about changing "place explosive" action to "hold action" type, is this even possible to do it via config editing or would it require a lot of coding?

#

Oh, I see that I would have to set useAction =0 on SatchelCharge_Remote_Mag and probably script my own action adding for objects inheriting from it. Damn I hoped it would be simple 😄

#

Guess I will check if this is possible with EH, thanks anyway!

stoic lily
#

aiRateOfFireDispersion = -35;

#

@hot pine is the negative value new?

hot pine
#

it was always possible to use negative values

#

it's aiRateOfFireDispersion * (random number from 0 to 1)

stoic lily
#

yeah my bad

#

i still dont get the idea yet though. you could just reduce the base aiRateOfFire (plus random offset ontop) instead of reducing it with this, no?
so whats different with this approach?

hot pine
#

and what is your idea ;)?

stoic lily
#

timeToShot = aiRateOfFire + aiRateOfFireDispersion * Random<0,1>
5-10 = 5 + 5 * [0-1]
5-10 = 10 + -5 * [0-1]

toxic solar
#

So decided yesterday to start playing around with configs, and so the first thing I did was make a new helicopter inheriting off another one where the only diffrence was the armor values and the textures and that worked. So the next thing im trying to do is edit the pilots and copilots camera to have more thermal modes and add weapons to them. This is where im failing a bit, I believe I followed that the link https://community.bistudio.com/wiki/Turret_Config_Reference#Inheriting has to say about inheriting , but doesnt work so i was wondering what did I do wrong?

#

Im assuming that I inherted the turret incorrectly

stoic lily
#

@toxic solar best to look at some samples like BI sample models, or some RHS/CUP/IFA3 configs

#

also get an AIO config and study the base classes of cfgVehicles

toxic solar
#

cool will look at the rhs ones, and ah wats a AIO config?

grand zinc
#

only the BIF thread is regularly updated. And that's also linked on the wiki. and the bif thread links to the github repo. So you really only need one of the links

narrow swallow
#

But the historical value~

thorn leaf
#

explosionTime = 10; Can't seem to get this to work on bomb's is there no way to get this to work on bombs for timed fuses? Or any other EZPZ options?

toxic solar
#

Is it possible to inherit a turret of a vehicle and then change one property or would I have to define every single property of the turret I want to inherit and then change the one property I need?

livid heath
#

You can inherit normally and paste only the changed line so long as your parent definitions are written correctly

#

@thorn leaf i wonder if explosiontime is used only in certain simulation types

toxic solar
#

I think then im inheriting the class wrong then

#
class base_vic;
class new_vic_base: base_vic
{
    class Turrets
    { 
        class MainTurret;  
    };

};
class new_vic:new_vic_base
{
    class Turrets:Turrets
    {
        class MainTurret : MainTurret 
        {
            //code to do, idk like add weapons for example
        };
    };
};
``` Just to confirm, would I inherit like so
#

I just followed the turret config refrence and was wondering if its still upto date

hot pine
#

in case of turrets you need to recreate almost whole inheritance tree

#

since if tank is scope = 2 & has only class MainTurret; you will end up with tank without working turret

undone quiver
#

When making a ORBAT, is it possible to have multiple top tiers in it? Or can the highest tier only be one icon?

toxic solar
#

oh damn so I might have to recreate the whole thing for turrets eh 😭 welp I guess I'll start that when I wake up

#

im assuming that I still have to recreate the whole tree for turrets for helicopters as well? my first goal is to just change the gunners weapons

hot pine
#

yeah, you will have to recreate it there too

toxic solar
#

fun times await me

#

Now do I have to redefine all the turrets,or just the turret I want to edit?

strange egret
#

you just need the proper inheritance tree, not the parameters

stoic lily
#

@toxic solar get a config dump/AIO and delete all the parameters/copy-paste the class structure

#

if you are into regex, or teach yourself the basics, this "removes all but XXX": ^(?!.*?(^ *class|XXX)).*\r\n

thorn leaf
#

So actually @hot pine I guess the issue isn't the explosiontime. Because I got it to work. I believe I just had it on too high..

#

The issue I have now is I want to disable detonation on impact

toxic solar
#

ill try and see if I can get a config dump, as for regex I haev no clue what that is XD

toxic solar
#

k so i need some help with getting the dumps, someone posted this link earlier https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/ and has a link to his repo. If I understnad correctly I would take dumpConfig.sqf and put it in like a mission file, put the .dll extension in my arma 3 folder and run for example [configFile >> "CfgVehicles"] call compile preprocessFileLineNumbers "dumpConfig.sqf" in the debug win dow and it should all end up in my clipboard, is that correct?

narrow swallow
#

Correct.

toxic solar
#

wonderful ,now what if I get CallExtension 'ConfigDumpFileIO' could not be found in my .rpt file and the game dies

stoic lily
#

@toxic solar make sure to disable battleye

#

it blocks dlls otherwise

toxic solar
#

oh

#

lol

#

I will try that

#

on a side note I guess,how does ace get its .dll past battleye?

stoic lily
#

sent to Bastian from BE to get it whitelisted

toxic solar
#

oh I see

#

well heres hoping that I can dump it all now

#

Now whats the .zip from the github link I mentioned for? if I have the .sqf in a mission file and the .dll in the arma 3 folder,what would I need the .zip from https://github.com/pennyworth12345/ConfigDumpFileIO/releases/tag/1.0.0 for?

narrow swallow
#

You mean Source code (zip)?

toxic solar
#

yea

narrow swallow
#

It's the source code, everything that is in that repository.

toxic solar
#

oh I see

#

okay so I have disabled battleye and I still get the CallExtension 'ConfigDumpFileIO' could not be found in my rpt file, any ideas as to why?

narrow swallow
#

What folder did you actually put the dlls in?

toxic solar
#

dll/x64

#

in the arma 3 root folder

narrow swallow
#

Ah... Just put them in the root folder directly

toxic solar
#

pffft I thought I should have put them in the folder called dll XD, lets try that

#

oh shit,it works 😃

#

hahah now I shalll go mad with power and create a helicopter with 1 million armor XD,

#

thx for the help

grand zinc
#

actually you put them into the @mod ordner. But in your case you don't have one

toxic solar
#

okay so for a helicopter config, Ive so far found the properties

cyclicAsideForceCoef = 4;    //Effects Pitch up and down speed
cyclicForwardForceCoef = 2;    //Effects Roll left and right speed
backRotorForceCoef = 1.377;//Effects yaw left and right speed
#

now how would I go about finding the properties that deal with the speed/force of collective up and collective down? I looked in the Test_heli_01 config example but it doesnt have anything about that in there

stoic lily
#

if you havent done so yet, search in the BI forum or specifically the TKOH section (better with google site search)

light nest
#

@toxic solar liftForceCoef

worthy beacon
#

hi

#

I have a problem with the configs of AGM missiles Of a Airplan

#

I cant select the missile for fire

livid heath
#

could be a weapon not assigned to use your magazine?

worthy beacon
#

no

#

i sure assigned the AGM in polygan system

#

the missiles loaded and can seen on wings

#

but cant select to fire

#

i had type the weapon config like other weapons but only this not work

untold temple
#

Probably the weapon and ammo have mismatched flightprofiles[] and modes[]

untold temple
#

dev branch diagnostic.exe has a "shots" mode that will show everything the bombs and missiles are doing

toxic solar
#

@light nest ah thx

#

I felt like that had something to do with collective up,but i wasnt sure if it had anything to do with collective down

toxic solar
#

@stoic lily question about ur earlier comment today,whats the TKOH section?

stoic lily
toxic solar
#

oh i see

#

thank you

#

I didnt think that non arma 3 stuff would be relevant here

toxic solar
#

now would be save to assume that the plane config ref https://community.bistudio.com/wiki/A3_CfgVehicles_Plane_class_config_reference could help me with helicopter properties?

grand zinc
hot pine
#

hmm, I will check that later

dry kraken
#

where i can get idc or configName lobby and multiplayer servers list dialog?

jade brook
#

🤔 ?

#

lobby: RscDisplayMultiplayerSetup

#

idc: IDD_MP_SETUP

#

server list, this one is a control, not a display: IDC_MULTI_TAB_SERVERS

#

In quick play dialog: IDC_MP_QUICK_SHOW_SERVERS

#

IDD_MP_QUICK_PLAY

#

Other idd idk, probably the main menu.

#

To get these I just go to
"P:\a3\ui_f\hpp\defineResincl.inc"
or where ever you have Arma unpacked.

dry kraken
#

@jade brook thank you!

dry kraken
#

i try'ed make RscControlsGroup in editor. Place controls group and controls. But i have problem. I can't select controls to make coords to my controlsGroup

#

@dusty epoch how you store controls to groups?

solar fox
#

arma physics doesnt has any "Rubber" base stuff or?

valid ridge
#

How do you setup categories for module attributes?

#

Basically like the System specifs --> tabs

#

The basic module framework guide doesn't explain it

dusty epoch
#

@dry kraken what do you mean ?

dry kraken
#

@dusty epoch controls groups in your smartphone script

#

you placed controls to group with gui editor?

boreal heart
#

@sullen fulcrum Exact same problem I've had with my FC37 since I started the restoration project on it like 2 years ago haha. I just cant get the damn gun to work for the life of me

#

The gunpod appears on the aircraft, however it appears kind of inside it, and when it shoots the rounds just drop straight down

#

Strange

#

I havent touched it in a while so not sure really

#

Prior to making the gunpod a pylon thing, it worked fine

#

After that, nah not working properly haha

#

@sullen fulcrum This is my config for the gun

dusty epoch
#

@dry kraken with stupid amounts of patients

#

and no that wasn't a spelling mistake xD

#

xD

#

think i found the issue

#
#include "Lega\Lega_Handler.hpp";
#

i think i know whats wrong here xD

dry kraken
#

for now i use tables instead groups 😄

#

for me this way faster xD

dry kraken
#

@dusty epoch
sorry, I incorrectly constructed the question. My English is terrible. I tried to place a group and already in the editor to move it to control. As far as I remember, there was a function of converting coordinates to a group. I imported the dialog into the editor, but I can not move controls to the group, the editor sets the group as the very first layer. I thought that you were faced with this problem. Sorry to bother you. Have a nice day.

livid heath
#

@boreal heart @sullen fulcrum if yo usend me your model and config i'll look at it o nthursday (am away til then)

#

need aircraft + weapon model, configs for aircraft and weapons, model.cfg for same

#

should be a 5 min job to fix

#

but depends on seeing all of it in same space

dusty epoch
#

@dry kraken CtrlCreate ?

velvet mesa
#

hello!

#

anyone knows the default pistol animation?

#

I have a pistol on a Launcher position and it looks weird :S

untold temple
#

default pistol animation wont work

#

launcher slot weapons use inverse kinematics between the hands, and the Launcher bone

velvet mesa
#

so its not possible to put a pistol on launcher slot?

jade brook
#

No, launchers go into the launcher slot. Pistols go into the pistol slot.

velvet mesa
#

Andd if i have made a custom launcher that looks like a pistol?

jade brook
#

Then it would be a launcher, but I'm pretty sure postures for launchers are fixed, so it'd look weird.

untold temple
#

it's possible to put something in the launcher slot that looks like a pistol, sure. What I'm saying is, the animation that BIS made will not work, because the relative position of the hand and launcher bones is not what you'd expect. Since the launcher is supposed to be on the character's back when he is holding a pistol.

#

You'd have to make an entirely new animation with the hands posed in the pistol position, but the launcher bone moved to the correct place near the hands

#

and what commy says about the character move set not being the same for launchers and pistols, is true

#

movement etc. will not be the same as a "real" pistol

dry kraken
#

@dusty epoch I wanted to know how you recount the positions under the group, because in the group the coordinates differ from the usual ones.

dusty epoch
#

i push the old controls into an array and fetch the last control from the array and work out the positions from there

boreal heart
#

@sullen fulcrum Where can I find this Zasleh selection? Want tomake sure I got the right one

dry kraken
#

@dusty epoch ty

austere prism
#

Not sure if this should be in #arma3_scripting or here. I want to create a macro for an item.

#define ITEM(ID) \
  class synixe_item_##ID : synixe_item { \
    scope = 1; \
    displayName = "Item ID"; \
    descriptionShort = "Unique Item ID"; \
  }

How can I get the ID inside the quotes to actually be the ID passed

grand zinc
#

use single quotes not double quotes

#

or use a QUOTE macro

#
#define QUOTE(x) #x
descriptionShort = QUOTE(Unique Item ID); \
hot pine
#
    descriptionShort = Unique Item ##ID; \```
#

some thing like this?

austere prism
#

I didn't realize you didn't need quotes. That works perfectly, thanks.

grand zinc
#

you shouldn't even need the ## @hot pine
displayName = Item ID; after preprocessing -> displayName = Item 15;
And then on binariziation the quotes are put there automatically by most binariziers.

hot pine
#

you are right, but might be useful to know that such thing exist if someone decide to combine it with i.e. No##ID

#

@austere prism - I would recommend reading this page - you should find plenty of interesting info there

desert wing
#

I'm getting the No entry bin\config.bin/CfgWeapons/ItemInfo.scope error on game start with my weapon addon I'm working on (not blocking, just appears on the main menu and is dismissable and lets me continue), what's the most likely fixes? If I comment out itemInfo in my config and it replaced the same error with WeaponSlotsInfo.scope

grand zinc
#

WeaponSlotsInfo and ItemInfo don't belong in CfgWeapons. The game scans CfgWeapons for... Well.. weapons.
And errors out if the scope is not specified. IteInfo/WeaponSlotsInfo don't have a scope

desert wing
#

aha

#

cool, thanks!

#

Nailed it, thanks so much!

boreal heart
#

@sullen fulcrum Cheers mate, will have a look at it in due time!

storm dagger
#

Dumb question.. is it possible to attach a weapon to the targeting cameras along with the laser?

livid heath
#

@sullen fulcrum that seems like a dubious action. It may be that removing your plane zasleh is necessary in which case you must delete bothe the proxy triangle and the selextion together

#

Dont leave a broken muzzle flash proxy in your plane model

#

You can name your muzzleflash in your gunpod model whatever you like so long as you add it to the model.cfg and the pylon weapon config too

#

I have wing cannons on the skyraider that use muzzle flashes in the plane model and minigun pods added to pylons with differently named muzzleflashes

#

So long as the two dont conflict u should be good to go

marsh sandal
hot pine
#
    class i_g_soldier_f: soldiergb``` wrong inheritance
toxic solar
#

for helicopters, does enginePower effect anything or is that for land based vehicles only?

marsh sandal
#

thx!

uncut wagon
#

is it possible to create a module for eden, which only allows the mission maker edit the A size area and not the B value? I am basically wanting a module that is always either a perfect circle or a square.

valid ridge
#

Don't have a B Value

#

and just use A twice

uncut wagon
#

And how would i do that? I am using the parameter "canSetArea=1" which enables the visible area and both A and B

tranquil marlin
#

How do you fix if a helmet from a mod goes into the crotch of the player?

#

any headgear rather?

tranquil marlin
#

so alright

#

Probably shouldn't bother trying to fix it

lethal crag
#

Question, I've gotten practically everything set up for a faction mod that adds special units that use other mod equipment (dependencies and permission already set in place), the unit spawns with most of their gear, but I don't understand how to add attachments to the weapon using only weapons[] = {SMA_M4afg_Tan, Throw, Put};

#

I've got all the necessary classnames for everything, just no idea on how it handles attachments.

untold temple
#

you have to make extra weapon classes with linkeditems for them to be given to units

lethal crag
#

oof.
Alright, so I'll need to make a cfgWeapons, create the class with linkeditems, then include it in weapons[] = ?

untold temple
#

yep

lethal crag
#

alright, seems a bit more doable.

austere prism
#

I am trying to add ACE interaction to a whiteboard map. I am using

class ThingX;
class Land_MapBoard_F: ThingX {
  class ACE_Actions {
    class ACE_MainActions {
      class openMap {
        displayName = "Open Map";
        statement = "openMap true";
      };
    };
  };
};
``` with no luck, anyone know what I need to do to get it working?
austere prism
#

I was able to figure it out

jade brook
#

It's missing a condition = "true";. For some reason, "true" is not the default value.

livid heath
#

@tranquil marlin you need a model.cfg with a minimum default entry for your headgear so it is tied to the bi skeleton

tranquil marlin
#

Yeah

#

Reverse engineering this stuff and learning about how it's done, it was binarized not encrypted 🤦🏿

strange egret
#

there are headgear samples...

tranquil marlin
#

I'll look at those and compare the model cfg

#

just to see if there is something missing

livid heath
#

well, my question was really this - do you have a model.cfg for your headgear?

#

99% of the time you get placement issues in a headgear item it is missing the model.cfg entry for that specific model.

strange egret
#

autocenter

placid ether
#

Could someone provide some help making custom combo boxes for the editor. I currently have

    {
        class Attributes
        {
            class Combo;
            class MyComboBox: Combo
            {
                class Items
                {
                    class Item1
                    {
                        text = "Item1";
                        data = "Item1";
                    };
                    class Item2
                    {
                        text = "Item2";
                        data = "Item2";
                    };
                };
            };
        };
    };```
And then have the attribute set to use to this custom control. But what I end up with is a combo box with the items "enabled" and "disabled". This is how it appears to be specified on the wiki, but clearly i'm missing something.
https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes:_Controls#Combo
#

I've been looking at the config viewer to take a look at some of the existing combobox. These all have the "Items" class at "Combo">>"Controls">>"Value">>"Item" but I haven't been able to figure out the inheritance correctly and keep overriding other required sub-classes.

tranquil marlin
#

@livid heath yeah I got the cfg

#

what was weird though is that in the past it worked but as of a recent update (between the mission pack dlc and tanks)

#

then it got broken

#

it doesn't have autocenter in the cfg

toxic solar
#

if I wanted to change the muzzle flash of a weapon to someother weapons muzzle flash, would that be located under CfgWeapons or CfgMagainze?

grand zinc
#

afaik that's in the model. If not then CfgWeapons

toxic solar
#

oh so I cant change a the muzzle flash of a pistol to say idk a 30mm autocannon for example

#

unless I edit the model

grand zinc
#

not sure. I'd expect the flash to be in the model but I don't know if it really is

livid heath
#

Its a proxy in the weapon model

#

@tranquil marlin add a property autocenter with value 0 to your models geometry lod

#

Headgear is a proxy model in the character model

#

All proxies should have autocenter 0

untold temple
#

You can change it if the pistol accepts suppressors

#

you'd make a dummy muzzle attachment model and assign a new muzzle flash through that

toxic solar
#

ah thats a shame I cant change it in config

livid heath
#

Cunning!

toxic solar
#

so question about adding a gun to show up in virtual arsenal. afik or can see from the ADR-97 offical mod, all I would have to do is make the weapon in CfgWeapons and do the following in cfgPatrches

class CfgPatches
{
    class name_of_mod_folder
    {    
        units[]=
        {
            ""
        };
        weapons[]=
        {
            //class name of the weapon
        };
        requiredVersion = 0.1;
        requiredAddons[]=
        {
            //whatever addons I require
        };
        
    };
    
};```
#

is that correct? or am I missing anything else, as the weapon doesnt show up in arsenal

untold temple
#

needs to be scope = 2, and if it's inheriting from another gun, it needs the baseweapon parameter replacing with its own classname

toxic solar
#

okay I had the scope,but not the baseWeapon param,will try that

toxic solar
#

and it works,thx

livid heath
#

Also it has to be the base weapon with no pre-added attachments. For example if you made an m60 which has a bipod and made your base class have an attached bipod your weapon would not show in the arsenal

untold temple
#

you can have attachments on a baseweapon

#

muzzle attachments work at least

#

all the AK-74s in RHS have a default muzzle attachment through arsenal

#

dunno about scopes etc.

toxic solar
#

Now about attachments, I assume that for attachments to work they have to be defined on the model as well

toxic solar
#

So say I have two files as such

mymod\mypob.pbo\config.cpp
mymod\mypbo.pbo\myfolder\myfile.cpp
``` and I wanted `config.cpp` to have a `#include` that would include `myfile.cpp` 
and so Im doing the following
```cpp
#include "\myfolder\myfile.cpp"
``` but that inst working. Is there something im missing?
stoic lily
#

is it possible to set a fuse time for bombs? by default they explode on impact AFAIK
can this be done via submuntions for example? or would it require scripting

toxic solar
#

oh I see,I had a \ in the front that didnt allow it to work

livid heath
#

@stoic lily before the new cbu functions i had a firedEH on the plane that monitored the bomb and spawned a bunch of random mines including a timed one to deter cleanup ops

#

The timed one ran a script at init that made it explode after a time

#

Worked well

#

I think the way native ammo simulation works you have a single opportunity to make something happen -on impact, unless it is a subminition dispenser in which case it happens sooner than impact. Either way the munition is destroyed and then explosion effects damage crater etc etc are all triggered

#

So you could in theory make a subminition dispenser that spawns an identical looking model 1 foot off the ground with no fx or damage and have an initEH or crater fx on it that spawns a timed explosion function

#

@untold temple thats an interesting note thanks, we had to make bases for all our weapons as they wouldnt show in arsenal for example if they came supplied with a removable scope

#

They were scopearsenal=2 and listed in weapons[]

#

For example i made a camo skin variant m16 with a scope and suppressor. I had to make a base class without either in order for it to be available in the arsenal

hot pine
#

no baseWeapon param most likely

boreal heart
#

Would a bomb fuse timer be hard to implement into the game?

#

Pretty much what War Thunder has

undone quiver
#

Do you still need to define a driver mem point for a drone?

livid heath
#

@hot pine what is a baseweapon param?

hot pine
#

param for filtering weapons in virtual arsenal

livid heath
#

Ok interesting what does it look like?

grand zinc
#

just baseWeapon = "classname"

#

that's used for weapons with pre-attached attachments

livid heath
#

Thanks!

marsh sandal
toxic solar
#

so when adding a eventhandler, say the fired EH in a config, when im giving the file path to the .sqf, is the file path relative to the place that the EH is assigned, so for me the config.cpp like so?

myfolder/script.sqf

or is it relative to the addon so i would maybe have to do something like so

mymod/mypbo.pbo/myfolder.script.sqf
grand zinc
#

Why try to remake something that someone else already successfuly made? @marsh sandal

#

It's a bitset. Not an array

#

@toxic solar The file path is the full file path. It's not relative to anything

#

It's PREFIX/path/file.sqf

toxic solar
#

I think I get it

marsh sandal
#

ah did not know that. uniforms unlocked didnt work

#

will try that thx

toxic solar
#

so I have EH in one of my classes, and whenever I go into zeus I get an error saying
no entry for bin\config.bin/CfgVehicles/EventHandlers.scope
now I didnt know that there was a scope for the EH as none of the examples ive seen had them ,now would I fix this eror by adding scopeCurator?

vernal sequoia
#

silly question....... "//" or "///" for commenting?

#

cause when i hotkey single line comment its just the "//", but arma samples notes are "///"

untold temple
#

// works for single line

#

/* some comment */ works for block commenting

grand zinc
#

@toxic solar you have CfgVehicles>>EventHandlers somewhere. That's wrong.

#

you tried to create a vehicle called EventHandlers. Instead of creating eventhandlers for a vehicle.

toxic solar
#

oh I see, that makes sense, I thought I could get away by just saying class EventHandler with out having it in side the base class

toxic solar
#

Is there anything that effects on the move accuracy of a weapon? does dispersion also effect on the move accuracy or just stationary?

undone quiver
#

So when inheriting the properties of another class. Like say taking the Y-32 to make a new aircraft. How does the related turrets work within inheritance? Like do I need to define them blank in the new class, or do they not carry over?

toxic solar
#

what I did for that ^, is I got like the config dump, got the full inheritance from almost top to bottom, so for Y-32 I had

class Plane_Base_F: Plane
{
//Whatever is inside
};

class VTOL_Base_F: Plane_Base_F
{
//Whatever is inside
};

class VTOL_02_base_F: VTOL_Base_F
{
//whatever is inside
}

``` and that gets the whole turret tree....idk if thats the best way tho
#

and then have like

#
class newVtol:VTOL_02_base_F
{
//whatever inside
}
undone quiver
#

So lets say I wanted the Y-32 without the turret inheritance, what would that look like?

toxic solar
#

like no turrets at all

#

?

#
class VTOL_02_base_F: VTOL_Base_F
{
          class turrets
          {

          };
}; 

Im guessing

undone quiver
#

Yea that looks like what I need

#

lots of needing the flight profiles, less needing the turret stuff 😄

toxic solar
#

XD

#

has anyone ever seen the following error?

bin\config.bin.hitArmor
```Im guessing it has something to do with `hitArmor` in cfgAmmos for one of my classes that I added in but when I double checked to see if it had anything ,but it had something assinged to it that I know works.
so there any other possible area I should look for outside of CfgAmmo, or is it something just wrong with my ammo class
stoic lily
#

@livid heath thanks for the tips 👍

hot pine
#

@toxic solar - shotgun ammo?

toxic solar
#

yep

#

shotgun ammo

hot pine
#

Arma bug, it's already fixed on devbranch

toxic solar
#

oh shit ,whats the issue with it?

#

Theres actualy no vinilla shotguns are there?

hot pine
#

if you don't want to wait you can fix it in your ammo cfg

    class B_12Gauge_Pellets;
    class rhs_ammo_m576_buckshot: B_12Gauge_Pellets
    {
        hit = 8;
        indirectHit = 0;
        indirectHitRange = 0.6;
        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";
            hitGroundHard = "ImpactEffectsHardGround";
            hitWater = "ImpactEffectsWater";
            hitVirtual = "ImpactMetal";
        };
    };```
#

there are no shotguns but I guess you are inheriting from B_12Gauge_Pellets

toxic solar
#

yep

#

is that from cba? arma 2?

hot pine
#

huh?

#

what do you mean?

toxic solar
#

I mean,what mod has B_12Gauge_Pellets or is something thats in arma 3, but there no weapons for it

hot pine
#

I wrote it's arma bug 😉

#

there were some test of shotguns in A3 alpha times but all of them proved to be flawed and therefore cancelled

toxic solar
#

oh I get that now

#

so cutting room floor stuff? i think thats the term idk XD. Actualy since we are on the topic of shotguns, doe dispersion effect them like it does for normal guns or is that part also weird

hot pine
#

there is another param for that

toxic solar
#

oh really? whats it called? oh also thx for the help with the hitarmor thing

#

ah w8,ima guess it

#

fireSpreadAngle right

hot pine
#

yup

#

but it need to be defined in cfgWeapons

#

not in ammo or magazine as wiki suggest

toxic solar
#

oofff

#

rip the wiki

#

I assume it has to be in the firemode class like where dispersion is

hot pine
#

no, it's defined per muzzle

toxic solar
#

oh okay

#

well thx for the help yo

toxic solar
#

actually one more thing for shotguns,is there away to change the number of pellets for the shotgun? or is it fixed?

livid heath
#

Its fixed afaik

toxic solar
#

damn thats a shame, oh well

lean minnow
#

hi there

#

can any1 help me with some config stuff?

#

i have couple of questions

grand zinc
#

There are 2000 people online right now.

#

No one will bother to ask you what question you have. So just ask away

boreal heart
#

@sullen fulcrum Have you tried

maxBrakeTorque = ##;
maxHandBrakeTorque = ##;

#

Under cfgWheels for PhysX wheels

#

Also your solution of deleting the Zashleh thing didnt work 😦

#

I'm taking up Robs offer and seeing if he can fix it directly.

#

Deleting the Zashleh thing just made the gun spawn inside the hull as usual with muzzle flash and thats about it

dim lintel
#

guys i want override CfgRoles >> Default

#
class CfgRoles
{
    class Default;
    class Arsenal: Default
    {
        displayName = "Arsenal";
        icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\general_gs.paa";
    };
};
#

it's that correct?

#

this would create a new role extended from Default huh?

#

but i want modify Default, don't know if that's possible

stoic lily
#
class CfgRoles
{
    class Default
    {
        displayName = "Arsenal";
        icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\general_gs.paa";
    };
};```
#

but bad idea to do so

dim lintel
#

this not working

#

it will say "already defined"

stoic lily
#

where? post your config and rpt

dim lintel
#

the server don't even start

#

there pop up a windows window

toxic solar
#

So if I wanted to change the reload time of a weapon, would I use magazineReloadTime or what I have to change the animation

spare night
#

Any suggestions on editing physx on my su25 to stop an issue, does a bouncing left to right when at 170kmph on the ground?

hazy monolith
#

Can anybody tell if there is some actual user-friednly tool whether online/offline to browse configs, like AllInOne configs? Ty.

toxic solar
#

u mean open a all in one config?

#

like notepad++? or the arma 3 config viewer?

#

so if I assing a eventhandler in a config, can I remove that event handler later on using scripts?

barren umbra
#

Ok so there are scripted bombs that you can set damage for. Would it be possible to edit the base configs for missiles and such in order to add an ability to set damage to 0 for anything that inherits from that?

#

I'm messing around with an APS script and currently I'm forced to spawn a blocker object in order to detonate the projectile (I don't want to just spawn a small explosion effect).

hazy monolith
#

@toxic solar Yeah, something like a Config Viewer. Notepad++ is fine, but its mostly useful for editing case not reading (because of folding and data size ofc).

toxic solar
#

w8 so whats wrong with using notepad++ for viewing? no colors?

hazy monolith
#

Just can't find any author to buyout this web-tool or any similar offline app.

#

Kinda not much common with that stuff.

livid heath
#

Hi @barren umbra whats APS?

barren umbra
#

@livid heath Active Protection System, it destroys HEAT shells, missiles and rockets before it hits the tank. I'm fixing/working on a hard-kill type that destroys the projectile. There are also soft-kill types that cause missiles to lose the lock, that can also be scripted, I already done something like that by mistake.

round kernel
#

Anyone know how to add HuntIR from ACE to a GL?

#

Idk what the classname is for the magazine

hazy monolith
#

Can anyone remind me some scripted command to return OS type? thanks.

woeful stirrup
#

@toxic solar I believe magazineReloadTime is only used in cases where there is no animation, like on vehicle coaxial MGs. If there is an animation, it determines magazine reload time.

toxic solar
#

thats wat I feared

untold temple
#

hmm, I thought the reload animation .rtm was always normalised from 0 to 1 so played for the duration of the config time

grand zinc
#

@hazy monolith productInfo.. Why are you asking about script in #arma3_config ?

undone quiver
#

What does a HEAT round 2nd penetrator do if used on buildings? Like does it just despawn, or will it spawn after going through the building?

hazy monolith
#

@grand zinc Damn, wrong channel 👀

lethal crag
#

Inheritance question, I'm making a faction mod. And I've been trying to use inheritance to grab a rifle variant but seem to have gotten lost as to how to go back layers of inheritance whilst keeping the variant I want.

"SMA_M4afg","SMA_M4_BASE","SMA_556_RIFLEBASE","SMA_AssaultBase","mk20_base_F"

Those are the layers I've gone through
and here is all I'm trying to do in cfgWeapons.hpp form:

class cfgWeapons
{
    class Vehicle_Crew_M4: SMA_M4afg
    {
        scope = 2;
        displayName = "SMA M4";
        class LinkedItems
        {
            class LinkedItemsOptic
            {
                slot = "CowsSlot";
                item = "SMA_eotech552_3XDOWN_des";
            };
            /*   
            class LinkedItemsMuzzle
            {
                slot = "MuzzleSlot";
                item = "muzzle_mas_snds_SMc";
            };
            */
            class LinkedItemsAcc
            {
                slot = "PointerSlot";
                item = "SMA_SFFL_TAN";
            };
        };
    };
};
lethal crag
#

Scratch that request, I figured out how dumb I was being and may have forgotten to declare the external base class

desert wing
#

Hey y'all, I'm trying to add some custom grenades. I've got them showing up as items in the editor/virtual arsenal and the player's inventory, but then you're unable to select them in the top right menu in-game and can't throw them. I had a look in config viewer and it's looks like the muzzles aren't being appended in the Throw class. Anyone got any ideas on what might be causing it? Any help would be greatly appreciated!

  class Default;
  class GrenadeLauncher;
  class Throw : GrenadeLauncher {
      muzzles[] += {"sp_smokegrenade_muzzle","sp_grenade_muzzle"};
      class ThrowMuzzle;
      class sp_smokegrenade_muzzle : ThrowMuzzle {
        magazines[] = {"sp_mk4a_smokeGrenade","sp_mk4b_smokeGrenade"};
      };
      class sp_grenade_muzzle: ThrowMuzzle {
        magazines[] = {"sp_l2a1_grenade"};
      };
  };
};```
jade brook
#

@desert wing You have to add A3_Data_F_Tank_Loadorder to requiredAddons[] in CfgPatches, otherwise your config patch is loaded before A3_Weapons_F from the base game, and the muzzles you added are overwritten by the base games array, as BI is using = and not += like you are.

#

Also, delete class Default;.

#

Everywhere. You will break some modules otherwise (at least when you place it inside CfgVehicles), due to horrendous scripting of the module framework by BI.

desert wing
#

Ahh thanks so much! Nailed it!

fathom thorn
#

Hi guys. Anybody know if ladders work on vehicles?

stoic lily
#

@fathom thorn maybe try attachTo a ladder object

jade brook
fathom thorn
#

Ok yeah Ill just attach one then. Thanks

lethal crag
#

so, been slowly making progress on this, backpack is finished and stuffed full of the appropriate items.
Next up is uniform/vest.
Is it feasible/possible to use TransportItems and TransportMagazines with a vest in cfgWeapons, or is there some other strange way I have to do that?

barren umbra
#

Whats the classname for the ordinance you can use setDamage on? I want to poke around tat stuff, but I can't find the classname now

undone quiver
#

What does canHideDriver = -1; do?

hot pine
#

@undone quiver
// -1 default, 0 false, 1 true

undone quiver
#

What does it do exactly? Sorry couldn't find documentation on it

hot pine
#

turn in/out

hot pine
#

@hearty sandal - look what I found in game source
simulation = "shotLaser"; minTimeToLive = 1;

#

it was introduced in 2010 to RV 😄

regal gate
#

Star Wars mod confirmed 👀

muted olive
#

What config parameters affects ballistics with simulation=“shotRocket” ?

hot pine
#

corrected it and it seems to be quite handy for loops

hearty sandal
#

Oo @hot pine I wonder if I have seen that before. Cant remember.. xP Is there any relation to the laser pointer mechanics and the IR visible beam? If there is I may have explored using that before but I think I never was able to weaponize it 😄

hot pine
#

no, it's sort of extending "tracer" from barrel till intersection

#

and it applies damage to soldiers (there is even nice condition in code for shooting through glass without damaging it)

#

but it seems also to be hardcoded to 100 meters only @hearty sandal

hearty sandal
#

oh that wont do xD

#

would have been nice to have engine solution though

#

my beams go something like 5km or so if I remember right

strange egret
#

isnt that related to laserpointer? IR also only shows for 100m i think.

stoic lily
#

one can change the drawing distance of the (IR) laser

sullen fulcrum
#

Is there a way to make it so clothing doesn't take damage from actual fires within the config?

jade brook
#

No.

barren umbra
#

Does anyone knows what resource/dialog/whatever, that grayish overlay you can see around the middle is? I did my best to remove the vignette effect, by using an addon, and it did go away, but when I changed the UI size I noticed that there is still something overlaid on my screen. I want to get rid of that as well.
https://i.imgur.com/D5XECgW.jpg

hot pine
#

low stamina splash?

hot pine
#

Proxy direction is wrong?

thorn leaf
#
maxMainRotorDive = 15;
neutralMainRotorDive = -5;
minBackRotorDive = -15;
maxBackRotorDive = 9;
neutralBackRotorDive = -5;```
can anyone explain those?
hot pine
#

where did you get those values?

#

nvm, they were designed for case like chinook were back rotor can tilt too

#

values are in degrees

hot pine
#

as for laser - it's hardcoded to 100 meters (and yes, IR range can be changed via config - atm it is 1750 m iirc)

#

there is even model to test "laser" tech \a3\data_f\laserBeam.p3d

thorn leaf
#

What should I do to drop altitude quicker with helos on SFM

#

thanks btw @hot pine

desert wing
#

In terms of playing nice with mission generating scripts/etc. is it generally better when making factions for Groups to have custom CfgGroups categories under a single faction (e.g. an Army faction with Marines and Light Infantry categories) or multiple factions with the standard CfgGroups categories (e.g. a light infantry faction and a marines faction which each have Infantry in them)?

jade brook
#

Probably as close to what vanilla does as possible.

livid heath
#

ok my random config question of the week follows:

        class Presets
        {
            class CAS
            {
                displayName = "CAS";
                attachment[] = 
                {
                    "uns_pylonRack_12Rnd_Rocket_Zuni_FRAG", //want on turret -1 (driver)
                    "uns_pylonRack_12Rnd_Rocket_Zuni_FRAG", //want on turret -1 (driver)
                    "uns_pylonRack_a7_6Rnd_Bomb_Napalm_500", //want on turret 0 (gunner)
                    "uns_pylonRack_a7_6Rnd_Bomb_Napalm_500",//want on turret 0 (gunner)
                    "uns_pylonRack_a7_6Rnd_Bomb_MK82snake"//want on turret 0 (gunner)
                };
            };
};

is there any way in class Presets to specify the turret to apply the pylon magazine to?

#

I can see in the 3den editor yo ucan choose the turret icon in the dropdown menu next to the magazine options, and in the default options you have class pylon1 { maxweight = 1600; hardpoints[] = { "uns_a6_wing_o" }; attachment = "uns_pylonRack_a7_6Rnd_Bomb_MK82snake"; UIposition[] = {0.55,0.35}; priority = 7; turret[] = {0};//gunner -------------------THIS bay = -1; };

#

has anyone got a working set of presets wit hdifferent munitions for pilot and gunner on a 2 seat aircraft?

untold temple
#

I don't think switching ownership works in presets or magazines. Only the vehicle pylon

livid heath
#

ok thanks. damn and blast lol

untold temple
#

Means one could do it with the Zeus presets classes I guess, just not automatically through Eden attributes. But I imagine if people are competent enough to change the loadout in Eden, they're competent enough to manually set ownership for appropriate weapons

livid heath
#

yeah i added a script to in-mission game that reads the presets, and allows you to select one if near to a truck

#

so to use that in a 2 seater easily, i'd like the presets to have some way of managing the turret its applied to

#

i guess it isnt supported though i nthe native code

#

main issue is rockets

#

hrm. i guess i could modify my code to check for a rocketpod class and apply it to the pilot turret.

#

but i'm unsure of whether the pylon classes having turret[]= {}; would override/ force the pylons to be owned by one turret or another.

#

will have t otry it out i guess

livid heath
#
v = vehicle player; 
wepp = v weaponsturret [-1]; 
wepg = v weaponsturret [0]; 
{v removemagazineturret [_x, [-1]]; v removeweaponturret [_x, [-1]]}foreach ( wepp); 
{v removemagazineturret [_x, [0]]; v removeweaponturret [_x, [0]]}foreach ( wepg); 
#

this removes all weapons and magazines fro mboth gunner and pilot on my 2 seater plane BUT the munition models remain on the pylons

untold temple
#

use setpylonloadout with an empty value to clear it

livid heath
#

ok thanks!

livid heath
#

hrm empty value?

#

ok "" works

livid heath
#

ok last problem - am trying to find an empty weapon on my plane and delete it

#
    _wepp = _plane weaponsturret [-1];
    _c = count _wepp;
    hint format ["pilot weapons %1", _c]; sleep 2;
    if (_c > 0) then
    {
        _i = 0;
        while {_i <= (_c -1)} do 
        {
            if ( (_plane ammo (_wepp select _i)) < 1 ) then //empty
            {
                _name = getText (configFile >> "CfgWeapons" >> (_wepp select _i) >> "displayName");
                hint format ["removing: %1", _name];sleep 2;
                _plane removeweaponturret [(_wepp select _i), [-1]];
            };
            _i=_i+1;
        };    
    };
#

so this kinda works

#

if ( (_plane ammo (_wepp select _i)) < 1 )

#

seems to be a bit odd - it returns true for weapons that have magazines present - meaning my code removes them

#

what i want to find is an empty gunpod

#

any idea how to check if a weapon is empty whe nit isn't necessarily selected?

#

this has come about because I'm preserving certain weapons fro mremoval, i.e. laserdesignator_mounted, CMFlarelauncher and any type of machinegun or cannon (which are added normally in weapons[] array

#

however i also have gunpods

#

so my sloppy code is leaving the empty gunpod weapon on the plane

#

i need to work out how to find and remove it

#

i guess i can make specific conditions if the gunpod classes are present, but i didnt want to write it that way as it limits other people who might want to use it

livid heath
#

ok not to worry, i added an array of defined gunpods

#

simple just not ideal

toxic solar
#

is there any refrence wiki for RotorLibHelicopterProperties class?

stoic lily
#

@toxic solar did you check the TKOH sample model for the FM?

#

i think they had a somewhat commented xml in there

#

possible to add handleDamage EH to land_classes buildings?

toxic solar
#

hmm didnt know if TKOH had a sample XMLs,will go look there

#

w8 arma3 and tkoh have similar RotorLib stuff?

stoic lily
#

same

toxic solar
#

well ill try and find a documented XML then, the ones from https://community.bistudio.com/wiki/Take_On_Helicopters:_Samples dont have much comments on them 😭

hot pine
#

Tkoh is outdated

undone quiver
#

Is there a way to config the typical fly height of a vehicle?

jade brook
#

I think default is 100 m and I can't remember any config entry to change that. Could always just do an init event in config with flyInHight command.

toxic solar
#

if I wanted to change the reload time of a magazine for a vehicle, do I put magazineReloadTime in the magazine class or the weapon class, ik the wiki says the magazine class but someones pointed out to me that the wiki is sometimes wrong XD

jade brook
#

magazineReloadTime is a config entry from CfgWeapons subclasses.

#

the wiki says the magazine class
The wiki is wrong again.

#

but someones pointed out to me that the wiki is sometimes wrong XD
False. I pointed out that the wiki is wrong about most things, not just some things.

toxic solar
#

oh

#

its most ,shit

toxic solar
#

does magazineReloadTime also effect infantry weapons or just vehicle ones?

#

I feel like if I want to change the reload speed for infantry weapons its a animation thing?

toxic solar
#

ah w8 nvm ,I think I figured it out

hot pine
undone quiver
#

So I'm having trouble using a parent class and trying to modifying it's turret.

        model = "\PDF\model\servoskull.p3d";
            class Turrets : Turrets
        {
                class MainTurret : MainTurret 
                {
                };
        };
    };```
#

Do I need to define the turret class as well as a external class?

vale temple
#

Hey, I'm trying to make myself some custom compositions for zeusing - so far stuff I could find was basically "do it like Ares", so I did. The compositions work in the Editor, but I can't get them to show up in the Zeus interface.
source: https://pastebin.com/WzwFmcSn (I've put it all in one file for pastebin, but in reality I have bunch of includes with hpp files... like I said, it works in the editor)

Any idea what might be wrong? Kinda feels like I'm missing a variable somewhere to make it accessible. Cheers.

EDIT: cheanged pastebin to include CfgPatches

grand zinc
#

@hot pine I have the comments besides the last 3. And the last 3 comments aren't that helpful 😄 I'll need to find time to look into the shaders someday to get info about the last ones. Although besides the Collimator one they don't seem that interesting
But thanks o7

hot pine
#

I found BasicFade quite interesting and yesterday added it to missile flames

grand zinc
#

oh lol. Completly forgot to document the vertex shaders 😄

#

Btw did you get the magazineWell's inheritance bug fixed?

undone quiver
#

So I'm very confused now, and missing something on understanding the whole inheritance system. If I define B_UAV_01_F . That should include all the stuff inside it right?

grand zinc
#

if your requiredAddons is correct then yes

undone quiver
#

But each time I try to just "blank" the turrets to remove them, I get duplicate class errors and all sorts of stuff

#

As shown in above codebox post.

grand zinc
#

What you are doing there is adding nothing to the MainTurret class

#

you aren't removing anything

#

you need to use delete to remove

#

and also. You are trying to inherit from Turrets But you don't specify where Turrets is supposed to be coming from

undone quiver
#

Which is were I'm confused. Like Mainclass -> New Class -> Child Class right? So Why doesn't the game not know the turrets already exist within the drone since it's simply a child class itself?

#

Like how far up the totem pole do I need to define to just say I want to mess with the vehicles turret?

grand zinc
#
class B_UAV_01_F : parent {
class Turrets;
};
    class Skulldrone : B_UAV_01_F {
        model = "\PDF\model\servoskull.p3d";
            class Turrets : Turrets
        {
                <do stuff in Turrets>
        };
    };

like that for example

#

I rarely do such stuff though. You might need to define that in the class where Turrets was first added

undone quiver
#

So looking at the Drone config it goes Air->Helicopter(turrets in this)->Base->Drone

#

But in my mind all that should of been already done by just pointing at the drone. So how would I get rid of the turret? Just push up all the way to helicopters and branch from there?

grand zinc
#

you can

    class Skulldrone : B_UAV_01_F {
        model = "\PDF\model\servoskull.p3d";
        delete Turrets;
    };

Which will delete the Turrets entry. And it will be gone in your class ans below

undone quiver
#

So does the delete work with other classes within something as well? Is it just a general command thing?

grand zinc
#

delete will remove whatever you give it. If you want to delete the MainTurret class inside Turrets. Then put the delete inside Turrets and delete MainTurret;

undone quiver
#

And the first way you showed me is simply to override the default turret stuff yea? So I wanted to add weapons or something? Just so I understand this lesson.

grand zinc
#

with the correct inheritance yeah

#

I usually don't do such advanced config stuff. So I might not be the best guy to ask

undone quiver
#

mmm

#

Didn't work :. It removes the functionality of the turret(moving), but it's still a option to be selected on the drone.

livid heath
#

class turrets{}; destroys the content - may not be useful here though

#

so how inheritance works - you need to state the basic subclasses in a parent vehicle class you wish to inherit from in child vehicle classes

cursive thorn
#

For a session tonight, I am trying to create a hotfix to fix wrong mass values. This is an example:

#define MASS_KG(X_KG) __EVAL(X_KG / 0.04536)

    class CSA38_Mp35 : CSA38_Mp28 {
        mass = MASS_KG(4.24);
    };```
#

ACE Arsenal reports the weight fine, but when I try it out ingame Arma itself considers it much lighter.

cursive thorn
#

Think I got it fixed. Apparently you have to define it twice now .....

    class CSA38_Mp35 : CSA38_Mp28 {
        mass = MASS_KG(4.24);
        class WeaponSlotsInfo : WeaponSlotsInfo {
            mass = MASS_KG(4.24);
        };
    };
hot pine
#

Only entry in weaponslotsinfo is valid

cursive thorn
#

Yeah. But I see some addons, like ACE (Arsenal), reads first the mass, then tries ItemInfo, and finally WeaponSlotsInfo. So if I don't set both the values might be different.

#

I guess I could set it to 0 so it is indistinguishable from not there though.

#

Now I get to the trouble of magazines. Never paid that much attention, but it seems only the magazine itself decides weight?

#

So a almost empty magazine weighs as much as a full one - no accounting for bullet or cartridge weight?

hot pine
#

Iteminfo is for items

cursive thorn
#

Thanks for the info. Though many config entries for weapons, including bohemia's have an ItemInfo entry with at least priority.

#

So is there a recommend value for magazine weight? Like

  • Number of bullets * bullet weight
  • Number of bullets * cartridge weight
  • Number of bullets * cartridge weight + magazine box weight?
untold temple
#

I think we try to find the weight of the loaded magazine on RHS stuff

#

so that would be the latter

cursive thorn
#

Yup, I believe so, at least looking at the online config viewer that fits. Bohemia seems to use the second one (at least for 30rnd stanag).

lethal crag
#

Repeat since nobody answered
so, been slowly making progress on this, backpack is finished and stuffed full of the appropriate items.
Next up is uniform/vest.
Is it feasible/possible to use TransportItems and TransportMagazines with a vest in cfgWeapons, or is there some other strange way I have to do that?

stoic lily
#

these are cfgVehicles parameters

#

which is used for equipment on the ground

grand zinc
#

Yeah. But I see some addons, like ACE (Arsenal), reads first the mass, then tries ItemInfo, and finally WeaponSlotsInfo. So if I don't set both the values might be different. @clear venture

clear venture
#

that's because for some godawful reasons NVGs have both itemInfo and WeaponSlotsInfo

#

considering this code is used for all the items in ace arsenal I needed to be able to get all item / weapon mass without using 3 funcs

#

and FYI it stops after it find one, in order (mass, itemInfo, WeaponSlot)

cursive thorn
#

For my particular case, one of the entries had a (wrongly coded) mass, and another wrong mass in WeaponSlot. If I just corrected the WeaponSlot, it seems to me that ACE Arsenal would have read the "ordinary" mass entry. I don't know if it would be possible to read ordinary mass last instead, as it seems the other two take precedence (but that might just move incorrect behavior from one "kind" of incorrect config entries to another kind). Anyway, personally I just set both to not have to worry too much.

lethal crag
#

@stoic lily so if that's only for cfgVehicles, what way could someone use to put items into their respective gear?
is that something that would require linkedItems?

undone quiver
#

Does HEAT spawn it's secondary even when hitting infantry directly?

terse plank
#

probably

#

if it explodes then it spawns it

woeful stirrup
#

It spawns the secondary when hitting target dummies that bullets normally go through, at least.

undone quiver
#

Another random question

#

Anybody experienced or know a good tutorial on custom MFDs?

#

I want one that highlights infantry

livid heath
#

So instead of putting target boxes around say an IRtarget you want it around a visual target?

undone quiver
#

Yea, like how the Y-32 puts dots on the HUD for valid IR targets, I would want something like that for infantry only diamonds or something little more easily recognizable.

barren umbra
#

@undone quiver The dots are are actually a texture file, I guess you could take the name and look for the config in order to the infantry markers to something else.

hazy monolith
#

Is there any actual load order in addons when requiredAddons[] = {};? Thanks.

terse plank
#

from what i've been able to gather, it depends on the dependencies. So if your Mod A depends on B which depends on C, then you go C, B, A

#

i'm still wrapping my head around config mods though...

jade brook
#

@hazy monolith If the array is empty, your addon will be loaded first... In 'random' order with all the other addons with empty requiredAddons.

#

'random' as in not actually random, but undefined order.

hazy monolith
#

@jade brook Thanks, so its just spawn-like load order.

stoic lily
#

@jade brook the order is defined by load order of modfolders and alphabetic order of pbo names

#

(with details like dta before addons, etc)

jade brook
#

There is a difference between what happens to be true, sometimes I might add, and what is the defined behavior. Load order by the -mod parameter is not reliable.

raven kiln
#

Is it possible to use the __EXEC and __EVAL commands to add to a var you can use later in a config entry with strings in a {"entry1","entry2"} format? I'm trying to do a modular define for items on a display3den menu.

grand zinc
#

you cannot use it to edit config entries on the fly if that's what you mean

raven kiln
#

Not on the fly no, in the same addon but with multiple developers/modules

grand zinc
#

theoretically you can set variables and read them. There is parsingNamespace for that.

#

But I never used it

raven kiln
#

I don't think you need to use parsingnamespace within the config file when you are using __EVAL and __EXEC it seems like they are already in that namespace and dont need a reference to it, you only need that namespace if you are getting a variable from outside the preprocessor. The issue I was having was the formatting inside of an __EVAL since the items[] define needs separated strings

grand zinc
#

config is automatically in parsingNamespace

#

Ah you mean using __EVAL to generate an array?

raven kiln
#

elsewhere in an #include... __EXEC(MenuStripItems = "{" + "'Entry1'";)

#

when defining items[] = __EVAL(MenuStripItems + "}");

#

It would be nice to have that functionality so one can have another #include with
__EXEC(MenuStripItems = MenuStripItems + "'Entry2'";) and so on

grand zinc
#

Sounds like you could also just use macros

jade brook
#

@raven kiln No, __EVAL does not work with arrays or classes. Only with string and number entries.

#

__EXEC is pointless and has no use case that could not be achieved with simpler methods.

raven kiln
#

So is there any way to add to a var for use in a config array entry?

grand zinc
#

you are trying to reuse the same file in different places. But have it have different arrays at the different places where it's used right?

raven kiln
#

I'm trying to have a compiled config entry based off of a var that gets added to by #include for modules

jade brook
#

There is +=, but it has huge issues whenever the class containing that entry is inherited and modified.

grand zinc
#

But why do macros not work for you?

jade brook
#

I'm trying to have a compiled config entry based off of a var that gets added to by #include for modules
Not possible. And __EXEC and __EVAL need uncompiled configs as a prerequisite.

#

If stuff like this were possible, there would be no need for separate x_compat_ace addons.

raven kiln
#

thats too bad, thanks for the info

grand zinc
#

Well.. Certain mods can write config entries via script.. So technically...... 😄

jade brook
#

Intercept has that?

grand zinc
#

One of my plugins has that

#

Not open-source though.. Because allowing people to write configs is not a nice idea ^^

toxic solar
#

is there a way to have a bomb weapon, drop say 10 bombs every time you fire, kind of like how burst is for like a rifle.

toxic solar
#

ah nvm, I think i got it figured out XD

undone quiver
#

Question about using the Inti = in the config.

#

Does it have to call a external script?

#

Or will something like class Skulldrone : B_UAV_01_F { displayNameShort = "Skull Drone"; model = "\PDF\model\servoskull.p3d"; class Turrets; init = _this flyInHeight 10;

#

work?

undone quiver
#

fmmm, flyInHeight just seems to be a fickle thing.

#

Is it still hardcoded to a certain limit? Like 20m?

toxic solar
#

I think I saw this mentioned by someone ,but is there something to have a bomb delay its blast once hitting the ground?

stoic lily
#

only for grenade simulation - otherwise needs scripting

#

maybe you can combine submunition with grenade though

hot pine
#

you can take a look at demining charge from Laws of War DLC

toxic solar
#

oh yea doesnt laws of war have unexploded ordances and so u can have like a casual GBU sticking out of a playground or something?

untold temple
#

there's only UXO for the cluster bomb submunitions AFAIK

#

I seem to remember one of the BI guys saying that it might have too much of an adverse effect of critical gameplay moments if single-use ordance would also dud

wise tusk
#

How does engine know if vehicle is Anti air?

livid heath
#

Define engine

wise tusk
#

Arma engine :/

#

How is it defined that you can see the vehicle under Anti-air tab in Eden editor

grand zinc
#

That's probably editorCategory of that object

wise tusk
#

@grand zinc does all vehicle config have that?

grand zinc
#

if it shows up in editor yes

wise tusk
#

Ok then. I will have to use it in script then. There is no other way probably to determine if vehicle is AA?

stoic lily
#

@wise tusk threat value

#
  • airLock (or newer stuff) in ammo
toxic solar
#

where are the class names for ExplosionEffects for ammos located under? I was thinking about maybe making my own explosion effect for a bomb

jade brook
#

@toxic solar They actually are root level classes, because this game was programmed by madmen.

toxic solar
#

:bangs head on wall:

snow turret
#

:removes wall to bang head on:

toxic solar
#

fun times, theres also some stuff for each effect in CFgLights and CfgCloudlets too oooooffffff

snow turret
#

Yes

toxic solar
#

I just wanted to make a bomb have lightning effects ;(, welp time to learn

snow turret
#

Like zeus lightning?

toxic solar
#

yea I guess

desert compass
#

ok scratch that

grand zinc
#

@sturdy marlin

class CfgFunctions {
    #include "INC_airPower\cfgFunctions.hpp"
    #include "vcom\cfgFunctions.hpp"
};
desert compass
#

for config comments its similar to Java right? // is a comment

grand zinc
#

configs are cpp/c++/c

#

similar/actually exactly the same as in C

#

which is also exactly the same as in java

desert compass
#

Yeah ok I got why it looked so screwed up for me.

#

I was opening it in notepadd and for some reason it was removing all the spaces.

grand zinc
#

That is because line endings

desert compass
#

but when I pasted it in discord chat or opened it in Eclipse it looked like it had actual structure.

grand zinc
#

use notepad++

#

or anything other than windows notepad really

desert compass
#

Yeah lmao

#

Ok thanks for the assist

sullen fulcrum
#

VSCode has a bunch of useful plugins for SQF and Arma programming, just be a little careful with ArmaDev, lost a bunch of code with its live code feature today

grand zinc
#

VSCode will also soon get a SQF Debugger 😉

sullen fulcrum
#

That would be nice, although I would say I have been having issues getting the live code to work well with the limitations that system imposes

desert compass
#

Also double checking

#

but I'm using PBO Manager

#

is that the best user friendly?

grand zinc
#

it's the easiest tool I'd say

#

And thus also the "dumbest"

sullen fulcrum
#

The restart cycle that dominates dealing with PBOs and how slow Arma can be to load is not productive.

desert compass
#

Well its probably best for me if I'm just editing configs for now.

sullen fulcrum
#

PBO Manager I mostly use to edit an existing PBO because I don't want to rebuild it for a variety of reasons, or to extract a PBO easily. It does a reasonable job anyway

sturdy marlin
#

class CfgFunctions {

    #include "INC_airPower\cfgFunctions.hpp"

};
{
#include "vcom\cfgFunctions.hpp"
};
Is that right, it's for the description.ext?

grand zinc
#

@sturdy marlin I already told you.

sullen fulcrum
#

When it comes to building your own mod it is usually a good idea to set up a more productive/less manual system than PBO Manager as recreating them and restarting is alas something you do a lot of.

sturdy marlin
#

ah, sorry I didn't see it. Thanks

sullen fulcrum
#

VSCode and some junctions for the PBOs can be pretty powerful as can its live code (but be careful as they are hard links) and it has a build system as well that calls addon builder and linters etc. Takes time to learn but it also saves some suffering as well.

grand zinc
#

how does that live code thing work? script only or config too? diag build with mergeConfigFile?

sullen fulcrum
#

Although based on how much work I lost today having an entire git repo blown away right near the end of a feature I would definitely have been more productive with notepad!

#

It has a bit of config and uses the known steam directory combined with PBOPrefix to create a hard junction pointing back to your client src directory

#

It toggles the junction on and off. So if you lay out the project right and use the long version of the pbo prefix contents (ie x/modname/addons/addonName) then it produces the directory structure and combined with -filepatching gives you a bit of modification on the fly/on restarts of missions

#

But I really really really wish I knew it used hard junctions not soft ones, I can't see why it uses hard at all that is a terrible choice!

#

The live code replacement only really works on scripts and then only ones that aren't directly associated with the lifecycle, so you can't reload the contents of say a PostInit function. But if you have something called with ExecVM and you haven't added another file that isn't in the PBO then you can run your replacement without a restart. Doesn't work for any config I know of nor FSM.

grand zinc
#

I usually softlink my modfolder from my dev folder into my z in Arma directory

#

and then I edit the modfolder directly. Everything is linked but the editor doesn't see that

sullen fulcrum
#

That is basically what it does, has a mechanism for toggling that on or off.

#

But it hard links and ole is not going to change that for some reason.

desert compass
#

EZM_Hardcore = [ [EZM_mediumCivilians, 10], [EZM_mediumSoldiers, 10], // [EZM_fastCivilians, 15], // [EZM_fastSoldiers, 15], [EZM_crawlers, 1], [EZM_spiders, 3] ]; Have I succesfully commented out "EZM_fastCivilians" and "EZM_fastSoldiers" / will the function still work?

sullen fulcrum
#

So I'll probably just go back to soft linking it manually, just a bit more painful than the mechanism right there in the IDE

desert compass
#

sorry for interrupting.

grand zinc
#

can't you just get rid of that. Do the softlink manually and then edit inside the modfolder?

#

There is also a shell extension for softlinking directories via drag&drop

#

@desert compass looks correct yes

desert compass
#

Thanks

livid mica
#

Can someone help me find the correct config class. I am trying to add some eden editor attributes to markers. I am able to add attributes to the markers labeled "Icons" since they are all based on:
class CfgMarkers
{
class Flag {};
};

But I am unable to find any config reference to the area markers called Ellipse or Rectangle. I am fairly certain that the configs for them are not in Cfgmarkers. Does anyone have any idea where I might find them?

solar fox
#

Hi everyone 😃

#

i want to make most stuff be unbreakable/ be "stronger" and im kind of stuck atm

#

class Land_HBarrier_1_F;

class Land_Razorwire_F : Land_HBarrier_1_F
    { 
    armor=1000;
    scope=2;
    };
    
//____________________________________________________________________


class Land_GarbageContainer_closed_F : Land_HBarrier_1_F 
    { 
    armor=1000;
    scope=2;
    };
....(Many more objects dont want to spam discord)

i put this as a config.cpp in a folder and pack it with pboproject but the stuff still flips when bumping it slightly anyone any idea? i have a sliiiight guess that the Land_HBarrier_1_F doesnt have any armor to begin with but it should still work or?

#

i also put scope=2; on everything because there was some stuff that wasnt placeable and i thought it would be neat if the config also allows that 😃

#

i might be completly wrong right?

jade brook
#

armor has nothing to do with physics behavior.

#

@livid mica RECTANGLE and ELLIPSE are hard coded marker shapes. Another marker shape is ICON. Only ICON can use images defined in CfgMarkers. Those are called marker types and are different from marker shape. There is no reference to marker shapes in any config, because, again, shapes are hard coded.

#

Marker type, which all are defined in CfgMarkers) only applies to ICON shape. Type is nested inside one specific shape so to say.

#

For RECTANGLE and ELLIPSE there is however an equivalent not called type, but brush. CfgMarkerBrushes. Maybe that is what you're looking for.

solar fox
#

all good works fine now

#

got it fixxed

hot pine
#

armor is one of the params in tree/wall fall equations

#

so there is some little connection to "physics"

#

😉

livid mica
#

Thanks for the information @jade brook. I did not get it working but its not that important so ill leave it at that. Thanks again.

jade brook
#

armor is one of the params in tree/wall fall equations

#

Why?!

#

(rhetoric question, doesn't need an answer)

strange egret
#

armor is synonymous with "healthpoints" so why not?

jade brook
#

Because a healthy tree doesn't fall faster.

terse plank
#

Falls slower though, but depends on the thickness of the tree 😛

stoic lily
#

did anyone ever do simpleObject definitions?

#

i used BI's diag function to create the config code, set always Eden=1 - the code is active confirmed by config browser but the option in Eden is still not available (neither for vehicles nor objects)

heavy turret
#

is it possible to make storage containers only accept certain types of items

#

weapons for example

grand zinc
#

you can make items only accept certain kinds of storage containers. but the other way around? 🤔

heavy turret
#

like a "weapon crate" which only lets u put weapons inside of it

#

or maybe an crate that only lets u add an array of items

#

may not be just configgable tho idk

grand zinc
#

you can definetly script it of course. But I don't know a config way

heavy turret
#

alright thanks

#

i cant script for shit so xD

desert compass
#

class Mission { class Intel { timeOfChanges = 1800.0002; startWeather = 0.3; startWind = 0.1; startWaves = 0.1; forecastWeather=0.30000001; forecastWind = 0.1; forecastWaves = 0.1; forecastLightnings = 0.1; year = 2039; month = 6; day = 24; hour = 00; minute = 0; startFogBase = 5.0; forecastFogBase = 5.0; startFogDecay = 0.014; forecastFogDecay = 0.014; }; Sorry what is "timeOfChanges" ?

#

Also, for some reason its refusing to let me change the time to night.

desert compass
#

thanks

#

but it doesn't really explain what it is :/

grand zinc
#

why? It doesn't say anything

desert compass
#

just wondering, but how do I set the default time of the mission e.g. after a restart to night?

#

because it feels like the Exile mod is forcing the time to be static and just stay day.

#

(on a dedicated server)

grand zinc
#

It's the same value for Tanoa,Takistan, CUP maps, Lythium. It's just some static value

#

That might very well be yeah

desert compass
#

Any idea how to disable this? or what config folder it'll be in?

#

I assumed it'd be in the mission.sqm

#

but I think I'm blind.

grand zinc
#

If it's something in Exile.. Then it won't be in mission.sqm

desert compass
#

Ah looks like I'll need Filezilla then right?

#

because when I connect with FTP with windows explorer it only displays folders, not executables

grand zinc
#

🤔

#

No Idea how you get from exile. To executable via FTP.

#

And no.. my windows explorer displays executables

desert compass
#

Ok, I'll investigate a bit more

#

try figure out whats going on before I ask.

terse plank
#

@desert compass time of changes means the duration over which the weather changes in the mission

desert compass
#

Ahh

#

ok thanks

terse plank
#

You can do that via the editor too, the weather settings window

#

(which i believe is also called "intel")

#

default is usually 30 mins

#

so 1800s

grand zinc
#

Can you add that to biki? :3 To the empty entry I posted?

terse plank
#

yeah, shall do that 👍🏽

#

i kinda wanted to (also that cfgAIskill stuff) but was being lazy about logging in 😛

toxic solar
#

so as far as I can tell, the only thing that I can see that effects the max speed that a helicopter can go is mass, is there anything else that would effect it? ive tried looking at tkoh samples but not seem to have any answers for me

#

so for example, ive tried changing maxSpeed around but it doesnt seem to effect anything. ive changed maxSpeed for planes/vtols before and for those it changes thrust values but I dont notice any changes with helicopters

hot pine
#

@toxic solar liftForceCoef & bodyFrictionCoef

livid heath
#

weird question of the day... so we have two 2-seater planes (A6 and F4). When trying to addaction to the A6 using

EB_rearmid5 = (vehicle player) addAction ["<t color='#FFFFCC'>~Master Arm2</t>","rearm.sqf",[(vehicle player)],15,true,true,"reloadMagazine","",20];```
the action shows to the player pilot, and he can use it. When adding it only to the F4 in the editor under the same conditions, the action is only viewable if you dismount the aircraft. Any idea what could be different between the A6 and F4 to generate this strange behaviour?
#

I'm thinking there must be something odd about the pilot proxy perhaps, so it believes you are too far outside the radius ?

#

outside the aircraft you can see the action right by the pilot ladder

#

setting radius to 100m makes no difference though

#

useractions in config show up, but if they call scripts which use addaction, those actions do not show on the F4 (from inside the plane), while the exact same scripts work perfectly on the A6

#

both planes have autocenter 0

#

both planes have the exact same parent classes

#

i changed them so they both use the exact same pilot proxies

#

still, the only way to see addactions on the F4 is from outside the plane

#

the gunner can see the action from inside the plane

#

just not the pilot

livid heath
#

ok it's definitely model-related. If i change the model = xx in the F4 config to the A6 model, then the A6 model version works fine with addaction

livid heath
#

so i transplanted in every F4 lod one-by-one to the A6 model. something in the F4 lod 1 breaks the addaction

#

all the other lods work fine

#

am thinking maybe a bounding box issue?

#

FIXED - was a bad pilot proxy AND the radius of the actions wouldn't reach the cockpit. the combination of both was mindbending lol

terse plank
terse plank
#

Alright, so here's what i plan to do. I want to edit the config of the Zamak MRL such that it:
(A) Can use the datalink feature
(B) Use a custom magazine_Missile_rim162_x12 magazine
(C) Fire it using weapon_rim162Launcher

So I think I'll need to make a new version of magazine_Missile_rim162_x8 with the ammo count set to 8 instead of 12, then make a new version of weapon_rim162Launcher that uses this magazine, and finally add that weapon and magazine, along with the datalink component, to a new version of the Zamak MRL config.

#

Question is, should these three classes go into the same config.cpp, or should i add the magazine and weapon to CfgMagazines.hpp and CfgWeapons.hpp?

desert compass
#

For faction sides theres West, Civillian, East

#

What is independent?

#

Just "INDEPENDENT"?

terse plank
#

resistance

desert compass
#

SC_SurvivorSide = CIVILIAN; SC_BanditSide = EAST;

#

change to

#

SC_SurvivorSide = CIVILIAN; SC_BanditSide = RESISTANCE;

#

?

terse plank
#

oh shit no

#

GUER

desert compass
#

thank you :)

terse plank
#

np

desert compass
#

Sorry but in what file do I set Faction Relations?

toxic solar
#

oh bodyFrictionCoef ,I shall go try that then

desert compass
#

I want to make Independent Hostile to West and vice versa.

#

is that edited in the config.cpp or description.ext for example?

jade brook
#

That is hard coded, not config.

desert compass
#

Not even if I were to open it up in the editor and change it via that?

jade brook
#

Attributes -> General -> Misc.
There you can change if Indep is friendly to West or East.

desert compass
#

Thanks

#

I apologize for being kinda useless in this area.

jade brook
desert compass
#

Yeah

#

I was thrown off because of this forum post

jade brook
#

gc8's post is right.

#

Thread should've ended there.

desert compass
#

Ah ok

#

thanks for clarifying

#

So everything worked

#

except opening the mission in the editor

#

somehow broke the traders I think

toxic solar
#

so does liftForceCoef for helicopters make it so that u can collective up faster or just rather carry more weight? and does it also allow for faster collective down speeds?

raven kiln
#

Can you config an editor module to be unique/only able to be placed once?

stoic lily
#

not really - however what do you intend to achieve actually @raven kiln ?

snow turret
#

in the fnc for your module, set a variable. Check if before execution, if true then continue, false, exit.

grand zinc
#

@strange dome #rules cross-posting. Not allowed.

raven kiln
#

@stoic lily using editor modules in a mission making addon to implement area/sync specific modules like setting team AO limits, start area, etc. It would be great if the mission maker didn't have the ability to place another module of that type and mess up the module implementation

grand zinc
#

you could use 3den eventhandlers to detect placed objects and delete the module again if it already existed. Or show a warning. Or add a check in your module script and show a warning on mission start

raven kiln
#

👍 Think i'll go with the eventhandlers, cool

grand zinc
raven kiln
#

Since I am only doing this for modules, could I use a module with is3DEN = 1 and do a switch for the passed _mode in it's function and for case "registeredToWorld3DEN": run a function that searches for config names in all3DENEntities and do the delete/hint to mission maker from there? Then I could avoid creation/deletion eventhandlers

livid heath
#

I have a question about recoils. https://community.bistudio.com/wiki/cfgRecoils makes no mention of maxRecoilSway or swayDecaySpeed - are these still used, and if so, how do they relate to the values in e.g. recoil = "uns_recoil_ak"; ?

grand zinc
#

@raven kiln if that registeredToWorld3DEN exists then sure. didn't hear about that yet

#

No they aren't used @livid heath

#

Also for the CfgWeaponHandling I cannot see that prone is used.

raven kiln
#

@grand zinc BZ One uses it in Jets DLC, it might be new to that

grand zinc
#

Yeah. Just checked again. Can't find a use of prone but there is recoilProneCoef in MuzzleCoef in Muzzle attachments

#

@raven kiln It's atleast not documented on biki.. Just checkd. Yeah it's a EH.... wait...

livid heath
#
        class Default
        {
            muzzleOuter[] = {0, 0.4, 0.5, 0.6};
            kickBack[] = {0.05, 0.1};
            permanent = 0.1;
            temporary = 0.01;
        };
        recoil_single_mk20[] = {0, 0, 0, 0.03, 0.00554145, 0.028696, 0.03, 0.00795425, 0.0120096, 0.03, 0.00691425, 0.0085568, 0.06, 0.0033246, 0.003648, 0.06, -0.0003603, -0.002304, 0.06, -0.0008825, -0.002256, 0.06, -0.00091925, -0.00147, 0.06, -0.0004707, -0.000375, 0.06, 0, 0};
        recoil_single_prone_mk20[] = {0, 0, 0, 0.03, 0.00554145, 0.007174, 0.03, 0.00795425, 0.0045036, 0.03, 0.00691425, 0.0039728, 0.06, 0.0033246, 0.001938, 0.06, -0.0003603, -0.001536, 0.06, -0.0008825, -0.00141, 0.06, -0.00091925, -0.000588, 0.06, -0.0004707, -0.000125, 0.06, 0, 0};
        recoil_auto_mk20[] = {0, 0, 0, 0.03, 0.00554145, 0.028696, 0.03, 0.00795425, 0.0120096, 0.03, 0.00691425, 0.0085568, 0.06, 0.0033246, 0.003648, 0.06, -0.0003603, -0.002304, 0.06, -0.0008825, -0.002256, 0.06, -0.00091925, -0.00147, 0.06, -0.0004707, -0.000375, 0.06, 0, 0};```
grand zinc
#

It's a eventhandler.. apparently

livid heath
#

this seems to be an example of how recoil is configured in A3 config. It doesn't use the class xxx format but rather the array format

grand zinc
livid heath
#

are they interchangeable (old vs new format)? or are they interdependent?

grand zinc
livid heath
#

interestingly the new vanilla AKM uses the "new format" and does not have separate recoil definitions in fullatuo and single modes ```
recoil = "recoil_akm";
class recoil_akm: recoil_default
{
muzzleOuter[] = {0.3, 1, 0.3, 0.4};
kickBack[] = {0.04, 0.08};
temporary = 0.01;
};

raven kiln
#

@grand zinc I'll test it out, seems promising

livid heath
#

so i guess i'm wondering how the old and new modes interact... i.e. do i need to clean up 200 weapons in our configs to delete the old recoils in each fire mode... and wondering e.g. how does recoil change in fullauto now if not defined in the firemode?

stoic lily
#

old no longer work afaik. reyhard should be able to confirm

livid heath
#

so in summary: ```
1 delete old firemode related recoil formats like this
class Single: Single
{
recoil = "recoil_single_mk20";
recoilProne = "recoil_single_prone_mk20";
};
2 delete all instances of maxRecoilSway and swayDecaySpeed (redundant)
3 delete all legacy "array format" recoils like this recoil_single_mk20[]=xxx
4 add new "class" recoil formats like this
class uns_recoil_m16: recoil_default
{
muzzleOuter[] = {0.2,0.6,0.2,0.2};
kickBack[] = {0.01,0.03};
permanent = 0.13;
temporary = 0.01;
};
5 update weapon classes with a single recoil parameter like this
recoil = "uns_recoil_m16";

#

@hot pine is this about right?

hot pine
#

looks ok

barren umbra
#

Question: how is the recoil done on the tanks in the Tanks DLC?

untold temple
#

muzzleImpulseFactor[] = {torqueFactor, forceFactor} in the magazine

raven kiln
#

@grand zinc The function running off is3DEN = 1 module works just as intended

grand zinc
#

Someone should document that somewhere 👀

#

Ah crap the eyes are looking in my direction

toxic solar
#

ah,u played ur self

undone quiver
#

Does the backpack slot have a ID like weapon slots?

untold temple
#

allowedSlots[] = {901}; I think

#

or could just be the isbackpack = 1; does it

undone quiver
#

mmm

#

901 = the slot within a backpack though right?

#

Basically I'm trying to have a weapon take the backpack slot as well

#

If that is possible of course

untold temple
#

unlikely. Particularly since backpacks vehicles rather than weapons iirc

undone quiver
#

But every "slot" has a ID right?

#

Like rifle = 1, Launcher = 2, GPS = whatever big random number, ect

untold temple
#

Not really

#

the type of weapon that something is, is determined by its "type"

#

AFAIK vehicles don't have that

#

and each type has certain hardcoded behaviours

#

animation sets etc

#

it's not simply what inventory slot it goes in

#

the inventory is really just a UI

undone quiver
#

Could you lock out the backpack slot in any way?

heavy turret
#

am i doing something wrong?

undone quiver
#

Kinda need the actual config to see, as the error states it's missing stuff.

heavy turret
#

hmm

#

odd cus im packing fine and reloading

#

ill look through it to double check

toxic solar
#

not sure if this should be here or #arma3_scripting but for adding a EH in a config I saw that I could have a execVm in quotes that calls a SQF file. What I also saw was that you could have the code be in the quotes it self, however ive only seent it with simple one line statements. Is it possible to have a code block be warppaed around quotes so that I wouldnt have to call a SQF file? Ive tried putting the entire code block in a single line and putting quotes around it but it didnt work

#

and one other question, is it possible to have EH added with configs remove it self?

grand zinc
#

@heavy turret you have development branch?

#

That error is telling you that the command doesn't exist

#

it only exists on dev branch

#

@toxic solar yes that's possible. If it doesn't work then you have some error in there. Show me your snippet.
But keep in mind that the EH is recompiled everytime it's called. The more code the longer that's gonna take. But same with execVM so.. No real difference there I guess

#

No config EH's cannot be removed. You could check a variable in your script though

toxic solar
#

thats what I ended up doing to "remove" the EH, thers no way to make it so that teh EH is compiled before hand is there?

grand zinc
#

no

#

well.

#

you can use CfgFunctions for your function and then just call that from your EH

#

The EH code itself is still compiled before every execution. But then it's atleast not as complex

toxic solar
#

oh yea I saw CfgFunctions when I was looking around con fig examples, as for the snippet

#
_tempVar=random 100;
if(_tempVar>1) then 
{
    hint "test EH";

};
``` I have that on the fired EH just to see if it works, and as of right now I just call the sqf file that the snippet is in
#

and if I did it right the I guess string version should be

#
"_tempVar=random 100;if(_tempVar>1) then {hint ""test EH"";};"
grand zinc
#

yeah. Though I would prefer
'_tempVar=random 100;if(_tempVar>1) then {hint "test EH";};'
for simplicity

toxic solar
#

oh so no need for the double " then

grand zinc
#

ye

toxic solar
#

fun

grand zinc
#

and macros also work inside single quoted strings

toxic solar
#

i have absolutely no idea what macros are 😭

#

ive seen them in configs, but not sure why they are there

fiery vault
#

how would I go about adding a config-based EH to every soldier class? I imagine I'd have to edit the base CAMan class, since every other soldier class inherits from that, right?

#

by itself that seems simple, but I'm not sure how I'd get my addon to load before any other addon does (including vanilla A3 patches)

untold temple
#

why does it need to load before?

fiery vault
#

well, will that still affect derived classes that have already been created prior to my addon loading?

#

hmm... surprisingly it works, but I'm not sure why

#

especially because my addon should run last, due to

requiredAddons[] = {"A3_Data_F_Tank_Loadorder"};```
fiery vault
#

hmm... turns out it's not affecting all soldier classes, only a handful of them (such as the VR units)

#

out of interest, how does ACE3 handle applying extra parameters/entries to, say, weapon classes from seemingly any addon?

grand zinc
#

what do you mean by "handle"?

#

They just look up the config entry like any other config entry

fiery vault
#

but seeing as the addon loading order matters, how do I ensure that my addon loads before any other addons? otherwise, any subsequent class inheritances would not have my changes applied to them, right?

grand zinc
#

requiredAddons.

#

you can ensure to load after. not before

fiery vault
#

okay, in my case I need to do changes to all soldier classes, and since they all inherit from CAManBase I thought I should probably do my changes there - is that the right approach so far?

grand zinc
#

yeah

#

new entries you add won't get deleted by other mods

#

but if you modify something that other mods also modify. they might overwrite you depending on load order

fiery vault
#

cool, so I've also determined that CAManBase is created in characters_f (with the associated CfgPatch A3_Characters_F)

#

so logically I need to require A3_Characters_F in my addon aswell, right?

grand zinc
#

you should use the tanks loadorder to make sure all vanilla loads before you

fiery vault
#

see that's what's confusing me

grand zinc
#

"A3_Data_F_Tank_Loadorder"

#

that in requiredAddons makes sure that all of Vanilla Arma loads before you

fiery vault
#

if I do that (and I have before), my changes apply to BLUFOR soldiers aswell as some VR ones, but not to civilians

#

what's going on with that? am I missing something obvious?

grand zinc
#

check the civlians class in config viewer and check where it inherits from

fiery vault
#

well, it also inherits from CAManBase eventually

grand zinc
#

then something is overwriting your changes ¯_(ツ)_/¯

fiery vault
#

that's... messed up

grand zinc
#

if something that loads after you overwrites your changes. you cannot do anything about that

#

That's just a case of "mod a is incompatible with mod b"

fiery vault
#

yeah I got that, and it makes sense because I'm adding to the EventHandler class, but my additions no longer show

#

however CBA's event handlers are there... and I'm not running any other mods besides CBA and ACE3... 🤔

grand zinc
#

is your inheritance on the EventHandler class correct?

fiery vault
#

as good as it gets:

class CfgVehicles {
        class Land;
        class Man : Land {
                class EventHandlers;
        };
        class CAManBase : Man {
                class EventHandlers : EventHandlers {
                        class Cre8ive {
                                ...
                        };
                };
        };
};
grand zinc
#

CBA doesn't have inheritance on the EventHandlers class

#

And Arma itself also doesn't

#
class CfgVehicles {
        class Man;
        class CAManBase : Man {
                class EventHandlers {
                        class Cre8ive {
                                ...
                        };
                };
        };
};
fiery vault
#

but EventHandlers already exists on the Man class, at least on my end

grand zinc
#

yeah and? Doesn't mean it has to inherit

#

You don't need to inherit to add entries in a class

fiery vault
#

I thought you were always supposed to fully inherit classes that you're planning on modifying

grand zinc
#

you just need to do the same inheritance as everywhere else. So if no one else inherits. You also have to not inherit

fiery vault
#

I'm still unsure because the last time I added to a sub-class (such as EventHandlers), I ended up overwriting it and thus deleting everything that was previously in it

grand zinc
#

Read my last sentence again

fiery vault
#

hmmm... okay

#

so basically I need to have access to the config.cpp where the class is initially defined

#

and then I have to do the same

grand zinc
#

config viewer should also be able to display that info

fiery vault
#

I see your point

#

thanks for the help, this is just really confusing because the results of my screw-up didn't look at all like they were coming from that (to me, anyways)

fiery vault
#

hate to bring this up again, but the thing I mentioned about overwriting a child class is exactly what's happening