#arma3_config
1 messages Β· Page 87 of 1
however, without my mod, EventHandlers does contain CBA_Extended_EventHandlers
is there any way at all I can add my changes without overwriting the entire class?
because, and this is really starting to get to me now, that's what's currently happening
(fwiw, I am using requiredAddons[] = {"A3_Data_F_Tank_Loadorder"};)
@grand zinc
in RotorLibHelicopterProperties what does defaultCollective value mean? I havent been able to find a documented RotorLibHelicopterProperties file yet
I'd say the default setting for the Collective
π the numbers wat do they mean π¦
XD hmmm maybe I should turn on adv flight model π€
Can somebody help me with some code? I wanna make a trigger that activates when the player enters a helicopter and the engine turns on.
waitUntil { player == cargo _T1; };
vehicle player engineOn true;
Do you want to turn the engine on, or wait until the engine is turned on? You wrote it ambiguously.
wait until it's on
What does this have to do with config editing?
would it be scripting, then?
Yes
ok
Depends on what you're actually trying to do. If it's some animation on the model that is supposed to happen once you turn on the engine, then this channel would be fine.
It's to play a sound
How does CSAT uniforms add additional protection to the user vs NATO ones? I can't seem to find were it defines that
armor entry in the sub classes of the HitPoints sub class.
Would that be under Cfg vehicles or weapons?
CfgVehicles
I didnt really find this anywhere but, is there somewhere where I can specify the movement speed of a unit when they have a certain weapon or change the accuracy of a weapon when someone is walking
is there somewhere where I can specify the movement speed
Only indirectly by increasing its mass making the carrying unit tire out faster.
change the accuracy of a weapon when someone is walking
No, weapons always have the same dispersion, and a heavy weapon would have less dispersion, even though in Arma you only tweak dispersion directly and not indirectly with the mass.
damn I see, ill try that mass then
There also is a dexterity config entry.
Assault rifles have 1000, big sniper rifles have around 1.
oh that might be useful
Then there is the inertia config entry, which also exists on attachments. That changes how long the weapon takes to aim where you're looking at.
Noticable with machine guns and big sniper rifles, and especially with big scopes too.
There're also maxRecoilSway and swayDecaySpeed, though I believe they're no longer working in A3.
Otherwise adjust the CfgRecoils class defined in the recoil entry ofc.
Check the config viewer, these entries on a select few weapons.
I didnt really look at CfgRecoils, I guess I should poke around there a bit
Yeah. That's only for shooting tho.
now about scopes actually, for the LRPS I see that its zoom values are
opticsZoomMin = 0.01;
opticsZoomMax = 0.042;
```, and I read that I should divde the above numbers by something, thing is idk what number that is, where would I go about finding it?
I wouldn't use absolute values, but simple expressions for these:
opticsZoomInit = "0.25 / 2";
opticsZoomMin = "0.25 / 2";
opticsZoomMax = "0.25 / 10";
This means 2-10 times magnification.
0.25 is the baseline FOV for holding down the right mouse button.
If you divide that field of view by, e.g. 3, you have a 3 times magnification.
0.25 means 0.25*90 degree field of view.
The 0.25 is defined in the CfgVehicles/CAManBase config. Same for every soldier.
oh, I see
so .25 is the right click zoom and then .75 fov is just the normal view if I read that correctly off the config
so wat ur also saying is I can make a owlman that can turn his 360 degrees...or ah....look lol
You may hit some hard coded limit, because the engine probably craps itself if it can't decide which models to unload, because they're behind you.
lol, time to try I guess
E.g. the id Tech 3 engine has a hard coded limit of 120Β°.
Aww, theres no FOV slider in the video settings is there?
I think you can adjust that. Not sure if it has an ingame slider. Doesn't matter for your weapon though, as that would not affect relative magnification.
oh k
Is there a way to disable this on my vehicle? https://cdn.discordapp.com/attachments/387585882426703872/414600176389586944/unknown.png
I noticed vehicles that inherit from Car don't have it? But I couldn't find the associated config entry for it. enableGPS = 0 didn't disable it.
the person has a gps on them?
I knew how to do this 5 years ago, dammit.
That's a negative Namenai, and the extended map info difficulty setting is false or w/e it's exactly called.
I very faintly remember this being a config entry.
You said it is not enableGPS = 0;, right?
That didn't disable it for me
type = 0;
Add this entry to your tank.
Sad.
is there any vics that dont show ur position on map?
Cars.
Affirmative, for example the M-ATV
whats the difference between
opticsZoomMin = 0.75/1.8;
``` and
```cpp
opticsZoomMin = "0.75/1.8";
So the " symbol
That makes no sense. 0.25 is the base zoom.
There's no difference really, as most tools just add the quote marks during binarization. Same for the game at launch for unbinned configs.
But it is not as explicit, and therefore probably worse.
oh yea the .75 makes no sense, its just happens to be the example I found XD, also I saw somewhere that it said the base fov is .75?
that forum post
.25 is the base for optics, because that is what you get when holding down rmb.
for infantry weapons, is there a way that the same model is cited in config, but it points to a different texture....and thus having a different name for selection in loadouts?
ohh .25 is the rmb zoom, oooff im dum
hiddenSelection(Textures), Fiesty.
ah, ive seen that on cfgvehicle...wasnt sure if infantry weapons could use it
class BWA3_G36A2_tan: BWA3_G36A2 {
author = "$STR_BWA3_Author";
baseWeapon = "BWA3_G36A2_tan";
displayName = "$STR_BWA3_G36A2TanName";
picture = "\bwa3_g36\ui\bwa3_g36a2_tan_x_ca.paa";
hiddenSelectionsTextures[] = {"\bwa3_g36\data\bwa3_g36_base_tan_co.paa", "\bwa3_g36\data\bwa3_g36_base_tan_ca.paa"};
hiddenSelectionsMaterials[] = {"\bwa3_g36\data\bwa3_g36_base_tan.rvmat", "\bwa3_g36\data\bwa3_g36_base_tan.rvmat"};
};
oo you can hidden select rvmats too
w8 infantry weapons can use hiddenSelectionsTextures[]? ohhh
class BWA3_G36A2: BWA3_G36A1 {
...
hiddenSelections[] = {"camo", "camo3"};
hiddenSelectionsTextures[] = {"\bwa3_g36\data\bwa3_g36_base_co.paa", "\bwa3_g36\data\bwa3_g36_base_ca.paa"};
...
And this is the black base class ^
ok, what would you suggest i do if i had little addon modeled features to the different "skins" as well as the texture and rvmat change?
This hiddenSelection stuff also works for uniforms, vests, backpacks and headgear, but not weapon attachments, and I also have to mention that setObjectTexture(Global) scripting command only works on vehicles, backpacks, and the entire soldier, but not uniforms, vests, helmets and weapons.
ok, what would you suggest i do if i had little addon modeled features to the different "skins" as well as the texture and rvmat change?
Check first if the weapon you want to retexture hashiddenSelectionsdefinied in config. If it doesn't, it will probably not have them set up inside the model config and the model file either, which means you should give up.
well i make the model and config...so should be able to make whatever changes i want right?
Yes, ofc.
Then just do literally the same as:
class BWA3_G36A1_AG40_tan: BWA3_G36A1_AG40 {
author = "$STR_BWA3_Author";
baseWeapon = "BWA3_G36A1_AG40_tan";
displayName = "$STR_BWA3_G36A1AG40TanName";
picture = "\bwa3_g36\ui\bwa3_g36a1_ag40_tan_x_ca.paa";
hiddenSelectionsTextures[] = {"\bwa3_g36\data\bwa3_g36_base_tan_co.paa", "\bwa3_g36\data\bwa3_g36_ag40_tan_co.paa", "\bwa3_g36\data\bwa3_g36_base_tan_ca.paa"};
hiddenSelectionsMaterials[] = {"\bwa3_g36\data\bwa3_g36_base_tan.rvmat", "\bwa3_g36\data\bwa3_g36_ag40_tan.rvmat", "\bwa3_g36\data\bwa3_g36_base_tan.rvmat"};
};
but for your weapon.
That's all config entries you need for a reskinned weapon.
and extra modeled bits?
How hiddenSelections works is described on the wiki somewhere. Not enough time to explain atm.
Hello guys, who now a fix for lag switch for server altis life?
is there a AIO sqf, like AIO config but for sqfs instead?
my FFV works perfectly when turned out, however it doesn't switch to the "gunnerInAction" anim when turned in, but remains in the FFV position
how is this controlled?
@toxic solar https://community.bistudio.com/wiki/supportInfo
@toxic solar explain what you mean
@narrow crow can you show us your config?
Sure..
Sorry took a while, working on my smartphone and Google remote.
Put it there, it used to work and was happy and then it suddenly just stopped.. sometimes I do get the new location of my eyes for turned in but the anim remains the same. :/
isPersonTurret = 2 - by default unit will be turned out
I see 1 commented out
try it again with gunnerAction = vehicle_turnout_2
Oh I thought personTurret was related to if you could access it from outside
what I mean is, is there a way to see what scripts are running when ever I do something
oh wow,thx, also I asked about the magnification stuff I set the CA man class fov to 1.33 to see how it looks and ahh........ itspretty dank actually not gonna lie
tru tru, still pretty dank looking, also wats W:ET?
^ commy already answered that... Before he got banned and his messages deleted.. For some reason Β―_(γ)_/Β―
eh nvm
Could someone tell me how I'd go about altering the RoF of a gun in the config?
Question
A HEMMTT, and a Hunter both have a armor value of 200, but why will the AI only engage the HEMMTT with small arms? And by small arms I mean use them without any AT to use.
Not at pc but rof is controlled by reloadtime eg 600rpm = 10 rps and reloadtime = 1/10 rps =0.1 a shot is fired every 0.1 secs
1200 rpm = 20rps so reloadtime =0.05
Ai engaging vehicles is mutifactor
Their ammo cost and caliber and vehicle damage rate coefficient (sorry not at pc cant check proper term) and the threat rate of the vec all affect it afaik, and crewvulnerable also is a factor
Reyhard will know better!
Anybody ever delt with a issue were a uniforms cause units to die in one hit if shot in the arms?
broken /missing depends in hitpoints cfg
if it's inherited from some BI base class then it's better to remove completely whole hitpoints class from your config and let it inherit
Also, for testing purposes. How would I make arms basically take no damage?
delete arm hitpoint class... but negative side effects for scripted damage system that can't deal with non vanilla stuff...
or armor 1e6
I'm just using vanilla Cyrus for testing.
no i mean 3rd party stuff. Ace medical etc (i assume its hardcoded)
Ah. It just seems weird though, because I can mess with all other hit points fine. It's just arms seem to not want to adjust.
so theres scope, scopeArsenal and then scopeCurator that I know of,is there any other scopes?
nope
Ok yea, I'm very certain that hitpoints in arms has no effect
Put mindamage at like 1000, no effect. Lowered passthrough no effect.
armor = 1000;
material = -1;
name = "arms";
passThrough = 0.01;
radius = 0.1;
explosionShielding = 1;
visual = "injury_hands";
minimalHit = 1000;
};
class HitHands : HitArms {
armor = 1000;
material = -1;
name = "hands";
passThrough = 0.01;
radius = 0.1;
explosionShielding = 1;
visual = "injury_hands";
minimalHit = 1000;
depends = "HitArms";
};```
Any other limb works and resistance fine.
so, im trying to make a weapon on a vehicle so that the AI can shoot it, but they arnt and only just track the enemy. Ive defined aiAmmoUsageFlags and allowAgainstInfantry in CfgAmmo and in CfgWeapons defined
aiDispersionCoefX
aiDispersionCoefY
aiRateOfFire
aiRateOfFireDistance
aiRateOfFireDispersion
``` Is there anything else im missing?
what should the cost be?
and im assuming the distance settings u mean are for the different fire modes right?
okay ive set the cost to 1, and I think ive got the distance settings in the fire modes right
I hope it works
Ok, unless I'm really missing something. I'm like 100% sure Arms/hands are not set up for uniforms.
Ok, alternative solution.
How do I make AI engage a unit with a high armor value?
Becuase if it goes up too high, the AI just run
How do you make missiles that hit a location you mark using the T (target) key? Like the Rhino MGS missile
weaponLockSystem = 4;
It seems it also needs autoSeekTarget = 1; as without it the missile just goes straight forward with the lock
Hi guys. Is it possible to force the renderQuality in a pip to be higher than 2?
oh ok. I wanted to unhide a pip that takes up most of the screen space inside my mech
only when zooming
but think I'm ending up doing it something like this
when zooming in, the pixels will get quite noticable
@fathom thorn There is an addon that adds the ultra settings for stuff, including PIP, see if that helps
oh really? you know the name of it?
@barren umbra how is your missile intended to behave? IR lock? radar lock? manual guidance? LOAL?
Let's assume it's like a Spike missile, and has LOBL IR. then you need a compatible IR sensor in both the vehicle and the ammo afaik.
easiest way to achieve this is to inherit from a BI class of vehicle and ammo
otherwise, you need t oadd your class components to each - check your intended BI similar classes in the AIO config for inspiration.
then on top you need to modify your weaponlocksystem so that both ammo and weapon are compatible.
that's a common area to fall down
and then finally there's your locking behaviour to adjust/ tweak
lots of good pages linked fro mthis portal page
this is the sensors page that is probably most relevant https://community.bistudio.com/wiki/Arma_3_Sensors_config_reference
@livid heath Already got it working kinda like I wanted it to:
https://vimeo.com/276538637
It turned out to pretty damn scary.
Absolutely disgusting, Taro.
Does anyone know where the dialog config for the main menu editor screen is? I mean the screen where you choose with terrain to load when you want to start the editor.
Only thing I can think of that'd help you there is \a3\ui_f\scripts\gui\rscdisplayselectisland.sqf Not a config but might give you some names to look for? My brain's fried and I'm clueless too, sorry.
@bitter geyser Thanks, that was what I needed to find the dialog i was looking for
Eyyyy. Good luck!
I wanted to make it possible to load an editor scenario from the map selection screen, so you don't need to load the map twice. However adding this just causes 3den to open on a blank VR map.
class ButtonLoadScenario: RscButtonMenu
{
idc = 106;
action = "do3DENAction 'MissionLoad';";
tooltip = "$STR_3DEN_Display3DEN_MenuBar_MissionOpen_text";
onLoad = "['showShortcut','MissionLoad',_this] call bis_fnc_3DENInterface;";
text = "Load Scenario";
x = "11.75 * ( ((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)";
y = "23 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - ( ((safezoneW / safezoneH) min 1.2) / 1.2))/2)";
w = "6.25 * ( ((safezoneW / safezoneH) min 1.2) / 40)";
h = "1 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
};```
Maybe I used the wrong action/script, not sure if its even possible to do what I want.
Nice I did not know we can edit gui in "main menu".
I wonder how much work it would take to add searchbar in mission selection screen. Propably a lot like all gui related stuff. ;|
@barren umbra before Eden days:
https://community.bistudio.com/wiki/playMission
https://community.bistudio.com/wiki/hostMission
and related: https://community.bistudio.com/wiki/createMissionDisplay
@grand zinc
Noel - Today at 14:49
The following are not TFAR capable: "uns_m37b1", "uns_m37b1_m1919", "uns_M35A2_Open", "uns_willys_2_m1919", "uns_willys_2_m60", "uns_willys_2", "uns_M35A2", "uns_willys_2_usmp", "uns_willysm40", "uns_willys". I have tested these.
TeTeT - Today at 14:52
@Noel what does it need to make them TFAR capable?
Noel - Today at 14:56
I am not sure, with the other vehicles you can get in then as a driver without a radio in your loadout and have a long range radio, with these you get in and still have not radio.```
sorry to poke you for this one, but is there a simple answer? couldn't find it on the TFAR website
seems all our car and truck classes fail, but armoured and wheeled APC work
thank you so much! ++
so say i have a weapon where the AI only shoots at a moving helicopter if that helicopter is gonig below a certain speed, what property of the weapon effects that max speed that the AI can use to track the helicopter?
maxLeadSpeed
aparently in cfgMagazines now
depending on whether the weapon is locking, you may also need to look at the sensors
lol wat? cfgMagazine? is it in m/s?
yes, m/s
sensors aswell? can weapons have sensors or is it only on vehicles?
the ammo can have sensors
oh okay, so does that mean then
but it depends on what ammo is is, whether it has them or not
I can have a shitty maxLeadSpeed on ammo, and good maxLeadSpeed on the vehcile and suddenly the weapon is great at leading?
no, I don't think so
so the vehicle can only limit the lead of a weapon, but not make it better
as I said, it's the magazine, not the weapon
I mean mag, its kind of weird its in magazine
for cases like a tank gun, where you'd have fast and slow ammo
oh that makes more sense now
for the ballisticComputer there's FCSMaxLeadSpeed, but I don't think that's what the AI uses
whats FCS mean?
and is it also in CfgMag
Fire Control System probably
ic
So several days ago i was trying do this...
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?```
This is what i ended up with in my config.cpp https://pastebin.com/akMfWqdL
I'm completely new to this so there's likely something i'm doing wrong there. For example, does `class Turret` need to be copy-pasted entirely or is just changing those two properties enough? And, do I need to add a `class Car` etc? Samples do this but the configs in the main game appear not to...
or should i be doing class MainTurret: MainTurret instead of class SKMOD_MainTurret: MainTurret ?
@terse plank you need to define parent class inheritance like class parent;
also you need to replicate the turret sub class tree as its set up
get an AIO config to be able to follow the setup
if you have multiple subclasses, basically you need to go down one sub class level per parent class definition (that actually defines that subclass - otherwise you need to go up until you find the parent that does the "next"/prior definition)
hmm alright. yeah was using the AIO config, was just a bit unsure what to keep and what was already included in the subclass π€
will tweak it a bit more
but is it fine to have cfgmagazines and cfgweapons in the same cpp?
if i understood the samples correctly, the other alternative is to put them in .hpp files and then #include them, which would essentially amount to the same..
hmm so Truck_02_MRL_base_F has
class Turrets
{
class MainTurret: NewTurret
{
class Turrets
{
};
commanding = 1;
body = "Base";
gun = "Tower_Fake";
... //etc
}
}```
what's that innermost class Turrets for? doesn't seem to be in the examples here https://community.bistudio.com/wiki/Turret_Config_Reference
well, this is confusing :D
i don't think i understand what this means to be honest.
basically you need to go down one sub class level per parent class definition (that actually defines that subclass - otherwise you need to go up until you find the parent that does the "next"/prior definition)
I_Truck_02_MRL_F seems to just have the editor entry with the UI stuff, it inherits from Truck_02_MRL_base_F that defines the other stuff. So is this not the parent class i need?
otherwise it just goes on endlessly landvehicle >> car >> car_f >> truck_f >> Truck_02_base_F >> Truck_02_MRL_base_F
@terse plank what are you trying to do?
Base class mostly defines hitpoints, model info, physx etc
Then is split off defined, there are a lot of different odd things like the UI one might be so that multiple things can base off of it because of the truck icon it has
see my message above from an hour ago, that has a description of what i'm trying to do. But TLDR; give the Zamak MRL anti-air missiles instead of the rockets it has.
so essentially just want to change the weapons it has, and list it as a separate entry in the editor
tweaked it a bit more: https://pastebin.com/iygW38pR
(okay there's a typo, should be class SKMOD_I_Truck_02_SAM_F: SKMOD_Truck_02_SAM_base_F)
If you find the mrl in config you want you could also use that, instead of baseclass to baseclass to vehicle but the way you are doing it doesnβt hurt anything
Does it not work or not show up?
i don't know, i'm away from my PC for a couple of months π
doing this on my laptop
couldn't stay away from Arma so thought i'd do this till i got back home
Gotcha π quite the time length there lol
haha yeah
but i thought it would take time, might as well start now
for the vanilla zamak mrl they do this: class I_Truck_02_MRL_F: Truck_02_MRL_base_F {...};
It looks fine, I think you would need to add the baseclass or it might complain though, its been awhile for me
so the baseclass would be Car in this case?
(it's confusing because BI's configs don't do this, but their samples do...)
although the samples seem to be making new vehicles, so idk...
for example, to add a new car they start like:
class CfgVehicles
{
class Car;
class Car_F: Car
{
class HitPoints /// we want to use hitpoints predefined for all cars
{
class HitLFWheel;
class HitLF2Wheel;
class HitRFWheel;
class HitRF2Wheel;
class HitBody;
class HitGlass1;
class HitGlass2;
class HitGlass3;
class HitGlass4;
};
class EventHandlers;
};
class Test_Car_01_base_F: Car_F
{...```
Like line 22/23 add : class Truck_02_MRL_base_F;
Would pull that one to inherit but not overwrite it like what you just posted, does
Class xxxx {}; would overwrite
i see π€
so like
class CfgVehicles
{
class Truck_02_MRL_base_F;
class SKMOD_Truck_02_SAM_base_F: Truck_02_MRL_base_F
{...```?
Yea, thats how I did it to reconfig a vehicle iirc - on mobile and its been awhile
π
alright! great, thanks a lot
So should i do that for the magazines and weapons too?
(i assume i should, based on what you said...)
cfgmagazines wiki also raises dire sounding warnings lol
Caution should be exercised about 'expected' default values when inheriting. ANY added pbo can alter them substantially before your very eyes```
why do you make a custom vehicle class?
hm?
Yea, I can double check when I am home if I remember π
thanks! that would be great. no hurry of course, I'm 2 months away from actually testing it of course lol
Yikes
TLDR; give the Zamak MRL anti-air missiles instead of the rockets it has
you can just modify the original class, actually just weapon
even for an additional vehicle variant, you would make a subclass of the actual vehicle class and just replace weapons[] in its turret
whereas you inhert from base class (Truck_02_MRL_base_F)
ah. ty will just do that instead then. i had assumed it was "good practice" or something to do it this way, since BI also defines the base class separately.
oh yeah, i also wanted to give it a datalink component...
is magazineGroup functional again yet? would save some reconfig/misconfig/uneccesaryconfig stuffs
less code more do ^ π
@somber cloak should be in 1.82. CBA is working on it for example
hm will keep it in mind and maybe revert a commit or two if its working now π
configs a bunch of ammo/mags to work with documented system > finds out it doesnt work > cries BI!!! / reverts commits.
wiki updated for it?
i also fail to understand/comprehend the reasons to create a new class system for an existing one, new just easier than a re-write?
seems like excess baggage if something exists already for same purpose
old one had flawed design and way different structure
I got article internally waiting for publishing but I wanted to try polish few things before releasing it
cool, appreciate a tag when it goes live @hot pine π
also, apologies for disturbing your weekend
didnt expect reply till weekstart π
@somber cloak yeah mag groups already work. This is what I am currently running in my group till we get implementation by the mod makers https://gist.github.com/dedmen/dc980cf8d6b4b719484e2dd8158a7de1
Can someone explain to me how the position in userActions work?
I have a memory point placed where my proxy pilot is, but the userAction is not available until I set the radius to 5m. This also makes the useraction available outside the vehicle.. π€
it doesnt seem to matter where I place the memorypoint... its like it cant find it and its using the default postition which is the center of the vehicle or something. Im 100% sure I dont have a typo in the named selection
you can make a condition with the desired requirements, no?
@viral rapids may be able to assist as he did quite deep and excellent work improving the UA interaction
yes I have a condition made, but it seems the radius is not set from my pilots position
I'd like it to be 1m
did you use scripting to visualize the mem points and the unit position?
no, the mempoint is hard placed at my proxy position
and its part of the same selection as the turret, so it moves with it
or should be
I remember doing the same thing on an aircraft once, at it worked fine. this time its a tank and no so much
the mempoint should be placed where the proxy is right?
The command can look for selections in 4 (maybe more?) different LODs β VIEW, GEOM, FIRE and IFIRE, although the last 2 seem to return identical results. Note how it does not look in memory LOD. selectionPosition on the other hand searches in memory LOD too
oh ok
well my insights on this is quite limited. if reyhard checks by, he should know
ok thanks.
my main point is to try to visualize it first to see if your assumptions hold true
I will
does anybody know if it's possible to move the point of the light source that flashes when shooting handweapons?
It seems the point of the source defaults to be at the chamber (muzzleend) or origin of the model and not at the muzzle where it ought to be
@stoic lily uhm uhm uhm uhm uhm
did you delete everything Arma related already from your memory? π
@strange egret iirc, you can assign/change the Point via Config.cpp
More or less^^ Haven't touched Arma for at least... puh... a year?
maybe i'm overlooking things, but i cant find an option to do so
iirc, it was in one of the Baseclasses (should also be visible in the ingame ConfigViewer)
fireLightDuration = 0.05;
fireLightIntensity = 0.2;
fireLightDiffuse[] = {0.937, 0.631, 0.259};
fireLightAmbient[] = {0, 0, 0};
is the only things i can find regarding that light
You talk about the Position of the MuzzleFlash, right?
(not that i missread something before, just 50% here)
@fathom thorn The easiest thing you can do: Look at the Arma 2-Sourcefiles π
@stoic lily when using this
_v selectionPosition "pilot_control";
it definately uses my mempoint, since it not [0,0,0] and it changes when I move the turret
But iirc, the points should be placed in memLod
Are you sure, that you assigned a name to that point?
If it can't find it -> Somethings wrong in the model/point assignment
(can't remember how it was called^^ NamedVar?)
https://abload.de/img/20180624144535_1yis0k.jpg - muzzleflash model no problem. But the light is clearly not spawned at the muzzle, but at the chamber. And for a long weapon like this it is very noticeable
is the name pilot_control some universal name? its definately the same name in my mem lod as in my config
gonna π
(but i doubt its protected)
didnt work :\
weird thing is, when turning the radius down to 2m, I cant reach it from the cockpit
but I can when Im outside
on the walkable surface on top of the vehicle
@viral rapids would you place the pilot_control mempoint by the 90Β° angle on the proxy?
Yes
Show me pls
Sec
class Change_visionmode
{
displayName ="Change visionmode";
position = "cockpit_controls";
radius = 2;
onlyForPlayer = 1;
shortcut = "cameraVisionMode";
condition = "this animationSourcePhase ""change_visionmodes"" == 0 or this animationSourcePhase ""change_visionmodes"" == 1";
statement = "[this] execvm ""\Macross_Destroids\scripts\change_visionmodes.sqf"";";
};
just to make sure you didnt miss my point @fathom thorn : you could add your own distance compution into condition as well as being inside the vehicle, etc
hm
@viral rapids yeah its "cockpit_controls"
when Im outside on the roof (where the ? is in the screenshot) I can access it
cockpit_controls is also in the same vertex_group as the "MainTurret" so it moves with it
But it's a single point, right?
yes
hm....
One thing i would try: Delete your TempFolder in PBOTools
Also: Try that
systemchat str [cursorObject selectionPosition ["cockpit_controls","Memory"]]``` (Yes, [] around it)
Yep yep, HL me if needed.
@viral rapids is it direction based?
the problem still persist. when I get in the option goes away
when I moved the mempoint out on the ground, I can confirm it works as it should with the desired radius
it just when sitting inside its a problem.
I also tried
position = "[systemchat str [cursorObject selectionPosition [""cockpit_controls"",""Memory""]]]";
but then I am able to access it from other areas aswell
What you mean "Sitting inside"?
when Im in the vehicle
and radius is 2m, I dont get the useractions
but when I leave the vehicle and walk on top of it, I can
should the turret Im in have its own useractions? inside the turret class I mean?
So you want that UserAction as "Pilot/Driver"?
yes
hmpf
You better checkout, how it was made in the SourceFiles, way easier than me explaining it
nope, not weird
as soon as I get out I can access everything, even if its right beside it
Since you are "outside" as a Char, not inside as "part of the Vehicle" (more or less)
but if I increase the radius while part of the vehicle, I get all the options aswell
if I set the radius to 5m
π
tbh, it's too long ago. Haven't touched Arma for a long long time
ok
π
What BIS_fnc_initDisplay is used for?
Like in
class RscDisplayCurator
{
idd = 312;
scriptName = "RscDisplayCurator";
scriptPath = "CuratorDisplays";
onLoad = "[""onLoad"",_this,""RscDisplayCurator"",'CuratorDisplays'] call (uinamespace getvariable 'BIS_fnc_initDisplay')";
...
};
calls the display init function
If I understand this correctly this executes RscDisplayCurator.sqf from ui_f_curator.
yes
Why it is not executed directly then?
Because consistency is easier I guess. You just execute initDisplay and it automagically finds the correct script wherever it is
also I think CBA hooks into that for it's displayLoad XEH
I mean is there any advantage from using this or can I just use function from function library like
...
onLoad = "[""onLoad"",_this] call VET_myFunc";
...
GUI stuff is still so black-magic for me ;|
Would have to look at the initDisplay code to check that. Can't do that right now. But I also use my own CfgFunction stuff usually.
It had a lot of code in it when i was checking it out.
Is there any end to end gui tutorial? Or am i stuck with digging in BI extracted configs and searching on wiki in hope of finding something usefull? π
Idk why but script created displays looks easier to me.
they are more limited then config
For example?
can't do lots of styling with control create
its small things, for basic gui ctrl create will work well enough
but if its more complex with lots of different things/scripts changing/interacting with the gui its best to be made via config
what effects how fast a APC moves? I see class PlayerSteeringCoefficients which ill guess effects how well the vehicle can turn
would it be the same stuff as the phyx class example form the sample folder?
does anyone know of a resource that shows the inheritance of all CfgVehicles or have a function that generates one? I'll bet I could write something using the function here as a starting point but didn't want to re-invent the wheel if it's been done already.
https://community.bistudio.com/wiki/AllInOne_Config I think this is might be helpful for ou stingray
it was for me
speaking of inheritance, I have a weird issue right now trying to make a new Tempest truck
so i have the following
class O_Truck_03_covered_F;
class my_new_tempest_truck: O_Truck_03_covered_F
{
displayNameShort="Test truck thats mine";
faction="myNewCoolFaction";
};
now I have my_new_tempest_truck listed under units[] in cfgPatches and it does show up under my faction I made, however all the classes in HitPoints are empty, so class HitFuel is defined but theres nothing inside it and I dont know why
any possible ideas why its not inheriting the classes inside HitPoints
Hello! Is there any way to make a rvmat shine so it looks like an aura sorrounding the object? like this police car light in GTA V https://www.youtube.com/watch?v=tVIO536NG9Y
Theoretically emissive would do that. But I don't think that it does that in arma
its emmisive but in daylight its not as good as i expected to be
If anyone knows how listnbox property drawSideArrows works (along with idcLeft/Right I suppose) I'd like a bit of help. I can't understand how it's meant to be set up.
Hi, does anyone know how to patch scopes to work with ACE3? I've figured out using the turrets to adjust the scopes, but I can't remove the ability to use the vanilla zeroing on the scope.
armorStructural = 0.8; // divides all damage taken to total hit point, either directly or through hit point passThrough coefficient. must be adjusted for each model to achieve consistent total damage results
Does that mean it divides the total damage given by a bullet?
Also, I would love to have some prove me wrong. But I feel the hitpoint system doesn't properly config at a base level. Matter of fact, it seems like no matter what level of resistance a bullet will always still do at least some damage to global health.
@mortal sail https://github.com/acemod/ACE3/blob/master/addons/scopes/CfgWeapons.hpp#L58-L70
The ItemInfo/OpticsModes is what removes the vanilla zeroing
hey guys, I'm having a bit of a head scratcher. We've noticed when some infantry units are placed in vehicles through Eden, they will not have any sound to the orders forward, backwards etc. when the game is started. however, if I dismount and remount everyone, my character will have audio sounds for orders. Anyone ever come across this?
@grand zinc thanks for the help
not sure where the right place to ask this, is it possible to create a "dummy axle" in arma for a vehicle. EG a free spinning axle/wheel without having a unit it the vehicle?
what for
a towable trailer or something along those lines
no
Heya folks,
anyone familar on how I can access the path to the TFAR beta addon?
We are specifically trying to reach a model, as swapping to the Beta broke our reskin.
TFAR's beta uses some odd characters (Beta!!!), and their configs use CBA's macro QPATHTOF. Looking at the CfgVehicles ingame were no avail, as they use ACE's dev environment style, so it points to something along the lines of z\addons\tfar_bags\ect, which won't work either.
Here's the config excerpt from one of the models in their addon as an example:
class TFAR_mr3000: TFAR_Bag_Base {
model = QPATHTOF(models\clf_nicecomm2_prc117g);
};
(Beta!!!) just in the workshop item. Not in the modfolder name or anywhere else
along the lines of z\addons\tfar_bags\ect, which won't work either. Nope. That works just fine. Because that's exactly what TFAR uses. If that doesn't work for you, you made a typo
The answer is, inherit from the proper class instead of trying to replicate the model path that you don't want to change anyway
I did copy/paste the path directly from the in-game CfgVehicles, but you're right in that we can just inherit from it in the first place and be fine. Thank you
Hey, I dont suppose anyone can explain to me what type = means in CfgWeapons and if Im trying to create my own items what I need to set the type to. e.g
class InventoryFirstAidKitItem_Base_F: InventoryItem_Base_F
{
type = 401;
};
The First aid kit is type 401 but when I look at the CfgWeapons refference it just says type = WeaponHardMounted
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#Type.3DWeaponHardMounted and says its type integer but not what the integer represents?
Look into BIS_fnc_itemType
ohh okay so that int identifies what type of item it is like if its a assult rifle, pistol, first aid kit etc so it can be used in other scripts etc?
right so I take it if Im creating my own item that doesnt fall under any of those itemTypes do I just give it like 0 as an item type?
If you do that it probably won't work in Arsenal
But yeah. You could do that I guess
unless 0 is already a special type
hmm okay but say I gave it the same item type as say a first aid kit would it then mean whenever the character has one on them they can heal
Don't know. Could be but doesn't have to
theres an 'unknown' item type that is probably what I want to categories this as so it works in arsenal but It doesnt list what the number is for that
check bis_fnc_itemType. It has all numbers
look into the script file
oh ok looking at the script itself it looks like any number not categorised already gets defaulted to UnknownEquipment
switch _infoType do {
case 101: {"AccessoryMuzzle"};
case 201: {"AccessorySights"};
case 301: {"AccessoryPointer"};
case 302: {"AccessoryBipod"};
case 401: {"FirstAidKit"};
case 605: {_itemCategory = "Equipment"; "Headgear"};
case 619: {"Medikit"};
case 620: {"Toolkit"};
case 621: {"UAVTerminal"};
case 701: {_itemCategory = "Equipment"; "Vest"};
case 801: {_itemCategory = "Equipment"; "Uniform"};
default {"UnknownEquipment"};
};
Thanks for the help dude
how would go about inheriting the CSAT tempest covered, because Im having this weird issue where the new class doesnt inherit the hitpoint class
class O_Truck_03_covered_F;
class my_new_truck: O_Truck_03_covered_F
{
displayName="my cool tempest";
};
``` this is all that im doing, but it doenst inherit the hitpoints class
What are you observing that looks wrong?
well whenever I spawn it in, the game says theres no entry for htipoints/whatever the first hitpoints class is
and so I used config viewer and saw that while the class names under the hitpoints class is there, like hitfuel for example, they where all empty
Ah... I recall seeing something like that, although I'm not sure why that is. I think I just specifically added whatever it said was missing, like this
class O_Truck_03_covered_F
{
class HitPoints;
};
Hello! is there any way to see reflectors in bulldozer in objectbuilder?
@grand zinc
ill try that, ampersand
@velvet mesa i don't know vehicle model config stuff
re export you dta and dll ?
hummmmmmm class EventHandlers { init="(_this select 0) setFlagTexture '\Edaly_Flags\Flags_01_F\data\flag_nuevaisla_co.paa'"; }; Why the eventhandlers not working ? :c in the config cpp of original flag is working π @red wharf
I dont suppose anyone has a link to a wiki page for class RscTitles or a reference showing all the options and explanations like the CfgVehicles one https://community.bistudio.com/wiki/CfgVehicles_Config_Reference
I have a custom vehicle that I have made and put in game the problem is the textures dont appear, im assuming I have to edit this in the config but would anyone know where?
Textures work fine in Object Builder
A reskinned vest has the wrong texture at a distance, I assume because of the LOD. anyone know how to fix that?
assign the correct texture?
unless its not your model, then ask the author to fix it
The retexture is ours. It's a reskin of an RHS vest.
ask them to fix it (if they even allow retexture of that vest)
They do. I changed our configs to inherit from the vest directly, rather than just using the base vest class. Same model is being used. So it's obviously a config issue, which is why I'm here asking.
Try inheriting from an existing scope and go from there.
That's what we're doing, but that scope has some sort of LOD that's a very different color from our retexture.
Is there a way to change that in the config? Something like changing the texture on the LOD.
@sullen fulcrum its a model problem. RHS has to fix it
Alrighty. Thanks
which vest is it?
Is there a way to give a building a variable with a value set by default?
So like ive got say a door and on the condition for one of the actions it checks if the variable is_lockbroken == false; and if it is you can peform the action. however this doesnt work because the variable is_lockbroken isnt defined as false already so is there anyway to define the variable in the config
So theres this vehicle that I have, and the driver has a weapon he can shoot, but he cant aim it is ther anyway I can make it so that the driver can aim said weapon while also being able to drive?
@toxic solar make a vehicle with turret and without driver (use hasDriver = - 1)
@smoky sinew try https://community.bistudio.com/wiki/mission Names pace with getvariable and syntax which returns default value if variable is not defined
How does one change the starting loadout of a vehicle?
That is to say, I know how to edit or create a vehicle config, but I can't find any info on changing what its starting cargo is (ex, 3x First Aid Kits)
I've dug around some other configs and read through the reference page, but its either not listed or I'm blind. https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#CargoLight_Class
class Offroad_01_base_F: Car_F {
class TransportItems {
class _xx_FirstAidKit {
name = "FirstAidKit";
count = 3;
};
};
};
Something like that should work
okay will try that , and make a driverless ,turret driver lol π
@hot pine what does hasDriver =-1 mean? im looking at the wiki and it has true/false for it. Im assuming it just means null?
is t80auto a actualy thing lol XD
hasDriver = true; // default
hasGunner = false; // default
hasCommander =true; // default
``` this is the same hasDriver right? from `https://community.bistudio.com/wiki/CfgVehicles_Config_Reference`
also this is where the fun begins
t80auto?
arma hasDriver
hasDriver = -1
When I searched for hasDriver on google it brought up as the first result the createVehicleCrew function
lol I only get the first two results,the rest are diffrent XD
nvm only the first result is what I get XD
OFP:T80auto is back
use "hasDriver=-1" to create vehicle without driver where commander have WASD control
oh see what u ment
How do I add to a subclass with no parent. E.g:
class ItsParent;
class SomeClass : ItsParent {
class HasNoParent {
class IWantToAddThis {
value = 123;
};
};
};```
exactly same as with parent
but the parent is not there. So you also leave it away when editing the class
Ahhh I see
class ItsParent : It'sParentsParent {
class HasNoParent;
}
Not sure exatcly. I basically I want to add a subclass to class HasNoParent but keep its original content too.,
yeah. ^ That then
Guess I was a bit slow. I see what you mean now.
Configs are dark magic, no worries
Thanks Brett, Iβll give that a go tonight
what does the 4th parameter in a sound variable mean?
for example
nameOfSound[] = {"\AddonName\AnySound(.wss)", 0.000000, 1, 5};
what does the 5 mean? I got this off https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#sound
distance
in metrers?
y
hello, i making interaction menu, get issue with buttons, i need a round button. Is possible in arma? When use a RscButtonMenu - buttons is very close.
@hot pine Do you know if there's a way for a submunition projectile with artilleryLock= 1 for the parent, but then have the submunition/ child have artilleryLock=0 ? ArtilleryLock=1 disables airfriction, but i want to have airfriction on my projectile. Without ArtilleryLock=1 i can't use artilleryCharge in the weapon config however (it has no effect otherwise). I tried it with child simulation "shotShell" and artilleryLock=0 but the subprojectile is not affected by airfriction ingame
heres my config i tried https://pastebin.com/y7715gyt
i had initspeed modifier in place of artilleryCharge in the weapons firing modes earlier, but that stopped working at some point in the past for some reason
Have you tried multiple muzzles?
dont they have independant reload rate ? that would be awefull for a slow reloading weapon
what determines if a weapon is a rifle or a handgun in the arsenal category? I was curious if I could make one of the primary smgs into a secondary
thx, inb4 machine gun for side arm slot
it ahhh, sorta happened....the arms they kind of....grew 10 feet
so im, trying to make a diving goggle be invisible just try it out and if I use the script addGoggles to my player the goggles are added and its invisible, however its not in arsenal and ive set scope=2 and scopeArsenal=2. Do I have to add it to the list of weapons in CfgPatches or is there something else that I have to do for cfgGlasses stuff?
how did you make them invisible
@bold tapir any more detail on the Missile flight code , i see the wiki page but i cant see inheritance property with the .... in the code its hard to relate , is there any chance of a full cofnig to reffrennce or a guide where to llok in config explorer please ?
im looking at TopDown specifically cheers
doesnt seem to be exposed
just the local definition in the subclass as per weapon
class TopDown
{
ascendHeight = 400;
descendDistance = 800;
minDistance = 800;
ascendAngle = 20;
};```
yeah i think the subclass i need is in a ebo but i dont know what vehicle even uses and what it specifies
someone said a Rhino or something uses it but i dont have it i dont think
Are IDCs global or local to display class?
Thanks.
i think my link TO AIO went down some time back ,i did use in game but its very Giaia like
what inheritance property?
... is just usual missile cfg cut off since it's same as for any other missiles
well it is normal if you are inheriting from current known config but i havent tech to debin EBO so didnt know what latest iteration was giving to inheritance i only have debinned from default
anyway i have lates AIO now so all is good
well maybe not for all is good
what inheritance?
everything is on wiki page and I'm really curious what is unclear there
Are you serious or trolling ?
The ..... Is in place of properties inherited over and above the flight path info
Sound and many other things that are required
I needed the omitted properties
But someone helped so all is good
@grand zinc sorry for the late response I went to sleep , I made the diving goggle invisible by giving it no textures
that shouldn't influence the arsenal then
Yes, I'm serious
it's standard missile config
you can check ANY missile config if you want some reference
only added parameters are listed on wiki
There is no magazine and other omits from default
It was giving errors so it think it's perhaps better for a full explanation , i sorted anyway
it's same as any other missile
Seems titan is a good inherit
maybe I messed up somewhere,ill go make sure I have everything in it via configviewer
oh yea my issue was I also made the model model=''; lol I forgot about that
it works nicely now
How can I avoid config popup errors? Ex., when I declare class AnimationSources {};
https://i.imgur.com/wXAgDyo.png
everything works, but I'd prefer to avoid error popups that flood report files, especially since users bring them up pretty often.
hello, in my dialog i getting picture unfocused all time, background must be under picture, but now picture under background, help me please π¦
class BTN1: RscActiveText {idc = 37401;style = 48;x = 0.375;y = 0.651515;w = 0.224242;h = 0.285859;}; //background
class B1_IMG: RscPicture {idc = 37411;x = 0.450004;y = 0.736364;w = 0.0757574;h = 0.116162;}; //pictrue
try'ed solve it with script
ctrlSetFocut _pictrue;
```, but still no changes
@sullen fulcrum Why declare class AnimationSources {}; anyway? If you don't want to put anything inside it then just leave it away
The error happens because that class doesn't have the entries it needs
so either you give it all the entries it should have. Or you leave it away.
Alright. If I see the errors in the future, I'll endeavor to find a different build tool. Thanks
edit: actually, if anyone could recommend one to me - or how to configure makePBO to build despite config inherence errors, please let me know. It is insistent that classes must be pre-declared outside of object-classes, such as AnimationSources above, which leads to a ton of errors.
@sullen fulcrum your class animationSources is on the wrong level. Its in cfgVehicles>>animationSources while it should be in cfgVehicles>>yourVehicle>>animationSources
You are correct indeed, Mondkalb. As I have recently learned, that is the proper way to do it - but makePbo v. 197.6.03 is not smart enough to realize that, and forces declaration outside of an object's class. Ded has just pointed me towards armake, which is open source + less likely to have build issues like this
Ohhh.
Armake will also want that
Are you inheriting from AnimationSources?
And that's why it throws the error?
You said you need a "declaration" but you put a "definition" into your CfgVehicles class which are different things.
This sounds more like a lack of understanding in config inheritance than a tool-issue.
{
class baseVehicle;
class baseCar : baseVehicle
{
class AnimationSources; // note the ; at end of line, not {};
};
class myCar : baseCar
{
class AnimationSources : AnimationSources
{
class SomeAnimSource
{
// yourthings
};
};
};
};```
This is likely what you are missing.
Anyone which classes support plates? Anything beside cars?
Great way not only for numbers but to print for example group name etc on boats, tanks etc but not sure if support or not
I can imagine it being tied to simulation carX, but easiest would be to just find out.
Planning to try it on Thing in the next couple days ^^
Would also like to know
Was really having fun yesterday. Tried around getting animations to work and found out that Car_F would give my static object inventory and the ability to get in as gunner :D
Really fun sitting as gunner inside a rotating 3D Arma group logo π
So I might stick with Car anyway
"Get in Tumbleweed as Driver" π
Back in OFP the static M2 machineguns were simulation = Tank. So there is a lot of not-obvious connections to get things to be like you want...
Car, Armor, Bike, Motorcycle
unfortunately I forgot to ask for support for Helis & Planes
Static Mguns are stil TankX π
I'll post an example of what's going on.
As my makePbo version requires all files to be present in my addon, I have to inherit from vehicles that already have, say, the model I'm using.
class CfgVehicles
{
class AnAddonCar;
class MyNewCar: AnAddonCar
{
class AnimationSources: AnimationSources {
/* Ect*/
};
};
};
Class inheritance missing: AnimationSources
class CfgVehicles
{
class AnAddonCar;
class MyNewCar: AnAddonCar
{
class AnimationSources;
class AnimationSources: AnimationSources {
/* Ect*/
};
};
};
Duplicate Class inheritance: AnimationSources
class CfgVehicles
{
class AnimationSources;
class AnAddonCar;
class MyNewCar: AnAddonCar
{
class AnimationSources: AnimationSources {
/* Ect*/
};
};
};
No build errors, but a ton of .rpt errors.
Do it as Mondkalb already posted above
class CfgVehicles {
class <AnAddonCar's Parent goes here>;
class AnAddonCar : <AnAddonCar's Parent goes here> {
class AnimationSources;
}
class MyNewCar: AnAddonCar {
class AnimationSources: AnimationSources {
/* Ect*/
};
};
};
oh! I understand now. That did the trick! 
NOOOOO. Not Elmo π π€½
Hello fellow config editors
This config reference explains in detail about all the config values for cfgVehicles
But in not all of them
uniform and headgear and other charachter cfgVehciles are not explained here
Is the 2nd link the only place where they are explained, I'm not sure if this is the full list of possible config values for charachter cfgVehicles
yeah.. Config inheritance is the same everywhere
I was just wondering, because it's deep inside the thing
something no works. You tell. We helps.
aite
I'm so bad at config editing, I ended up writing .sqf that will copyToClipboard the config for me
class BUS_InfTeam;
class FP_Faction_nude_BUS_InfTeam: BUS_InfTeam
{
faction = "FP_Faction_NUDE_B";
class BUS_InfTeam: Unit0;
class FP_Faction_nude_Unit0: Unit0
{
vehicle = "FP_Faction_nude_B_Soldier_TL_F"
};
class BUS_InfTeam: Unit1;
class FP_Faction_nude_Unit1: Unit1
{
vehicle = "FP_Faction_nude_B_Soldier_AR_F"
};
class BUS_InfTeam: Unit2;
class FP_Faction_nude_Unit2: Unit2
{
vehicle = "FP_Faction_nude_B_soldier_GL_F"
};
class BUS_InfTeam: Unit3;
class FP_Faction_nude_Unit3: Unit3
{
vehicle = "FP_Faction_nude_B_soldier_LAT_F"
};
};
would Unit0 part work?
It makes no sens to me
no
a declaration doesn't have a parent
What are you trying to do?
copy Unit0 into BUS_InfTeam?
Also you can only have one entry with a name
you are trying to create BUS_InfTeam 4 times which won't work
is it possible to link goggles to a helmet, similar to how nvgs can be linked to helmets? For example link a diving goggle to a certain helmet
you can model them into the helmet model
would it still give the clear vision that diving goggles give underwater?
oohhhhh π€
yee
uups
those are in wrong order
I need to get unit0 from bus_infteam
How do I get unit0 from bus_infTeam
π
wats unit0? a class within it?
You want to add a group inside the group?
You are already inheriting everything from BUS_InfTeam
@hot pine actually wanted for Man class.. to put the names on the uniforms
so if BUS_InfTeam has a Unit0 then you also already inherited it
I want to copy from infteam and edit the vehicle line in every unit but keep everything else the same
I only want to edit vehicle line in the unit0
class BUS_InfTeam;
class FP_Faction_nude_BUS_InfTeam: BUS_InfTeam
{
faction = "FP_Faction_NUDE_B";
class BUS_InfTeam
{
Unit0
}
class FP_Faction_nude_Unit0: Unit0
{
vehicle = "FP_Faction_nude_B_Soldier_TL_F"
};
class BUS_InfTeam
{
Unit1
}
class FP_Faction_nude_Unit1: Unit1
{
vehicle = "FP_Faction_nude_B_Soldier_AR_F"
};
class BUS_InfTeam
{
Unit2
}
class FP_Faction_nude_Unit2: Unit2
{
vehicle = "FP_Faction_nude_B_soldier_GL_F"
};
class BUS_InfTeam
{
Unit3
}
class FP_Faction_nude_Unit3: Unit3
{
vehicle = "FP_Faction_nude_B_soldier_LAT_F"
};
};
missing a ; but
is this right?
Why are you creating FP_Faction_nude_Unit2 then if you only want to edit the existing ones?
Unit3 is a syntax error
Well I want an exact copy
and you are creating new units inheriting from Unit3-
You should modify Unit3. Not copy it
I want an exact copy of the BUS_InfTeam saved into FP_Faction_nude_BusInfTeam with vehicle changed for every unit
ooo
wait lemme try
class BUS_InfTeam;
class FP_Faction_nude_BUS_InfTeam: BUS_InfTeam {
faction = "FP_Faction_NUDE_B";
class Unit0 {
vehicle = "FP_Faction_nude_B_Soldier_TL_F"
};
class Unit1 {
vehicle = "FP_Faction_nude_B_Soldier_AR_F"
};
class Unit2 {
vehicle = "FP_Faction_nude_B_soldier_GL_F"
};
class Unit3 {
vehicle = "FP_Faction_nude_B_soldier_LAT_F"
};
};
you probably should also change the groups name.
Right
That makes mroe sense now
Group name is fine
Okay thanks, I think I understand now
I thought that if i do unit0 {};
it will not have any old properties
But I see now
Thanks
Ohh copying only works on the same leveel
I've been misinterpertring the copying
I think
aah
I still seem to have ran into a issue
class CfgGroups {
class West {
class BLU_F;
class FP_Faction_NUDE_B_F: BLU_F {
This gives me a copy of BLU_F?
But it doesn't
I mean
it creates copy only if I don't put {} after it
If I put { It will not copy anything
So basically I have to make 2 pbos
1 to make a copy
2 to make edits in the the copy I made
class CfgGroups {
class West {
class BLU_F;
class FP_Faction_NUDE_B_F: BLU_F {
name = "Nude Blufor";
class Infantry {
class BUS_InfSquad; // how do I copy BLU_F >> Infantry >> BUS_InfSquad here !?!?!
@grand zinc Comment on the last line here
I guess I can't and have to make 2 pbos or write a complete copy by hand
CTRL+C -> CTRL+V
You can just not inherit anything and just copy the whole config over..
Then you don't need to worry about crap
Groups config is soo easy
I wanna inherit it
and only edit a small part
inside a subClass
Copy the whole config over
Hmm
I guess you mean by hand
I could explain config stuff for half an hour. Or you just copy paste
[6:04 PM] nigel: 1 to make a copy
[6:04 PM] nigel: 2 to make edits in the the copy I made
Is this correct?
If so, then I belive I understand
Sorry if I'm annoying you with my misunderstanding of the configs :D
I'll hop back to doing the cfg for now
Thanks for everything
just to confirm , its not possible to link diving goggles to a helmet is it?
ahh nvm, wiki says subItems only works for Headgear + NVG + Radio item combinations. rip π
Anyone know of an easy way to ensure a 1:1 square object in a Display/Dialog control? I currently just have some numbers calculated for 16:9 but I doubt that'll hold up in another resolution. Was thinking of pixel painting but I feel that may be just as iffy.
Thank you, getResolution should help!
How can I restrict or enforce what contains an item can go into? (Shirt, vest, backpack)
@sullen fulcrum this should work https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#allowedslots.5B.5D.3D.7B.7D
anyone tested if magazinewells works with the rc?
yes
they work in stable, never mind the RC
dev just has more complete implementation with various UIs like Arsenal
yeah. Also works in Stable. ACE Arsenal is already compatible CBA has prepped their JointRails magazine anologue
thanks!
Hello, i'm currently working with a custom map, i bring some custom houses to arma 3, i would like to configure the buildingPos in them, how can i do that ?
im talking about theses positions : https://community.bistudio.com/wiki/buildingPos
is that the good place for this ?
The positions returned by that command are from the model's Path LOD. There is a house in the Arma 3 Samples that will have an example of how the Path LOD is configured.
Since it's editing a model #arma3_model is the more appropriate channel for the future
Good, i will make some research on theses path LOD, thanks you
hey i have an issue that i just cant seem to fix. I have made a gate (WIP) that will have a blinking light when it opens up. Now, i have succesfully created that light and it blinks when the gate is opened YES. the only thing is, there is this other light that is in the middle of the entire model, that is static. There are no memory points in the p3d for this, hence it being in the middle. but there is nothing in the config that could create this iether. Does anyone know how to fix this?
class Reflectors
{
class Beacon1
{
color[] = {244,140,66};
ambient[] = {244.140,66,6};
intensity = 0.1;
size = 1; /// size of the light point seen from distance
innerAngle = 360; /// angle of full light
outerAngle = 360; /// angle of some light
coneFadeCoef = 4; /// attenuation of light between the above angles
position = "Beacon1_pos"; /// memory point for start of the light and flare
direction = "Beacon1_dir"; /// memory point for the light direction
hitpoint = "Beacon1_hitpoint"; /// point(s) in hitpoint lod for the light (hitPoints are created by engine)
selection = "Beacon1_pos"; /// selection for artificial glow around the bulb, not much used any more
useFlare = true;
flareSize = 1;
flareMaxDistance = 130;
class Attenuation
{
start = 0;
constant = 0;
linear = 0;
quadratic = 0.3;
hardLimitStart = 50;
hardLimitEnd = 65;
};
};
};
};
https://i.imgur.com/QV4RAkM.jpg this is the motherf*cker that shouldnt be there.
Little side note, it starts blinking as well when i enable the animation, but when the animation isnt enabled its just static. It share the same light as the blinking one as well
Light on buildings cannot be hide - you can only kill them with sethitpointdamage
As I also mentioned before things can be also tweaked too by adding always retracted suspension
CfgMagazineWells logs and shows errors for CfgMagazines classes which are currently not loaded
that's a difference from CfgWeapons which can have references to non loaded CfgMagazines classes
How exactly do I change the starting uniform for a unit? I've done ex uniformClass = "U_Rangemaster"; to no avail.
Hey guys, just wondering. Does the param SubItems work for uniforms? Can I config a uniform to occupy the vest slot as well? I read that there is limits to this param
this is a tfar question, but maybe someone can help. What makes the rebreather so that it can use the underwater radio? Im guessing the vest links a underwater radio and removes it once your above water?
TFAR checks that you are wearing the rebreather
Im guessing the vest links a underwater radio and removes it once your above water? no.
ohhh tfar checks it. So if I just inherit off the vanilla rebreathers ill be fine
not sure if it accepts inheritance
I hope anyone here can help me. I created a character mod and want that 2,3 characters are for some players only. Can i make a query to only allow this character to som player uid's?
not with #arma3_config no
you can kill them if they choose the character via scripting
xD also i cant make that in the config? :/
That's what I said in my first message
Yea π Is it possible in another way?
That's what I said in my second message
Without kill, only that they cant use them in the profile selection
which profile selection?
From Arma.... You can change your profile. And in this profile you can choose a character π
No. Can't manipulate that with scripting
:c oke
Bump on my above question about uniforms and character configs
The sample addon is your saviour:
Arma 3 Samples\Addons\Test_Character_01
Go through the config there and track the classname, where it comes from and how it is configured.
I've done so and more to no avail.
run a3diag.exe and check debug.log
- pastebin your whole setup (of the relevant classes)
What does the two numbers in reloadMagazineSound[] represent, volume of reload sound and?
reloadMagazineSound[] = {"\ca\Weapons\Data\Sound\flare_reload", 0.000316228, 1};
https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#reloadMagazineSound.5B.5D.3D.7B.22.22.2C1.2C1.7D
Seems like there can be more than two numbers too, which makes it all the more confusing for me π
soundname, volume, frequency
Okay, and in the case of the third number it would perhaps be the distance then? reloadMagazineSound[] = {"<soundname>", 0.3, 1, 20}; from another weapon config on our svn
yes. Indeed.
If you omit that parameter then distance = volume * 1000
Okay, thanks!
anyone have a good guide for making a custom faction? including the use of arsenal exports for gear
never mind, I've found Alive's ORBAT generator
yea thats a good one for making custom factions
it's being a little wonky about giving player characters gear, let's see how this goe
If you're looking to make a big, high-quality faction-set I would generally advise to learn the process the right way, but if you're looking for a quick, functional output then it works great.
I'm learning the hard way π particularly when it comes to adding items that characters spawn with
ALive was a nice starting point, my issue was just finding some sort of template to learn off
I'm trying to reskin the AAF officer uniform and can't seem to affect it. I can reskin the CSAT officer uniform just fine.
Using the config below, the CSAT variant of the officer uniform will use the new custom skin, but the AAF version will appear normal.
I'm checking them in arsenal from the main menu.
Vehicle config for my uniform:
class Custom_Uniform_TShirt: O_officer_F {
author = "Kal";
scope = 2;
displayName = "Custom Combat Life Saver";
uniformClass = "Custom_Camo_TShirt";
hiddenSelections[] = {"camo", "insignia"};
hiddenSelectionsTextures[] = { QPATHTOF(data\uniforms\officer_spc_co) };
};
swapping that O_Officer to I_Officer swaps the model, but the AAF officer uniform does not use the custom skin.
Seems to be a common issue with AAF/indp gear, honestly.
Anyone have any suggestions for my hitpoints? Currently like 3-4 shots from a mx rifle will destroy the engine.. I have tried messing with armor values of the vehicle and in hitpoints as well.. nothing seems to work. If anyone has any idea on what to check out please let me know
you may want to post also your fire geo and hitpoints LOD
Yea I can do that when I get home, I am currently away. Just wanted to see if anyone had any ideas to check. Hitpoints and fire were done the same as any other I have done but this is the first time I have messed with a different class of vehicle so I might be doing something wrong
what is the source that i should use for moving the trigger when the weapon is firing is it reload or is it something else ? and i mean in the model.cfg
trigger
you can even have separate sources for different muzzles, e.g. grenade launcher's
trigger.0, trigger.1 etc.
if its just for a gun without a gl
cheers π
question on making artillery pieces like static howitzers sling loadable: The Unsung artillery is setup inheritance wise like LandVehicle -> StaticWeapon -> StaticCannon or StaticMortar - this does not seem to allow sling loading, even with the mem points and slingLoadCargoMemoryPoints defined. Any suggestion how to fix the inheritance so it would work?
Anyone here from the CBA team, or someone who knows how the versioning system works?
commy2 at the least
commy2 is no longer here :/
rip
Just ask the question
I added versionDesc = "3den Enhanced"; version = 3.1; versionStr = "3.1"; versionAr[] = {3,1}; authors[] = {"Revo"}; to CfgPatches
But the version number is cut off in the main menu, even though the display should be wide enough
Checked that already
Registering it with CfgSettings didn't help
Alright, found the issue. The version array has have a size of 3
for my weapon it can use scopes which have iron sight alternate view modes
however it is not lined up to my iron sight
is it possible to use my weapons eye position for a scopes eye position?
nvm
anyone with experience making custom factions, have some time to sit down and look through my stuff with me? Having a few issues, PM if you can help.
specifically regarding adding ACE items to unit inventories
Was just playing around with some items and stumbled across this:
So I made a CfgWeapons class with the same stuff as A3 FirstAidKit
FirstAidKit:
class FirstAidKit: ItemCore
{
author = "$STR_A3_Bohemia_Interactive";
_generalMacro = "FirstAidKit";
scope = 2;
displayName = "$STR_A3_cfgWeapons_FirstAidKit0";
picture = "\A3\Weapons_F\Items\data\UI\gear_FirstAidKit_CA.paa";
model = "\a3\Weapons_F\Ammo\mag_FirstAidkit.p3d";
descriptionShort = "$STR_A3_cfgWeapons_FirstAidKit1";
class ItemInfo: InventoryFirstAidKitItem_Base_F
{
mass = 8;
};
};
My Defib:
class test_defibrillator: ItemCore
{
displayName="Defibrillator";
scope=2;
picture="\test_medical\icons\defibrillator.icon.paa";
model="\A3\Structures_F_EPA\Items\Medical\Defibrillator_F.p3d";
descriptionShort="Revive him!";
class ItemInfo: InventoryFirstAidKitItem_Base_F
{
mass = 8;
};
};
But the defibs goes through the floor while the FirstAid doesn't
https://gyazo.com/9871e126a6c886e9230006986a41aab4
When I make it into a CfgMagazines i dont have this issue
Somebody know what it might be?
wrong geometry in model?
ah, I see
inventory items need specific placement in p3d - I don't think you will be able to use props not meant for something like that as a item
Ah I see, weird thing is when I make it into a magazine its all fine
weapons and magazines have different placement method
Oh okey, when you are referring to the geometry in model should one be horizontal while the other not?
Is there a way to concatenate a #define within a string? I want to include a passed argument to my define to be included within both the class name and display name.
Got it, going to __EVAL it casted as str. Is there a better way, moving forward?
Hello, I've made some custom vehicle skins recently and I've been wondering how to get them to show up in the virtual garage. They work just fine when I make a seperate unit for them, but I still seem to be missing something.
Would anyone happen to know what needs to be done?
Never mind me, I was just looking at it wrong
@stuck crow here you have small comparison how items & props are positioned in p3d
Thanks reyhard. Always wanted to fix the TFAR radios clipping into the ground but didn't know why ^^
Ahh many thanks, now I know how to fix my models
Okey. My model is already vertical. And it's still bugging into the ground and standing vertically. @hot pine which way is correct? Do I need any more properties?
The models that are horizontal in the P3D is also laying horizontally
can you show me pic from object builder?
are you placing those objects in eden or just throwing them away from player inventory?
https://s.sqf.ovh/arma3_2018-07-12_14-20-09.jpg
Top one is the one laying on the side. Bottom one is the one standing up. Exactly the same ingame as in the model.
Ahhh.. I'm placing them in Zeus.
model = "\A3\Weapons_F\DummyItemHorizontal.p3d";
But if I lay them down from inventory. Both radio's are correctly laying on the ground. Even though they have different orientations
weapons are using different weapon holder
Ah yeah. I'm using a "Item_Base_F" Vehicle for the Zeus placed ones. That's probably the difference to the weapon holder
But if I drop them from inventory, orientation doesn't seem to matter at all. Both are placed correctly on the ground
when you drop "weapon" on the ground there is automatically created weapon holder - that's why orientation is correct
made 2nd pic to highlight some tricky things in items placement
Okay so, I'm trying to make a custom faction addon. I have cfgFactionClasses set up as so:
class cfgFactionClasses { class Test_Faction { displayName = "Test Forces"; priority = 2; side = 2; // Opfor = 0, Blufor = 1, Indep = 2. icon = "My_Mod\img\logo.paa"; }; };
With side=2 so my new faction will be an Indep faction.
My CfgVehicles has three units added to it. One AAF AT soldier, a Hemmit, and a Ifrit. Each has their faction set to my custom faction: (truncated listing)
class CfgVehicles{ class I_G_Soldier_LAT_F; class B_Truck_01_transport_F; class My_Soldier: I_G_Soldier_LAT_F { nakedUniform = "U_BasicBody"; faction = "Test_Faction"; }; class My_Hemmit: B_Truck_01_transport_F{ scope = 2; displayName = "My Hemmit"; faction = "Test_Faction" }
The problem I'm having is that, once packed up and loaded into the game, my new faction doesn't just appear as an Indep faction in the editor. I get a "Test Forces"group in the Blufor tab, with just the Hemmit, I get one in the Opfor tab with just the Ifrit, and one in the Indep tab with the Soldier. I was under the impression that setting faction = My_test_Faction in the class entry of CfgVehicles would make all the units show up under that faction, which was set to side 2, so they should all be in the same Indep tab.
What am I missing here?
...figured it out, minutes after giving up and asking for help. I needed to set side=2 on each vehicle class regardles of setting the faciton. Now I just need to figure out what's wrong with my reskin.
hi guys. Im getting this error in my rpt log:
11:41:51 Error: unable to find cargoLod 1100 in 'B Alpha 1-1:2 (egilb)'
I think it has something to do with me having this in my turret config:
LODTurnedIn = 1100;
LODOpticsIn = 1100;
can someone explain what this error means and how to fix it? I dont like having errors in my mods -_-;
Means your model doesn't have a view Pilot LOD I would think
IIRC 1000 is view Gunner, 1100 is view Pilot and 1200 is view Cargo
Ahh thanks. Thats correct, Im just using gunner view lod
Hi All .Im playing around with the Test_Weapon_01, but i can't seem to find how to make the weapon only shoot say 5 meters. Any help would be great thanks
i think i found it initSpeed .works now
@carmine zealot use timetolive
I have ammo that is used for a melee weapon (chainsaw). It only fires 2m
does that go in the
ok thanks for the help ill give it a go
This is my ammo
class B_35mm_AA;
class Chainsaw_fuel_drops:B_35mm_AA {
displayName = "Chainsaw_fuel_drops";
hit = 100;
// hit = 0;
indirectHit = 0;
indirectHitRange = 0;
model = "\A3\Weapons_F\empty.p3d";
// model = "\WHwalkers\sentinel\model\box";
airFriction = 0;
explosionSoundEffect = "";
// explosionEffects = "NoExplosion";
timeToLive = 0.1;
typicalSpeed = 10;
explosive = 0;
SoundSetExplosion[] = {};
};
@fathom thorn Thanks for the hand mate that worked
π
I'm just glad Im able to help someone here. I've been getting so much help from others ^^
so i got a functions.hpp inside an addon, and got line like this this addAction ["Recruit", "Rank_Script\enlisted\rank_rct.sqf"]; i got a crash when i stared arma, i think i doing something wrongπ€
scripts are not put into config.cpp
assuming you are including functions.hpp inside config.cpp
You didn't give enough details about what you are trying to do
but CfgFunctions doesn't contain scripts
it only defines where you have script files. not the scripts themselves
ah, so i am try to have to where i can place down a object, and then have scrip attach to it
yes i am useing useraction
I get error with \ instead of = when i run arma, the section it says there an error with
class UserActions
{
class ACU_REC
{
displayName = "Recruit";
statement = "this addAction ["Rank_Script\enlisted\rank_rct.sqf"]";
};
};
@fathom thorn
statement = "this addAction [""Rank_Script\enlisted\rank_rct.sqf""]";
arrrr thank you S-Matra, it always the " that are a pain
oh great, look like did not work anyway
how use eventhandler to execVM?
so were do put in a config.cpp?
ok now saying it can't find the scrip when i place the object in eden
That in my config.cpp
class EventHandlers
{
init = "execVM ""addact.sqf""";
};
That one line of addac.sqf, there 25 of them in all
_this addAction ["Recruit", "Rank_Script\enlisted\rank_rct.sqf"];
Hello, where do I add the optics for units in cfgVehicles
I tried in linked items
and weapons
but it wasn't working
You're supposed to make a cfgweapons class with linkedItems
then give the cfgvehicles class unit the weapon in the weapons[] array
kk
From the BiWiki, the model value in CfgAmmo:
"Declares path to model. For simulation="shotShell" the model gets displayed, but only up to a limit of somewhere between 390 and 450 m/s initspeed. Unknown if other simulationclasses behave different. The model does not get displayed when tracers are created [via the cfgmagazine token tracersevery=<number>; ]. Models for tracers get hardcode-deformed and scaled based on speed and ammo hit "
So, what defines a tracer? I want to make a custom tracer but it only appears as soon ans the projectile velocity drops below about 400 m/s, therefore I assume it's treated as "model", not a "tracer". Where do I define the tracer p3d so it will be treaded as tracer and be actually visible in velocities over 400ms.
Nope, I can't use vanilla tracer.
@fathom thorn now i have the classic error undefined variable in expression my addact.sqf https://pastebin.com/JuacpJVf
First one
yea prob
paste the code where you call the script
class EventHandlers
{
init = "execVM ""\ACU_Rank_Icon\addact.sqf""";
};
or
_myObject addAction ["Recruit", "Rank_Script\enlisted\rank_rct.sqf"];
try this
class EventHandlers
{
init = "_this execVM '\ACU_Rank_Icon\addact.sqf'";
};
and then the code I pasted on pastebin
ok it worked, but i got go back and add \ACU_Rank_Icon\ into my other scrips....
finally it working, thank @fathom thorn
π
~~Anyone know how to enable the Laws of War Van (Cargo) rear passenger seats via debug console? In the editors edit vehicle appearance>components area, it points to the Splendid config viewer C_Van_02_vehicle_F>AnimationSources>Enable_Cargo, so animationSource ["Enable_Cargo", 1] should work but it doesn't ~~ nvm had to use BIS_fnc_initVehicle
@sick zephyr Tracers are just ordinary models, the model gets stretched depending on bullet speed and the tracer scale settings, and also does not adjust rotation
to get tracers, magazine needs to be setup for it
Okay so magazine with tracers will fire model stretched and with no tracers will fire unmodified model, but with speed restrictions
Right?
thats what i concluded yes
I know this got a little long... sry πΆ
^is something for the script channel - might want to show how and what you call, otherwise its like asking the crystal ball
Or atleast show the actual config entries
Does anybody know how I could make the sound of plane wheels rolling on the ground during takeoff? I already have the sound for it I just need to know how to make it work in my config under "class sounds".
So I'm having trouble enabling hiddenselections on a custom model. Currently I have the hiddenselections in every visual LOD (camo and camo1), in the config as hiddenSelections[]= and then the corresponding textures, and in the model.cfg. They don't show up as working. I know it's pretty amateur but am I missing something obvious that won't make them show up? I've cross referenced with my other custom models that do have working hiddenselections
Does AI account for velocity of a weapon when aiming?
Of course, that's why side gunners on helicopters are so accurate when shooting at ground targets
@tiny sky hiddenSelections should not contain the texture, but the name of the selection. HiddenSelectionTextures should contain the texture
@fathom thorn Yep, that's what i meant. I have the selection in hiddenSelections
Same thing that's in the sections part of the model.cfg and the selections on the model
Hm sounds correct to me. Double check your selections. See if they dont share vertex groups with other selections
Is the name of your p3d the same as your cfgModels class?
Yep, there's no additional problems with any of the animations or whatever else comes out of the cfgModels class, so I don't think it's that. Just double checked again to be sure
π€
I can have a look if you send me the workfolder
@tiny sky whats not working exactly. Are they always visible?
@fathom thorn Basically it just shows the same texture (in this case, both the tan and black variants of the vest show up as tan) as what's coded to the P3D model
Uploading now, I'll DM you
k
Can I add an class to config through server.cfg?
no
Thx
This would be useful for addon configuration
Maybe I could add custom lines to server.cfg and retrieve them from .sqf?
I was thinking how I would implement the TFAR enforcement as an addon. At some point ts server name will have to be configured for the addon. Maybe file patching is an option then.
filePatching or just CBA settings
You might need the addon on clientside too to configure the CBA settings. not sure
Yeah I was hoping to make the whole addon server side
yeah. You can
You just need it on client to change the server name
if you use CBA settings system
hi guys. can I change the name of the driver position like I can with the gunner?
gunnerName = "Pilot";
When a weapon has a bipod, wat determines how much the bipod effects the accuracy/recoil of the weapon?
like im thinking of making a weapon that has super good recoil control when on a bipod more then it would normally
Morning lads. I hate to show my absolute incompetence here but I was hoping you'd be able to help me out. A friend of mine has made me a CamelBak that i'm looking to get into game., however, I wouldnt have the faintest idea as to where to start. I was hoping that one of you boy would be able to send me in the right direction, many thanks! If this is the wrong discussion entirely I apologise!
@teal dagger
https://www.youtube.com/watch?v=GxGIgurkzW4
@fathom thorn Cheers fella, wasn't sure if processes used for 'objects' were the same as 'equipment' on personnel. Guess i've got a lot of catching up/watching to do. Cheers man have a pleasant day!
np
hi guys. how can I adjust the recoil of my vehicle weapon? I'd like to turn it down or turn it off completely as it can almost tip my vehicle over to the side. I've tried setUnitRecoilCoefficient but it didnt affect my vehicle at all
neither did 'recoil = "empty";' in Mode_Fullauto
not did maxRecoilSway = 0;