#arma3_config

1 messages Β· Page 88 of 1

fathom thorn
#

thanks πŸ˜ƒ

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hm why cant I find this in the allInOneConfig?

#

putting this inside my mag did not help:
muzzleimpulseCoef = 0;

strange egret
#

ah sry, was going by memory

fathom thorn
#

Thanks guys

undone quiver
#

So is there anyway to retexture a asset without hidden selections? Even with a mod?

untold temple
#

not without ripping the .p3d out, editing it and repacking it

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which is usually not something permitted by EULAs

queen solstice
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if im patching a mod for an apache and want to change the ammo type for the cannon do i copy the whole config into the patch config and just edit the ammo classname or is theere a shorter way of doing it?

strange egret
#

only the parameter line you want to change should be included. (otherwise it prevents changes from other mods and official patches)

unreal sapphire
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I got a question, is it possible to modify config files during a zeus mission using achilles?

grand zinc
#

no

knotty sage
#

Hey there, I have some props with scopeCurator = 2; in the config, but can't see them via Zeus on a MP mission. What did I do wrong ?

grand zinc
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CfgPatches entry?

knotty sage
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I need to list them in the units array ?

grand zinc
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if it's CfgVehicles then yes

knotty sage
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Oh gosh

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Thanks

knotty sage
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Now I have this problem with an ammunition

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You can see the problem

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Here is the cfgAmmo class NOL_TranQ_Ammo : BulletBase { hit = 0; cartridge = ""; cost = 100; typicalSpeed = 900; airFriction = -0.00086; caliber = 0.5; deflecting = 30; timeToLive = 10; model = ""; tracerScale = 0; tracerStartTime = 0; tracerEndTime = 0; nvgOnly = 1; whistleDist = 0; whistleOnFire = 0; };

turbid temple
#

anyone here no how to config animals i need someone to do a moose for me

simple trout
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A moose 0_o?

fathom thorn
#

can I keep the AI from leaving a vehicle when its damaged altogether?
Im using this ejectDamageLimit to set the limit, but even if I set it to 1, they leave before its destroyed

hallow blaze
#

ok could anyone help me with uniform Textures part of configs as i am used to the vests one not the uniforms one

grand zinc
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If you give actual details about what you are having problems with then someone might be able to help you yes.

grand yoke
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Hello i made a config.cpp and model.cfg for a model in game the door menu pops up i click "open door" nothing happens https://imgur.com/a/MzwRx56

grand zinc
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Animation properly defined in model.cfg?

grand yoke
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wait i will upload

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thats my model.cfg

somber cloak
#

it wont work, because you cannot inject a model.cfg into a binarised model, that has to be done at compile time,. pretty sure gotdead released their assets for use by other content creators, and not for editing otherwise they would have released MLOD and stated so.
Your only option is to either pm the catalina island authors and ask them or make your own.

grand yoke
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the p3d that i have aren't binarised

somber cloak
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you can open them in object builder?

grand yoke
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yes

somber cloak
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have you change the named selections in the model for the doors?

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the original model and model.cfg uses door1 ... door10,. your model.cfg uses door_1 ... door_10.

grand yoke
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i got now i only have a error inside the model.cfg

somber cloak
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what was the original issue? as looking at the model.cfg that comes with those assets there doesnt look to be much wrong with it

autumn crater
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has the config for "allowAgainstInfantry" been removed?

stoic lily
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its still present in 1.82 but has no function any more/does nothing i think

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the whole type specific targeting is not really working (aside from airLock)

fathom thorn
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@stoic lily thanks

full pagoda
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yo hey guys can somebody help me out with this, it is saying LJ_dialog is not found

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DIALOGS.HPP:

class LJ_dialog
{
  idd = -1; //no need for the whole dialog to be referenced at any time.
  movingEnable = false; //not moving
  moving = 1; // who the hell knows what this does????????
  onLoad = ""; //code to run when it loads
  onUnload = ""; //code to run when its closed
  controls[] = {myButton,myEditBox }; //anything that doesn't fit into the category below
  controlsBackground[] = {myFrame}; //background things that can’t be interacted with
};

  ////////////////////////////////////////////////////////
    // GUI EDITOR OUTPUT START (by Lewis Jon, v1.063, #Wuvoga)
    ////////////////////////////////////////////////////////

    class myFrame: RscFrame
    {
        idc = 1800;
        x = 12 * GUI_GRID_W + GUI_GRID_X;
        y = 16.5 * GUI_GRID_H + GUI_GRID_Y;
        w = 12.5 * GUI_GRID_W;
        h = 7 * GUI_GRID_H;
    };
    class myButton: RscButton
    {
        onButtonClick = "[] call LJ_fnc_DisplayText"

        idc = 1600;
        text = "Hello World"; //--- ToDo: Localize;
        x = 13.5 * GUI_GRID_W + GUI_GRID_X;
        y = 19.5 * GUI_GRID_H + GUI_GRID_Y;
        w = 8.5 * GUI_GRID_W;
        h = 3.5 * GUI_GRID_H;
        colorText[] = {0.918,0.765,0.141,1};
        sizeEx = 2 * GUI_GRID_H;
    };

    class myEditBox: RscEdit
    {
        idc = 1400;
        x = 13.5 * GUI_GRID_W + GUI_GRID_X;
        y = 17 * GUI_GRID_H + GUI_GRID_Y;
        w = 4 * GUI_GRID_W;
        h = 2.5 * GUI_GRID_H;
    };
    ////////////////////////////////////////////////////////
    // GUI EDITOR OUTPUT END
    ////////////////////////////////////////////////////////

#

DESCRIPTION.HPP:

author = "Lewis Jon";
onLoadName = "Test";
onLoadMission = "My name is Lewis"
disableAI = 1;
enableDebugCConsole = 2;

respawn = 2;
respawnDelay = 0;
respawnDialog = 0;
respawnOnStart = 1;


#include "defines.hpp"
#include "dialogs.hpp"

class cfgFunctions
{
  class functions
  {
    class core
    {
      file = "core";
      class Misc {};
      class modShop {};
    };
  };
};

#

INIT.SQF:

LJ_fnc_DisplayText = {
  _text = ctrlText 1400; //grab the text entered into resource 1400 (our edit box)
  Hint format ["%1",_text];
};
fathom thorn
#

hi guys. I'd like to add a compass in my pilot view lod in my vehicle. Are there any animationsSOurces for this, or does it have to be scripted?

none of these gave me anything:
compassArrow
compassCover
compassPointer

I suspect they are for gear only?

untold temple
#

source = "direction";

fathom thorn
#

thanks^^

autumn crater
#

does anyone know how to force an AI to turn out in a particular position? If so, please @ Me

autumn crater
#

tried using forceHideGunner = -1; but it doesn't appear to function properly

gritty rune
#

@autumn crater I tried this in an init eventhandler, but it didn't work for me: (gunner _veh) action ["TurnOut", _veh]; worked as script in a mission though

candid wave
#

@full pagoda ever heard of pastebin?

full pagoda
#

Yeah lol

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Il upload it tomorrow, 3am for me

twin plume
#

Anyone got a quick and dirty way of making a keycard inventory item, that will add a variable to the player whos holding it.

strange egret
#

@fathom thorn the compassXYZ is only for the 3d model compass that you have as soldier

fathom thorn
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ok thanks. guess I can use direction, but it only returns the vehicles direction. I'd like to animate my internal compass based on the turrets orientation

strange egret
#

animations are cumulative

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direction animation + turret dir animation -> realworld turret dir

fathom thorn
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Thanks gonna give it a shot

hot pine
#
    class rhs_B_545x39_Ball: B_556x45_Ball
    {
        cartridge = "RHS_Cartridge_545x39";
        hit = 9;
        typicalSpeed = 915;

        airFriction = -0.0016564;
        RHA(2.4,740)
        deflecting = 18;
        visibleFire = 3;
        audibleFire = 7;
        nvgOnly = 0;
        class Eventhandlers
        {
            AmmoHit = "systemchat format['test %1',_this];";
            fired = "systemchat format['test %1',_this];";
        };
    };``` apparently its unfinished but it might be interesting anyway
strange egret
#

interesting, the detail of the parameters on the ammohit would be what will determine it's usefullness

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if we could somehow get the information we also see in diag "Shots" that would be very usefull for creating delayed explosion trigger for example that triggers after 10ms after it has been decelerated X amount ( requires parameters distance penetrated + speed lost from penetration)

hot pine
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hm, seems only fired eh is working

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maybe ammohit works with some specific simulations

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ammoHit should works with mines apparently

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and maybe grenades

strange egret
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i assume ammoHit would trigger whenever the Fuze got activated?

hot pine
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probably yes, I will play with it tomorrow

grand zinc
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is fired also called when the projectile is created via script? (Question from ACE)

hot pine
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Dunno, enough arma for me today

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Its in engine since December 2016

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So you can test it on your end too

livid heath
#

is there a free version of mikeros moveobject for arma 3?

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I have paid tools butone of our lads doesn't, and he can't seem to get any joy with the old arma 2 version of moveobject

digital granite
#

can someone help me in how heli speed works? I have a heli going ~400 km/h and i want to slow it down to 200

grand zinc
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@livid heath afaik no. Atleast I couldn't find one last week

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the A2 one I have works fine on unbinarized p3d's tho

stoic lily
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is there more than cfgPatches/XXX/units[] to a vehicle being available in ZEUS? (and scope=2)?

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cant determine why some of our vehicles dont show up - more specifically just for specific factions they dont (but for other faction it does, and other vehicles are in the present in the faction some are missing)

grand zinc
#

Got the same question. Some of my stuff doesn't show up. But other stuff that I thought I made the exact same doesn't.
there is also scopeCurator which needs to be either undefined or 2
cfgPatches entry needs to be there.
And there is also a __generalMacro thing. But I think that was only required for weapons in the Arsenal.

stoic lily
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scopeCurator is 0, yet its also for those that are showing up

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but will give that a try

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the macro thing isnt needed for anything as far as i can tell - its only used by some internal verification script from BI

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one factor i am unsure about is cfgAddons/PreloadAddons - that said for my above issue it doesnt seem to be relevant

hot pine
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__generalMacro - that's something which can be for 100% sure delted

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it's just a param for some internal macros

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@stoic lily what kind of vehicles/objects are we talking about?

stoic lily
#

a few of the Winter reskins

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some subfactions

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but in case of US Army also the base faction essentially

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trying with scopeArsenal=2 and scopeCurator=2 force to all scope=2 atm

hot pine
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if vehicle has scopeCurator = 2 & is present in cfgPatches but crew is scopeCurator = 0 or not present in cfgPatche then whole vehicle is not visible in zeus

grand zinc
#

Is Thing/ThingX a vehicle?
I think that explains my issue. I have Thing/Car parent for my things and one of them doesn't show up. Can't check what exactly now.

stoic lily
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@hot pine tx will double check. shouldnt be the issue in our case though

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@hot pine
but crew is scopeCurator = 0 or not present in cfgPatche then whole vehicle is not visible in zeus
the same applies to crew = "";?

hot pine
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uhhh

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probably yes?

livid heath
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updated my how-to here

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that's a great point thanks!

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gonna go check a couple of vehicles that have been troubling us for a while

stoic lily
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The downside to preloading all of your addons, is that it uses a lot of RAM. So choose the best set of mods that you really need for Zeus

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@livid heath sure about that? it should only cache the configs and that is at best a few MBs

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the downside is rather that it may/does lead to be written into required mods in regards to mission or savegames

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for big replacement mods thats not a problem

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yet otherwise it can create these undesired depdendencies

grand zinc
#

configs are always "cached" anyway. They are never unloaded and reloaded from pbo. They are only loaded once at game start and cached from there on.
Would be interesting to know what Preload actually does

stoic lily
#

well there is different level of caching

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ie also PreloadConfig

grand zinc
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PreloadAddons for one defines the addons active in a mission. But they are added to the list before the normal addons.
So I'd say everything in PreloadAddons is always in requiredAddons in missions? Cannot test now.

livid heath
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well it was just hearsay really, but i figured i'd pass it on in case

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obv for unsung we tend to preload everything

grand zinc
#

I've never known what that activeAddon stuff was supposed to do besides feeding requiredAddons.

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Already looked into it a couple times before

livid heath
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so i just fixed the remaining items (m113, some jeeps, btr40's and SP artillery tanks) that were not showing in zeus πŸ˜ƒ the crew config wasn't in the preload addons list

grand zinc
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Ohhhhhh... LOL. I found a error someone in #arma3_model is having right now when I looked for preloadConfig πŸ˜„

stoic lily
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but crew is scopeCurator = 0

hot pine
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?

stoic lily
#

so as it turns out, scope = 1 for the crew makes a vehicle not listed - scopeCurator was 0, yet with scope=2 that has 0 for scopeCurator works

hot pine
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so you fixed your issue, right?

stoic lily
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yep πŸ™‡

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now only to find a workaround for class static/thing type

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as test i assiged crew="civilian"

soft leaf
#

hmm, I'm trying to make a variation of the RHS SMAW that I can put the thermal weapon sight on (just to mess around with)

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I've set up my launcher to inherit from the RHS smaw and then changed the compatibleItems array to have the TWS in the CowsSlot class in the WeaponSlotsInfo class

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but the TWS is not showing up on the launcher

strange egret
#

post the config on pastebin or somewhere else. Propably inheritance issue

soft leaf
grand zinc
#

class rhs_weap_smaw_SR; why is that in that class? that doesn't sound right

soft leaf
#

that's for the spotting rifle for the SMAW, I might modify that later

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to be clear, it works

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just the camera goes to a position on the centerline of the launcher then the sight picture pops up

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also if what I'm not doing is not kosher per RHS devs I'll stop

hot pine
#

nah, it's fine

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can you post whole config?

soft leaf
#

it's in the pastebin link

hot pine
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thats not whole config

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it might be cfgPatches issue

soft leaf
hot pine
#

class WeaponSlotsInfo{ vs

class WeaponSlotsInfo: WeaponSlotsInfo
soft leaf
#

wow derp

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probably should set scope=0; for those import classes too

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let me give this a shot

soft leaf
#

works 100%, thanks @hot pine

vital gust
#

Is there a way to patch loaded configs? Right now i have to shutdown and reopen Arma every time I change a config
Thanks

vital gust
#

So then you just need to restart the mission?

hot pine
#

or respawn vehicle

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if you are editing eden attributes then you have to go back to main menu and load editor again

vital gust
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no just custom vehicles

hot pine
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you cannot delete entries - just overwrite/add

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?

vital gust
#

okay

#

Im just patching vehicle configs*

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Thank you

stoic lily
#

@hot pine can you please check what makes objects/buildings appear in ZEUS?
scopeCurator "0/2" seems not relevant
crew also as all by default have "civilian"
editorSubcategory parameter seems also not it

#

at first i thought it was something with inheritance from Thing or Static, but most of our objects and buildings dont show up in ZEUS (nor CUP)

hot pine
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It's scope curator +cfgpatches

stoic lily
#

its based on ReammoBox_F, and has class SimpleObject

#

and from inheritance: curatorInfoTypeEmpty = "RscDisplayAttributesInventory";

#

maybe these play into it too

hot pine
#

config?

austere prism
#

Is there a way to enable the debug console for every mission? Still just for the logged admin of course.

grand zinc
#

The global config entry can enable it. But only if it's not specifically disabled in the mission

austere prism
#

Using global/mod config param

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That's the part that confuses me though

#

where exactly is that

grand zinc
#

config.cpp inside a mod

austere prism
#

like, just in the root of a config.cpp?

grand zinc
#

yes

austere prism
#

πŸ€” hm, ok, first time encountering that

sullen fulcrum
#

The magic line is simply enableDebugConsole = 2; in the config.cpp

austere prism
#

I'm going to use an array of our moderators in our group's mod. I'd just never seen a config param like that before, just hanging out in the root of a cpp file

grand zinc
#

=2 would enable it for everyone everywhere. Not only for logged in admin

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There are tons of entries in the root. Check config viewer ^^

austere prism
#

I am trying to use

class RscDisplayStart: RscStandardDisplay {
  class RscControlsGroup;
  class RscPictureKeepAspect;
  class controls {
    class LoadingStart: RscControlsGroup {
      class controls {
        class Logo: RscPictureKeepAspect {
          text = "\z\synixe\addons\main\media\synixe_logo_transparent_ca.paa";
          onLoad = "";
        };
      };
    };
  };
};

to change the splash screen logo, but I am left with no logo at all, just the background noise. I use the logo elsewhere and know the file path is current. There are no errors in the RPT.

#

Anyone know what is going on?

grand zinc
#

RscControlsGroup/RscPictureKeepAspect is wrongly placed

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it should be in root. Not in RscDisplayStart

austere prism
#

oh yeah, I copied the code from an example online. Didn't notice that error. Thanks dedmen

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🀦

#

I didn't scroll down far enough

hot pine
#

small updated on ammo event handlers - fired seems to be decent replacement for muzzleEffect parameter

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explosion EH is working only for mines

grand zinc
#

I just looked in 1.82 and that CfgAmmo Eventhandlers class only has Fired and AmmoHit but AmmoExplode is missing.

hot pine
#

yeah, that's why i didn't mention ammoExplode

grand zinc
#

But biggest reason I would want that is for mines. And AmmoHit also fires on mine explosion. Atleast in VBS. And I'd expect that wasn't removed if AmmoHit was enabled everywhere else

hot pine
#

ammoHit in a3 is like sort of both hit & explo

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at least for mines

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or well, it seems to be same as in vbs

grand zinc
#

If you can see the we're about to go boom too then we are looking at the same thing.
Very nice to know it exists. ACE guys will love that I think.

hot pine
#

sneaky bastard πŸ˜›

spice harness
#

how do i disable all accesorys for a new weapon so it only can use them i tell it can use

urban sedge
#

Hey guys, not sure if this is the right channel but lets see. A dedicated server that checks new joining players with OnHackedData, OnUnsignedData and OnDifferentData is using the
On.... = "kick (_this select 0)"; as most servers will use. Problem is, I want to tell players what file is damaged or wrong to keep troubleshooting low. I have thought about a script, but as google told me the server VM and the engine are two different things, with one connection (engine -> server VM) is implemented via the #exec command. No search of mine discovered the other way around. Question: Is there a way to trigger something in the engine from the server VM with the On...Data events?

grand zinc
#

Nope. Many people already tried

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sadly

urban sedge
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I guess no workaround or something has ever been discovered?

grand zinc
#

nope.

#

only commands available are
users
ban
kick
numberOfFiles
lock
checkFile
checkExe

Nothing to output anything really. Don't know why there a re commands to get the number of files.. If there is no way to actually log them πŸ˜„

#

Maybe the functionality existed at some point and got removed

urban sedge
#

So I can either validate the files in the server.cfg without executing a script to tell the file or running a script without a way to validate files...

grand zinc
#

yep.

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^^

urban sedge
#

Great :D

grand zinc
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I think the netlog might show the filename. But that could only be used for you checking what file it was after the fact

urban sedge
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Good idea, but I canΒ΄t be online all the time, so maybe not an option

#

Sorry for asking again, there is no way to validate files from a script I guess?

grand zinc
#

I could probably make a mod to give you the ability to call a real script from these server config scripts. Dunno how much work that would be

#

correct.

urban sedge
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That would be awesome, seems like im not the only one asking for it. But I canΒ΄t force you to do it and have nearly nothing to return for it

grand zinc
#

Windows server?
Remind me on saturday please. You can write me a PM.

urban sedge
#

Will do with the PM, some servers are windows some are linux

grand zinc
#

I'd probably only do windows then

urban sedge
#

Ok, perhaps I can rebuild it for linux once i know what to do

grand zinc
#

no you can't ^^

urban sedge
#

Most likely no, but hey, let me have the illusion :D

spice harness
#

How do i disable accesorys for a gun ? its a new gun that i made and i just need to disable the accesorys like scopes, silencers and flashlights/lasersights

grand zinc
#

You are asking that for the third time now. But I thought you already got the answer the first time you asked

spice harness
#

nop didn't :S

grand zinc
#

WeaponSlotsInfo I think has subclasses for each attachment slot

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and that slot contains a list of items that can be attached

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just define that array entry as empty

spice harness
#

you mean kinda like this ?

#

{
class WeaponSlotsInfo;
};

grand zinc
#

nope. That would do nothing if you inherit that

#

classes like that are just pulling in a reference to their prior definition

#

you need to define the compatibleItems array in the attachment slot class I think it's MuzzleSlot/CowsSlot ?

spice harness
#

ah ok

vital gust
#

Where do config.cpp and physx.hpp come together in terms of vehicle configs. What do the physx.hpp do? Should it have the same values as the config.cpp? Thanks

grand zinc
#

no idea what physx.hpp is. It's not a official filename afaik.

#

Atleast I never heard of it

vital gust
#

its from a mod, so i was wondering the same thing

#

its almost identical to the config.cpp

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Guess i wont worry about it. I had just never seen it before

low orbit
#

is probably the physx foo. they did that with the samples i think in A3. just organizational in nature. could just as well all be in the same file.

#

the config.cpp.

untold temple
#

it is a config.cpp, you just add them to config by doing #include physx.hpp and when the config is processed and packed, it writes the .bin with all the includes

#

the main reason to keep things separate in .hpp files is as Hatchet says, for organisation

vital gust
#

Which would override the other? Because most of the configs are already in the config.cpp, so would the physx.hpp override the config.cpp or not if #include

#

assuming some of the configs had different values in one or the other

grand zinc
#

if you include it. It's included

#

it's basically copy-paste into config.cpp

#

If you unpacked that from a pbo

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then it already is included.

#

And the physx.hpp is kept instead of being deleted. Although it's useless after packing

vital gust
#

For the most part I am following, but for example:
Config.cpp
maxOmega=700;

Physx.hpp
maxOmega=750;

Which value is going to be loaded

grand zinc
#

You are not following then

#

config.cpp

#

as physx.hpp does nothing at all and is completly ignored

#

as in your case the config.cpp doesn't have any #include

vital gust
#

Guess I wasn't, sorry.
I am just confused as to why and how Physx.hpp is there when the pbo is unpacked

grand zinc
#

Simple. Because it wasn't removed when the pbo was packed.

#

It was embedded into config.cpp when the mod was packed

#

after that it became completly useless

vital gust
#

Okay, tell if this is right... before the pbo was initially packed, the config.cpp did not include the data from Physx.hpp., and when the pbo was packed then the physx.hpp was included as instructed in the config.cpp?

grand zinc
#

yes

vital gust
#

thank goodness

#

I appreciate your patience

austere prism
#

I am trying to get a add a new playable vehicle. I am using

class CfgFactionClasses {
  class K9 {
    displayName = "K9";
    priority = 2;
    side = 1;
  };
};

class CfgVehicleClasses {
  class K9_Animals {
    displayName = "Animals";
    priority = 2;
  };
};

class CfgVehicles {
  class Fin_blackwhite_F;
  class K9_Dog: Fin_blackwhite_F {
    author = "Synixe Brett";
    scope = 2;
    scopeCurator = 2;
    scopeArsenal = 2;
    displayName = "K9 Dog";
    faction = "K9";
    vehicleClass = "K9_Animals";
    cost = 100;
    camouflage = 0.5;
    threat[] = {0.5, 0, 0};
  };
};

but I don't get anything in the editor under BLUFOR. The configs are loaded just fine and there are no errors

wild pasture
#

Also, to rule out another variable you could try using one of the base A3 factions

austere prism
#

I tried adding

side = 1;
editorSubcategory = "K9_Animals";

to K9_Dog but still no luck. I'll try a base faction

#
faction = "BLU_F";
side = 1;
editorSubcategory = "EdSubcat_Personnel";
``` is still no go
#

It's an issue with Fin_blackwhite_F, changed it to B_Soldier_base_F and it showed up

austere prism
#

I can not seem to figure this out

#
class K9_Dog: Fin_blackwhite_F {
    author = "Synixe Brett";
    scope = 2;
    scopeCurator = 2;
    scopeArsenal = 2;
    displayName = "K9 Dog";
    faction = "K9";
    side = 1;
    editorSubcategory = "K9_Animals";
    vehicleClass = "Men";

    weapons[] = {};
    respawnWeapons[] = {};
    magazines[] = {};
    respawnMagazines[] = {};
    items[] = {};
    respawnItems[] = {};
    linkedItems[] = {};
    respawnLinkedItems[] = {};

    role = "Rifleman";
    isMan = 1;
    simulation = "soldier";

    aiBrainType = "DefaultSoldierBrain";
    _generalMacro = "B_Soldier_base_F";
    canCarryBackPack = 1;
    canHideDriver = -1;
    canUseScanners = 1;
    identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_default"};
    faceType = "Man_A3";
  };

Even that doesn't work, and I can't figure out what is missing / inherited that is causing it not to be displayed.

grand zinc
#

@austere prism CfgPatches is correct?

austere prism
#

Yes, other units are being added from the same CfgVehicles. It's just the standard ACE dev one

class CfgPatches {
  class ADDON {
    name = COMPONENT;
    units[] = {"K9_Dog"};
    weapons[] = {};
    requiredVersion = REQUIRED_VERSION;
    requiredAddons[] = {"ace_common", "synixe_main", "synixe_common"};
    author = "";
    authors[] = {"Brett"};
    authorUrl = "http://synixe.com";
    VERSION_CONFIG;
  };
};
grand zinc
#

you shouldn't really need to change anything but displayName for it to show up. As everything else is inherited.

austere prism
#

The issue is that Fin_blackwhite_F is not shown in the editor

#

It is an unplayable* animal

stoic lily
#

give it a valid crew

sullen fulcrum
#

Trying to play Antistasi with friends but playing medic is boring, it takes 1min to revive someone and you are forced to crouch

terse plank
#

is this your own server?

hallow blaze
#

Hey does anyone have a uniform Config.cpp as i cant make or find a decent one i have found a couple but They was all modded and would not be helpful as i am basing off is a vallina ones and not modded

#

or help me create one

grand zinc
#

Arma 3 samples has one

#

That is as vanilla as you're gonna get

hallow blaze
#

will it have uniform config.cpp on it?

grand zinc
#

"will it" ?

#

What?

#

I just told you it has.

#

so... yes...

hallow blaze
#

ok just checking

narrow swallow
#

Are keys defined in arma 3\userconfig\ available when not loaded ina mission? For example in the main menu?

grand zinc
#

nothing in userconfig is "available"

#

If you load it.. You've loaded it and they are there now

#

userconfig is not an engine thing or something. If that's what you're asking

narrow swallow
#

Ah, so I can #include "\userconfig\MY_addon\Somefile.hpp" in a config.cpp? Does that require filePatching?

fathom thorn
#

Hi guys. I made a tank that can drive under water. Ofc the AI dont like this very much. Is it a config entry for ai in vehicles under water? Or maybe this needs to be scripted somehow?

#

They dont like to move much, but they will fire at underwater targets

grand zinc
#

@narrow swallow yes and yes

#

but only if you don't binarize the config

stoic lily
#

@hot pine how do simpleObject definitions (or lack therefore) play into Zeus availability - it plays some role for objects (non AllVehicles), does it not?

hot pine
#

I didn't noticed anything like that

stoic lily
#

hm weird. will continue on debugging

#

have a few static objects still not showing up

#

(dead cows and soldiers - was first static and tried now thing)

#

(added civ dummy crew, scope, editorCat + sub)

proven iris
#

Quick question, do pbo files count as "folders" when writing configs?

#

If my music directory is @Modname/addons/bluemoon.pbo

#

And my music folder is inside the bluemoon.pbo, how would i access that?

grand zinc
#

the config would be in bluemoon\config.cpp for example

#

If you don't have a prefix it will use the filename of the pbo as starting point

#

You should use a prefix tho

proven iris
#

I am really new to modding, how do i define a prefix?

grand zinc
#

How are you packing your pbo?

proven iris
#

You mean which program?

grand zinc
#

yes

proven iris
#

The Addon Builder

grand zinc
#

In the options you can configure the prefix

#

"Addon prefix"

#

use whatever you want there.
Then your files inside your pbo will be at <prefix>\fileinsidePbo

proven iris
#

That's way easier

#

Thanks

fathom thorn
#

Hi guys. This may be a noobish question, but here goes..
how do I get a radar going? Im trying to get the exact same sensory system as the IFV-6a Cheetah. I added the same Sensor classes and MFD has the cheetah has. Nothing shows up when Im the gunner in the vehicle. What am I missing?

untold temple
#

did you put the sensors in the gunner turret or the main body of the vehicle?

fathom thorn
#

Main body

untold temple
#

Turret needs them too

fathom thorn
#

Ohh

#

Ty

untold temple
#

might just be the VehicleSystemsDisplayManagerComponent(Left/Right) that the turrets need actually

fathom thorn
#

@untold temple yep you were right πŸ‘

fathom thorn
#

Since the tank DLC, has tanks got a proper config entry for speed limit now? I've been using a script for this that is quite CPU expensive

fathom thorn
#

nvm, seems I can use maxSpeed now. That definately didnt work before

stoic lily
#

@fathom thorn maxSpeed should be AI only

hot pine
#

no, it's not

#

it's a value after which thrust is cut off

#

cutoff of thrust is linear and goes 1 to 0 from maxSpeed to maxSpeed+10%

#

in case of carX maxSpeed is also influenced by terrainCoefs

#

so i.e. maxSpeed = 60 + terrainCoef = 1 in vehicle config + maxSpeedCoef = 0.5; in surface config = maxSpeed = 30

fathom thorn
#

@stoic lily thats what I thought too, but maxSpeed did it for me. Could be that I'm using the one man tank script by KillZoneKid

#

did BI change how maxSpeed works?

stoic lily
#

@hot pine are we talking planes, also ground vehicles, any phsyx vehicles?

hot pine
#

no, car & tanks

#

tanks are not using terrainCoef & maxSpeedCoef

stoic lily
#

i guess this is about acceleration getting cut of with that parameter

#

like rolling downhill, physx bouncing bug would be not affected by this, right?

fathom thorn
#

in my case I sat maxSpeed to 22km/h, but it goes up to 25 on a flat surface. it also goes up to 30 when doing sharp turns for some reason

#

oh wait. it can actually go up to 50-60 if turning alot πŸ€”

strange egret
#

@hot pine i wish they would... tanks are just as affected by terrain as cars IRL... they just have more torque and traction forces to overcome the stuff

hot pine
#

yeah, I know but the way maxSpeed is working is nowhere close to how tanks are working

strange egret
#

some tanks have limiters (leo2 and wiesel beeing two that i know of)

fathom thorn
#

hi guys. does lingloading have weight limitations or something? I added these to my config and memory lod:
slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"};

but still not able to hook on

strange egret
#

yes i think so. It's a helicopter you lift with, yes?

fathom thorn
#

yes

#

vanilla ones

#

taru and huron

#

so I would need a modded helicopter to lift, thats what you're saying?

#

I found something.. the Huron has this:
slingLoadMaxCargoMass = 12000......

#

my tank is 41500 πŸ˜‚

#

😭

#

no pacific rim stuff :\

strange egret
#

or make the tank 11 tons because plot-armor weighs nothing...

stoic lily
#

@sullen fulcrum in the end you have to replace the classes in scripts and mission.sqm
maybe contact the mission author first for some advice

opal crater
#

We all love crossposting don't we πŸ€”

grand zinc
#

Actually. 6 channels... Might aswell go directly as spam @unreal musk
Only place where he didn't crosspost is KP Liberation discord πŸ€” Like.. He spammed all the unimportant places. And forgot the most important one. Kinda inefficient

opal crater
#

Yeah, I've linked him our discord... But he has so many channels to check for responses that I doubt he will see it.

grand zinc
sullen fulcrum
#

i could use some help. i have tried changing the campfire/barrel fire/burning vehicle fire to vanilla in this blastcore edit i uploaded some time ago with no luck. it always turns out glitched. does anyone know how to do this? thanks in advance

grand zinc
#

in this blastcore edit i uploaded some time ago πŸ€”

Splendid smoke permission -> 404 page not found
For Blastcore permission see description: -> I tried and could not contact Opticalsnare via Bohemia Interactive forum to ask for permission to modify it.
**Please, don't upload this mod on any other sites or hostings without permission

#ip_rights_violations <--

soft leaf
#

I'm trying to add an additional magazine to a weapon but += doesn't appear to be working

class rhs_weap_m24sws
class enhanced_test_rifle : rhs_weap_m24sws
{
displayName = "enhanced test rifle";
magazines[] += {"test_super_magazine","test_super_magazine2"};
};

but the only magazine available are these test magazines and not the originals

grand zinc
#

is your requiredAddons setup correctly?

#

I never tried new class AND append together. I always just appended in existing classes πŸ€”

#

You can just use magazineWell's to do this more easily

#

https://gist.github.com/dedmen/dc980cf8d6b4b719484e2dd8158a7de1 Here.
You basically add
magazineWell[] = {"myStuff"} into the class (Warning this will probably break with next RHS update when they implement magazineWell's by themselves)
And then

class CfgMagazineWells {
class myStuff {
my_magazines[] = {"test_super_magazine","test_super_magazine2"};
};
};
sullen fulcrum
#

as well as ruPal / paladin i cant get in contact with opticalsnare either, i think he would be fine with edits but if not, he is free to say so as rupal states. i updated permissions links btw

soft leaf
#

πŸ€”

#

I'll give both methods a shot

#

magazinewells does seem like the wayyyy more elegant solution

hot pine
#

note to myself so I dont forget to update wiki:
magazines[] are also used by Eden crate module so having some entries there is recommended

untold temple
#

Don't think we're using magazinewells on the M24 yet though

undone quiver
#

Question,
The mod units in Zeus will spawn individually fine, but the groups will not even let me click to spawn them. Do I need to define them some were?

placid jay
#

Has anyone managed to get a context menu working outside of Eden Editor?

raw plank
#

what's a context menu @placid jay ?

grand zinc
#

right-click

raw plank
#

oh okay

grand zinc
#

No magazineWell's in 1.84 ._.

hot pine
#

they should be included with Oldman DLC

#

I didn't have time to take a look at inheritance issue

grand zinc
#

Robalo desperately want's them merged into CBA. I guess CBA's implementation will be there before vanilla then ^^
Well when inheritance works we can just alias them later.

hot pine
#

I might push it to devbranch next week for example

grand zinc
#

Thanks that would be nice. Do you know if RHS implementation is based on the vanilla one? Or completly seperate?
Really don't want 3 competing standards for this ^^

hot pine
#

Vanilla one

astral pagoda
#

I've already looked into it and I was thinking about replacing font for markers

grand zinc
#

Someone on feedback tracker also asked for purista for markers.
I have no opinion on that.

astral pagoda
#

Yeah I think I've tried Purista for those

#

It happened after there was Chinese (afair?) variant of Etelka was added to font array 😐

grand zinc
#

yeah. Think so
One of the language only updates

hot pine
grand zinc
#

Chain and wheels? Or am I missing something else?

hot pine
#

yes, chain mainly

grand zinc
#

I feel the urge to make a small waterfall feature fountain now.

silver aurora
#

any limitation of the number of uvanimations - for an object / for a scene?

hot pine
#

dunno, I guess it's same as with regular animations

scarlet oyster
#

@hot pine UV anim source is applied to UVset 0, 1 or both?
@grand zinc
probably not possible, you're lacking a useable continuous animation source for that.

hot pine
#

just 0

scarlet oyster
#

Oh thats good!

#

This tech would be really useful if we get some extra anim sources
floatTime (per frame update of elapsed time in s)
worldPositionX worldPositionY worldPositionZ

Those sources would turn that tech into an extremely powerful piece for environment assets.

hot pine
#

worldPositionX what kind of value do you expect it to return? 0-1 (top left corner -> top right corner) range or arma grid?

#

first one could be probably easily copy pasted from MFD

scarlet oyster
#

WorldPos I'd say simply what getPos returns

#

getPosATL directly

#

So not a normalized value, but an actual float with metres as unit

#

normalized could be also good, not sure if it would trouble to add both variants πŸ˜„

#

Also, looking at the list of anim sources in the wiki, "oil" has never been a source

#

it just has been copy pasted around for years since OFP

#

Actually, about that continuous time source, it clockMinute should be able to supply that.

#

It moves non discreetly unlike clockSecond does.

zinc ether
#

Anyone know where I can find a standing FFV proxy

livid sigil
#

Isn't that dropbox link just a picture?

zinc ether
#

i dont know what it is, gave me an error 404 when i opene dit

fathom thorn
#

Can I adjust the position of the left and right radar screens?

zinc ether
#

Can boats have horns just like cars do with CfgWeapons?

placid jay
#

@fathom thorn I believe you can in the layout menu.

stoic lily
placid jay
#

fuel down by 80% for tanks 40% for cars

#

What does that mean?

#

fuel capacity?

stoic lily
#

yes

placid jay
#

Interesting

stoic lily
#

i guess reyhard has more details

placid jay
#

Fuel trucks could be useful now.

fathom thorn
#

@placid jay where do I find that?

placid jay
#

@fathom thorn Video options -> Layout I believe

fathom thorn
#

Oh right. Thank you

sudden garnet
#

if I were to try and add cba as a dependency to a mod I would insert something along the lines of?

class CfgPatches 
{
    blahAddon
    {
        name = "Blah";
        author = "Blah";
        url = "Blah";
        requiredVersion = 1.84;
        requiredAddons[] = {"cba_main"};
        units[] = { };
        weapons[] = { };
    };
};
#

or would it be better to require a pbo to be loaded specifically based on it's functionality? Take XEH for example. Are these just the pbo names or the cfgPatches class?

grand zinc
#

cba_main has all of CBA I think

#

Yes.. it would be better to load the thing you need. But that's alot more work and generally just using the "big" one is fine

sullen fulcrum
#

not saying I necessarily have it right but in addition to the requiredAddons array you can also use a CfgSettings for CBA including the main addon and the dependencies including their versions, then CBA will do a more detailed test for dependency.

#
class CfgSettings {
   class CBA {
      class Versioning {
         class cf_woodland {
               main_addon = "cf_woodland";

            class Dependencies {
               CBA[]={"cba_main", {3,6,0}, "true"};
            };
         };
      };
   };
};
#

There we go got there in the end!

sudden garnet
#

Lol, I will take a look at the settings system eventually if that is the case. Wouldn't loading the "big" one for each pbo be extremely slow dedemen?

sullen fulcrum
#

CBA is going to go get loaded anyway so I can't imagine it makes any difference, it is just for the purpose of determining load order.

sudden garnet
#

Right, I was just curious. As I imagine some people regardless of being told to load CBA won't πŸ™„

sullen fulcrum
#

They will probably get away with it, but it is a type of race condition waiting to happen if the dependency isn't declared

sudden garnet
#

Hmm, alrighty.

sullen fulcrum
#

The main reason you usually survive is because it starts with a c and that often puts it earlier in the mod list and given no other details the game seems to load in the order the mods are presented. You also have plenty of mods starting with an a that depend on CBA, so it gets yanked in first anyway unless you are running just your mod and CBA and your mod also comes alphabetically before or you have ordered your mod list differently. It is pretty rare scenario basically so a lot of people get away without the declaration but it should be there. You don't need the section I gave, that just lets CBA do some additional version checking and it matters more if you depend on other mods and particular versions

sudden garnet
#

I see that makes sense.

#

Thanks for the example though, I will try and utilize as much as I can with CBA for as much as it's going to be included

soft leaf
#

can you add armor to clothing like you do to vests? eg. by modifying the HitpointsProtectionInfo class?

#

I'm doing this currently, and it doesn't seem to be working

#

class testuniform : U_Marshal
{
scope = 2;
displayName = "mytestuniform";
modelSides[] = {0,1,2,3};

class ItemInfo : ItemInfo
{
    uniformClass="testdude";
    mass=30
    containerClass = "Supply60";
    class HitpointsProtectionInfo : HitpointsProtectionInfo
    {
        class Chest : Chest
        {
            HitpointName = "HitChest";
            armor = 100;
            PassThrough = 0.01;
        };
        class Abdomen : Abdomen
        {
            hitpointName = "HitAbdomen";
            armor = 100;
            passThrough = 0.01;
        };
        class Body : Body
        {
            hitpointName = "HitBody";
            armor = 100;
            passThrough = 0.01;
        };
    };
};

};

autumn bridge
#

Would there be a way to add a data link to characters? The idea is to allow a soldier with a laser designator to data link with the VLS in order to use it.

#

@soft leaf use the config for the CSAT uniforms as a reference. Those uniforms have protection values, which is why CSAT vests are weak.

hot pine
#

@autumn bridge there is script command to enable data link on soldiers too

autumn bridge
#

Thanks. Got a direction I can start looking in? Was also thinking about creating something that only enables that link if you have a LR radio backpack.

hot pine
#

Search for data link related commands on wiki - not on pc right now

autumn bridge
#

No problem. Thanks for the info.

autumn bridge
#

Thanks. I'll give that one a try.

graceful tapir
#

Anyone know what would cause a weapon on a pylon to saty on the pylon, even after the weapon is fired?

#

My bomb drops from the pylon (with the "flying" model) as expected, but the bombs also stays (visually only) on the pylon after firing

untold temple
#

What's the path of the proxy used in the pylon model, where the bomb mounts?

graceful tapir
#

What do you mean?

#

I have a bomb that inherits the MI10 GBU-12 (2Rnd_GBU12_LGB_MI10), meant as a 1Rnd version that can be used in custom loadouts

untold temple
#

yeah, but the magazine points to a pylon model of some kind

#

and the bomb loads on the magazine pylon

#

was wondering if you had a custom pylon model

distant gyro
#

Does anyone know why the camera wouldn't use the driver proxy when I'm turned out. Turned in is fine using driverview memory point but turned out seems to use model origin point?

graceful tapir
#

So, @untold temple it is something that is set in the model itself? Or is it a field in the config of the magazine?

#

I have a model set in the magazine config, "model = ..."

untold temple
#

Your bomb shouldn't be set in the magazine model. Only the ammo class

#

proxyShape parameter in the cfgammo class

#

model in cfgammo is the flying model when the bomb is dropped, and proxyshape is the model that is drawn on the pylon model, which is the model defined in cfgmagazines

#

if that makes sense

graceful tapir
#

So I should set model and proxyShape in ammo, and only model in magazine?

untold temple
#

model in magazine should be something different

#

if you remove the line, it should inherit the pylon model used for the parent class you picked

deep narwhal
#

This might be a dumb question but whats the difference between the Eden Categories & the Faction Classes?

untold temple
#

Faction classes is kind of obsolete AFAIK

deep narwhal
#

How would I add Priority to a eden category?

untold temple
#

pretty sure they're sorted alphabetically

deep narwhal
#

ok ty

soft leaf
#

@autumn bridge I'm looking a the CSAT uniform base and I can't find any hitpointprotectioninfo or anything that would give it armor in it's iteminfo class

#

specifically "U_O_CombatUniform_ocamo"

#

the O_Soldier_base_F (that wears U_O_CombatUniform_ocamo) has armor though... which is the class that normally wears the uniform

#

odd that armor on the uniform is done that roundabout way but I guess I kinda figured it out

#

hitpointprotectioninfo can only be used to give armor ratings to vests

#

(in the Bohemia config)

soft leaf
#

any reason the name shown when the mouse is hovered over a unit can be inconsistent with the displayName in other circumstances?

let's say I have my_soldier_base with displayName = "My Soldier Base", then I have Soldier A with displayName = "Soldier A"

I can see "Soldier A" in the Editor, Zeus, and when I kill an instance of the class (eg. in AAR and in rearm dialogues)... but when I mouse over them in the editor it's "My Soldier Base"

stoic lily
#

knowsAbout value about the specific entity

#

when its too low you get higher up more basic info

#

accuracy=1000; to make a given state not shown

soft leaf
#

ah makes sense, thanks

glossy flax
#

I don't know if this has been asked before, so sorry if it has been asked already:

Let say there is a mod with a uniform and its class is: supermod_uniform.
I want to use that uniform but there is just one little thing that bugs me. E.g. I want to use it as CSAT but it has modelSides[] = {1};. So I decide to fix this minor issue with a small self-made mod. (Obvs. I don't want to change the actual mod nor do I want to steal anything from it...a simple config change). This is possible with inheritance I know that....but I don't want the class name to change (so after my change it should still be supermod_uniform). Can I do that and if yes, how?

soft leaf
#

you can't

#

to the best of my knowledge

grand zinc
#

why would you even want to change the classname

#

sure. Just put the class (with same inheritance) into your config and overwrite the entry

#

make sure requiredAddons is correct.

glossy flax
#

Thats what I meant, I don't want to change the classname.
Well, if its just one item that is certainly an option. I just hoped there is a way to change just one little config for multiple classes without needing to depbo the other mod.

grand zinc
#

you don't need to depbo the other mod

#

you just need to replicate the correct inheritance for that one config class that you're editing

abstract plover
#

Where can I get the latest dialog/display starting template files?

zinc ether
#

Is it possible to have different variations of a .p3d without creating a duplicate and increasing file size?

#

I want to create a vehicle with different variations but I have to copy the .P3D and that increases file size. I want to proxy it out but I know I'm going to have some trouble putting a proxy in a proxy

hearty sandal
#

proxy in a proxy does not work

#

what kind of variants you want to make

#

some things are possible with good hideable selections

zinc ether
#

Different wheels, lightbars

hearty sandal
#

as in different models for them or just different colors?

zinc ether
#

different model

hearty sandal
#

I would advice against that

zinc ether
#

The only method of doing is prob proxing non-animated objects

hearty sandal
#

that would either increase the size/performance cost of your single vehicle a lot

zinc ether
#

ah i see

hearty sandal
#

or you would need a multiple different models as you said

#

and that too will increase performance cost

#

Im sensing this is some sort of "lifemod" esque thing where you want cool customizable cars.

#

and it can be done sure

#

but it will have a cost

#

and that cost may be paid in FPS

zinc ether
#

Working on A HUMVEE

#

and i want different variations

#

like medic

#

one with turret

#

transport

#

but i dont want to increase file size

hearty sandal
#

I would refrain from changing the tire meshes, most of other stuff you probably can put into a single model as long as you keep it simple

#

and dont overdo the mesh changes

#

a lot can be done with just good use of changing textures

#

and file size/performance cost will increase no matter what route you take

#

more stuff in 1 vehicle may still be less than 2 new vehicles

zinc ether
#

Anyone know any standing animations for FFV?

#

I've been trying to find a standing animation for a vehicle I'm working on but so far, no luck

fathom thorn
#

What about those used when turned out? Dont remember the names, but you can look for them in the config for specific vehicles

uncut wagon
#

can someone help me to get stringtable.xml to work in my config?
This is my xml

<?xml version="1.0" encoding="utf-8" ?>
<Project name="diwako_anomalies">
    <Package name="anomaly">
        <Key ID="str_anomaly_detector">
            <Original>Anomaly Detector</Original>
        </Key>
    </Package>
</Project>

and this is my config

class AnomalyDetector_Item: Item_Base_F {
    displayName = $str_anomaly_detector;
};

I am obviously doing something wrong as I see $str_anomaly_detector; instead of the translated value

#

The Stringtable so far has also german and english translations, this is jsut an example

grand zinc
#

displayName = "$STR_anomaly_detector"

uncut wagon
#

oh was t that simple...?

#

also is "STR" to be required uppercase?

grand zinc
#

apparently yes

uncut wagon
#

hm, okay

grand zinc
#

else it should've worked for you

uncut wagon
#

well i do noth ave it in quotation marks

uncut wagon
#

okay, gonna try this again

#

lol, okay it did something i guess, now the String are just empty.

grand zinc
#

compared to CBA <?xml version="1.0" encoding="utf-8" ?> vs <?xml version="1.0" encoding="utf-8"?>

#

is your stringtable packed into the pbo? Do you binarize your config?

uncut wagon
#

oh damn, that i have not checked...

#

yup.. it is not in the pbo that explains it

#

yep now it works, stupid me forgot to pack the xml

#

anyways thanks @grand zinc

fair hearth
#

I've tried long and hard on this and failed so thought I'd seek help here... Is it possible to make an IR Strobe NOT blink? I.e. inherit grenade properties from, say B_IRStrobe and then turn the blinking effect off?

grand zinc
#

no.

#

Well... Not as long as it's a IR Strobe

#

blinking is hardcoded in the engine type for it

#

Same as the enable/disable based on your NVG state

strange egret
#

is there no IR glow stick?

fair hearth
#

OK - thanks, @grand zinc . Last time I tried using the 'onlyInNvg = 1;' on a light, it seemed to have no effect so I assumed that only strobes had this ability.

#

But I might give this a quick go...

grand zinc
#

I tried it too. And didn't find a way besides enabling/disabling via script

fair hearth
#

Ah - my scripting skills are pretty much non existent so I'm likely to fail here!

grand zinc
#

it's a 4 line script with CBA ^^
Enabling/disabling the light via damage

hot pine
#

...and that is almost same method as engine use

untold temple
#

IR reflector lights when?πŸ˜›

grand zinc
#

directional IR weapon attachment flashlights when?

untold temple
#

same thing

grand zinc
#

Oh ._.

untold temple
#

lights are either reflectors (directional) or markerlights (omni)

fair hearth
#

I played about with an omni directional light that was placed in geometry (on a weapon attachment) that allowed only a narrow cone to be emitted. I tweaked the lighting power such that it was only really noticeable to the naked eye at night if you pointed it at something very bright (like white lines painted on a road). But was bright enough that it made quite a big difference to night visions. However, just like doing this with a reflector, it seems that regardless of how bright and 'torch' light actually is, the AI always spots it at about 140m! If only there was a way to remove this effect, my crappy 'barely visible light' technique would work!

#

I got part the way modelling a DBAL-A4 before realising this was never going to be useful....

grand zinc
#

IR lights are really needed with the new ACE nightvision stuff.
There must be a way to configure the AI visibility... Right?... or else this is just another case of Arma being Arma again :/

fair hearth
#

@grand zinc - yes, it was for the superb ACE nightvision effects that I wanted to do this to complement. The 'barely visible' light works really well as an IR illuminator. But I have no idea how to stop the AI detecting (it seems, ANY) torch light at about 140m!

grand zinc
#

my other idea was to just createVehicleLocal a "vehicle" light and attach it to the players chest πŸ˜„

fair hearth
#

Yeah - I was very interested in that idea until I realised you could not attach it to the weapon accessory so for a narrow beam illuminator, it would never look quite right. (But probably OK for a wide beam IR torch)

grand zinc
#

yeah my idea was like... There are these lights that you can put into a chest pocket that illuminate stuff in front of you.
Would still be ugly and hacky tho

fair hearth
#

No more hacky than my 'almost invisible' torch light technique!

#

Thanks for your quick answer, by the way, @grand zinc . I'd spent about 4 hours this morning trying to get this to work so wish I'd asked sooner now!

undone quiver
#

Question is it possible to make a overall mod module. Like lets say you make a custom skin for a RHS asset, but then you have some for CUP. Could you still run the mod without one of those?

strange egret
#

not really, because you have to inherit to overwrite config properties and you can only inherit if it's already existing. And if you just define a dummy, you have no way of knowing if your dummy loads before or after RHS, so your dummy class could overwrite RHS, breaking it

undone quiver
#

What if I kept them as seperate PBOs? Like pending errors, it would still let me load the CUP stuff yea? Or is it like maps with missing mods were it just wont load at all?

strange egret
#

if you make a class that inherits from RHS class (or uses a model from RHS) you can't launch without having RHS loaded without getting bombarded with errors

sullen fulcrum
#

What would be config name for a weapon fire rate?

strange egret
sullen fulcrum
#

I thought reloadTime was that, but doesn’t look like it. Default rifle value is 0.15, if I fire every 0.15 sec it is slower than when I fire in full auto

#

Ok, need to take fire mode into account

lilac fern
#

Anyone any idea what this means? could not find a cfgpatches class for p3d file refs

#

pboProject

fathom thorn
#

Did you add your class in cfgPatches?

grand zinc
#

I think that means it can't find a dependencies (file refs) CfgPatches because it tries to rebuild your requiredAddons

#

Do you have references to other mods in your p3d?

lilac fern
#

Yea, I do. That makes sense, thanks

carmine jasper
#

hey lads, so fixing someones err... cockups. so we have a tonne of defines that arnt defined correctly in the configs, error now shows something along the lines on undefine not avail? how does this work?

#

further details
In File \160thSOR\cfgAircraft.hpp: Line 69 #define altered without a #undef
ERROR: \160thSOR\config.cpp is faulty
The addon name for \160thSOR\data\160th.paa cannot be determined
In File \160thSOR\cfgFactionClasses.hpp: Line 13 Rap: rebuild reqaddons failed

boreal heart
#

@carmine jasper You're defining the macros arent you? so like #lmg_ammo etc etc?

carmine jasper
#

yeah

#

never done defines before, still a little lost haha

vernal sequoia
#

Is there a way to have different values on burst mode, to have the time between shots be different from the time between trigger pulls?

boreal heart
#

@carmine jasper Its probably something to do with the name of the define

#

I've ran into my fair share of define errors and they're usually something to do with the naming of them

carmine jasper
#

i think more that anything, they arnt defined at all

#

take this for example
(class SOR_Mi8amt_civ : RHS_Mi8amt_civilian { editorCategory = "SOR_Cat_Faction_D"; editorSubcategory = "SOR_SubCat_Aircraft_Captured"; vehicleclass = "SOR_Aircraft_Captured"; faction = SOR_Faction_D; side=1; displayName = "MI-8AMT (C2/P20)"; //Airborne_Transport_Inventory }; )
ive commented out the "define" just to get it to a point where thats all left to fix

undone quiver
#

Can you define a Callsign via config?

#

Like to use one of the named ones that the unit will directly say, instead of "1 go to", ect.

livid heath
#

Diesel your config is missing #define airborne_transport_inventory class transportmagazines yada yada

#

Which should be outside of your cfgvehicles

#

To understand reloadTime invert it so 0.1 would be 10 ie 10 shots per second or 600rpm

#

So a weapon with 1200 rpm is divide by 60 =20rps

#

Invert it =1/20 =0.05 reloadtime

#

@vernal sequoia thats a strange question what exactly are you trying to design?

vernal sequoia
#

@livid heath trying to have a meltagun, but i want it to fire lots of projectiles quickly (imitate a shotgun effect), and then have a longer cooldown between bursts

#

only thing i could think of doing is having the burst fire use the entire magazine, and then using the reloading magazine time/animation as the cooldown between bursts

untold temple
#

why not just make it a shotgun?

hearty sandal
#

@vernal sequoia Meltagun is not a shotgun weapon. It is an intense fusion beam cutter meant to cut through armor. Not quite sure where you are going with the shotgun effect.

#

if you are going for the Space Marine game depiction of the weapon, dont, its silly

#

its like a fart gun

#

does not make any justice to the concept of the weapon

stoic lily
#

is there a way to make tanks/vehicles engage/destroy static weapons itself?

#

by default they only try to kill the crew

#

crewVulnerable = 0 didnt help either

#

is this something engine hardcoded? or something to do with the model setup?
cant see anything relevant in config comparing with Tank class

#

(context is I want tanks to destroy static AI guns itself as they have very hard times killing the AI crew)

hot pine
#

try hideProxyInCombat = 1 & then viewGunnerInExternal = 1

#

you can also add zamerny memory point (used for camera center & add aiming point)

grand zinc
#

So reyhard. I guess we didn't get the "defaultMagazineProxyModel" entry in the weapon config?
That might be easier than getting vanilla and every other mod to implement proxies

hot pine
#

not in 1.84 but I hope to get it done if vanilla is supposed to have it

solid gorge
#

Hello, I am trying to make my own custom munition for a launcher however I am running into the issue where when the round is loaded in the launcher the charatcer holsters it straight away and prevents me from firing.

#

I am trying to use the submunition system for a launcher rocket to turn into a flechette round similar to the M1001 canister shot in RHS however I suspect that it may not be possible.

#

Additionally when it does that the round comes up as a grenade option and allows me to throw it

stoic lily
#

@hot pine thanks - viewGunnerInExternal makes the gunners sit in weird positions and float to different extent
both dont seem to help unfortunately either - tank still uses only MG on the crew

hot pine
#

@stoic lily because you need to change gunnerInAction so it matches gunnerAction

#

@solid gorge you need to keep shotMissile simulation

#

submunition is working also on missiles so you should be fine

stoic lily
#

ok will try

solid gorge
#

@hot pine

Thankyou, that got it working but now the rounds drop out of the barrel.

#

and hit right at my feet

solid gorge
#

@hot pine

Cheers. Working perfectly

stoic lily
#

what was the conclusion with the ammo EHs now? are they working and useful for what?

#

also i do recall someone mentioning some issues with using separate HE/HEAT in muzzles[] for AI to make use of it (aside from rpt spam when count>2)

hot pine
#

I'm using ammoHit on tripware flares & fired as replacement for
muzzleEffect = "";

#

fired = "_this call (uinamespace getvariable 'BIS_fnc_effectFired');"; is extremely inefficient so it sounds like a good replacement

#

although RHS is sort of test bed on how it behaves in MP

stoic lily
#

neat

grand zinc
#

GroundWeaponHolder just has proxies inside it to show a model right?
Would it be possible to make a gun-case that can fit exactly one weapon (That part I know how to do) and have it show that weapon as a proxy inside the case? Just like the GroundWeaponHolder shows the weapon inside it?

hot pine
#

@grand zinc - yes, I made once a small AK crate with lid animation with InventoryOpened EH

grand zinc
#

Exactly that is what I wanna make.
I guess I need to place a specific proxy in the model. Do you know which?
Or is your AK crate public so that I can look at how to do it?

hot pine
#

\A3\Characters_F\Proxies\weapon

#

nah, I didn't finished texture for it that's why it's not released anywhere

hearty sandal
#

oh neat so weapon proxy works in other types of objects too

grand zinc
#

how does it decide which weapon to display though?
Does it just use the first one in inventory?

hot pine
#

you can put multiple weapon proxies

#

weapon ground holder in fact consist of 50 proxies

#

1st item = proxy with index 1

#

2nd item = proxy with index 2

#

etc

grand zinc
#

Thanks perfect.
That means I have to make weapon cases that fit two weapons too πŸ˜„
Or ability to put a dozen pistols into a rifle case :U

hearty sandal
#

oo brilliant!!

copper thunder
#

Not sure where to put this but I am trying to make a beret mod with the config I have attached, it shows in the virtual arsenal list but doesn't have a model/texture when you select it https://hastebin.com/rejecuqova.cpp

narrow swallow
#

@copper thunder Try requiredAddons[] = {"A3_Characters_F_BLUFOR"};

#

That's where H_Beret_02 is defined.

copper thunder
narrow swallow
#

Try w/o binarize first.

copper thunder
#

I'm already booting up arma, ill try after i try with bin.

narrow swallow
#

Go in to config viewer and see what texture it ends up with.

copper thunder
#

I don't think ive used the config viewer before

#

Where would I find it?

narrow swallow
#

Go into editor, Tools > Config Viewer. Find your beret in the tree on the left ( you can start typing the Classname). Look on the right, values without indent are directly defined, indented values are inherited.

copper thunder
#

ah

#

not showing up there

#

in the tree on the left

#

found it

narrow swallow
#

Is that .paa in the right place then?

copper thunder
#

the image file is 128kb 512x512px

narrow swallow
#

I'm out of ideas Dx

copper thunder
#

it doesnt make sense becuase i have made berets in the past with no issues

#

i coped those configs and it doesnt work now

strange egret
#

@stoic lily maybe the cost of the static weapons is not high enough for cannon rounds to be considered worth it?

stoic lily
#

150k to 250k

copper thunder
#

i also have a mod shich contains just textures and sounds, none of them work/load into a mission

stoic lily
#

cars have 500k to 1m

#

tanks 1m to 2.5m

#

i guess its worth a try

#

@strange egret on related note working to get "command fire" as human commander to AI gunner again

LIB_Gunner fireAtTarget [assignedTarget LIB_Gunner, currentMuzzle LIB_Gunner]
this works fairly well
via display EH on main display or thread to check inputAction one can trigger it when desired

narrow swallow
#

@copper thunder try to verify that those .paa paths are working by using them another way that you know for sure works, like putting it on a flag or something.

copper thunder
#

will do

hearty sandal
#

possibly your dev environment setup is wrong and the paths get messed up. Whats the physical path on your p: drive to the texture?

copper thunder
#

i dont use the p drive

#

never have

#

but that directory should work on a server

#

it works if i use it from c:

narrow swallow
#

Are those paas just sitting in the directory and not packed into pbo?

copper thunder
#

they are in a pbo as well as in a folder

#

the pbo is in a @mod/addons directory which im loading on arma

narrow swallow
#

What's the path you're putting into AddonBulider and where is the paa in relation to that path?

copper thunder
narrow swallow
#

Have you tried it without Binarize yet?

copper thunder
#

yes

#

didnt work

hearty sandal
#

well its fairly possible since you dont use the correct dev environment that your stuff gets packed all wrong

copper thunder
#

as i said, ive never used it and never had an issue but maybe

hearty sandal
#

out of curiosity why dont you use it?

copper thunder
#

i dont like seeing the p drive and ive never needed it

hearty sandal
#

just saying its the correct way to do stuff as pretty much all debugging relies that you do things in certain proven way

#

so the issue you got now could be anything

#

since you dont follow the common work method

copper thunder
#

mounting now

#

is there a specific place i should work in the drive?

hearty sandal
#

P: drive is virtual root of all Arma files

#

so for exampel \A3\data\stuff is on p: drive P:\A3\data\stuff

copper thunder
#

if i do stuff in here P:\Mods will it be ok

#

thanks @hearty sandal packing from the p drive made it work xD

narrow swallow
#

\o/

vernal sequoia
#

@hearty sandal yeh, but its wot the boss wants...so is there a way to make it happen other than what i suggested?

undone quiver
#

What entry determines were in the faction unit section the unit will be in the editor? I.E Armor, Special Forces, ect?

fair scarab
#

Hi, I'm wondering if anyone can offer some help, I've hit a brick wall with my mod.
Essentially, when I click to aim down the sights, my camera moves to look down my model.
When I range up, the position of the camera moves, the second image.
Anyone have any idea what's going on, I have created the relevant memory points in object builder,
and I've linked a version of my config.

https://steamuserimages-a.akamaihd.net/ugc/970976163231664969/9E3C51FF28018434F47A536B11404C98310DD463/
https://steamuserimages-a.akamaihd.net/ugc/970976163231665110/6704CA44F43889F6D0E90DE1B7F20B7C72B1E5BC/
https://gyazo.com/1fb08264d0f157fd47d9a10767ad8c07
https://pastebin.com/H4S9z9Xm

hearty sandal
#

@vernal sequoia fight him!! Its so wrong way to depict that particular weapon xP (Which mod are you working on? I can tell them myself too xD) But eah not i dont remember how the shotgun worked from the top of my head but its either that or what your idea is. Or if you can get submunition to work with like a grenade that couldbe used

#

or completely scripted system that on fire spawns copies of the shot at random

#

but Im still higly against the fart gun way of doing it

lilac fern
#

Is there an up-to-date tutorial for calculating vehicle gearboxes?

undone quiver
#

Ok, I'm struggling here

#

All I want to do is take the CTRG uniform and switch sides so a independent unit can wear it.

#
        displayName = "Kill Team Outfit";
        scope = 2;
    hiddenSelectionsTextures[] = {"\PDF\Data\U_B_CTRG_Soldier_F_co.paa"};

        class ItemInfo: UniformItem {
            uniformClass = "Kill_Team_Lead";
            containerClass = "Supply80";
            mass = 0;
        };
    };  ```
#
        author = "Sabre One";
        scope = 2;
        side = 2;
        scopeCurator = 2;
        sensitivity = 2;
        camouflage = 0.6;
        canHideBodies = true;
        scopeArsenal = 2;
        identityTypes[] = {"LanguageENG_F", "Head_Greek"};
        displayName = "Elias";
        uniformClass = "KillTeam_Outfit_1";
        hiddenSelectionsTextures[] = {"\PDF\Data\U_B_CTRG_Soldier_F_co.paa"};```
#

Yet, the game screams and throws errors at me.

#

For 1, the model refuses to use said uniform.

#

I also get this error No enty "bin\config.bin/CfgWeapons/KillTeam_Outfit_1.nameSound"

#

IS there a piece to all of this I'm missing?

strange egret
#

sound like faulty inheritance

hearty sandal
#

whats the required addons like?

#

in cfgPatches

undone quiver
#
    class Hussar_Vehicles {
        units[] = {"Hussar_Truck_Ammo", "Hussar_Truck_Transport", "Hussar_Truck_Transport_Covered", "Hussar_repair", "Hussar_Fuel", "Hussar_CRV", "Hussar_AA", "Hussar_Truck_Medical", "Hussar_Light", "Hussar_Light_Rocket", "Hussar_Light_Gun", "Hussar_Helicopter", "Hussar_I_Lead_Base", "Hussar_I_Medic_Base", "Hussar_I_Rifle_Base", "Hussar_I_AT_Base", "Hussar_I_Repair_Base", "Renegade_Elite_Base_1", "Renegade_Elite_Base_2", "Renegade_Elite_Base_3", "Renegade_Elite_Base_4", "Type14_Box", "Kill_Team_Lead"};
        weapons[] = {"CustomM36Rifle","CustomM36Rifle_Scope"};
        requiredVersion = 1.6;
        requiredAddons[] = {"A3_Data_F_Tank_Loadorder", "Renegades_Foot", "tb_arifle_sob_agripinaa", "Renegades_Weapons", "DKoK_Weapons", "Cadian_Weapons" };
    };```
hearty sandal
#

you could try adding the pbo that has the CTRG uniform in it into the required list

undone quiver
#

Wouldn't A3_Data_F_Tank_Loadorder solve that?

#

mmmm, do I just need to add it to the weapons[]?

#

Since uniforms fall under weapons?

hearty sandal
#

add what? your uniform? no dont think that does anythign. And dont know if that tank loadorder thing is enough. could be its not. Also do you have all these units in this same config?

woeful sail
#

Heya, Im having a bit of an issue. An item i removed from my mod is showing up in the arsenal menu in-game. I removed it from the config and it's folder inside my PBO yet it still pops up in-game (Only config wise, the model isnt present anymore). It's most definitely not in the config and i clear my temp folder on a very regular basis (Also tested it with it cleaned before packing). The problem started occuring when i repacked my configs into seperate PBO's. the old ff_headgear pbo just has a cfgpatches/config.cpp in it atm, the config itself was moved to a ff_headgear_c pbo. Does anybody know what causes this? Would it be possible that my headgear pbo merges an old config when packing from somewhere? I'm really kind of lost here πŸ˜…

livid heath
#

hey Justin, are you using pboproject perchance?

#

setup\ delete temp files

#

and rebuild your pbo

#

old content should now be gone

woeful sail
#

Yes, currently packing with pboproject for some reason cleaning my temp folder didnt work. I decided to try and appoint a different location for my temp files... no dice :/. Mighty strange, especially considering this has been gone for the past 3 months and only now popped up during the reform of the PBO's.. double checked the config again.. nothing in there remotely relating to the item. I'll try packing with AddonBuilder to see if it's related to my files somehow. About to reform/ clean my disk anyway so that might get rid of some leftover heebiejeebie files somewhere as well.

livid heath
#

well it may be something dumb and obvious, like another pbo running that content

#

try cleaning your test mod folder dow nto the bare bones

#

to isolate the file causing it

#

e.g. did you place an unbinned version in your arma 3 directory for on-thef-ly config editing?

grand creek
#

I want to store some read-only data for my mission. Are there some basic rules when I should chose storing RO data in mission config file VS storing it in a global missionNamespace array or variable? What's the performance and memory tradeoff between the two?

grand zinc
#

you cannot store read-only data in missionNamespace.

#

Unless you make it code.
In which case you have obvious memory overhead for storing the compiled code aswell as the source string.
And performance overhead because you constantly need to call the code to get a copy of your data out (Copy for arrays. Others are returned by ref)

grand creek
#

I meant that I am only going to get that data while the mission is running. Not actual RO which can't be modified by any means, but something what I am not going to modify after the mission has started.

grand zinc
#

missionNamespace will be cheaper to lookup values then.
Memory I don't know. Shouldn't be big enough to be relevant though

grand creek
#

Thanks. Where's the approx threshold beyond which I should move my data from configs into missionNamespace? I guess if I need to access the data once in a minute it can be stored in a config, but for something which must be retrieved ~ones a second I should consider missionNamespace. Right?

grand zinc
#

Dunno. I can calculate how much a missionnamespace entry costs memory wise. But no idea about config

#

Ah you mean performance wise... Ehh... Dunno ^^ Don't think it really matters. You can try profiling it yourself in debug console to see if it does

grand creek
#

Ok I'll have a look some time. Thanks!

lofty zealot
#

tbh .... it is pretty much always better to cache your config data 🀷

#

it will not change at any point in time and accessing config-stuff is horribly slow compared to variable access

modern river
#

Hi, i kep on running into an issue when binarazing a config file

#

the build result keeps on falling and this keeps on getting error

stoic lily
#

@modern river use lintcheck from eliteness to find the error

#

otherwise pastebin the config here

modern river
grand zinc
#

Immediately see it

#

every of your CfgWeapons classes is missing the closing }

modern river
#

what

grand zinc
#

besides the last one

modern river
#

like SCI_Hemlmet_name

grand zinc
#

Line 46 should be a closing curly brace

#

it's not

modern river
#

like };

#

?

grand zinc
#

Yes...

#

like one line above

modern river
#

right.

modern river
#

with hte following code

grand zinc
#

did you add all the missing }?

#

or just that one?

modern river
#

all.

#

code is as follows

grand zinc
#

"all"

#

no you didn't

#

Line 175

modern river
#

Well I think I did

#

Can't see which one I'm missing

grand zinc
#

I just told you where

modern river
#

Cheers

#

Thank you so much.

nimble sequoia
#

I'm trying to hide a camera feed screen (render2texture) on a boat when the engine is off by using a black texture ("display_off") in front of it that is hidden when the engine is switched on and displayed when engine off. Currently the black screen is hidden when the engine is first switched on, as desired, but it doesn't 'unhide' when the engine is later turned back off again.

class Display_on {
source = "rpm";
sourceAddress = "clamp";
type = "hide";
selection = "display_off";
minValue = -0.8;
maxValue = 0.2;
hideValue = 0.9;
};

The notes on model.cfg animation sources does mention that "rpm" doesn't necessarily apply to ships. Could that be it?

grand zinc
#

Ah. You were faster than me

nimble sequoia
#

πŸ˜ƒ

grand zinc
#

depends. It looks like there are Boat and Ship

nimble sequoia
#

Perhaps it needs an "unhide" parameter with "mirror"?

rustic cape
#

Hey config wizards. I'm in trouble.

For my team I have made a retex mod also modifying the inventory of vehicles. I want to focus here on the Badger IFV (or is it Marshall in vanilla ?). The vanilla inventory features plenty of useless stuff such as MX rifles that we do not use. That's why, a long time ago, I redo most of the inventories in my custom vehicles. All is working as expected... but ONE thing.

When I place a Badger in Eden and check it's inventory, it's okay, same as in config file. But when I check a Badger on our dedicated mission (also edited moslty by myself and using my custom Badger), it's the default inventory that appears... More brain-fuck : if I spawn an other badger with Zeus on the same mission, the config inventory is spawned ! But the previous Badger is still geared up with default inventory.

What is this sorcery ?

solid gorge
#

Is you config packed into a pbo and uploaded on your server as well?

#

Silly question but if it isnt running on your server the server is probably reverting to vanilla values even if your client has the mod running.

grand zinc
#

Silly question but if it isnt running on your server the server is probably reverting to vanilla values even if your client has the mod running. That's not how configs work. That's not what's happening

#

but it's always worth to check in config viewer if the mod is loaded correctly clientsied

rustic cape
#

Yes I've thought about an old version of the PBO on the server, making the mission to use the server's version. But no, after verification the server is running the right version. Plus, if I launch the same mission in Eden in my side, the same problem appears. Is the inventory stored in the mission.sqm ? That could explain the "bug", if the Badger was initially placed in the mission before the inventory was remade. Then we updated the PBO so all newly Badger created would have the new config, but the old one is still using the old config ?

fathom thorn
#

hi guys. when dropping physX objects from high alititude as Zeus, a non-steerable parachute is deployed. You guys know the classname for this?

#

oh nvm, I think it is Parachute_02_base_F

rustic cape
#

Is there a way to define in config the training level for an ACE engineer ? It is possible for repair vehicles, but it does not seems possible for units.

#

Same for medic, is it possible ?

brazen merlin
#

oi. anyone in here can tell me what tells the mine detector to actually detect mines?

#

is it possible to change that or hardcoded stuff?

#

also how does the game know when to allow the info panel to show up?

untold temple
#

for the one carried in inventory, it's probably down to hardcoded simulation = ItemMineDetector;

#

on vehicles, the info panel comes from the VehicleSystemsDisplayManager### class containing the minedetector

#
                    class MineDetectorDisplay
                    {
                        componentType = "MineDetectorDisplayComponent";
                        range = 50;
                        resource = "RscCustomInfoMineDetect";
                    };```
brazen merlin
#

no other way to allow the info panels to appear?

untold temple
#

might be able to make a custom Rsc to use with weaponinfotype etc

#

e.g. incorporating the controls and elements from the RscCustomInfoMineDetect listed in the info panel above

queen oriole
#

Can anyone help me with configurations if so please call me or message me on discord

novel rock
#

Is there any parameter to force an engine startup time in which vehicle can't move ?

#

RHS Tanks have a delay but I can't see any related parameter, is this scripted ?

#

ah nvm I found the function at last

#

gotta drink coffee

#

rhs_fnc_engineStartupDelay

rustic cape
#

Hey there. I'm designing a small mod including a new inventory item. Everything is working as expected, and in the arsenal the item is well displayed with its icon. But when in inventory, an error popup is shown stating Picture equip\w\w_lm_aps\ui\icon.paa.paa. My icon path is indeed lm_aps\ui\icon.paa but I have no idea of what is this equip\w\w_lm_aps thing, and why is there a doubled .paa extension in the error which is not existing in my config file. If needed I can show you both my CfgWeapons entry and CfgVehicles entry for this item, but I see nothing like this strange path in it. Am I missing something ?

#
class CfgWeapons {
    class ACE_ItemCore;
    class CBA_MiscItem_ItemInfo;

    class LM_AP_Spray: ACE_ItemCore {
        scope = 2;
        author = "[LM] Cheitan";
        model="\A3\Structures_F_EPA\Items\Tools\ButaneCanister_F.p3d";
        picture = "lm_aps\ui\icon.paa";
        displayName = $STR_aps_item;
        descriptionShort = $STR_aps_descShort;
        descriptionUse = $STR_aps_descShort;
        class ItemInfo: CBA_MiscItem_ItemInfo {
            mass = 15;
        };
    };
};
grand zinc
#

picture path should start with leading backslash

rustic cape
#

oh really ? Why is it found in arsenal but not in inventory ?

grand zinc
#

Β―_(ツ)_/Β―

rustic cape
#

Indeed you are right. Is that also true for other paths in an addon ? I'm also using a sound "lm_aps\sound\spray.ogg" and some functions defined in folder-path mode (with property file = "lm_aps\functions")

grand zinc
#

it is true for all global paths

#

And unless you want local, every path should be global

rustic cape
#

However spray sound is properly played and functions are properly compiled. And picture in arsenal was correctly displayed. The single one problem was in inventory. I'm amazed by this behaviour ^^
Thanks @grand zinc !

dusky viper
#

Hello ;)
Quick question what part of the config decides if there is a crosshair for an armed heli for example? is it "cursor="?

rigid token
#

maybe this belongs here rather than the scripting channel:
is there a single config parameter that identifies a backpack as not being a normal backpack but having dismantled weapons or a respawn tents or other shenanigans in it?

grand zinc
#

@rigid token #rules no cross-posting.

#

I know two possible answers. But you won't get either if you don't stop breaking #rules

rigid token
#

i see. it technically belongs in both areas though.
anyways. here's the answer:
isnull(configfile >> "CfgVehicles" >> _backpackclass >> "assembleInfo")

grand zinc
undone quiver
#

Issue, I parented off of the SPMG to make my own variation that uses some custom rounds. The units assigned the weapon are fine with it, but it seems to act like weapons with scope attachments as in I can't find it in arsenal even when set the scopes to 2

simple trout
#

Is it possible to throw a "grenade", in my case a grappling hook, and go pick it up again?

undone quiver
#

You could set it up as a sub-munition

#

Like how cluster mine arty plans mines.

simple trout
#

it looks like submunition turns it into another ammo type. Could it turn it into a "magazine" so i can pick it up?

undone quiver
#

Well it turns it into a mine that can be deactivated

#

maybe toy with that?

#

Having the option to "unhook" the grapple hook

twin plume
#

can anyone show what i need to add to this so i can spawn the weapon with attachments ie a scope already on it in a crate

            class _xx_arifle_MX_F {
                weapon = "arifle_MX_F";
                count = 2;
            };
        };```
#

^ is a snippet from a working crate mod

grand zinc
#

make a subclass of the weapon with a special new classname.
Add the attachments in the weapon config. And then use that one for your crate

twin plume
#
{
    class rhs_weap_M107;
    class custom_M107: rhs_weap_M107
    {
        class LinkedItems
        {
            class LinkedItemsOptic
            {
                slot = "CowsSlot";
                item = "rhsusf_acc_premier";
            };
        };
    };```
#

like that yea? and is it LinkedItemsMag or something to set the magazine?

twin plume
#

Dw got it all working thanks

grand zinc
#

How does the engine decide which "thing" to attach to which proxy?
As far as I can see for example a weapon attachment has a linkProxy entry. And if a proxy with a matching name is found in the weapon model it will attach it there. Could I just make my own linkProxy type? And then reference the same name in my weapon model?

And if that works like that. Where does the \A3\Characters_F\Proxies\weapon proxy come from? Is it hardcoded? I can't find it in a config dump
Trying to figure out how the engine decides what things a "weapon" proxy should display.
It obviously displays weapons yeah. But I can't find any config entries that tells it to do that.

Okey with attachment proxies it indeed seems to work like that. It tries to find the first(or maybe all) proxy in the weapon model that matches the linkProxy name.
Or is that some kind of magic simulationType proxy? Because weapons simulation type is "Weapon" ?

rigid token
#

knowing how things in arma work usually i'd say it's all hardcoded since there are only very specific slots in the inventory. but who knows. if you manage to hack in a new slot i wouldn't care, if it's not displayed in the inventory properly. it would be great. grips without extra weapon classes. custom stocks. so much fun!

grand zinc
#

Not talking about inventory slots.
As I said Trying to figure out how the engine decides what things a "weapon" proxy should display.
The path \A3\Characters_F\Proxies\weapon is neither in config nor in engine. So I don't know where that comes from.
grips without extra weapon classes we can already do that.
custom stocks we can also already do that. Though with ugly workarounds

rigid token
#

how would it be done? using existing slots with offset in the model?

untold temple
#

As I mentioned a few days ago, there's a hardcoded limit on 5 proxy slots per weapon, and inventory UI limit on 4 slots

#

so you wouldn't be able to do stock+grip+optic+light+muzzle+bipod

grand zinc
#

Main interest is to find out how the weapon proxy decides what to display

hot pine
#

weapon type items are displayed in weapon proxy

#

its same as cargo, commander, gunner type proxies

grand zinc
#

"type" you mean simulation type?

strange egret
#

what point do grips have? Cant make animations dependant on attachments, so why bother?

rigid token
#

@strange egret couldn't it be done with gestures? they can be looped and use weapon IK. either way. was just getting random ideas. i like how straight forward attachments are in pubg in terms of what they do to stats. would be cool in arma.

hot pine
#

You can always switch weapon class with different handanim

#

Much better than having multiple p3d variants

gritty rune
#

does anyone here have experience with mixing two versions of a mod in the mod itself? E.g. the Nimitz will experience some major update soon and one of the ideas is to declare the existing Nimitz as 'Nimitz legacy' (displayName) and create a new structure, maybe v1 folder in the top level mod dir with the new p3ds and scripts and such. This would allow mission makers and units to gradually move from the legacy build to the new one (which is not backward compatible to changed heights of the hangar and other deck levels). After maybe 6 months the old stuff would be removed completely and only the v1 code and model be there. Any thoughts on this approach?

gilded lake
#

as long as the config classes don't conflict it's probably fine

gritty rune
#

is only the top level config.cpp file used in a mod, or can I just use a totally fresh config.cpp in the v1 directory?

grand zinc
#

every config in every directory is used

#

You can have multiple CfgPatches for each config. Not sure if you need one for every config.

gritty rune
#

ok, not a problem, the v1 config would declare new carrier spawner as unit anyway

gilded lake
#

hmmm

#

when I build a PBO with the prefix a3\modules_f to overwrite a script it actually overwrites the entire vanilla mod

#

resulting in 13:10:26 Warning Message: Addon 'A3_Data_F_Loadorder' requires addon 'A3_Modules_F'

#

wut

#

it basically "removes" the entire original modules_f PBO πŸ€”

#

I guess I'll just copy over the entire pbo to my edited version

#

...

#

13:18:40 Conflicting addon A3_Modules_F_Hc in 'a3\modules_f\hc\', previous definition in 'prefix=a3\modules_f\hc\'

#

SSIIIGGHHH 🀦

#

backs away from the computer to take a breath

gilded lake
#

I guess I'll go with @grand zinc's overriding the module init and fix the paths ^^

gilded lake
#

@grand zinc works, thank you πŸ˜ƒ

high berry
#

what parameter controls weapon fire rate?

untold temple
#

reloadtime

lyric mango
#

I'm trying to teach myself some basic config editing using my group's L85 mod, specifically weapon sound. The config points to the vanilla TRG20 sound but when fired the weapon plays the .wss file in the .pbo, even if I delete that sound folder. Sorry it's a bit of a generic question but anyone got any pointers?

#

Keep it as basic as possible

#

I'm not a clever man

strange egret
#

post the config on pastebin.com and share the link so we can look. You might just be looking at the wrong place.

lyric mango
#

You want the whole thing or just the sounds bit?

strange egret
#

the whole thing

lyric mango
#

Would you mind if I pm it as it's an in house mod?

strange egret
#

yes i do mind, configs are not secret, if they are you are doing something wrong...

lyric mango
#

Ah, ok

#

I obviously sought permission to edit the configs from my friend's work but it has the name of the group throughout and I know he isn't happy with his work being shared publicly unless by himself

#

Thanks for trying to help, though

strange egret
#

weak

lyric mango
#

Don't be too hard on yourself, you tried to help and I appreciate the effort

strange egret
#

100% of the time someone asked me to look at a config via pm vs. in public is when they know they are doing something that is not allowed...

lyric mango
#

Ok, well I'm with the mod maker on TS right now and he's talking me through it so thanks all the same

undone quiver
#

Do the FAKS use some sort of script to make them consumable?

proud brook
#

I strugled into a small issue, i was try to create a NATO Version of the Lynx using the default green Camo as main, it works fine but as soon as i try to add SLAT or Camo-Net using the Garage it reverts to the AAF default camo Patterns how can i fix this issue? Here are the Config: https://hastebin.com/wukoyumuve.cpp

untold temple
#

tried using C textureList[] = {"Indep_Olive",1};

#

instead of the hiddenselections stuff?

proud brook
#

not yet, afaik all Textures are only available/limited by Default on on Independent Side, so i assume that i need maybe to rebuild textureSources and textureList maybe?

nimble sequoia
#

I'm trying to implement a passive radar for a boat primarily for collision avoidance with other seaborn craft. But it would be nice if it also picked up land vehicles near the shore.
I've tried Components {{...SensorTemplatePassiveRadar...}} and have read most of the sensor config reference material but don't get any traces showing on the sensor screen.
Is there a vanilla vehicle that I can look at it's config for reference?

strange egret
#

passiveradar only detects vehicles that have active radar source

nimble sequoia
#

Good point

#

Guess I'll have to make it an active radar then.

nimble sequoia
#

Does anyone know of a working example (vanilla game or modded) of a boat with radar please?

untold temple
#

Why does it need to be a boat? Sensor configuration is the same regardless of vehicle simulation type

nimble sequoia
#

Because I've got a radar working on a car, but not on a boat. Just wondered if there was a hard code reason why it shouldn't work on the sea before I work out where I went wrong.

untold temple
#

In what way is it not working though?

nimble sequoia
#

Good timing, I was just about to update...

#

turns out there was a nut loose behind the wheel

#

I was too close to the targets in testing, and the dots were being displayed more or less on the origin of the radar display

#

when I moved several km away I could see them 8-0

untold temple
#

I see. You could adjust the sensor display's radius to better suit a short range radar

nimble sequoia
#

Yes, doing that now. It was set far too long range, but it's one of those things you don't realise when you think it's not displaying anything.

full pagoda
#

Hello. I am having some issues with trying to create a model defintion in the object builder.

untold temple
#

Model config editor is probably not even functional. Just write your model.cfg in a text editor

abstract plover
#

Newbie question: Is it possible to override class attributes set in a mod in description.ext. For example, I'd like to expand the list of types of civilians created in civilian presence ambient module. Unit types are read from config ->

configfile >> "CfgVehicles" >> "ModuleCivilianPresence_F" >> "UnitTypes" >> _worldName

#

(this would be for single mission only)

opal crater
#

AFAIK no. description.ext is in different namespace. It starts with missionConfigFile >> ...

abstract plover
#

thanks

sullen fulcrum
#

configFile accesses config.cpp. If you make own mod then you can expand it

bitter pebble
#

Anyone know if its possible to animate vehicle in vehicle attachment points, example would be an elevator that attached the vehicle and then moved with the vehicle attached and ended up in a new position with the viv and its exit point moved with it

hearty scroll
#

How to increase the volume of bulletproof vests?

rustic cape
#

hey there, I still have some troubles with class inheritance, override, and stuff like that. Let's say I'm using ACE and there is a vehicle with some actions on it.

class CfgVehicles {
    class MyVehicle {
        class ACE_Actions {
            class ACE_MainActions {
                class act1 { };
                class act2 { };
            };
        };
    };
};```
What I want to do is to create another vehicle inheriting from this one, and having the same actions PLUS a new one. At the moment I do something like this :

class CfgVehicles {
class MyVehicle;
class NewSuperVeh : MyVehicle {
class ACE_Actions {
class ACE_MainActions {
class act3 { };
};
};
};
};```
The problem is, once in game, NewSuperVeh have only act3, and have lost act1 and act2. How can I keep these actions and adding my new one ?

gritty rune
#

try class ACE_MainActions: ACE_MainActions {

rustic cape
#

Do I have to place class ACE_MainActions; just above, like for the vehicle inheritance ?

gritty rune
#

no, but you also need to inherit ACE_Actions from MyVehicle

rustic cape
#

I'm afraid I don't understand ^^'

gritty rune
#

the : means inherit in the config.cpp

#

so if you state class NewSuperVeh: MyVehicle you actually say that all that is to be found in MyVehicle is now part of NewSuperVeh

#

but you have to follow through on subclasses, this is why you need class ACE_Actions: ACE_Actions and class ACE_MainActions: ACE_MainActions

#

once you done so, the act1 and act2 classes should be in MyVehicle. Otherwise you overwrite the class with your new definition

woven imp
#

any parent class you inherit must also be defined at correct place in hierarchy

#

otherwise you'll need up with something funky

rustic cape
#

OK so now I have the following config :

class CfgVehicles {
    class MyVehicle;
    class NewSuperVeh : MyVehicle {
        class ACE_Actions : ACE_Actions {
            class ACE_MainActions : ACE_MainActions {
                class act3 { };
            };
        };
    };
};

but this is not working. AddonBuilder said "ACE_Actions base class not defined"

#

I never had troubles with inheritance, but I definitely have some problems with nested classes --'

woven imp
#

well, your trouble is with inheritance πŸ˜›

#

ACE_Actions is not defined

#

neither is ACE_MainActions

#

just like the error says

rustic cape
#

but it is, in parent class

woven imp
#

you never told the compiler/preprocessor so

#

all parents must be defined explicitly

#
class CfgVehicles {
    class ParentVehicle;
    class MyVehicle : ParentVehicle {
        class ACE_Actions;
    };
    class NewSuperVeh : MyVehicle {
        class ACE_Actions : ACE_Actions {
        };
    };
};
#

like so

rustic cape
#

oh

#

got it

#

I need to reference the parent actions, and so I also need to redefine properly the parent vehicle. That's one more level that I don't have in my config. Thanks !

#

I'll try that later in the evening πŸ˜ƒ

woven imp
#

no, not redefine

#

you need to define it

#
class CfgVehicles {
    class ParentParentVehicle;
    class ParentVehicle : ParentParentVehicle {
        class ACE_Actions;
    };
    class MyVehicle : ParentVehicle {
        class ACE_Actions : class ACE_Actions {
            class ACE_MainActions;
        };
    };
    class NewSuperVeh : MyVehicle {
        class ACE_Actions : ACE_Actions {
            class ACE_MainActions : ACE_MainActions {
            };
        };
    };
};
#

etc

rustic cape
#

yeah that's what I mean, english is not my first langage sorry πŸ˜ƒ

woven imp
#

check rpt log for any inheritance rewrites

#

since your mod can rewrite other mods

#

which then breaks stuff

#

so if MyVehicle -> ACE_Actions has no parent you wouldn't need the parent class

#

like

#
class CfgVehicles {
    class ParentVehicle;
    class MyVehicle : ParentVehicle {
        class ACE_Actions {
            class ACE_MainActions;
        };
    };
    class NewSuperVeh : MyVehicle {
        class ACE_Actions : ACE_Actions {
            class ACE_MainActions : ACE_MainActions {
            };
        };
    };
};
#

but if MyVehicle -> ACE_Actions has a parent, that would destroy the inheritance

#

so check how the nested classes define their parents

#

and check RPT log if you accidently break any inheritance

#

and declare any required other addons in your CfgPatches or the class tree might not be correctly define once yours load

rustic cape
#

Understood πŸ˜ƒ Will try that later on !