#arma3_config

1 messages · Page 89 of 1

rustic cape
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ACE wiki is a bit confusing on that point

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they say

#
class CAManBase: Man {
    class ACE_SelfActions {
        class ACE_Equipment {
            class ACE_PutInEarplugs {
#

but this will drop all other actions defined previously

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appart from this being the top level

woven imp
#

yes, since those will override any existing inheritance

unkempt sand
#

Hello, when within range of the object this interaction menu does not show up. When changing the condition to true however it does.

            {
                title = "ServicePoint Re-Arm";
                condition = "(count (nearObjects [(getPos player), ['Land_fs_feed_F'],5]) >0)";
                action = "_this call Bones_fnc_servicePointRearmMenu";
            }```
so i assume the condition is returning false although im within range. ANy ideas?
silver aurora
#

check your syntax - you've mixed up the syntax of nearObjects and nearestObjects

rustic cape
#

is there a way to design manual gearbox in A3 ?

velvet mesa
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hello!

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is it possible to change the config depending on the player id?

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I know preprocessor command doesnt have any player info

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but just asking

sullen fulcrum
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You can __EVAL and __EXEC sqf code during config preprocessing

rustic cape
#
1.2 Repair Vehicles

    Allows full repair based on setting fullRepairLocation (not enabled by default)
    Can easily be set via 3den attribute.

SetVar: "ACE_isRepairVehicle" - true or false

Config: ace_repair_canRepair - 0 or 1

Is the doc misleading, or does that mean that in config 0 means true and 1 means false ?

grand zinc
#

missleading

rustic cape
#

@dusk jungle let's not spam the scripting channel. I finally understood what is going on with this anim stuff. But if I understand well, if I define an animation source for the turret rotation based on user input, I might end up with a turret movable via script, but not via mouse, am I right ?

grand zinc
grand zinc
#

How can I remove the "Inventory" UserAction from a Ammobox?
setting supplyRadius to 0 doesn't work.
I think I could add a memoryPointSupply and just put it so far away that no one will get to it. But that's really hacky

hot pine
#

there is parameter to disable inventory

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I think when you disable it scripting commands should still works though

grand zinc
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I want to keep the inventory itself. Like being able to add items via 3DEN Attributes. But not have the user be able to access it

hot pine
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disableInventory = 1;

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as I've mentioned above script commands should still work with it

grand zinc
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There is soooo much stuff missing on the CfgVehicles reference page on biki ^^

hot pine
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Utility Drone is using that if you are looking for some vanilla examples

grand zinc
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Works perfectly. Thanks o7

stoic lily
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@hot pine salvo (cfgAmmo) new AI paramter to tell/recommend how much ammo to use per target or sth?

hot pine
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salvo is salvo

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burst fires 2 rockets - one after another

agile karma
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burst?

hot pine
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salvo fire 2 rockets at once

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(assuming that burst = 2 & in second example salvo = 2)

stoic lily
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hm dont quite get it. why is salvo=1 defined then in some ammo?

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1 should be default, is it not?

hot pine
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in ammo?

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it's fire mode parameter

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enum SALVO_TYPE: char { ST_DEFAULT = 0, ST_BOMBING /serial (bombing) releasing/,ST_MIRROR /paralel from mirror pylons/, ST_ALL /all pylons with same ammo/ };

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so it seems I was wrong 😛

stoic lily
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yeah sorry my bad - meant cfgWeapons

hot pine
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so to sum it up, salvo = 2 will fire two rockets at once

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but any other number will change how it works

stoic lily
#

ty 👍

strange egret
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there is a salvo possibility now? how long did this exist already?

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is that just for pylons, or also regular weapon?

untold temple
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Was in Jets DLC at least

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for a while on dev branch, the planes would drop all their bombs at once - IIRC oukej mentioned it was down to the salvo configuration

strange egret
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it would be handy for multibarrel weapons that shoot in sync, e.g. ZSU-57-2 if it works for ordinary weapons

untold temple
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multiple barrel mem points for a single muzzle doesn't work on ground vehicles anyway AFAIK

strange egret
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it works for "machine gun" weapons no problem (see vanilla AA tanks)

untold temple
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Isn't that just animating the mem point between two places, or a dispersion trick with custom muzzle FX?

strange egret
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you define multiple points and it cycles through them in order with each shot

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thats where the bullets spawn. You have to animate the muzzle effect manually however

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but to make it synchronised without dedicated option you need reloadtime=0, and magazines with 2 shots each (for 2 synchronous shots), so you have to use magazinereloadtime for "rpm". Which sucks because you need dozends of magazines for a couple of hundred rounds

untold temple
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weird, I thought the array form of memoryPointGun, had stopped working on ground vehicles in A3

strange egret
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nope. But you cant use it for weapons that use simulation shotShell because they use gunBeg + gunEnd instead of memorypointGun[]

untold temple
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ah, maybe that's where I was going wrong then

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thanks

pure canopy
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would there possibly be a way to change the color of blood if they were to wear a certain armor?

nimble sequoia
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How do I prevent a gunner turret position from seeing the radar UI of the vehicle?
I've tried gunnerCanSee = "2+4+8+16"; in the main config and also canUseScanner = 0; in the turret.

untold temple
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remove it from the turret's VehicleSystemsDisplayManagerComponent(Left/Right)

nimble sequoia
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thanks!

unreal seal
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Hello can one tell me whether the MaxDroop in the PhysX with M or without is written? (mMaxDroop - MaxDroop) Sorry for my bad English 😄

stoic lily
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@nimble sequoia radarType = 0; for the vehicle in general

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@unreal seal maxDroop

unreal seal
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@stoic lily Thanks

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What can I do that the body of the vehicle does not move so much when steering or (rocking)?

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Someone had told me that it should be worth the roll cage but which is it?

unreal seal
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ok found out anyway thanks

calm panther
sullen fulcrum
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best off making one yourself

calm panther
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Thats my thought too but still new to scripting and what Arma wants as basic requirements

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I know how to get basic static objects in game

sullen fulcrum
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you may be best off learning SQF syntax first then

grand zinc
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Still has nothing to do with SQF or scripting

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Just inherit from satchel and change the model and displayname? ¯_(ツ)_/¯

calm panther
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Ok thanks

calm panther
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got in working in game but only issue now is clipping when placed down. In editor it places just fine

calm panther
#

Is anyone familiar with ACE explosives framework

raven ocean
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Hey folks, just wondering: will having multiple exact same entries in CfgPatches requiredAddons[] section cause any issues?
For example, in my CfgPatches I have requiredAddons[]={"Mug_EditorPreviews_F"}; but when I Crunch in pboProject with the 'rebuild requiredAddons' flag/option turned on I get this in the resulting config file: requiredAddons[] = {"Mug_EditorPreviews_F","Mug_EditorPreviews_F","Mug_Characters_F_BLUFOR","A3_Weapons_F","A3_Characters_F_Exp","A3_Characters_F_Common"}; I don't think it's a huge issue but I just wanted to be sure, thanks!

stoic lily
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@hard chasm ^

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never seen this to happen myself

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duplication should be OK though

raven ocean
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Thanks @stoic lily - I've spent the last little bit trying to figure out what's causing it (or if in the grand scheme of things it would hurt anything) but was coming up empty. Appreciate it!

hard chasm
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that's definately an 'undocumented feature' in my code. It does no harm because the engine doesn't know it's the same until it encounters it, and then treats it as having been loaded (which it is, to get to that point)
Will fix in next release.

raven ocean
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Thanks for clarifying

nimble sequoia
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What does the Turret parameter: canHideGunner = -1; do? (canHideGunner = 1 enables turn-in/out)

undone quiver
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Is there config settings to adjust for fire from vehicles? Like to make the AI less accurate?

wise tusk
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I am trying to retrieve animationSourcePhase but it always gives me 0. Am I doing something wrong?

Animating using : this animateSource ["Map_Scale", 0.2];"

//config .cpp
class AnimationSources
        {
        class Map_Scale
            {
                source="user";
                animPeriod=1;
                initPhase=1;
            }
        }
Retrieving:
vehicle player animationSourcePhase "Map_Scale";
grand zinc
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@wise tusk #rules no cross-posting....

wise tusk
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@grand zinc sorry, been instructed to ask here, should I delete there?

grand zinc
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yeah.. I think.. Atleast then I guess it doesn't count as crossposting

wise tusk
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Ok deleted. Now I animated it, and value should be 0.2 and it returns 0

sullen fulcrum
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Show your corresponding model.cfg

wise tusk
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@sullen fulcrum Actually it is animated using new UVAnimations

sullen fulcrum
wise tusk
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@sullen fulcrum yes I did. I used that command to animate the UV , everything animates perfectly, but when I am trying to retrieve animationSourcePhase it gives me 0

sullen fulcrum
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Maybe it is not meant to be used like that, have you tried animate and animationPhase? Sorry I am not familiar with UV animations

wise tusk
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@sullen fulcrum animationPhase works flawlessly. However I cant get animationSourcesPhase to work, it only returns something different than 0 when I for example us it with "direction" source vehicle player animationSourcePhase "direction"

dusty epoch
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anyone know anything about LB_MULTI, mine changes the look of the control, but wont allow me to select multiple index's I have used it before without a problem , but this doesn't seem to be working

#
        class RscListbox_1500: Life_RscListbox
        {
            idc = 1500;
            style = 0x20;
            x = 0.430267 * safezoneW + safezoneX;
            y = 0.3174 * safezoneH + safezoneY;
            w = 0.138818 * safezoneW;
            h = 0.291094 * safezoneH;
            size = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.9)";
            sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.9)";
            rowHeight = "2 * (((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
            font = "RobotoCondensedLight";
        };
hot pine
grand zinc
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Brrrrrrt

raven ocean
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con-grad-ulations

hard jolt
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Hello, guys! I want to ask advice on some pbo prefix issue.
There is a major bug (link https://feedback.bistudio.com/T127848), which prevents battleye from working on 1000+ addons setup.
Im trying to compress the addons from a large mods that use mod prefix into a few big addons, and looks like i can't define more than one pbo with the same prefix.

Do you know any way to bypass this, or may be i am doing something wrong?

grand zinc
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and looks like i can't define more than one pbo with same prefix. correct.

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What you could do with ACE for example is instead of tons of pbo's with z\ace\addons<module> prefix. Just make a single huge pbo with just the z\ace\addons\ prefix and all the module folders inside it

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or you could just use no prefix at all and put the z folder and below directly into your pbo

hard jolt
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yep, thats what i am trying, but mikero tool stops at 2gb

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at least you made me sure i am on a right path, thanks for that

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will try now to make one addon with folder1/folder2 and another with folder1 prefix and inside folder2 folder)

grand zinc
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Pbo's sizelimit is 2gb.

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has nothing to do with prefix

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2147,48MB to be exact

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To be even more exact 2147,48MB offset from start of pbo till the start of the last file.

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Putting the largest file at the end of the pbo you could get more out of it.. But I couldn't try that out yet. and you'd need a custom packer for that

hard jolt
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Well, splitting prefix into addons is no luck. Looks like one 2gb addon per mod is all we can do

hearty sandal
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@hot pine thanks for the info! ground vehicle pylons bodes well for dynamic loadouts for my mechs :3

glad roost
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Trying to make a staffshell work, with limited success

hard jolt
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Guys, suddenly found that mikero tools do not unpack addons correctly. Can anyone advice another one? I am trying to set up old PBOmanager, but i cant set up registry command for its console

grand zinc
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what does "correctly" mean? I never had mikeros tools fail on me

hard jolt
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try rhs_gaz66

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.pbo

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in afrf mod

grand zinc
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lol

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data\indicators.rvmat->Generic error or premature EOF for you reyhard 😄

glad roost
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There wouldn't happen to be a way that you can enable tracers on submunitions when using submunitionBase right?

hard jolt
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Hey thanks for the hint! Looks like i disabled errors in registry for some reason

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and forgot it

hot pine
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thats rapified rvmat

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dunno why tools fail on it

craggy pike
grand zinc
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you can edit entries in a existing class yes.

craggy pike
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All I've found so far is to inherit the original class, edit out what I want, but no luck on overwriting an existing one. (Mikero keeps telling me I can't pack it, because of double classes detected)

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Care to share what I'm missing? I now do this weird class declarations, will be posting example.

grand zinc
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Mikero keeps telling me I can't pack it, because of double classes detected you wrote your config wrongly then

craggy pike
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Could be, hence me coming here. Reached the end of my knowledge regarding configs.

grand zinc
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class itsParent;
class youWannaEditThis : itsParent {
entryToChange = newValue;
}
craggy pike
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Oh and I guess that my way actually does everything to preserve the original?

#
lass Land_deox_fachwerkE1;
    class Land_deox_fachwerkE1temp1: Land_deox_fachwerkE1
    {
        scope = 0;
        class UserActions;
    };
    class Land_deox_fachwerkE1temp2: Land_deox_fachwerkE1temp1
    {
        class UserActions: UserActions
        {
            class OpenDoor_1;
            class CloseDoor_1;
        };
    };
    class Land_deox_fachwerkE1_Fixed: Land_deox_fachwerkE1temp2
    {
        scope = 2;
        class UserActions: UserActions
        {
            class OpenDoor_1: OpenDoor_1
            {
                statement = "[this, 'Door_1_rot', 1, 1] call ARM_Admin_fnc_handleDoorsFix;";
            };
            class CloseDoor_1: CloseDoor_1
            {
                statement = "[this, 'Door_1_rot', 1, 0] call ARM_Admin_fnc_handleDoorsFix;";
            };
        };
    };
#

Anyway, will try it out. Thanks incognito Dedmen. 😄

grand zinc
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your code looks good though.. But the temp ones are weird

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you usually implement these class externs that you have in your temps in the original classes that it inherits

craggy pike
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Yeah I know it's actually written by a scraper tho.

grand zinc
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you are not editing that class you are creating a new one. And if you wanna edit you can't use such temp things. The parent needs to match

craggy pike
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(I wrote scraper no worries lol)

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Ok I'll see if I can understand /rephrase that.

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Okay so my issue was the redeclaring?

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Oh no I see, I actually did 1 step too much?

grand zinc
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You created a new Land_deox_fachwerkE1_Fixed class. Not edit some existing class

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Also does the original really inherit UserActions from somewhere?

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if the original didn't inherit then you also don't need to

craggy pike
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A bit vague (did this last night) but IMO the UA were empty if not specifically defined.

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I'll give your initial code a try, but still don't see how that would overwrite the original though.

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Oh I'm stupid 😄

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I see, so I move up a parent from the class I want to edit!

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God damn inheritance

craggy pike
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    class House_F;
    class Land_deox_fachwerkE1 : House_F {
        class UserActions
        {
            class OpenDoor_1
            {
                statement = "[this, 'Door_1_rot', 1, 1] call ARM_Admin_fnc_handleDoorsFix;";
            };
            class CloseDoor_1: OpenDoor_1 {
                statement = "[this, 'Door_1_rot', 1, 0] call ARM_Admin_fnc_handleDoorsFix;";
            };
        };
    };

Works as intended, thx Ded.

lofty zealot
#

need some guidance on something i never dived into: vehicles & units and their inventory stuff
is there some way to actually define where and how many inventories a vehicle/unit has? or is that predefined by the game?

rigid token
lofty zealot
#

nope
something like actual inventories on a vehicle
though ... if you send me that, i assume that objects always only have one inventory 🙈 😄

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thus units are special only in that regard that they can carry a backpack etc

rigid token
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oh i was wondering what you meant by inventories. yea i think that stuff is probably hardcoded

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depending on what you want to do you can check out the inventory related EHs (inventoryOpened/closed, take, etc) and see what they give you just for research

lofty zealot
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not doing anything actual arma related
it is all for my sqf-vm project

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which is why i hope that i do not need to dive too deep into config stuff with vehicles 🙈

wise tusk
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How do I define position of pilot head view in cockpit?

astral pagoda
#

That's dependent on animation

wise tusk
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@astral pagoda not the pilot proxy?

astral pagoda
#

Well of course it depends where you place the pilot, but if you want to keep pilot in place and change only head (view), you need to change anim

wise tusk
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@astral pagoda thats what I thought, just thought there was a way to place camera via config, to get rid of the pilots body

astral pagoda
#

Can you please stop tagging me? Thanks! 😃

wise tusk
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Sorry, my bad ;/

astral pagoda
#

Np

#

What are you trying to achieve?

wise tusk
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I just want to make the body of pilot invisible in ViewPilot LOD to see every gauge and knobs in my cockpit

astral pagoda
#

Well maybe you can make animation so hideous, that you will basically move away pilot's body and leave head where it should be LULW

wise tusk
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Thats actually brilliant

#

xd

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Thanks 😃

wise tusk
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Although that might not be the case as it also alters outside lod ;/

rigid token
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@wise tusk i mean. how hacky do you want to go here? 😄 my first thought was invis uniform or hideObject on the pilot when he is in the vehicle. although i'm guessing that won't work on a vehicle proxy. but never tested it. hide anim on the proxy didn't work because it offsets the whole thing to somewhere else, right? including camera

wise tusk
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Hide anim didnt work at all, just no result when I click it via action . I find it weird that I cant hide my body 😃

astral pagoda
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It's not weird. No one needed that, so it's not in engine.

wise tusk
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No worries, my requirements are weird 😉

hot pine
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oh, actually you could try player setObjectTexture [0,""];

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although hands will be still visible if character doesn't wear gloves

wise tusk
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@hot pine thanks reyhard will try now 😃

wise tusk
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Ok it is working now, thanks 😃

#

The hideObject command worked. Thing is, on the outside of vehicle it hides only in 3rd person view. In vehicle however it hides character body both from 3rd view and first person

untold temple
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why do you need to hide the character anyway instead of just forcing in to some kind of optics view?

wise tusk
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I am doing clickable cockpit and some parts of cockpit are hidden behind arms

rigid token
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then you should probably do Kllrt's first suggestion of basically having a animation a cargo animation that puts all bones in one place to squish the pilot for better hiding him and then do optics view. that should pretty much cover it

untold temple
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Wonder if you could make some IK animation in the cockpit to move the arm out of the way when looking in certain directions

austere prism
#

I am trying to add some items to the Self Interaction -> Team Management in ACE. I am using the following

class CfgVehicles {
  class Man;
  class CAManBase: Man {
    class ACE_SelfActions {
      class ACE_TeamManagement {
        class Synixe_Team {
          displayName = "Team Members";
          condition = QUOTE(true);
          insertChildren = QUOTE(call FUNC(addTeamMembers));
          statement = "";
        };
      };
    };
  };
};

Nothing is added and I get no errors

sick zephyr
#

Hey boys, how do you make music files playable via zeus "play sound" module?

#

Here's my code:

{
    class NORTH_music
    {
        requiredAddons[] = {"A3_Weapons_F"};
        requiredVersion = 0.1;
        units[] ={};
        weapons[] = {};
    };
};

class Sound;
class cfgVehicles
{
    class NORTH_Saakijarven: Sound
    {
        author = "Hiroko Ara, Shiro Hamaguchi";
        scope = 2;
        name = "NF Säkkijärven Polkka";
        sound = "NF_Sakkijarven_Polkka";
    };

};
class CfgEnvSounds
{
    class NF_Sakkijarven_Polkka
    {
        name = "NF Säkkijärven Polkka - Kantele (3:17)";
        sound[] = {"\NORTH\NF_Music\sounds\Sakkijarven_Polkka_kantele.ogg",1,1};
        soundNight[] = {"\NORTH\NF_Music\sounds\Sakkijarven_Polkka_kantele.ogg",1,1};
    };

};
class CfgSFX
{
    class NF_Sakkijarven_Polkka
    {
        name = "NF Säkkijärven Polkka";
        Sakki[] = {"\NORTH\NF_Music\sounds\Sakkijarven_Polkka_kantele.ogg",3.1622,1,3000,1,0,0,0};
        sounds[] = {"Sakki"};
        empty[] = {"",0,0,0,0,0,0,0};
    };

};
grand zinc
#

@sick zephyr CfgMusic

sick zephyr
#
{
    tracks[]={NORTH_Saakijarven};
    class NORTH_Saakijarven
    {
    name = "";
    sound[] = {"\NORTH\NF_Music\sounds\Sakkijarven_Polkka_kantele.ogg", db+0, 1.0};
    };

};```
#

can't seem to find any good source on this

grand zinc
#

"Arma CfgMusic" -> Google

sick zephyr
#

bro plz, don't insult my inteligence

grand zinc
#

That should be all that's needed. You probably don't want to touch the tracks entry

sick zephyr
#

right, thanks

grand zinc
#

Otherwise you can always check config viewer and look at existing things. Here is an example out of my configs

    class Battleship1FirstTransmission
    {
        name = "Battleship  1 - First Transmission";
        sound[] = {"\KiriMusic_Battleship\Battleship1FirstTransmission.ogg",1.0,1.0};
        duration = 197;
        musicClass = "Battleship";
    };
limber oriole
#

artilleryCharge on CfgWEapons firemodes; Im guessing this is a modifier that acts against the init speed of the ammo to achieve the different ranges . Is this a correct assumption?

untold temple
#

yes

limber oriole
#

Brilliant. Cheers

livid heath
#

can anyone shed any light on this RPT error

#

Error: Wheel reference not initialized

#

finding it hard to hunt down any simple explanation

#
        {
            class Wheel_1
            {
                boneName = "wheel_1";```
#

can anyone spot the massive error?

#

class Wheel_1 is case sensitive. should be class wheel_1

#

who knew???

#

we were wondering for half the morning why our wheels wouldn't spin

#

i can honestly say I have no other experiences of a classname being case sensitive.

#

well, there we have it lol.

#

hope it helps someone else.

nimble sequoia
#

Camo and camo in hidden selections. There are some really annoying inconsistencies to trip us up.

limber oriole
#

Is it possible to do any kind of loops within a preprocessor command? Im trying to neatly create X duplicates of a class where only 1 variable is different.

grand zinc
#

Yes sure

#

#define

#

the core of the preprocessor.

#

Just give the different variable as a argument to your macro

#

#define M(var) this is var

M(1)
M(2)
M(3)
M(4)

->

this is 1
this is 2
this is 3
this is 4
limber oriole
#

That would require 4 calls to the macro, Can i not have 1 call to M(4) which would inturn call M2(1), M2(2),M2(3),M(4). With the var "4" being any number i want ?

limber oriole
#

cheers, ill see if i can wrap my head around a different way of doing. what i need to do

sullen fulcrum
#

Unfortunately Arma doesn’t support variadic macros so no you can’t unpack it like that

austere prism
#
class CfgVehicles {
  class Man;
  class CAManBase: Man {
    class ACE_SelfActions {
      class Synixe_TeamMembers {
        displayName = "Team Members";
        condition = QUOTE(true);
        insertChildren = QUOTE(call FUNC(addTeamMembers));
        statement = "";
        icon = "";
        showDisabled = 1;
      };
    };
  };
};

Anyone know why this wouldn't be working?

wise tusk
#

Can I force Jet to have active radar on?

stoic lily
#

@austere prism do you include the required macros? otherwise best to join the ACE slack for support

austere prism
#

I do include the macros, I'll launch slack now

grand zinc
#

Did you check in config viewer what the end result is?

hearty scroll
#

Hello! Tell me how to make a rebreather, that man would not sink?

austere prism
#

@grand zinc everything was right in the config viewer, it was the statement being empty, which shouldn't have mattered since it had children but ¯_(ツ)_/¯ it works now

nimble sequoia
#

Vehicle (inherits car_f) with driver, gunner (turret) x2, cargo x1. All in "Compartment 1".
Gunners and Cargo can move to Driver seat. Driver can not move to any other seat.
How to give driver ability to switch seat please?

wheat stream
#

if other seats are empty he cannot move ?

hot pine
#

@nimble sequoia does vehicle have turn in/out option?

nimble sequoia
#

Yes on the 2 gunner turrets

#

Yes, other seats are empty Deanos

hot pine
#

well, you can use ```
hideProxyInCombat = 1;
canHideDriver = 0;
viewDriverInExternal = 1;

#

it's because driver is turned out & rest of seats are turned in

#

some sort of bug in game which I tried to fix once but didn't have time to solve it

#

you can also notice that driver is using external sounds all the time

nimble sequoia
#

Ah that explains a lot, thanks!

#

what does canHideDriver = -1 mean? it's inherited

hot pine
#

-1 = default behavior

#

whatever default is

#

If I remember correctly turn in/out availability was calculated automatically in ofp times

#

so -1 param was introduced to retain backward compatibility

nimble sequoia
#

default behaviour meaning what the hard-coded default value is?

hot pine
#

dunno, it's some ofp legacy stuff

nimble sequoia
#

ok

wheat stream
#

probably ignored so it inherits from parent , maybe it errored without any value

nimble sequoia
#

thing is, there's only 1 entry so there's nothing to inherit (mrap_01_base_f, all the way back to class All)

wheat stream
#

sorry i meant in OFP legacy

nimble sequoia
#

Thanks @hot pine , that's fixed the issue. 😃

wheat stream
#

think ill use it on my Bus it was a pain on that too

hot pine
#

ah, and obviously, if you force driver turned in then you have to define driverInAction but I guess you figured it out already

nimble sequoia
#

Yes, driver was waving his hands around like a loony, rather than gripping the wheel 😉

#

Interestingly it's also fixed the gunner turret which was initialising with gunner turned out. Now it's gunner turned in, as desired.

nimble sequoia
#

Are Class CompartmentsLights {} a new thing? How do they differ from Class Reflectors {}?

untold temple
#

They're only shown in pilot views

#

Tank DLC interiors use them

nimble sequoia
#

Thanks, I just found a reyhard forum post with those details too.

#

Really nice

nimble sequoia
#

CPGunner Turret - turned in (no firing) and FFV when turned-out.
If the gunner rotates during FFV and then turns back in, his turned-in animation maintains the rotation he had while turned-out, resulting in large torso and direction of view twist. The turned-in animation doesn't reset. Is this a bug or configuration error?

wheat stream
#

sounds like a nightmare

#

a turret that has a cargoturret ?

nimble sequoia
#

It's just a normal turret which can be turned-in or turned-out. When turned-out it has FFV.

wheat stream
#

maybe i am misreading it mate , it sounded like a turret that had an additional turret , rather than just a turret with a gun

#

it seems a turret you fire your personal gun

nimble sequoia
#

it's 'turret' as in Class Turrets

wheat stream
#

firing a weapon attached to the turret or personal weapon on turn out ??

nimble sequoia
#

personal weapon - "FFV" means Firing From Vehicle

wheat stream
#

yeah so i was saying , sounds like a nightmare to add a cargo turret to a Cpturret when turned out , i was interested as i treid one with my BangBus

#

maybe its the maxturn in the cargo turret is too much ?

nimble sequoia
#

I'm not adding a turret to a turret

wheat stream
#

i think i had similar with 0- 360

#

CPGunner Turret - turned in (no firing) and FFV when turned-out. << i misunderstood this then

nimble sequoia
#

No worries. It's a single turret, using config values to allow turn-out and then firing from vehicle when turned out.

wheat stream
#

what is extremety of FFV

#

maxElev = 360;
minElev = -360;
maxTurn = 360;
minTurn = -360;
isPersonTurret = 1;

#

like that ?

nimble sequoia
#

much less (can't open config to check right now), something like +-45deg. But the point it, even if he rotates 1 deg, that rotation is 'remembered' when he turns back in

wheat stream
#

maybe its the init value of the position in the turret and the ffv are mismatched or turned in anim vs ffv relaxed anim

nimble sequoia
#

sorry...copied completely the wrong turret code up there...

wheat stream
#

but reason i thought i could add was i know my owm turret used to flip over the hips when the exremeity of the FFV was too much

nimble sequoia
#

turret configs are a right pain, so many interacting variables

wheat stream
#

well i just made a custom FFV and believe me it was an Ass , then i saw that BIS had left names in the sample.rtm when they saved them for backpack slots and things so it killed me to redo all them too

#

or i got error in rpt bone backpack slot doesn not exist in skeleton argh !!!

#

my bus has 20 turrets and 6 FFVS took me weeks to understand it partly and still dont 😃

nimble sequoia
#

can your FFV passengers turn-in?

wheat stream
#

no they are sitting ina Jacuzzi on a bus roof believe it or not

nimble sequoia
#

lol

wheat stream
#

i think maybe its an inherittance of this turret for you something like initTurn= 0; or similar

#

maybe resets on turn in and twist the guy or the FFV is not relaxing

#

maybe it need to reset rtm in a class somehwere

nimble sequoia
#

It's inheriting initTurn=0

wheat stream
#

yeah not exactly that but some class maybe

#

minOutElev = -4;
maxOutElev = 20;
initOutElev = 0;
minOutTurn = -60;
maxOutTurn = 60;
initOutTurn = 0;

nimble sequoia
#

yeah, before continuing to try finding a config fix I wanted to check if anyone was going to say "it's a known bug"

wheat stream
#

all them to consider or not ?

#

i think you have a unique thing so your the alpha ester lol

nimble sequoia
#

a passenger who can turn-out and fire definitely isn't unique

wheat stream
#

ah then you have something to at least reffrence

#

what is a standard vehicle that will do it ?

livid heath
#

sorry, what specifically is the issue?

#

i have added FFV seats in our type 63 APC where the proxies are animated by the hatch source, to force them to face a specific direction (they are along the side benches facing inwards turned in, and facing outwards when turned out), in case that helps.

nimble sequoia
#

@livid heath Thanks Rob. After they have turned out, raised their guns and rotated to maxTurn, then turned back in again, does the seated animation look ok, or is their torso twisted and view pointing in the direction that they were when turned out and FFV?

livid heath
#

short vid incoming for you mate, just uploading it

livid heath
#

that's the model.cfg entries for animating the proxies

#

bit of a workaround, but it works mostly ok

#

is that the kind of effect you're attempting to achieve?

nimble sequoia
#

Thanks for the video - we already use a similar process, cargo proxy animation triggered by an event such as hatch opening.
The question I'm asking though is about a bug we see with this:
After you turned out, and raised the gun to shoot...ROTATE to maximum turn (either left or right). Don't go back to 'centre'. Then turn-in and look at your seated character. Is he still sitting straight?
In your video after shooting you went back to the centre position before turning back in.

hot pine
#

are you keeping ffv in turned in state too?

#

on that video ffv is disabled when turned in

nimble sequoia
#

No ffv on turn-in. Just like Rob's video. Just he didn't test the effect of rotation.

hot pine
#

what is your config?

#

because that looks like FFV is enabled in turned in state

nimble sequoia
#

He definitely can't shoot when turned-in.

hot pine
#

can you show your config then?

nimble sequoia
#

just getting it...

#

what's the markup in Discord for code?

#

or use hastebin?

hot pine
#

pastebin?

nimble sequoia
#

hastebin is like pastebin, I think better

#

"CargoTurret" is being inherited from AllVehicles

hot pine
#

you should use personTurretAction for turned out action

nimble sequoia
#

Ok, is that a new variable?

hot pine
#

?

nimble sequoia
#

Was it introduced in Tanks DLC?

hot pine
#

it was there from begining

#

with Heli update

nimble sequoia
#

It's not in the Turret config wiki.

hot pine
#

many things are missing there

#

you can use config dump to see how it's set up

nimble sequoia
#

Yes, doing that now. 15 occurences

#

I see a number of occurences in the config dump of:
isPersonTurret = 0;
personTurretAction = "vehicle_turnout_1";
How do they work together?

hot pine
#

isPersonTurret = 0; - ffv is disabled

#

probably done post tank dlc

nimble sequoia
#

I think using 'personTurretAction' is going to fix my issue, after a very quick test. Thanks 😃

#

It's a shame that the turret config reference can't be updated with this stuff, makes it very hard for modders if key things are missing. I know it's all about time and priorities though.

hot pine
#

well, it can be updated

stoic lily
#

@nimble sequoia you can get an account via Dwarden 🙏

nimble sequoia
#

Do you mean for updating the config reference? I had, I guess wrongly, assumed it was created and maintained by BIS for the community, as opposed to created by the community.

#

It would be a bit like the blind leading the blind 😉

stoic lily
#

BIKI was created essentially by OFPEC people and their wiki initially

#

BI contributed only very little to it (aside from some promotion stuff of their projects)

#

with A3 it became a bit better though

#

still the core remains community efforts

nimble sequoia
#

Many thanks to those that have updated it then, I use it daily. But the problem then is that much of the info will have been generated by experimentation, rather than through direct knowledge from the game devs, and that can lead to errors.

stoic lily
#

make sure to bookmark this page from Olds

#

reyhard and oukej did good work on several config related pages too

#

most important is to use google/third party search for media wiki like

#

SearchTerm site:community.bistudio.com

undone quiver
#

Here is a question, how does the BI staff know about a lot of these? Like is it just experience or do they have their own in-house wiki for documentation?

#

Like I get a lot was designed by the programmers themselves, but seems like a lot of legacy stuff gets lost in translation between some A2 stuff.

hot pine
#

Experience +access to source code

#

Or access to senior programmers :P

hearty sandal
#

uu new wiki page?

#

oh wait I already had this bookmarked

grave steppe
#

Hello guys, I was look for some help with my weapon and optic configs since I have several problems:

  1. For some reason my Full Auto config isn't working and when I click in game to switch firing modes my character places the weapon on it's back, even though the single fire mode works just fine.
    2.I believe my optic is coded correctly as it's taken from the ArmA 3 samples but when I right click to aim in game nothing happens, even though my optic is mounted on the weapon.

My firing mode part of the config:
https://pastebin.com/gKuUw5qd

My optic part of the config:
https://pastebin.com/J5qM4rrG

Any help would be greatly appreciated
Thanks in advance

untold temple
#

does your optic have a view pilot LOD?

grave steppe
#

Yes sir

#

I have found it difficult to find documentation on this but does an optic require a model.cfg?

untold temple
#

no, since they don't animate

undone quiver
#

Another question, what exactly happens mechanically when a parachute is deployed?

#

Like is it just a vehicle attached to the unit, with the unit playing the animation? Or Does it shove the unit into a vehicle that is the parachute rig?

grand zinc
#

Or Does it shove the unit into a vehicle that is the parachute rig? That.

grave steppe
#

that's what I thought. Really strange why it doesn't work

#

Anyone else got any ideas?

hot pine
#

@grave steppe can you post your whole config?

#

I can't tell from that excerpt where class Mode_FullAuto; is placed

grave steppe
hot pine
#

class Mode_FullAuto doesn't exist in cfgWeapons

#

thats first mistake

#

it should throw pop up error about fault weapon if you haven't noticed it yet

#
    class SlotInfo;
    class MuzzleSlot;
    class CowsSlot;
    class PointerSlot;
    class Mode_SemiAuto;
    class Mode_Burst;
    class Mode_FullAuto;
    class UnderBarrelSlot;```
#

those are placed in wrong place

grave steppe
#

Strange never got any error and I am packing with pboProject. Will move it around and get back to you

hot pine
#

are you sure you are not using -noLogs or -noAsserts in command line?

grave steppe
#

Just checked and I don't have either of those enabled

#

Got it working now thanks. Seem to have another issue with my red dot on my optic not showing up

hot pine
#

Do you have "eye" memory point?

grave steppe
#

Yes sir, I am able to zoom in to the optic but not able to see the red dot

hot pine
#

have you checked if it's model related issue?

#

by i.e. removing model = "IDF_Mod_Brody\IDF_MeproM5.p3d"; and let game inherit that param from optic_Arco

grave steppe
#

Hmmm Let me check real quick

hexed nova
#

Hey, im doing some Retexture work for a uniform, im kinda new so not sure how to call on the right 3D model to get the texture to load, anyone willing to lend me a hand? much appicated

#

what im doing is Retxturing an existing RHS model with a remake of the OCP to a more woodland texture, already got permission from the RHS team

grave steppe
#

@hot pine It appears it must be something to do with the model since the ARCO Model works with the config. Any idea what could be missing? I have a plane there with the dot on that uses the same texture as the ARCO one and the same rvmat

hot pine
#

alpha sorting of selections with red dot?

hexed nova
#

class CfgPatches {
class mymod {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F_BLUFOR"};
};
};

class CfgVehicles {

class rhsusf_infantry_army_base;
class textest : rhsusf_infantry_army_base {
    _generalMacro = "B_Soldier_F"; //unsure what this does
    scope = 2;
    displayName = "Combat Uniform OCP NEW";
    nakedUniform = "U_BasicBody"; //class for "naked" body
    uniformClass = "ocp_new"; //e.g. "textest"
    hiddenSelections[] = {"Camo"};
    hiddenSelectionsTextures[] = {"\uniform\rhs_uniform_cu_ocp_retex.paa"};
};

};

class cfgWeapons {
class Uniform_Base;
class UniformItem;

class ocp_new : Uniform_Base {
    scope = 2;
    displayName = "Combat Uniform OCP NEW";
    picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa";
    model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
    
    class ItemInfo : UniformItem {
        uniformModel = "-";
        uniformClass = "textest"; //would be same as our made soldier class
        containerClass = "Supply20"; //how much it can carry
        mass = 80; //how much it weights
    };
};

};

grand zinc
#

```
<code>
```
to get better.. uh.. display

#

Your cfgPatches requiredAddons is missing the entry for RHS. you need to have rhs loaded first. You do that by putting it's appropriate name into your requiredAddons

#

_generalMacro you can remove.

#

class ocp_new : Uniform_Base instead inherit from the RHS uniform that you are changing. That way you already have all it's values correct

hexed nova
#

for the requiredAddon that would be to add @RHSUSAF?

grand zinc
#

no

#

you need to find which pbo that uniforms config is added in

#

and then use the CfgPatches classname of that pbo

hexed nova
#

rhsusf_infantry.pbo

grand zinc
#

it's probably rhsusf_infantry then. But you can unpack it and look at the top of it's config.cpp to make sure it is correct

hexed nova
#

config only contains:

#

class CfgPatches
{
class rhsusf_infantry
{
units[]={};
weapons[]={};
requiredVersion=1.3200001;
requiredAddons[]=
{
"rhsusf_c_troops"
};
version=1;
};
};

grand zinc
#

class rhsusf_infantry there it is. rhsusf_infantry that's it

#

It usually matches the pbo names.. But some addon makers are more creative and think it's funny to not have it match 😄

hexed nova
#

so like this: requiredAddons[] = {"rhsusf_infantry"};

grand zinc
#

👍

hexed nova
#

but for some reason it still don't load my texture

#

but atleast its the right 3D model

grand zinc
#

do you know for sure that it supports hiddenSelections ?

#

you can try with

grave steppe
#

@hot pine Alpha should be ok since when I remove the rvmat from the plane it shows up but when I put the collimater rvmat on the plane it disappears

grand zinc
#

to set the texture. I think that should work too

hexed nova
#

don't think it supports it

grand zinc
#

easiest way to check if the original uniforms config has hiddenSelectionTextures entry in it's config

#

if not then... retexture something else 😄

hexed nova
#

is it still possable to make a workaround to use that 3D model?

grand zinc
#

if it really doesn't support hiddenSelection.. Then.. legally no.

#

unless you get a RHS dev to give you the source files.. which is unlikely

hot pine
#

@hexed nova have you tried Dedmen hint about setObjectTexture or checking config?

hexed nova
#

im trying, but not sure im using it in a right way
this setObjectTexture [0,"\uniform\rhs_uniform_cu_ocp_retex.paa"];

grand zinc
#

also try 1 instead of 0.
Also..... ehh... brain... come on... ehhh... Crap.. What... eh.. Thing.

#

Path file prefix thing.

hexed nova
#

nothing changes

grand zinc
#

checked your RPT?

#

I mean.. Eh. Is the path to your texture correct. are you sure that it is?

hexed nova
#

should be, its in my addon file. @mymod\addons\uniform(pbo)\rhs_uniform_cu_ocp_retex.paa

grand zinc
#

yeah should be fine. But always check your RPT for errors

hexed nova
#

RPT?

grand zinc
#

OwO

hot pine
#

have you checked config first?

#

you need to use same names for selections

grand zinc
#

I just looked up a 2 year old config of the rhsusf_infantry_army_base And it contains
hiddenSelections[] = {"camo1","camo2","camo3","insignia"};

#

so obviously your hiddenSelections[] = {"Camo"}; won't work if the selection is called camo1

#
hiddenSelections[] = {"camo1","camo2","camo3","insignia"};
hiddenSelectionsTextures[] = {"rhsusf\addons\rhsusf_infantry\data\rhsusf_combat01_ocp_co.paa","rhsusf\addons\rhsusf_infantry\data\rhsusf_combat01_ocp_pockets_co.paa"};
#

I told you to check it's config :U Ingame debug console has a config viewer button.

#

RPT is in %localappdata%\Arma 3

#

throws 🍪 at @hexed nova

hexed nova
#

sigh... made no progress all day XD

#

this setVariable ["BIS_enableRandomization", false];
this setObjectTexture [camo1,"\uniform\rhs_uniform_cu_ocp_retex.paa"];

grand zinc
#

selectionNumber is a number not a... ehh...

#

no.

#

try the config way with camo1 instead of Camo

#

For a quick test you could also just do CfgPatches plus

class CfgVehicles {
    class SoldierWB; 
    class rhsusf_infantry_army_base : SoldierWB {
        hiddenSelectionsTextures[] = {"uniform\rhs_uniform_cu_ocp_retex.paa","uniform\rhs_uniform_cu_ocp_retex.paa"};
    }; 
};

And see if that modifies the original

untold temple
#

@hexed nova you have read our EULA that says do not retexture the ACU uniform, right?

#

if you publish a mod with that, we have to seek to remove it, per the wishes of the author of the uniform model

hexed nova
#

ACU uniform that that include all there uniforms or just that one uniform?

untold temple
#

just the ACU, and the ABU

#

the Massif uniforms, G3s, FROGs etc. can be textured

#

I was just going off the fact your config says "combat uniform" repeatedly

#

so assumed ACU

hexed nova
#

Understood

grand zinc
#

rhsusf_infantry_army_base is rhs_uniform_cu_ocp which displayName = "Combat Uniform OCP";

#

Doesn't say ACU. But it's picture is picture = "\rhsusf\addons\rhsusf_infantry\ui\uniform_acu_ca.paa"; which does say acu so ... what now 😄

untold temple
#

rhsusf_infantry_army_base is the massif one I think

#

@grave steppe your optic needs modelOptics = "\A3\Weapons_F\empty"; instead of modelOptics = "";

grave steppe
#

I already changed that and still I have trouble seeing the red dot

untold temple
grave steppe
#

Yes sir, I see the dot in buldozer when I remove the collimater rvmat

untold temple
#

You can't usually see the reticle in buldozer when the collimated shader is on even if it is working right

#

kind of need to test it ingame

#

but if it's not working there too, I'm not sure

grave steppe
#

Alright have just reordered the alphas. Will check again and get back to you

grave steppe
#

Fixed the issues. THanks!

vernal sequoia
#

So trying to config a flamethrow, but i dont want to do the traditional projectiles have lots of particles on them....i dislike how that ends up looking. Wanted to have all the cool visuals be spraying out from the gun barrel (like how a flamethrower really looks)....and was planning to use the muzzleflash and smoke stuff to do it. Ran into an issue though when adding a universal billboard type of that fireball that transitions into smoke, and it refuses to take on the input velocity....the billboard just sits at the barrel end point and does nothing, except gravitation physics

strange egret
#

smoke as in muzzle effect smoke? i mean... what do you expect? If you want flames or smoke be "thrown" you need the projectile have the effect, not the gun

vernal sequoia
#

well the muzzle fx shoot out from the barrel of the gun, so not sure why this would be any different

#

Trying to make a hand held double barrel cannon and couldnt find anythin in the allinone that would suggest how to get a gun to have 2 different bullet locations........cept this class GunParticles
{
class FirstEffect
{
effectName = "RifleAssaultCloud";
positionName = "Usti hlavne";
directionName = "Konec hlavne";
};
};

#

but i thought that was just for particle FX not the actual projectile

#

muzzlePos = "usti hlavne";
muzzleEnd = "konec hlavne";

#

do i use that and then change it to this.....? muzzlePos = "usti hlavne, usti hlavne2";
muzzleEnd = "konec hlavne, konec hlavne2";

strange egret
#

you cant make double barrel weapons with handweapons - at least not that i know. Only way is as different muzzles, which means each barrel has its own firing mode (like rifle + grenade launcher combo)

#

muzzle effect doesnt "shoot" out the barrel. It spawns "at" the barrel

hearty sandal
#

anything can be hacked in though

#

you can make a fired eventhanlder catcher that moves the bullets in right position

#

might need a bit of magic to catch the right barrel positions but I recon it might be possible

vernal sequoia
#

hmm... so saying it would just be easier to fire 2 bullets and then have effects at each of the barrels

undone quiver
#

@vernal sequoia Battlestad can help you with that, he did it for the valks.

vernal sequoia
#

thats a vehicle, not the same

#

ive read up on AA and vehicles and such pulling this off, but not a soldier held weapon

grave steppe
#

Anyone know anything about the RHS Gripod funcionality. I have followed the guide on their website bit I am coming up short

strange egret
#

@hearty sandal catching and moving bullets is bad because even in Singleplayer this is inprecise, as in, the bullet flies a bit before the script kicks in. In MP this will get even worse. So you can end up with glitches and double bullets

modest sky
opal crater
#

afaik you can't force difficulty settings via mission.

#

it is up to the person hosting the server to configure difficulty as they wish.

hot pine
#

@grave steppe what are you missing from wiki?

#

@modest sky

class ForcedMissionDifficultyArma
{
    access = 2;
    class Mission1
    {
        missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m01.VR\";
        difficulty = "Regular";
    };
    class Mission2
    {
        missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m02.Altis\";
        difficulty = "Regular";
    };
    class Mission3
    {
        missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m03.Altis\";
        difficulty = "Regular";
    };
    class Mission4
    {
        missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m04.Altis\";
        difficulty = "Regular";
    };
    class Mission5
    {
        missionName = "A3\Missions_F_Bootcamp\Campaign\missions\BOOT_m05.Altis\";
        difficulty = "Regular";
    };
};
class ForcedMissionDifficultyArgo
{
    access = 2;
    class Metagame
    {
        missionName = "Argo\UI_ARGO\Data\Displays\RscDisplayMetagame\MetagameMission.Abel\";
        difficulty = "Normal";
    };
};```
#

you can only do it if mission is configured as addon

#

ForcedMissionDifficultyArma is located in core config and missionName param is looking for mission dir

#

if there is a match, then override will be working

#

as that feature was designed for bootcamp campaing, i'm not sure how it's going to work in multiplayer but it seems there was at least attempt to make it working in MP

#

(ah, multiplayer support was added in Argo, so it should work indeed with locally hosted content)

solar yacht
#

Hello!
In CfgVehicle weaponSlots, it's for what?

grand zinc
#

leftover from A2. Maximum number of weapons you can put into inventory

solar yacht
#

Are there any variants to get limit of mag types?

undone quiver
burnt merlin
#

Hello all, having a bit of problem with some custom impact effects.
For some reason they apply to everything but characters (men) and Virtual Arsenal Ground.

I do have hitman and hitvirtual defined under the hiteffects class in cfgAmmo. The only way i could get my custom particles to show up is by recreating the classes for "ImpactEffectsBlood" and "ImpactGroundSoft" and replacing the classes within with my own particles. However this has the side effect of being applied to any weapon that uses bulletbase which is undesired.

Anyone got any ideas?

stoic lily
#

pastebin your config @burnt merlin

modest sky
#

@hot pine thanks will give it a go!

burnt merlin
#

this is the original one that did not work on humans and the virtual ground oddly.

#

using the F2000 ingame just for test purposes for the effects, they will then migrate to the weapons we want them applied to.

hearty sandal
#

thats a laser or something like that?

#
class HitEffects
            {
                Hit_Foliage_green = "LoDR_Hit_Effect_Heat";
                Hit_Foliage_Dead = "LoDR_Hit_Effect_Heat";
                Hit_Foliage_Green_big = "LoDR_Hit_Effect_Heat";
                Hit_Foliage_Palm = "LoDR_Hit_Effect_Heat";
                Hit_Foliage_Pine = "LoDR_Hit_Effect_Heat";
                hitFoliage = "LoDR_Hit_Effect_Heat";
                hitGlass = "LoDR_Hit_Effect_Heat";
                hitGlassArmored = "LoDR_Hit_Effect_Heat";
                hitWood = "LoDR_Hit_Effect_Heat";
                hitMetal = "LoDR_Hit_Effect_Heat";
                hitMetalPlate = "LoDR_Hit_Effect_Heat";
                hitBuilding = "LoDR_Hit_Effect_Heat";
                hitPlastic = "LoDR_Hit_Effect_Heat";
                hitRubber = "LoDR_Hit_Effect_Heat";
                hitTyre = "LoDR_Hit_Effect_Heat";
                hitConcrete = "LoDR_Hit_Effect_Heat";
                hitMan = "LoDR_Hit_Effect_Heat";
                hitGroundSoft = "LoDR_Hit_Effect_Heat";
                hitGroundRed = "LoDR_Hit_Effect_Heat";
                hitGroundHard = "LoDR_Hit_Effect_Heat";
                hitWater = "LoDR_Hit_Effect_Heat";
                hitVirtual = "LoDR_Hit_Effect_Heat";
                default_mat = "LoDR_Hit_Effect_Heat";
            };```
#

mine uses set like this

#

looks same though

#

yours is not explosive though

#

it might not do the effect if it goes through

#

or richoches off

#

like bullets do

burnt merlin
#

hmm that could be, however makes me wounder why replaceing the vanilla "impacteffectsblood" works then O.o Because Bulletbase uses that effect for hitman, so replaceing it under the ammo in question should work as well with that logic?

hearty sandal
#

bullet that goes through makes a wound

#

that sprouts blood

#

perhaps your effect works but its too fast or something

#

easy to try if you make the ammo you test with explosive though

burnt merlin
#

I'll try that out, thanks!

hearty sandal
#

unless you want it to deflect and go through

burnt merlin
#

we were adding deflecting=0 to our weapons, it is suppose to be a laser type of weapon.

hearty sandal
#

deflecting 0 still can deflect

#

and go through

#

I put mine explosive = 1 to negate that

#

though everyone has their own interpetation of a laser weapon

burnt merlin
#

ahhh

hearty sandal
#

My approach usually is a bit different than others do so do as fits your purpose

burnt merlin
#

I think what you said about it going through makes sense now, Well thanks goat, will look into it more.

hearty sandal
#

np.

#

make us a sneakpeek video of how it ends up working

sick zephyr
#

What's the line to determine weapon prioritising armour over infantry targets?

hearty sandal
#

mm might have been cost?

#

@sick zephyr

#

cost is related though

#

hmm or was there something else for this too

#

not actually sure if there is anything for actual target priority

sick zephyr
#

looks like it might be it, gonna do some testing

undone quiver
#

It's a mix of threat, cost, and Type

livid heath
#

There is also an AI usage parameter (on phone so cant look it up)

grave steppe
#

Anyone here know why RHS attachments such as ACOG's and Bipods don't work when adding them to the compatibleItems field in a weapon config?

grand zinc
#

"don't work" ?

#

did you check in config viewer to verify that everything is going as you expect it to?

grave steppe
#

Yep, I have checked. It's strange it just doesn't appear to show the RHS optics or attachments. It shows the other RHQ optics and attachments though

#

As in the optics don't show up in the VA

untold temple
#

we don't use compatibleItems array

#

just make the weapon compatible with CBA joint rails and everything will work

lilac fern
#

Hey, I've got a question regarding User Actions.
I made a Gate, it is quite big and I want to be able to access the user Actions from the left side and from the right side, so my question is, how do I make multiple Actions points for one Action?
I tried having multiple points in the same selections, but it didn't seem to work, I've also tried making new selections for each point and did this in the config:
position = "gate_point1", "gate_point2", "gate_point3", "gate_point4", "gate_point5", "gate_point6";
This however gives me an error

grave steppe
#

@untold temple Gotcha, Thanks!

hearty sandal
#

@lilac fern you make 2 actions that both have condition that they are active only when the door is closed

#

or as many actions you need

lilac fern
#

oh, okay. Thank you

lilac fern
#

okay, I've got more problems: PboProject says \kka3_maingate\model.cfg Truncated file. Missing one or more};. Error starts near token 'kka3_gate' : default

{
    class default
    {
        isDiscrete=1;
        skeletonInherit="";
        skeletonBones[]={};
    };
    
    class kka3_gate_skel: Default
    {
        isDiscrete = 1;
        skeletonInherit="Default";
        skeletonBones[]=
        {
            "gate",    ""
        };
        
    };
};
    
class CfgModels
{
    class default
    {
        sectionsInherit="";
        sections[]={};
        skeletonName="default";
    };
    
    class kka3_gate: default
    {
        skeletonName = "kka3_gate_skel";
        sectionsInherit = "Default";
        sections[]=
        {
            "gate", ""
        };

        class Animations
        {
            class gate_translation
            {
                type = translationZ;
                source  = gate_translation;
                selection = gate; 
                axis = gate_axis; 
                minPhase=0;
                maxPhase=1;
                minValue=0;
                maxValue=9.0;
                memory=0;
                offset0=0;
                offset1=-1.0
            };
        };
    };
};

I've checked it now like 20 times and I can't find where the problem is, am I blind?

grand zinc
#
    class default
    {
        isDiscrete=1;
        skeletonInherit="";
        skeletonBones[]={};
    };
    
    class kka3_gate_skel: Default

default vs Default?

#

You should keep your casing correct. Even if it might not matter

hearty sandal
#

y blind

#

@lilac fern

lilac fern
#

Ahh

#

Okay, I'm blind. Thank you

hearty sandal
#

👌

candid wave
#

great use of pastebin once again.

stoic lily
#

anything to do or not to do config parameter wise to have TFAR working?

#

even with latest beta we have the report that all back seats (cargo) and a few specific turrets dont work - with turned out

livid heath
#

@grand zinc

grand zinc
#

Cargo sets need special TFAR 1.0 config entries.
0.9.shit only has driver, copilot, gunner, commander

#

BWA3's Eagle has cargo seat support. You can check their config for an example

hot pine
#

is there list of those special entries available somewhere?

grand zinc
hot pine
#

is there way to specify availability of LR on selected turret then?

grand zinc
#

https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/1.0/addons/core/functions/fnc_getVehicleRadios.sqf#L27
Yeah. TFAR_AdditionalLR_Turret which is array of... eh.... 🤔 that looks bugged... I'm quite sure that shouldn't be _forEachIndex...
and TFAR_AdditionalLR_Cargo which is array of numbers for each cargo seat.

https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/1.0/addons/core/functions/fnc_vehicleLr.sqf#L43
Yeah. turrets is bugged currently. Actually that shouldn't matter.
TFAR_AdditionalLR_Turret is array of arrays with turret path for each.

hot pine
#

ok, thanks a lot!

stoic lily
#

thank you 🙇

stoic lily
#

anyone knows the specific config class/parameter that defines the position of scripting errors being shown?

#

should be CfgInGameUI

grand zinc
#

that defines the position of scripting errors being shown? the onscreen error UI?

stoic lily
#

yep

#

it overlaps with my dev console

#

so want to align it better

grand zinc
#

not configurable

stoic lily
#

😬

grand zinc
#

well.. "not".. you know the deal 😄

#

Do it like I do. Move your debug console into a script file in userconfig and bind it to a hotkey 😄

stoic lily
#

sorry dont get how this helps 😐

#

reading configs it seems like BI tried to implement a radial menu with tactical ping but gave up again

sullen fulcrum
#

Radial menu or dyslexy like radar?

stoic lily
#

says menu and looks to me also like multiple options

grand zinc
#

the type entry is missing tho

#

🤔

stoic lily
#

probably WIP/incomplete and non functional

sullen fulcrum
#

Deadwip

#

hint str allDeadWIPs; // ["RadialMenu”]

opal crater
#

pushBack "AI" 👀

grand zinc
#

Syntax error: expected Array, got String

opal crater
#

Fixed.

grand zinc
#

😄

sullen fulcrum
#

append ["SquadRadar"];

little warren
#

anybody know what No entry "bin\config.bin/CfgWeapons/UH60M_HellfireLauncher.scope'. means?

#

my hellfires were fine before i added my sounds.hpp to my config

grand zinc
#

That means that UH60M_HellfireLauncher either has no scope entry. Or doesn't exist at all

#

But something is trying to use that weapon

stoic lily
#
Error in expression <0.1 + 0.05*((hit interpolate [0,100,0,100])/10)>
  Error position: <interpolate [0,100,0,100])/10)>
  Error Missing )
Error in expression <18 * (speedSize interpolate [0,23,0.25,1])>
  Error position: <interpolate [0,23,0.25,1])>
  Error Missing )
Error in expression <6 * (speedSize interpolate [0,23,0.25,1])>
  Error position: <interpolate [0,23,0.25,1])>
  Error Missing )
Error in expression <18 * (speedSize interpolate [0,23,0.25,1])>
  Error position: <speedSize interpolate [0,23,0.25,1])>
  Error Generic error in expression
Error in expression <6 * (speedSize interpolate [0,23,0.25,1])>
  Error position: <speedSize interpolate [0,23,0.25,1])>
  Error Generic error in expression```
#

from A3 blood and dust FX definitions

#

when you read this in sqf space, it bugs out

#

not sure what it only bugs out for these and not other definitions with interpolate

#
    class Blood: Default
        lifeTime = "0.1 + 0.05*((hit interpolate [0,100,0,100])/10)";

    class LeftDustLong: Default
    class LeftDustLongAir: Default
    class LeftDustLongRed: Default
    class LeftDustLongAirRed: Default
        lifeTime = "18 * (speedSize interpolate [0,23,0.25,1])";
        lifeTimeVar = "6 * (speedSize interpolate [0,23,0.25,1])";
grave steppe
#

Quick question to the RHS devs out there. How would one go about implementing the feature that when you change magazine to say a PMAG one, the magazine model in the game will change. I see that the RHS Devs and some others have succeeded in doing this but have found it hard to find much documentation on this. If someone could explain how it would be possible?

vernal sequoia
#

this seems like a classic problem...so i copy pasted the muzzelflash and proxy into blender...then exported and saved in builder....flash rotates each shot and all, but always stays on. Think this is a config issue, how to fix?

untold temple
#

we've had it on some RHS weapons. We had to open the model in Object Builder, delete the proxy, do "Delete Empty" on the selections, and recreate the proxy

#

in our case, it was because the .p3d was saved with the modo plugin. Evidently something in the proxy formatting broke

vernal sequoia
#

ah so blender hates proxies

#

thats annoying

untold temple
#

it might be that the proxy loses some kind of special vertex property or ordering that the game expects

vernal sequoia
#

builder kinda sucks for positioning object

untold temple
#

Does it? It has a pin tool for centring vert placement, and snapping

vernal sequoia
#

so, my best option is grab test weapon flash and proxy...and then just move it

#

do i need the proxy on all LODs or just number 1?

untold temple
#

all LODs you want to show it in

vernal sequoia
#

blegh, fhweifhiwhdaw

untold temple
#

don't need it in shadow LODs

vernal sequoia
#

ok, thanks

untold temple
#

select the broken proxy, deselect all but the vert in the 90-degree corner, press C to put the pin there, Shift+C to activate the pin, then Create\Proxy with a path to the muzzle flash, and it will create it in the exact same spot as you broken one was in

#

obviously you want to delete the broken one and do the Delete Empty on selections before making the new proxy, but pin will stay in position

vernal sequoia
#

wish was a better way to do this via blender, cause any changes i make will require redoing this stupid proxy

untold temple
#

save a .p3d somewhere with just the proxy in all the LODs you want

#

then you can file\merge

vernal sequoia
#

yeh, workaround...i guess

hot pine
#

it could be automated with o2script I think

untold temple
#

But I've not seen people have this issue with the blender plugin before. AFAIK quite a few people use it for weapons

#

only other thing I can think that it might be, is if the proxy is part of some other vertex-group/selection that is defined in sections[] array

vernal sequoia
#

i cant get the copied proxy to snap to

#

i pinned a point on the model, and it just wont do it

untold temple
#

Is the pin active? Shift+C

#

should create the proxy at the pinned point

#

no need to snap

vernal sequoia
#

yeh i just made a new proxy and then linked the file location and all that

#

does muzzleFlash require some more than just being a rename of the proxy vertices?

vernal sequoia
#

aha, was missing something in config

#

selectionFireAnim = "muzzleFlash";

#

and now it flashes as expected

#

now to see if blender was really the issue

#

well i feel like a jackass....the problem was the config this whole time

#

blender export worked

untold temple
#

didn't think of that since mostly people use the 'zasleh' selection name. There used to be issues with trying to use custom names for it IIRC

vernal sequoia
#

o, well test_weapon says to use muzzleFlash

#

there isnt a zasleh in the p3d

undone quiver
#

Is it actually possible to make a true flak gun?

#

Like one with proxy explosions over direct?

fresh steeple
#

@undone quiver Just saw a script for that on forums - think they settled to exploding the shell at a set distance, convincing enough. Memory might be a bit hazy, but should be easy to find

#

I'm trying to disable/switch weapons on ground vehicles. Is there a good tutorial/writeup on how the weapons system works in ARMA? Also is A3 very picky what you put where or can you switch types willy-nilly - like say you have a machine gun and whoops you change it into a tank cannon?

undone quiver
#

I was thinking of going a bit silly and making like 10 magazines that airburst at certain ranges. But I'm not sure if you can actually make a airburst do damage

fresh steeple
#

Try to locate the thread

#

I'd like eg. replace MissileLauncher type with some kind of dummy weapon (no weapon available)

livid heath
#

wehave working flak in unsung, we hadit in arma 2 rangemaster and in pooks sam pack also. we use a fired EH to spawn a secondary explosion, which causes damage

#

however, it is resource intensive.

undone quiver
#

mmm

#

I guess I could simulate a ranged fuse mixing sub-munition with a fast frag grenade or something

hot pine
#

do you want to be able to set airburst range manually?

#

or do you want to have it automated? @undone quiver

undone quiver
#

Ideally automated, but it sounds like only a scripted solution. So my other idea is to make several ammo types that have their own distances, and allow the player/AI to switch between "ranges".

hot pine
#

you can try adding very huge geometry

#

like sphere with with 20m radius

#

it should trigger explosion when close enough

#

as a failsafe I would also use high enough triggerDistance

livid heath
#

that's ingenious, though unpredictable iffired horizontally through trees i reckon 😉

hot pine
#

I wanted to use it on missiles since vanilla proximity fuse works only as long as missile is locked

stoic lily
#
    class Heli_Transport_01_base_F: Helicopter_Base_H
        class Turrets: Turrets
            class MainTurret: MainTurret
                initElev = "--15";```
#

-- = + in A3? 😄

grand zinc
#

yep

#

Just seen the same in ACE code yesterday 🤦

fresh steeple
#

Some very strange code... in c/c++ that would be a bit different I think

hot pine
#

fixed it

#

let's see how it works in game now 😄

#

welp, it seems indeed it was recognizing it as +15

grand zinc
#

@fresh steeple but in c-- it would be correct.

fresh steeple
#

😬

strange egret
#

c--
where
if not not <condition> then do not {}
is required practice

nimble sequoia
#

How do you disable cartridge and link ejection on a vehicle weapon (inherits from LMG_RCWS)?
Class GunParticles only contains a heat haze and smoke effect.

sullen fulcrum
#

So what does it mean, instead of pointing 15 degrees up the guns will be pointing 15 degrees down?

livid heath
#

reyhardYesterday at 12:39 I wanted to use it on missiles since vanilla proximity fuse works only as long as missile is locked I guessyou could animate the geometry to expand to full size with thrust to avoid clipping houses and ground after launch

untold temple
#

or maybe use submunitions to switch the model after a set distance?

undone quiver
#

Speaking of submunition usage, is their a debug function that allows me to see the tracer of the bullet and the submunition when it spawns?

hot pine
#

Diag shots with debug exe

austere prism
#

Is it not possible to use a macro in a class name?

#

I'm getting an error from class CBACKPACK(Kitbag): B_Kitbag_Base {

#

Works for a dev build, but not release

grand zinc
#

It is possible.

austere prism
#

Hm, I'm getting
In File backpacks.hpp: Line 2 Expected ';' or ':' or '{' after classname

#

If I remove the macro it works fine

grand zinc
#

Let it preprocess and watch what it outputs.... I think mikeros tools have a option to dump post-preprocess configs?

austere prism
#

Alright, I'll see if I can find it. These tools are a bit of a pain to work with

#

Yeah, I don't see it in pboproject or makepbo. The configs are all valid when I do a dev build though, and work in game. So I don't see why a macro wouldn't be correct

stoic lily
#

rapify -L

austere prism
#

I tried rapify -NL but that shows it before macros

#

I know the macros are being included. I did #define CBACKPACK false in that file and it gave me and error becuase CBPACKBACK was already defined

grand zinc
#

Yes

#

because you are not calling that macro

#

You defined macro X but expected it to call macro X(y) which doesn't exist.

#
#define CBACKPACK false
class CBACKPACK(Kitbag): B_Kitbag_Base {

->
class false(Kitbag): B_Kitbag_Base {

austere prism
#

That was just a test to purposely trigger the re-defining error

#

My actual macro isn't just false

grand zinc
#
#define CBACKPACK asdasda adasd asd as das das dasd
class CBACKPACK(Kitbag): B_Kitbag_Base {

->
class asdasda adasd asd as das das dasd(Kitbag): B_Kitbag_Base {

#

macro without arguments != macro with arguments

austere prism
#

My macro has arguments

#

#define CBACKPACK(CLASS) B_##CLASS##_##CAMO

grand zinc
#

Why the ##?

austere prism
#

Is that not how you concatenate?

grand zinc
#

how you concatenate strings yes

#

you don't have strings there

austere prism
#

So, would there just be nothing to mark concatenation?

grand zinc
#

The macro will replace the name of the macro argument with what you supplied as parameter

#

So you'll end up with
B_##Kitbag##_##CAMO

#

While you really just want B_Kitbag_CAMO

austere prism
#

So it's actually just B_CLASS_CAMO?
I also have something like #define CAMO UCP

grand zinc
#

yes

#

macros are mostly just dumb string find&replace

austere prism
#

but I use ## for string though?

grand zinc
#

yeah

austere prism
#

Makes perfect sense I guess /s

#

Thanks for the help again

#

actually, I'm still getting the same error

grand zinc
#

┬─┬ ノ( ゜-゜ノ)

austere prism
#

#define HEAD(CLASS) H_CLASS
#define CHEAD(CLASS) HEAD(CLASS)_CAMO

grand zinc
#

macro inside macro AND concat 🤔

#

uhhhh.. Maybe you need ## there?

austere prism
#

No luck

grand zinc
#

I can see it not detecting the macro call properly

austere prism
#

I'll try removing it

grand zinc
#
#define CONCAT(X,Y) XY
#define HEAD(CLASS) H_CLASS
#define CHEAD(CLASS) CONCAT(HEAD(CLASS),_CAMO)

Like that maybe?

austere prism
#

I'll try that, but #define CHEAD(CLASS) H_CLASS_CAMO didn't work either

grand zinc
#

Also I'd recommend to make macro arguments lowercase.. Less confusing

#

Have you tried the rapify thing to actually check what the output is?

austere prism
#

I'm using rapify right now to test it

#

The Arma engine takes it, everything works there. It is just packaging it with rapify that is causing issues

grand zinc
#

Rapify output isn't that helpful at all. Maybe armake can output preprocessed file..

austere prism
#

I'll give it a shot, the CONCAT macro didn't work either

grand zinc
#

Mikeros rapify throws error and fails on my test config. Armake just runs through cleanly without any problems

austere prism
#

Yeah, armake doesn't complain at all. All the warnings are from CBA

grand zinc
#

Yeah. Mostly about useless ##'s

#

I think they are needed when combining things that aren't seperated by a non-word character

austere prism
#

Yeah, this made it clear for me By default you can only replace whole words by arguments. If you need to replace only part of a word, you can use the ## instruction.

grand zinc
#

Yeah like my example #define CONCAT(X,Y) XY doesn't work and needs to be X##Y
But #define CONCAT(X,Y) X/Y is seperate words

#

don't know which characters are considered not part of a word

austere prism
#

Probably [0-9A-z] but who knows for sure

grand zinc
#

I'll add a Armake cmd line argument to output a preprocessed file. That'll help.. Can't believe that isn't a thing yet

austere prism
#

Would you happen to know of a decent example of armake being used in place of tools/make.py?

#

I tried switching my projects to armake a while back but had some issues with it on Linux and put it off

grand zinc
#

TFAR beta already switched over. now using make.ps1 (powershell) instead of make.py

#

And CBA and ACE have pull requests that are 99% done to switch over to armake

austere prism
#

👍 Don't Follow TFAR much any more and didn't want to use the ace or cba ones while they were still PRs. I'll take a look at the TFAR one.

grand zinc
#

And Line 129 which execues that command for each module

#

TFAR one is just the ACE PR copied over.

#

Okey I'm not gonna add that preprocess option. I'd have to write it out to a tempfile just to read it in again and then delete the temp file again. Fuck this (╯°□°)╯︵ ┻━┻

austere prism
#

I'm trying to use that ps1 file, I'm getting Failed to find \z\cba\addons\main\script_macros_common.hpp

#

Do I need to do something for it to find the z directory on the P drive?

grand zinc
#

z ?!

#

CBA is in x

austere prism
#

x yeah my bad

grand zinc
#

It needs to be in your include directory

austere prism
#

Ah right, armake doesn't use the P drive

austere prism
#

I'd rather just get rid of it entirely

#

but that'll work while I transition my other projects over

#

... I'm still getting a failed to find error

#

I created the include directory

#

So I got that working, what method do you use to create a release?

grand zinc
#

pack stuff together and upload it? 😄

austere prism
#

I guess, do you just do that bisign files and stuff yourself?

grand zinc
#

Ah you mean automated stuff? I think Armake automatically creates the bisigns

#

Armake should spit out addons folder with packed pbo's and bisigns. I then just take that. Put it into @mod folder and done.. basically

little warren
#

anybody good with the new sensors for radar? I'm trying to give me helicopter a decent radar and i want it to be able to scan up to 16k but it seems like whatever i do isn't working but i'm not having any build problems or errors heres what i'm using https://pastebin.com/54xk9kHd

outer sapphire
#

hello, i'm working on dialog with controls group. I need place picture control in controls group, but i have no idea how to calculate new position. Controls group for me - a lot of pain 😦

simple trout
#

How do you play an user animation when a weapon is fired?

#

like on a vehicle

#

And what's the scripting command to see if a weapon has a specific magazine?

strange egret
simple trout
#

This will work?

#

class eventhandlers
{
fired = "_this animate [""recoil"", 1]";
};

#

nope, didn't work

sullen fulcrum
#

_this is an array, so you need to select element

north hazel
#

So if anyone is good at config editing please hmu i would like some help please thank you

barren umbra
#

Is there any way to make a flare launcher that uses custom memory points NOT defined in the vehicle config? I'm experimenting with the pylon weapons and I found out you can actually use pylons for flare launchers and they kinda work. The only issue is that flares come out from the center of the mass with no speed (ie. they are not shot out).
It seems that its tied to the simulation = "shotCM"; value for the ammo. However after reading up on the CMs I think that if I change the simulation It will break the CM's ability to spoof missiles.

barren umbra
#

Ok, got it working by adding memory points and config stuff to the vehicle. It seems that even the pylon flares can use memory points and stuff that is on the vehicle itself. Pretty interesting find.

sullen fulcrum
#

Does anyone know if it is possible to configure container to only take, but not put?

agile karma
#

Like a you wanna have it function as a husbands wallet?

grand zinc
#

I don't know. Can Take/Put EH return a boolean to deny the action?

north hazel
#

I have a very unusual issue, could someone please DM me?

stoic lily
#

there is canDrop = 0; in cfgWeapons but this wont help here i think

sullen fulcrum
#

@stoic lily figured it out

#

Needs maximumLoad = 0; then it can init with whatever is in TransportItems you can take it but cannot put anything back. Pretty neat trick if you ask me 😉

stoic lily
#

nice one indeed

#

does it affect infantry stamina, or is that computed differently?

grand zinc
#

I don't think a container somewhere will effect infantry stammina

#

unless you take all items out of the container

sullen fulcrum
#

Nah, it is a container, no effect on player

stoic lily
#

not sure i follow fully - does a player carry your "thing" or is it placed on the "floor"/somewhere

sullen fulcrum
#

It is a weapon holder / container, player takes what’s inside

wintry tartan
#

How to make a combo box with pre-defined list in custom attribute in CfgVehicles? All I have now is custom combo attribute with two choices: Enabled and Disabled

wintry tartan
#

Nevermind, achieved by modifying attributeLoad

simple trout
#

What's the scripting command that returns true or false if a weapon is loaded?

grand zinc
sullen fulcrum
#

Too broad. Unit weapon, vehicle weapon? Weapon or maybe muzzle?

simple trout
#

condition = "this animationPhase ""recoil"" > .9 && ""1715_6pound_powder_shot"" == MagazinesAmmoFull this";

#

like this?

grand zinc
#

no it doesn't ^^

simple trout
#

ok...

#

true == MagazinesAmmoFull this

#

??

sullen fulcrum
#

No

#

It returns array, you have to search for the magazine and select it

wise tusk
#

Is there a way to divide model.cfg into files? I've got a lot of anims...

hot pine
#

include?

wise tusk
#

@hot pine thank you. For some reason I didnt thought about that

hard jolt
#

Hello there. Guys, which sensor component shows incoming missiles?

#

RHS mig-29 and f-22 are tracking them and cup f-35 is not, and i cant realize what is wrong

#

showTargetTypes = 1+2+4+8+16+32+64+128+256+1024; which is even more

untold temple
#

incomingMissileDetectionSystem

hard jolt
#

well it is set on 16

untold temple
#

no typo in the parameter name?

hard jolt
#

I have already replaced the whole class SensorsManagerComponent from f-22((

no, i am copying it from rhs config

#

i can see that cup f-35 inherits from old plane base class

#

looks like i should dig in there

untold temple
#

In case that's where you put it: missile detection doesn't go in the sensors, it goes in the main body of the vehicle

hard jolt
#

No, im familiar with it

#

it just dont work)

hot pine
#

perhaps you could show your config?

#

should be easier to track mistake

little warren
#

What do I need to add to my hellfire missile in my config to make it to where it will lock a laser and lock onto vehicle targets without being lased.

hard jolt
#

OK sorry

haughty frigate
#

How can i increase distance at which i am able to hear an engine? I tried increasing radius of engine sound shaders of vanilla vehicles but was unable to get more than 250m no matter what numbers i was putting in config.

fathom thorn
#

Hi guys. Is it possible to make a parachute that I can fire from while descending?

#

Is it a config setting for this or would it need to be scripted?

hearty sandal
#

isnt parachute a vehicle too? Does it work with fireFromVehicle Turret?

hot pine
#

you could try hasDriver = -1 and then add FFV turret

fathom thorn
#

Ok cool Ill give it a shot

#

Thanks

#

Would probably need to change the .rtm for the pose too

sullen fulcrum
#

Why this is not an option in vanilla though?

stoic lily
#

@fathom thorn did you check the anim active?

#

maybe it disables firing weapons

fathom thorn
#

Will do. Gonna try when I get home ^^ Ill let you know how it goes

fathom thorn
#

@stoic lily animation state is "para_pilot"

stoic lily
#

well as to be expected the crew anim

#

probably FFV as rehyard suggested is the only way

fathom thorn
#

has noone done this before`? 😄

fathom thorn
#

so I managed to disable the driverAction, set hasDriver = -1 and added a FFV turret. Still not able to fire, but at least he is in the correct pose

#

any ideas?

untold temple
#

did you make an FFV animation set?

fathom thorn
#

Im just using this for now:
passenger_flatground_3

#

using a FFV turret class that I know is working from another vehicle

untold temple
#

I see

fathom thorn
#

also tried using moveInGunner

#

but shouldnt be necessary when using hasDriver = -1

#

maybe the solution is.. replacing the parachute with another vehicle class using the same model. and use addForce and/or add Velocity to recreate the slow decent

hot pine
#

two things

#

are you sure you are gunner in turret not driver?

#

what is your ffv config?

#

your animation doesnt look like passenger_flatground_3

fathom thorn
#

you're right.. I am the driver. seems he wont move into the gunner seat

#

trying to force him in

#

while{true} do {

    _pilot = driver _v;

    hintSilent str _pilot;

    _pilot moveInGunner _v;


    sleep 1;
};
untold temple
#

use moveinturret

hot pine
#

it won't work if you are already driver

fathom thorn
#

hmm yeah.. It didnt

fathom thorn
#

it worked!

#

thanks @hot pine !

#

now I just need to add a proxy for the gunner ^^

#

only downside is..... now I cant steer the parachute 😂

#

😭

#

and nothing happens at all when it hits the ground. I think its not forcing me out before the chute is deleted or something

#

guess I can just force myself into the driver position again just before it hits the ground

#

and maybe I can use KillZoneKids one man tank script to make it steerable

hot pine
#

can you show us your config?

#

hasDriver should solve it

#

otherwise you can use addForce or add toggle action to switch between steering & firing mode

#

with automated switch to steering mode when ATL is less than 10 meters

fathom thorn
#

yeah I was thinking about adding userActions for switching. makes sense actually

#

and yeah using ATL to force back into driver pos, and then removing useractions
.

config

#

my script so far:

private["_v"];
_v = _this select 0;
_pilot = driver _v;
_pilot action ["moveToTurret", _v, [0]];
hot pine
#

private["_v"];
_v = _this select 0;

#

you can replace it with
params["_v"];

fathom thorn
#

but its not a function being called

#

shouldt functions have params only?

sullen fulcrum
fathom thorn
#

ok

compact storm
#

Hello there, im not sure if this is the right channel but is there a way to mod a plane i've uploaded to the workshop so that i can add an ejection seat?

#

Its the EF-2000 Typhoon

fathom thorn
#

Yes

compact storm
#

thank

gleaming yacht
#

Is there a base class for all vehicles? I'm trying to make an ACE3 Interaction menu extension, and I need to have the interaction appear only when the player is self interacting inside of a vehicle

#

I can see in the documentation that they use

class CFGVehicles {
     class man; 
     class CAManBase: man {
          class ACE_SelfActions {
               class TestAction {
               };
          };
     };
};

For when they're doing it with a person, but what config entry should I call to have it refer to any vehicle? Or do I have to individually specify which vehicles?

narrow swallow
undone quiver
#

So I asked this question in the past, and sorry for being redundant. But AI do have the capability of using bombs without scripting, or laser designation correct? If so, does anybody have a example test I could set up, or a mod that does this?

craggy pike
little warren
#

Can anybody please help me with my cargo spots? The animations and spots work fine its just that i'm trying to give the option "ride as crew chief" but all I have is ride in back. Heres a pastebin of my cargoturret. https://pastebin.com/PrZ6Yqk6

austere prism
#

I'm getting some weird macro usage while using armake. I have the following macros

#define RIFLE(CLASS) arifle_CAF2035_CLASS
#define CRIFLE(CLASS) RIFLE(CLASS)_CAMO

I have my weapons defined like

class RIFLE(C9A2);
class CRIFLE(C9A2): RIFLE(C9A2) {

Instead of getting arifle_CAF2035_C9A2_AR as one might expect, I am just getting arifle_CAF2035_CLASS_CAMO

fresh steeple
#

your 2nd macro invokes the 1st macro?

#

sounds like it's just what's from 1st macro + the _CAMO from the 2nd

#

Never used armake but is that a correct way to reference variables in the macro?

#

ie. CLASS functions as a string and not a variable

undone quiver
#

Can you use HideTurret to hide the commander turret as well

austere prism
#

Is it possible to preserve spaces in a macro?

I have

#define CNAME(NAME) NAME (CADPAT CAMO)

Using CNAME(test) yields test(CADPAT CAMO)

#

I am losing the space after NAME

grand zinc
#

macros should always preserve spaces I think... That might be a armake bug

#
#define RIFLE(CLASS) arifle_CAF2035_##CLASS
#define CRIFLE(CLASS) RIFLE(CLASS)_##CAMO

That maybe? Totally not sure about the second one

austere prism
#

I just used a CONCAT macro, I couldn't get it to work otherwise

nimble sequoia
#

@little warren Check what you have set (or inherited) for cargoProxyIndexes[] and transportSoldier. Don't include the Crew Chief position as cargo.

dusty epoch
#
        class Lega_ATM_AccountID: Life_RscText
        {
            idc = 1013;
            text = "76561198132926159"; //--- ToDo: Localize;
            x = 0.567031 * safezoneW + safezoneX;
            y = 0.335 * safezoneH + safezoneY;
            w = 0.0752812 * safezoneW;
            h = 0.022 * safezoneH;
            font = "TahomaR";
            sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.75)";
            shadow = -1;
            style = 0x00 + 0x04 + 0x08;
        };
``` the text is just not showing, but if i remove the styles, they show fine
#

well just found something ```
22:54:56 Obsolete, sizeH and sizeW calculation missing
22:54:56 Obsolete, sizeH and sizeW calculation missing

dusty epoch
#

After some Testing

ST_VCENTER + ST_LEFT == BROKE 
ST_VCENTER == BROKE
ST_VCENTER + ST_RIGHT == WORKS FINE 
ST_VCENTER + ST_CENTER == WORKS FINE 
sullen fulcrum
#

Life_RscText is not vanilla so god knows what you are inheriting

dusty epoch
#
    type = 0;
    style = 0;
grave steppe
#

Quick question. I was wondering if there was an animation source for aiming down go sights. I am trying to make a sight for a grenade launcher and I want certain parts of the weapon to be hidden when aiming down the sight but not when just holding it in first person. Any ideas?

untold temple
#

no such thing

grave steppe
#

Damn that sucks

#

Will have to find a workaround

#

Thanks anyway

strange egret
#

why/what do you want hidden?

wraith sedge
#

"engineTemp" it should work, right?

#

Because i´ve tested it and it´s not working

hot pine
#

it's working

wraith sedge
#

I´m getting 0

untold temple
#

what simulation type are you using it on?

wraith sedge
#

CarX

#

I´m going to do a second test

#

To see if i made a mistake

#

Well now it´s working

#

Changed the names

normal sleet
#

Not sure if this's the best place to ask... If I fire a vanilla smoke round, for example, from a mod GL will players without the mod GL still see the smoke once it impacts?

wraith sedge
#

@hot pine "engineTemp" is in celsius?

hot pine
#

No ira between 0 and 1

#

Where 1 is full ti temperature

wraith sedge
#

@hot pine so if i define afMax = 30; and engineTemp is 1 then it´s 30 celsius, right?

candid wave
#

in arma2 we used to make vehicles like helicopters quiet inside (kind of like wearing ear muffs), but that method doesnt seem to work in arma3 anymore. the config entries are occludeSoundsWhenIn, obstructSoundsWhenIn, obstructSoundLFRatio, occludeSoundLFRatio and insideSoundCoef. are these obsolete? is there some new way to make sounds lower volume when inside a vehicle?

untold temple
#

attenuationEffectType

candid wave
#

ok now I'm starting to find matches, looking into that, thanks.

candid wave
#

so is it the gain[] which controls the volume and can I modify it by creating cpp class CfgSoundEffects { class AttenuationsEffects { class tag_MyHeliAttenuation

grand zinc
untold temple
#

@grand zinc tah, @hot pine and I will have a look in to it

#

what's the proposal for e.g Beta Cmags?

#

I see CBA_556x45_STANAG_L/XL/2D/2D_XL but how would you tend to categorise them?

#

like say a 50rnd drum which is large, but also wide

grand zinc
#

I'd say put them into 2D as they are drums but small drums
L/XL are stick magazines

idle matrix
#

anyone mind giving me a hand with some inheriting issues?

dusty epoch
#

is there a way to import an arabic supporting font in arma ? trying to help an arabic guy out with a few things and all the strings are empty

restive veldt
#

So im exploring around ACE medical PBOs, and I have kind of a general question. There seems to be a lot of config entries that are not utilized yet by medications: `onOverdose, maxDose, viscosityChange' as well as some scripting that doesn't seem to be called such as the scripts that reference airway. My question is: is ACE medical still being developed? or is it gonna stay where its at now with it's level of functionality?

#

sorry if this is the wrong place to ask this question, i am just curious to know and don't know of the best way to ask

grand zinc
#

yes. ACE medical is heavily in development

#

it's currently getting a complete rewrite

restive veldt
#

oh? so is that why it doesn't seem to have been updated? cause they are waiting for the whole rewrite?

#

interesting...

grand zinc
#

yep

restive veldt
#

another question: you know the rumor about how blood spoils? is that gonna be a thing now? cause i wanna mess with a guy we game with who gets triggered when people say it does

grand zinc
#

it's not yet in. And I don't think it will be. as tracking the lifetime of a bloodbag would be way too much work

restive veldt
#

lol i was gonna find a way to script it, but the only way i could think to do that is in a fashion similar to how TFAR instances radios: a base class, then 1000 different classes that inherit from it

grand zinc
#

exactly. And that's the problem

#

too much work to be worth it

restive veldt
#

but right now, all IVs perform the same, correct?

#

i don't see a difference in their viscosity changes, infact, the only drug that does do changes seems to be Morphine

grand zinc
#

yes. Afaik in rewrite the viscosity changes will be there