#arma3_config

1 messages Β· Page 87 of 1

fiery vault
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using the fixed config snippet that you posted, EventHandlers contains Cre8ive but not CBA_Extended_EventHandlers

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however, without my mod, EventHandlers does contain CBA_Extended_EventHandlers

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is there any way at all I can add my changes without overwriting the entire class?

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because, and this is really starting to get to me now, that's what's currently happening

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(fwiw, I am using requiredAddons[] = {"A3_Data_F_Tank_Loadorder"};)

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@grand zinc

toxic solar
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in RotorLibHelicopterProperties what does defaultCollective value mean? I havent been able to find a documented RotorLibHelicopterProperties file yet

grand zinc
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I'd say the default setting for the Collective

toxic solar
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😭 the numbers wat do they mean 😦

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XD hmmm maybe I should turn on adv flight model πŸ€”

sturdy marlin
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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.

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waitUntil { player == cargo _T1; };
vehicle player engineOn true;

jade brook
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Do you want to turn the engine on, or wait until the engine is turned on? You wrote it ambiguously.

sturdy marlin
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wait until it's on

jade brook
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What does this have to do with config editing?

sturdy marlin
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would it be scripting, then?

wise fog
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Yes

sturdy marlin
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ok

jade brook
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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.

sturdy marlin
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It's to play a sound

undone quiver
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How does CSAT uniforms add additional protection to the user vs NATO ones? I can't seem to find were it defines that

jade brook
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armor entry in the sub classes of the HitPoints sub class.

undone quiver
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Would that be under Cfg vehicles or weapons?

jade brook
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CfgVehicles

toxic solar
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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

jade brook
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is there somewhere where I can specify the movement speed
Only indirectly by increasing its mass making the carrying unit tire out faster.

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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.

toxic solar
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damn I see, ill try that mass then

jade brook
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There also is a dexterity config entry.

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Assault rifles have 1000, big sniper rifles have around 1.

toxic solar
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oh that might be useful

jade brook
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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.

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Noticable with machine guns and big sniper rifles, and especially with big scopes too.

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There're also maxRecoilSway and swayDecaySpeed, though I believe they're no longer working in A3.

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Otherwise adjust the CfgRecoils class defined in the recoil entry ofc.

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Check the config viewer, these entries on a select few weapons.

toxic solar
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I didnt really look at CfgRecoils, I guess I should poke around there a bit

jade brook
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Yeah. That's only for shooting tho.

toxic solar
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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?
jade brook
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I wouldn't use absolute values, but simple expressions for these:

opticsZoomInit = "0.25 / 2";
opticsZoomMin = "0.25 / 2";
opticsZoomMax = "0.25 / 10";
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This means 2-10 times magnification.

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0.25 is the baseline FOV for holding down the right mouse button.

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If you divide that field of view by, e.g. 3, you have a 3 times magnification.

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0.25 means 0.25*90 degree field of view.

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The 0.25 is defined in the CfgVehicles/CAManBase config. Same for every soldier.

toxic solar
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oh, I see

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so .25 is the right click zoom and then .75 fov is just the normal view if I read that correctly off the config

jade brook
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Yes.

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And if you multiply that factor by 90 degree, you have the absolute FOV.

toxic solar
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so wat ur also saying is I can make a owlman that can turn his 360 degrees...or ah....look lol

jade brook
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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.

toxic solar
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lol, time to try I guess

jade brook
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E.g. the id Tech 3 engine has a hard coded limit of 120Β°.

toxic solar
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Aww, theres no FOV slider in the video settings is there?

jade brook
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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.

toxic solar
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oh wonderful

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is it possible then to just do this? opticsZoomMin =maxFov/2

jade brook
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No.

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Just use 0.25. It is used everywhere.

toxic solar
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oh k

green falcon
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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.

toxic solar
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the person has a gps on them?

jade brook
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I knew how to do this 5 years ago, dammit.

green falcon
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That's a negative Namenai, and the extended map info difficulty setting is false or w/e it's exactly called.

jade brook
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I very faintly remember this being a config entry.

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You said it is not enableGPS = 0;, right?

green falcon
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That didn't disable it for me

jade brook
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        type = 0;

Add this entry to your tank.

green falcon
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I'll give it a shot

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No effect

jade brook
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Sad.

toxic solar
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is there any vics that dont show ur position on map?

jade brook
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Cars.

green falcon
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Affirmative, for example the M-ATV

toxic solar
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whats the difference between

opticsZoomMin = 0.75/1.8;
``` and

```cpp
opticsZoomMin = "0.75/1.8";

So the " symbol

jade brook
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That makes no sense. 0.25 is the base zoom.

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There's no difference really, as most tools just add the quote marks during binarization. Same for the game at launch for unbinned configs.

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But it is not as explicit, and therefore probably worse.

toxic solar
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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?

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that forum post

jade brook
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.25 is the base for optics, because that is what you get when holding down rmb.

vernal sequoia
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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?

toxic solar
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ohh .25 is the rmb zoom, oooff im dum

jade brook
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hiddenSelection(Textures), Fiesty.

vernal sequoia
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ah, ive seen that on cfgvehicle...wasnt sure if infantry weapons could use it

jade brook
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    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"};
    };
vernal sequoia
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oo you can hidden select rvmats too

toxic solar
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w8 infantry weapons can use hiddenSelectionsTextures[]? ohhh

jade brook
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    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 ^

vernal sequoia
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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?

jade brook
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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.

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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 has hiddenSelections definied 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.

vernal sequoia
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well i make the model and config...so should be able to make whatever changes i want right?

jade brook
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Yes, ofc.

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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.

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That's all config entries you need for a reskinned weapon.

vernal sequoia
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and extra modeled bits?

jade brook
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How hiddenSelections works is described on the wiki somewhere. Not enough time to explain atm.

vernal sequoia
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hmmm, alright ill take a look

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thanks!

old cove
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Hello guys, who now a fix for lag switch for server altis life?

toxic solar
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is there a AIO sqf, like AIO config but for sqfs instead?

narrow crow
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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

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how is this controlled?

stoic lily
grand zinc
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@toxic solar explain what you mean

hot pine
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@narrow crow can you show us your config?

narrow crow
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Sure..

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Sorry took a while, working on my smartphone and Google remote.

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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. :/

hot pine
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isPersonTurret = 2 - by default unit will be turned out

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I see 1 commented out

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try it again with gunnerAction = vehicle_turnout_2

narrow crow
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Oh I thought personTurret was related to if you could access it from outside

toxic solar
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what I mean is, is there a way to see what scripts are running when ever I do something

toxic solar
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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

toxic solar
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tru tru, still pretty dank looking, also wats W:ET?

grand zinc
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^ commy already answered that... Before he got banned and his messages deleted.. For some reason Β―_(ツ)_/Β―

toxic solar
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eh nvm

quiet flare
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Could someone tell me how I'd go about altering the RoF of a gun in the config?

undone quiver
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Question

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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.

livid heath
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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

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1200 rpm = 20rps so reloadtime =0.05

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Ai engaging vehicles is mutifactor

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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

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Reyhard will know better!

undone quiver
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oooo

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no you might of answered the question

undone quiver
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Anybody ever delt with a issue were a uniforms cause units to die in one hit if shot in the arms?

toxic solar
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Armor?

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Is too low?

hot pine
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broken /missing depends in hitpoints cfg

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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

undone quiver
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If I inherit say the CSAT uniform

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the hitpoints would come with it right?

undone quiver
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Also, for testing purposes. How would I make arms basically take no damage?

strange egret
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delete arm hitpoint class... but negative side effects for scripted damage system that can't deal with non vanilla stuff...

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or armor 1e6

undone quiver
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I'm just using vanilla Cyrus for testing.

strange egret
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no i mean 3rd party stuff. Ace medical etc (i assume its hardcoded)

undone quiver
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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.

toxic solar
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so theres scope, scopeArsenal and then scopeCurator that I know of,is there any other scopes?

strange egret
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nope

undone quiver
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Ok yea, I'm very certain that hitpoints in arms has no effect

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Put mindamage at like 1000, no effect. Lowered passthrough no effect.

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                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";
            };```
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Any other limb works and resistance fine.

toxic solar
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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?
strange egret
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cost

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and all the distance settings

toxic solar
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what should the cost be?

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and im assuming the distance settings u mean are for the different fire modes right?

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okay ive set the cost to 1, and I think ive got the distance settings in the fire modes right

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I hope it works

undone quiver
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Ok, unless I'm really missing something. I'm like 100% sure Arms/hands are not set up for uniforms.

undone quiver
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Ok, alternative solution.
How do I make AI engage a unit with a high armor value?

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Becuase if it goes up too high, the AI just run

barren umbra
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How do you make missiles that hit a location you mark using the T (target) key? Like the Rhino MGS missile

undone quiver
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weaponLockSystem = 4;

barren umbra
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It seems it also needs autoSeekTarget = 1; as without it the missile just goes straight forward with the lock

fathom thorn
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Hi guys. Is it possible to force the renderQuality in a pip to be higher than 2?

hot pine
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Why?

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R2t resolution is main issue

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It's capped at 512*512px

fathom thorn
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oh ok. I wanted to unhide a pip that takes up most of the screen space inside my mech

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only when zooming

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but think I'm ending up doing it something like this

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when zooming in, the pixels will get quite noticable

barren umbra
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@fathom thorn There is an addon that adds the ultra settings for stuff, including PIP, see if that helps

fathom thorn
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oh really? you know the name of it?

livid heath
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@barren umbra how is your missile intended to behave? IR lock? radar lock? manual guidance? LOAL?

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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.

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easiest way to achieve this is to inherit from a BI class of vehicle and ammo

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otherwise, you need t oadd your class components to each - check your intended BI similar classes in the AIO config for inspiration.

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then on top you need to modify your weaponlocksystem so that both ammo and weapon are compatible.

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that's a common area to fall down

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and then finally there's your locking behaviour to adjust/ tweak

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lots of good pages linked fro mthis portal page

barren umbra
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It turned out to pretty damn scary.

bitter geyser
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Absolutely disgusting, Taro.

barren umbra
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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.

bitter geyser
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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.

barren umbra
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@bitter geyser Thanks, that was what I needed to find the dialog i was looking for

bitter geyser
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Eyyyy. Good luck!

barren umbra
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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.
opal crater
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Nice I did not know we can edit gui in "main menu".

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I wonder how much work it would take to add searchbar in mission selection screen. Propably a lot like all gui related stuff. ;|

livid heath
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@grand zinc

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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.```
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sorry to poke you for this one, but is there a simple answer? couldn't find it on the TFAR website

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seems all our car and truck classes fail, but armoured and wheeled APC work

grand zinc
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I add LR radios to some base classes. not all

livid heath
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thank you so much! ++

toxic solar
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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?

untold temple
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maxLeadSpeed

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aparently in cfgMagazines now

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depending on whether the weapon is locking, you may also need to look at the sensors

toxic solar
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lol wat? cfgMagazine? is it in m/s?

untold temple
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yes, m/s

toxic solar
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sensors aswell? can weapons have sensors or is it only on vehicles?

untold temple
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the ammo can have sensors

toxic solar
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oh okay, so does that mean then

untold temple
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but it depends on what ammo is is, whether it has them or not

toxic solar
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I can have a shitty maxLeadSpeed on ammo, and good maxLeadSpeed on the vehcile and suddenly the weapon is great at leading?

untold temple
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no, I don't think so

toxic solar
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so the vehicle can only limit the lead of a weapon, but not make it better

untold temple
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as I said, it's the magazine, not the weapon

toxic solar
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I mean mag, its kind of weird its in magazine

untold temple
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for cases like a tank gun, where you'd have fast and slow ammo

toxic solar
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oh that makes more sense now

untold temple
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for the ballisticComputer there's FCSMaxLeadSpeed, but I don't think that's what the AI uses

toxic solar
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whats FCS mean?
and is it also in CfgMag

terse plank
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Fire Control System probably

toxic solar
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ic

terse plank
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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...
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or should i be doing class MainTurret: MainTurret instead of class SKMOD_MainTurret: MainTurret ?

stoic lily
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@terse plank you need to define parent class inheritance like class parent;

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also you need to replicate the turret sub class tree as its set up

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get an AIO config to be able to follow the setup

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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)

terse plank
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hmm alright. yeah was using the AIO config, was just a bit unsure what to keep and what was already included in the subclass πŸ€”

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will tweak it a bit more

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but is it fine to have cfgmagazines and cfgweapons in the same cpp?

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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..

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hmm so Truck_02_MRL_base_F has

class Turrets
{
        class MainTurret: NewTurret
        {
            class Turrets
            {
            };
            commanding = 1;
            body = "Base";
            gun = "Tower_Fake";
            ... //etc
            }
}```
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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?

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otherwise it just goes on endlessly landvehicle >> car >> car_f >> truck_f >> Truck_02_base_F >> Truck_02_MRL_base_F

wise fog
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@terse plank what are you trying to do?

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Base class mostly defines hitpoints, model info, physx etc

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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

terse plank
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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.

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so essentially just want to change the weapons it has, and list it as a separate entry in the editor

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(okay there's a typo, should be class SKMOD_I_Truck_02_SAM_F: SKMOD_Truck_02_SAM_base_F)

wise fog
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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 doesn’t hurt anything

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Does it not work or not show up?

terse plank
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i don't know, i'm away from my PC for a couple of months πŸ˜…

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doing this on my laptop

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couldn't stay away from Arma so thought i'd do this till i got back home

wise fog
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Gotcha πŸ˜› quite the time length there lol

terse plank
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haha yeah

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but i thought it would take time, might as well start now

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for the vanilla zamak mrl they do this: class I_Truck_02_MRL_F: Truck_02_MRL_base_F {...};

wise fog
#

It looks fine, I think you would need to add the baseclass or it might complain though, its been awhile for me

terse plank
#

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
    {...```
wise fog
#

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

terse plank
#

i see πŸ€”

#

so like

class CfgVehicles
{
    class Truck_02_MRL_base_F;
    class SKMOD_Truck_02_SAM_base_F: Truck_02_MRL_base_F
    {...```?
wise fog
#

Yea, thats how I did it to reconfig a vehicle iirc - on mobile and its been awhile

#

πŸ˜„

terse plank
#

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```
stoic lily
#

why do you make a custom vehicle class?

terse plank
#

hm?

wise fog
#

Yea, I can double check when I am home if I remember πŸ˜…

terse plank
#

thanks! that would be great. no hurry of course, I'm 2 months away from actually testing it of course lol

wise fog
#

Yikes

stoic lily
#

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)

terse plank
#

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...

somber cloak
#

is magazineGroup functional again yet? would save some reconfig/misconfig/uneccesaryconfig stuffs

#

less code more do ^ πŸ˜ƒ

stoic lily
#

@somber cloak should be in 1.82. CBA is working on it for example

somber cloak
#

hm will keep it in mind and maybe revert a commit or two if its working now πŸ˜ƒ

#

configs a bunch of ammo/mags to work with documented system > finds out it doesnt work > cries BI!!! / reverts commits.

hot pine
#

Magazinegroup is old solution

#

Magazinewells are new one

somber cloak
#

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

hot pine
#

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

somber cloak
#

cool, appreciate a tag when it goes live @hot pine πŸ‘

#

also, apologies for disturbing your weekend

#

didnt expect reply till weekstart πŸ˜ƒ

grand zinc
fathom thorn
#

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.. πŸ€”

#

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

stoic lily
#

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

fathom thorn
#

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

stoic lily
#

did you use scripting to visualize the mem points and the unit position?

fathom thorn
#

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?

stoic lily
#

The command can look for selections in 4 (maybe more?) different LODs – 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

fathom thorn
#

what!? not in the memory lod?? all other action points are in the mem lod

#

😭

stoic lily
#

read the page first

#

i think you misread the quote for what its about

fathom thorn
#

oh ok

stoic lily
#

well my insights on this is quite limited. if reyhard checks by, he should know

fathom thorn
#

ok thanks.

stoic lily
#

my main point is to try to visualize it first to see if your assumptions hold true

fathom thorn
#

I will

stoic lily
#

TKOH had better useraction tech

#

sadly only limited parts were ported to A3

strange egret
#

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

viral rapids
#

@stoic lily uhm uhm uhm uhm uhm

stoic lily
#

did you delete everything Arma related already from your memory? πŸ˜›

viral rapids
#

@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?

strange egret
#

maybe i'm overlooking things, but i cant find an option to do so

viral rapids
#

iirc, it was in one of the Baseclasses (should also be visible in the ingame ConfigViewer)

strange egret
#

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

viral rapids
#

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 πŸ˜„

fathom thorn
#

@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

viral rapids
#

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?)

strange egret
fathom thorn
#

is the name pilot_control some universal name? its definately the same name in my mem lod as in my config

viral rapids
#

oohhhhhhhh @strange egret No idea, sry

#

@fathom thorn Try another one? πŸ˜„

fathom thorn
#

gonna πŸ˜„

viral rapids
#

(but i doubt its protected)

fathom thorn
#

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?

viral rapids
#

Nah, doesn't matter

#

Have you assigned the Point to the userAction?

fathom thorn
#

Yes

viral rapids
#

Show me pls

fathom thorn
#

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"";";
            };
viral rapids
#

"cockpit_controls" = Correct name?

#

Since you wrote "cockpit_control" (without s)

stoic lily
#

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

fathom thorn
#

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

viral rapids
#

But it's a single point, right?

fathom thorn
#

yes

viral rapids
#

hm....

#

One thing i would try: Delete your TempFolder in PBOTools

#

Also: Try that

systemchat str [cursorObject selectionPosition ["cockpit_controls","Memory"]]``` (Yes, [] around it)
fathom thorn
#

oh ok

#

ty

#

gtg, bbl. Ill let you know if it worked

#

when Im back

viral rapids
#

Yep yep, HL me if needed.

fathom thorn
#

@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

viral rapids
#

What you mean "Sitting inside"?

fathom thorn
#

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?

viral rapids
#

So you want that UserAction as "Pilot/Driver"?

fathom thorn
#

yes

viral rapids
#

hmpf

#

You better checkout, how it was made in the SourceFiles, way easier than me explaining it

fathom thorn
#

ok

#

but isnt this a little weird?

#

check thi

viral rapids
#

nope, not weird

fathom thorn
#

as soon as I get out I can access everything, even if its right beside it

viral rapids
#

Since you are "outside" as a Char, not inside as "part of the Vehicle" (more or less)

fathom thorn
#

but if I increase the radius while part of the vehicle, I get all the options aswell

#

if I set the radius to 5m

viral rapids
#

Β―_(ツ)_/Β―

#

Then: I was talking nonsense^^

fathom thorn
#

πŸ˜‚

viral rapids
#

tbh, it's too long ago. Haven't touched Arma for a long long time

fathom thorn
#

ok

untold temple
#

tried setting a decent radius

#

and condition = "(player == driver this)";

fathom thorn
#

oo ty gonna try

#

@untold temple ! you saved my day 😚

#

worked like a charm

untold temple
#

πŸ‘

opal crater
#

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')";
...
};
grand zinc
#

calls the display init function

opal crater
#

If I understand this correctly this executes RscDisplayCurator.sqf from ui_f_curator.

grand zinc
#

yes

opal crater
#

Why it is not executed directly then?

grand zinc
#

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

opal crater
#

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 ;|

grand zinc
#

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.

opal crater
#

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? πŸ˜„

opal crater
#

Idk why but script created displays looks easier to me.

wise fog
#

they are more limited then config

opal crater
#

For example?

wise fog
#

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

toxic solar
#

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?

high berry
#

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.

toxic solar
#

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

velvet mesa
grand zinc
#

Theoretically emissive would do that. But I don't think that it does that in arma

velvet mesa
#

its emmisive but in daylight its not as good as i expected to be

bitter geyser
#

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.

mortal sail
#

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.

undone quiver
#

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?

undone quiver
#

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.

grand zinc
cobalt laurel
#

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?

mortal sail
#

@grand zinc thanks for the help

carmine jasper
#

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?

strange egret
#

what for

carmine jasper
#

a towable trailer or something along those lines

strange egret
#

no

sullen fulcrum
#

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);
};
grand zinc
#

(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

sullen fulcrum
#

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

smoky sinew
#

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?

grand zinc
#

Look into BIS_fnc_itemType

smoky sinew
#

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?

grand zinc
#

ye

#

it's just a magic number basically

smoky sinew
#

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?

grand zinc
#

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

smoky sinew
#

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

grand zinc
#

Don't know. Could be but doesn't have to

smoky sinew
#

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

grand zinc
#

check bis_fnc_itemType. It has all numbers

smoky sinew
#

thats what im looking at it doesnt list the numbers on the wiki page

grand zinc
#

look into the script file

smoky sinew
#

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

toxic solar
#

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
narrow swallow
#

What are you observing that looks wrong?

toxic solar
#

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

narrow swallow
#

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;
};
velvet mesa
#

Hello! is there any way to see reflectors in bulldozer in objectbuilder?

#

@grand zinc

toxic solar
#

ill try that, ampersand

grand zinc
#

@velvet mesa i don't know vehicle model config stuff

velvet mesa
#

uh :/(

#

someone knows?

#

i need to see lights in bulldozer 😦

exotic shadow
#

re export you dta and dll ?

exotic shadow
#

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 πŸ‘€ @red wharf

smoky sinew
graceful phoenix
#

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

sullen fulcrum
#

A reskinned vest has the wrong texture at a distance, I assume because of the LOD. anyone know how to fix that?

strange egret
#

assign the correct texture?

#

unless its not your model, then ask the author to fix it

sullen fulcrum
#

The retexture is ours. It's a reskin of an RHS vest.

strange egret
#

ask them to fix it (if they even allow retexture of that vest)

sullen fulcrum
#

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.

narrow swallow
#

Try inheriting from an existing scope and go from there.

sullen fulcrum
#

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.

stoic lily
#

@sullen fulcrum its a model problem. RHS has to fix it

sullen fulcrum
#

Alrighty. Thanks

hot pine
#

which vest is it?

smoky sinew
#

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

toxic solar
#

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?

hot pine
#

@toxic solar make a vehicle with turret and without driver (use hasDriver = - 1)

hot pine
sullen fulcrum
austere prism
#
class Offroad_01_base_F: Car_F {
    class TransportItems {
      class _xx_FirstAidKit {
        name = "FirstAidKit";
        count = 3;
      };
    };
  };

Something like that should work

toxic solar
#

okay will try that , and make a driverless ,turret driver lol πŸ˜›

toxic solar
#

@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?

hot pine
#

google it @toxic solar πŸ˜‰

#

it's t80auto aka one man tank

toxic solar
#

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

hot pine
#

true/false = 1/0

#

wiki is outdated

#

did you tried to type that into google yet?

toxic solar
#

t80auto?

stoic lily
#

arma hasDriver

hot pine
#

hasDriver = -1

toxic solar
#

When I searched for hasDriver on google it brought up as the first result the createVehicleCrew function

hot pine
toxic solar
#

lol I only get the first two results,the rest are diffrent XD

#

nvm only the first result is what I get XD

hot pine
toxic solar
#

oh see what u ment

cursive thorn
#

How do I add to a subclass with no parent. E.g:

class ItsParent;
class SomeClass : ItsParent {  
    class HasNoParent {
        class IWantToAddThis {
            value = 123;
        };
    };
};```
grand zinc
#

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;
}
cursive thorn
#

Not sure exatcly. I basically I want to add a subclass to class HasNoParent but keep its original content too.,

grand zinc
#

yeah. ^ That then

cursive thorn
#

Guess I was a bit slow. I see what you mean now.

sullen fulcrum
#

Configs are dark magic, no worries
Thanks Brett, I’ll give that a go tonight

toxic solar
#

confirmed

#

dark magic

toxic solar
#

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

stoic lily
#

distance

toxic solar
#

in metrers?

strange egret
#

y

dry kraken
#

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.

strange egret
#

@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

wheat stream
#

anybody had experience of top down inheritance > ?

strange egret
#

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

hot pine
#

Have you tried multiple muzzles?

strange egret
#

dont they have independant reload rate ? that would be awefull for a slow reloading weapon

toxic solar
#

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

grand zinc
#

the type entry

#

Either directly in the class or in ItemInfo subclass

toxic solar
#

thx, inb4 machine gun for side arm slot

strange egret
#

inb4 machine gun/ smg held like a pistol

#

because thats whats going to happen

toxic solar
#

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?

grand zinc
#

how did you make them invisible

wheat stream
#

@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

stoic lily
#

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;
        };```
wheat stream
#

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

opal crater
#

Are IDCs global or local to display class?

grand zinc
#

local to display I'd say.

#

@wheat stream just search in a AIO config

opal crater
#

Thanks.

wheat stream
#

i think my link TO AIO went down some time back ,i did use in game but its very Giaia like

hot pine
#

what inheritance property?

#

... is just usual missile cfg cut off since it's same as for any other missiles

wheat stream
#

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

hot pine
#

what inheritance?

#

everything is on wiki page and I'm really curious what is unclear there

wheat stream
#

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

toxic solar
#

@grand zinc sorry for the late response I went to sleep , I made the diving goggle invisible by giving it no textures

grand zinc
#

that shouldn't influence the arsenal then

hot pine
#

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

wheat stream
#

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

hot pine
#

it's same as any other missile

wheat stream
#

Seems titan is a good inherit

toxic solar
#

maybe I messed up somewhere,ill go make sure I have everything in it via configviewer

toxic solar
#

oh yea my issue was I also made the model model=''; lol I forgot about that

#

it works nicely now

sullen fulcrum
#

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.

dry kraken
#

hello, in my dialog i getting picture unfocused all time, background must be under picture, but now picture under background, help me please 😦

#
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
grand zinc
#

@sullen fulcrum Why declare class AnimationSources {}; anyway? If you don't want to put anything inside it then just leave it away

sullen fulcrum
#

Forced to via buggy compilers.

#

but that's only one example.

grand zinc
#

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.

sullen fulcrum
#

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.

scarlet oyster
#

@sullen fulcrum your class animationSources is on the wrong level. Its in cfgVehicles>>animationSources while it should be in cfgVehicles>>yourVehicle>>animationSources

sullen fulcrum
#

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

grand zinc
#

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.

scarlet oyster
#

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.

narrow crow
#

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

scarlet oyster
#

I can imagine it being tied to simulation carX, but easiest would be to just find out.

grand zinc
#

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 πŸ˜„
So I might stick with Car anyway

scarlet oyster
#

"Get in Tumbleweed as Driver" πŸ˜›

#

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...

hot pine
#

Car, Armor, Bike, Motorcycle

#

unfortunately I forgot to ask for support for Helis & Planes

#

Static Mguns are stil TankX πŸ˜›

sullen fulcrum
#

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.

grand zinc
#

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*/
        };
    };
};
sullen fulcrum
#

oh! I understand now. That did the trick! ELMOBURN

grand zinc
#

NOOOOO. Not Elmo πŸš’ 🀽

stark gust
#

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

stark gust
#

woman = 0;

#

Is this depricated in arma 3?

stark gust
#

How do I inherit withing cfgGroups?

#

Does it work like any other ?

grand zinc
#

yeah.. Config inheritance is the same everywhere

stark gust
#

I was just wondering, because it's deep inside the thing

grand zinc
#

something no works. You tell. We helps.

stark gust
#

aite

#

I'm so bad at config editing, I ended up writing .sqf that will copyToClipboard the config for me

stark gust
#

    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

grand zinc
#

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

toxic solar
#

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

grand zinc
#

you can model them into the helmet model

toxic solar
#

would it still give the clear vision that diving goggles give underwater?

grand zinc
#

oohhhhh πŸ€”

toxic solar
#

yee

stark gust
#

uups

#

those are in wrong order

#

I need to get unit0 from bus_infteam

#

How do I get unit0 from bus_infTeam

#

πŸ˜•

toxic solar
#

wats unit0? a class within it?

grand zinc
#

You want to add a group inside the group?

#

You are already inheriting everything from BUS_InfTeam

narrow crow
#

@hot pine actually wanted for Man class.. to put the names on the uniforms

grand zinc
#

so if BUS_InfTeam has a Unit0 then you also already inherited it

stark gust
#

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?

grand zinc
#

Why are you creating FP_Faction_nude_Unit2 then if you only want to edit the existing ones?

#

Unit3 is a syntax error

stark gust
#

Well I want an exact copy

grand zinc
#

and you are creating new units inheriting from Unit3-

#

You should modify Unit3. Not copy it

stark gust
#

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

grand zinc
#
    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" 
        }; 
    }; 
stark gust
#

Oh god

#

Does it already know everything

grand zinc
#

you probably should also change the groups name.

stark gust
#

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

stark gust
#

I guess I can't and have to make 2 pbos or write a complete copy by hand

grand zinc
#

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

stark gust
#

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

grand zinc
#

I could explain config stuff for half an hour. Or you just copy paste

stark gust
#
[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

grand zinc
#

yeah

#

you can just copy it out of the AIO config

stark gust
#

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

toxic solar
#

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 😭

bitter geyser
#

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.

bitter geyser
#

Thank you, getResolution should help!

sullen fulcrum
#

How can I restrict or enforce what contains an item can go into? (Shirt, vest, backpack)

wild pasture
woven imp
#

anyone tested if magazinewells works with the rc?

untold temple
#

yes

#

they work in stable, never mind the RC

#

dev just has more complete implementation with various UIs like Arsenal

grand zinc
#

yeah. Also works in Stable. ACE Arsenal is already compatible CBA has prepped their JointRails magazine anologue

woven imp
#

thanks!

raw plank
#

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 ?

wild pasture
#

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

raw plank
#

Good, i will make some research on theses path LOD, thanks you

stark ibex
#

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;
                };
            };
        };
    };         
#

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

hot pine
#

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

woven imp
#

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

sullen fulcrum
#

How exactly do I change the starting uniform for a unit? I've done ex uniformClass = "U_Rangemaster"; to no avail.

cobalt laurel
#

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

toxic solar
#

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?

grand zinc
#

TFAR checks that you are wearing the rebreather

#

Im guessing the vest links a underwater radio and removes it once your above water? no.

toxic solar
#

ohhh tfar checks it. So if I just inherit off the vanilla rebreathers ill be fine

grand zinc
#

not sure if it accepts inheritance

unreal anchor
#

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?

grand zinc
#

you can kill them if they choose the character via scripting

unreal anchor
#

xD also i cant make that in the config? :/

grand zinc
#

That's what I said in my first message

unreal anchor
#

Yea πŸ˜„ Is it possible in another way?

grand zinc
#

That's what I said in my second message

unreal anchor
#

Without kill, only that they cant use them in the profile selection

grand zinc
#

which profile selection?

unreal anchor
#

From Arma.... You can change your profile. And in this profile you can choose a character πŸ˜„

grand zinc
#

No. Can't manipulate that with scripting

unreal anchor
#

:c oke

sullen fulcrum
#

Bump on my above question about uniforms and character configs

scarlet oyster
#

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.

sullen fulcrum
#

I've done so and more to no avail.

stoic lily
#

run a3diag.exe and check debug.log

#
  • pastebin your whole setup (of the relevant classes)
flat lance
#

Seems like there can be more than two numbers too, which makes it all the more confusing for me 😐

hot pine
#

distance

#

or maybe it was pitch

grand zinc
#

soundname, volume, frequency

flat lance
#

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

grand zinc
#

yes. Indeed.
If you omit that parameter then distance = volume * 1000

flat lance
#

Okay, thanks!

quiet flare
#

anyone have a good guide for making a custom faction? including the use of arsenal exports for gear

quiet flare
#

never mind, I've found Alive's ORBAT generator

spice harness
#

yea thats a good one for making custom factions

quiet flare
#

it's being a little wonky about giving player characters gear, let's see how this goe

thick lotus
#

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.

quiet flare
#

I'm learning the hard way πŸ˜› 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

sullen fulcrum
#

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.

wise fog
#

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

stoic lily
#

you may want to post also your fire geo and hitpoints LOD

wise fog
#

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

spice harness
#

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

untold temple
#

trigger

#

you can even have separate sources for different muzzles, e.g. grenade launcher's

#

trigger.0, trigger.1 etc.

spice harness
#

if its just for a gun without a gl

untold temple
#

then you use just trigger on its own or trigger.0

spice harness
#

cheers πŸ˜ƒ

gritty rune
#

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?

placid jay
#

Anyone here from the CBA team, or someone who knows how the versioning system works?

terse plank
#

commy2 at the least

snow turret
#

commy2 is no longer here :/

terse plank
#

rip

grand zinc
#

Just ask the question

placid jay
#

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

placid jay
#

Checked that already

#

Registering it with CfgSettings didn't help

#

Alright, found the issue. The version array has have a size of 3

heavy turret
#

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

quiet flare
#

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

stuck crow
#

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?

hot pine
#

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

stuck crow
#

Ah I see, weird thing is when I make it into a magazine its all fine

hot pine
#

weapons and magazines have different placement method

stuck crow
#

Oh okey, when you are referring to the geometry in model should one be horizontal while the other not?

green falcon
#

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?

idle matrix
#

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

hot pine
#

@stuck crow here you have small comparison how items & props are positioned in p3d

grand zinc
#

Thanks reyhard. Always wanted to fix the TFAR radios clipping into the ground but didn't know why ^^

stuck crow
#

Ahh many thanks, now I know how to fix my models

grand zinc
#

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

hot pine
#

can you show me pic from object builder?

#

are you placing those objects in eden or just throwing them away from player inventory?

grand zinc
hot pine
#

model = "\A3\Weapons_F\DummyItemHorizontal.p3d";

grand zinc
#

But if I lay them down from inventory. Both radio's are correctly laying on the ground. Even though they have different orientations

hot pine
#

weapons are using different weapon holder

grand zinc
#

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

hot pine
#

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

runic void
#

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?

runic void
#

...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.

fathom thorn
#

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 -_-;

untold temple
#

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

fathom thorn
#

Ahh thanks. Thats correct, Im just using gunner view lod

carmine zealot
#

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

fathom thorn
#

@carmine zealot use timetolive

#

I have ammo that is used for a melee weapon (chainsaw). It only fires 2m

carmine zealot
#

does that go in the

fathom thorn
#

Combine it with bullet speed

#

CfgAmmo

carmine zealot
#

ok thanks for the help ill give it a go

fathom thorn
#

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[] = {};
};
carmine zealot
#

@fathom thorn Thanks for the hand mate that worked

fathom thorn
#

πŸ‘

#

I'm just glad Im able to help someone here. I've been getting so much help from others ^^

valid acorn
#

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 wrongπŸ€”

grand zinc
#

scripts are not put into config.cpp

#

assuming you are including functions.hpp inside config.cpp

valid acorn
#

yes

#

class CfgFunctions {

#include "Rank_Script\functions.hpp"

};

grand zinc
#

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

valid acorn
#

ah, so i am try to have to where i can place down a object, and then have scrip attach to it

fathom thorn
#

@valid acorn execute it with execVM

#

In an eventhandler or a useraction

valid acorn
#

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

dusk jungle
#
     statement = "this addAction [""Rank_Script\enlisted\rank_rct.sqf""]";
valid acorn
#

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?

dusk jungle
#

{execVM "myscript.sqf";}

#

"execVM ""myscript.sqf"";"

valid acorn
#

so were do put in a config.cpp?

dusk jungle
#

It has example with execVM in it

valid acorn
#

ok now saying it can't find the scrip when i place the object in eden

valid acorn
#

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"];

fathom thorn
#

You need the full path

#

init = "execVM ""/myMod/scripts/addact.sqf""";

gaunt vortex
#

what does this mean?
accuracy = 1000;

#

nvm, found out

pallid snow
#

Hello, where do I add the optics for units in cfgVehicles

#

I tried in linked items

#

and weapons

#

but it wasn't working

untold temple
#

You're supposed to make a cfgweapons class with linkedItems

#

then give the cfgvehicles class unit the weapon in the weapons[] array

pallid snow
#

kk

sick zephyr
#

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.

valid acorn
fathom thorn
#

what variable

#

on which line?

valid acorn
#

First one

fathom thorn
#

and on which script

#

all of them

#

?

valid acorn
#

yea prob

fathom thorn
#

ok try this

valid acorn
#

nop sill giving the same error

#

@fathom thorn

fathom thorn
#

paste the code where you call the script

valid acorn
#

class EventHandlers
{
init = "execVM ""\ACU_Rank_Icon\addact.sqf""";
};

or

_myObject addAction ["Recruit", "Rank_Script\enlisted\rank_rct.sqf"];

fathom thorn
#

try this

#

class EventHandlers
{
init = "_this execVM '\ACU_Rank_Icon\addact.sqf'";
};

#

and then the code I pasted on pastebin

valid acorn
#

ok it worked, but i got go back and add \ACU_Rank_Icon\ into my other scrips....

valid acorn
#

finally it working, thank @fathom thorn

fathom thorn
#

πŸ‘

obtuse hull
#

~~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

strange egret
#

@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

sick zephyr
#

Okay so magazine with tracers will fire model stretched and with no tracers will fire unmodified model, but with speed restrictions

#

Right?

strange egret
#

thats what i concluded yes

fathom thorn
#

I know this got a little long... sry 😢

strange egret
#

^is something for the script channel - might want to show how and what you call, otherwise its like asking the crystal ball

grand zinc
#

Or atleast show the actual config entries

fathom thorn
#

oh sry I thought I was in the scripting channel lol

#

deleting and moving it over

little warren
#

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".

tiny sky
#

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

undone quiver
#

Does AI account for velocity of a weapon when aiming?

dusk jungle
#

Of course, that's why side gunners on helicopters are so accurate when shooting at ground targets

fathom thorn
#

@tiny sky hiddenSelections should not contain the texture, but the name of the selection. HiddenSelectionTextures should contain the texture

tiny sky
#

@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

fathom thorn
#

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?

tiny sky
#

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

fathom thorn
#

πŸ€”

#

I can have a look if you send me the workfolder

#

@tiny sky whats not working exactly. Are they always visible?

tiny sky
#

@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

fathom thorn
#

hm ok

#

I would have to look on your files

tiny sky
#

Uploading now, I'll DM you

fathom thorn
#

k

grand creek
#

Can I add an class to config through server.cfg?

grand zinc
#

no

grand creek
#

Thx
This would be useful for addon configuration
Maybe I could add custom lines to server.cfg and retrieve them from .sqf?

grand zinc
#

no

#

why not a serverside mod or filePatching?

grand creek
#

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.

grand zinc
#

filePatching or just CBA settings

#

You might need the addon on clientside too to configure the CBA settings. not sure

grand creek
#

Yeah I was hoping to make the whole addon server side

grand zinc
#

yeah. You can

#

You just need it on client to change the server name

#

if you use CBA settings system

fathom thorn
#

hi guys. can I change the name of the driver position like I can with the gunner?
gunnerName = "Pilot";

toxic solar
#

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

teal dagger
#

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!

fathom thorn
teal dagger
#

@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!

fathom thorn
#

np

fathom thorn
#

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

fathom thorn
#

not did maxRecoilSway = 0;

strange egret
#

this recoil thing is only for infantry

#

recoil for vehicles is in magazines muzzleimpulseCoef