#arma3_config

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undone quiver
#

Thought the mag wells thing was going to be integrated into A3 itself?

buoyant sigil
#

hey, anybody here knows how to edit animation configs? i have this issue https://feedback.bistudio.com/T85764 and i wonder if its Animation or Config issue, anyone want to help fixing it?

grand zinc
#

@undone quiver yes. Some vanilla mag wells will be added to vanilla soon... But how's that relevant?

strange egret
#

anyone know what purpose textureHL2 has in CfgFaces?
It seems they always have the same path as textureHL in vanilla configs

fathom thorn
#

hi guys. Im trying to add userActions to my parachute, but they dont show even if I use condition = "true";

is it a config setting for disabling useractions alltogether? I know the parachute class inherits from helicopter, so I expected userActions to be working

stoic lily
#

@fathom thorn as always pastebin

fathom thorn
stoic lily
#

position = "pilot_control";

#

could be the prob

#

try with "" like

#
        class UserActions
        {
            class OpenScoreBoard
            {
                displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\settimer_ca.paa' size='2.5' />";
                displayName = "Score Board";
                radius = 5;
                onlyForPlayer = 1;
                condition = "true";
                statement = "['uiOpen', [this]] call BIS_fnc_target;";
                position = "";
            ```
#
        class UserActions
        {
            class Plane_CAS_02_Eject
            {
                priority = 0.05;
                shortcut = "Eject";
                displayName = "Eject";
                condition = "player in this && {speed this > 1}";
                statement = "[this] spawn bis_fnc_planeEjection";
                position = "pilotcontrol";
                radius = 10;
                onlyforplayer = 1;
                showWindow = 0;
                hideOnUse = 1;```
#

from BI plane

fathom thorn
#

ok gonna try. I have a mempoint called "pilot_control right in the centre

#

hm didnt help :\

strange egret
#

please someone enlighten me to my error...
i get missing inheritance classes for my #include for reason i dont get...

#include "\k40_v_static\Statics\Light\Tripod_HB_HS.hpp"
class StaticMGWeapon: StaticWeapon{};
rapify x64UnicodeVersion 1.76, Dll 6.44 "config.cpp"
In File \k40_v_static\Statics\Light\Tripod_HB_HS.hpp: Line 1 rap: missing inheritence class(es)```

https://pastebin.com/JF5ivnvy
#

there are no unbalanced brackets in mortar.hpp

grand zinc
#

does it happen if you copy-paste the #included file manually into there?

#

might just be a error in mikeros tools

#

Or.. what's the content of Light_Mortar.hpp?

undone quiver
#

@grand zinc I was assuming the magwells thing was being encoded into A3 itself. Hence my confusion.

grand zinc
#

yes

#

some magazine wells will be added to vanilla

undone quiver
#

So CBA implements is a temp thing for now? Or is there another purpose that Iโ€™m missing?

grand zinc
#

Vanilla will only implement the wells it needs

#

But there are dozens different calibers and ammotypes being used by mods

#

that vanilla won't add

undone quiver
#

And we couldnโ€™t add them in the future? Like itโ€™s hard coded?

grand zinc
#

It's a config.

#

And CBA is adding them.. for the future...

undone quiver
#

Ah, gotcha.

grand zinc
#

And if we don't have a central standard for magazine wells, everyone will make their own wells. And in the end everyone has their own, different system that won't be compatible with other peoples mods.

#

And that central standard won't be in vanilla if we need 2 months to maybe get a single thing added every time
So it's important to get everyone to use the same system right at the start

fresh steeple
#

Interesting, @grand zinc have you seen my thread on the Essence of ARMA?

strange egret
#

@grand zinc did that + kicked out mortar temporarily... same issue. I dont get it
https://pastebin.com/cWJJLGeS

now he complains about line 95, missing inheritance class class V_S_HBolter_Tripod_Base: V_S_HStubber_Tripod_Base {

fresh steeple
#

Hence maybe a higher need of monetization ๐Ÿค”

grand zinc
#

no i didn't read.
I don't know any further... Does it work if you pack with non-mikero tools?

strange egret
#

doesnt seem so

#

wait now it did... so er... i had commented out mortar and that didnt work. Turns out mortar was balanced brackets, but one was not uncommented as it should. Now that works. But that doesnt explain why it didnt work with mortar removed

#

pboproject still complains...

stoic lily
#

@strange egret pastebin the complete output from rapify parsing

strange egret
sturdy marlin
#

Anybody ever write a config for difficulty within a single mission? That way it would override however the server is set up?

opal crater
#

Impossible, unless the mission is an addon.

sturdy marlin
#

By addon, you mean custom made one?

sturdy marlin
#

That's in initserver correct?

sudden garnet
#

No, you cannot configure difficulty config in initServer or in description,.ext for that matter

stoic lily
#

@strange egret if you do it with rapify -L, it should also merge in the included files - without this/those, cant really judge whats going on (or send me via DM the whole folder/required files)

sudden kraken
#

Can any one reccomend a decent book/video to learn scripting plz

stoic lily
#

@sudden kraken some YT tutorials are not too bad

#

depends largely how deep you want to go

sudden kraken
#

Thanks @stoic lily

tiny sky
#

Anyone know how to get reskinned weapons to show up in Virtual Arsenal? So I made like the Zafir LMG black and the guy will spawn in editor with it. But in arsenal (even with scope=2; and scopeCurator=2;), it won't show. It's in cfgPatches under weapons{}; as well

#

Probably something I'm missing. I can post the actual config in a few minutes

grand zinc
#

did you change anything else besides scope/scopeCurator/hiddenSelectionTextures ?

untold temple
#

baseweapon = "classname";

tiny sky
#

I mean, stuff like author and displayname

#

Ah, gotcha. Will do

idle matrix
#

So I'm trying to have a custom vehicle inherit from the Marid in such a way that lets me change the magazines for the turret, but even simply declaring the MainTurret class inside the custom vehicle's class breaks it horribly and it'll be missing a bunch of entries, which is odd since I've done the same thing with the Ifrit and the Hunter and that worked fine.

#

Anyone have an idea what's up with that?

wise tusk
#

So I am trying just for testing to make Passive Radar distinguish targets at greater distance. I changed typeRecognitionDistance to 12000 but no luck :/
https://imgur.com/5dchyRV

untold temple
#

can the sensor see that far in the first place?

#

in class GroundTarget/AirTarget

wise tusk
#

Yes , for Ground and Air Target is set for 12k

#

I actually copied ActiveSensor , just changed type and no luck either. In config viewer it shows that it should recognise easily

#

Also the aircraft I am trying to detect is forced to have Radar ON

untold temple
#

it's showing on the sensor? Just no info when you mark/lock it

wise tusk
#

Nope, when I am really close it instantly recognizes target. Before that there is nothing

#
class PassiveRadarSensorComponent: SensorTemplatePassiveRadar
                    {
                        class AirTarget
                        {
                            minRange=100;
                            maxRange=12000;
                            objectDistanceLimitCoef=-1;
                            viewDistanceLimitCoef=-1;
                        };
                        class GroundTarget
                        {
                            minRange=100;
                            maxRange=12000;
                            objectDistanceLimitCoef=-1;
                            viewDistanceLimitCoef=-1;
                        };
                        angleRangeHorizontal=360;
                        angleRangeVertical=360;
                        aimDown=0;
                        groundNoiseDistanceCoef=0.1;
                        maxSpeedThreshold=0;
                        minSpeedThreshold=0;
                        typeRecognitionDistance=12000;
                    };
untold temple
#

groundNoiseDistanceCoef probably

#

by default (template) it's -1

wise tusk
#

I will try it, but the problem is also with jets

untold temple
#
class SensorTemplatePassiveRadar
{
    componentType = "PassiveRadarSensorComponent";
    class AirTarget
    {
        minRange = 16000;
        maxRange = 16000;
        objectDistanceLimitCoef = -1;
        viewDistanceLimitCoef = -1;
    };
    class GroundTarget
    {
        minRange = 16000;
        maxRange = 16000;
        objectDistanceLimitCoef = -1;
        viewDistanceLimitCoef = -1;
    };
    typeRecognitionDistance = 12000;
    angleRangeHorizontal = 360;
    angleRangeVertical = 360;
    groundNoiseDistanceCoef = -1;
    maxGroundNoiseDistance = -1;
    minSpeedThreshold = 0;
    maxSpeedThreshold = 0;
    animDirection = "";
    aimDown = 0;
    color[] = {0.5,1,0.5,0.5};
    minTrackableSpeed = -1e+010;
    maxTrackableSpeed = 1e+010;
    minTrackableATL = -1e+010;
    maxTrackableATL = 1e+010;
    allowsMarking = 0;
};```
#

Those are the values for the default passive radar sensor

#

Could be the lack of allowsmarking - sensor will only show info for marked targets. So if you can't mark/lock with some other sensor, you wont be getting typerecognition from any of the sensors

wise tusk
#

Ok will try with that

#

Yep that worked perfectly ๐Ÿ˜ƒ

undone quiver
#

So in the LoW DLC, the cargo variant van has option to keep the two FFV slots in the back as a customizable thing. Is that possible with regular passanger seats?

hot pine
#

it just seat locking via script so yeah

autumn crater
#

Regarding laser designation for missiles, is there a way to make it so a missile can lock onto a laser target from infinite (read as cross map) range or is it restricted to field of vision? Please tag me in this

lilac fern
#

Does anyone know how to make an impact grenade?
I've been trying to find the config setting that does the job, but no luck so far

strange egret
#

explosionTime=0;
fuseDistance=0.5;

wise tusk
#

How do I fill arrays of flight model of jet(for example envelope[])? Wiki isnt very informative

strange egret
#

read the sample

light locust
#

one question, is there an command for the "outside" inventory range of a vehicle? i can only access the inventory after get in as driver,passenger etc.

hot pine
#

@light locust

memoryPointSupply = "doplnovani"; // name of memory point which will be used as  origin of radius 
    supplyRadius = 1; // range in meterers```
exotic shadow
#

Hi

#

I am creating a new flag, everything works except a trick the flag does not display. I have that the mast nevertheless the proxy is good. You have ideas. Config: ``` class CfgVehicles
{
class FlagCarrier;
class Edaly_FlagCarrier: FlagCarrier
{
author="Hugo - Edaly";
scope=0;
scopeCurator=0;
displayName="";
model="\Edaly_Flags\Flags_01_F\Edaly_Flags_01_F.p3d";
icon="iconObject_circle";
editorSubcategory="EdSubcat_Flags";
vehicleClass="Flag";
cost=1000;
keepHorizontalPlacement=0;
accuracy=1000;
animated=1;
nameSound="obj_flag";
supplyRadius=2;
};
class Edaly_FlagCarrier_Asym: Edaly_FlagCarrier
{
_generalMacro="Edaly_Flags_01_Asym_F";
model="\Edaly_Flags\Flags_01_F\Edaly_Flags_01_F.p3d";
};

class Edaly_Flags_01_F: Edaly_FlagCarrier_Asym
{
    author="Hugo - Edaly";
    class SimpleObject
    {
        eden=0;
        animate[]=
        {
            
            {
                "flag",
                0
            }
        };
        hide[]={};
        verticalOffset=3.977;
        verticalOffsetWorld=0;
        init="''";
    };
    _generalMacro="Edaly_Flags_NuevaIsla_F";
    scope=2;
    scopeCurator=2;
    displayName="Drapeau Nueva Isla Inclinรฉ";
};

};
class CfgCloth
{
class Flag
{
stepSize=0.0049999999;
colPoints=9;
rowPoints=5;
stretchCoef=1000;
fricCoef=1;
windCoef=10;
gravCoef=0.75;
};
};
class CfgNonAiVehicles
{
class ProxyFlag_F
{
scope=1;
model="\Edaly_Flags\Flags_01_F\flag_f";
autocenter=0;
reversed=0;
selectionFabric="latka";
simulation="flag";
};
class ProxyFlag_Asym_F: ProxyFlag_F
{
model="\Edaly_Flags\Flags_01_F\flag_f";
};
}; ```

hot pine
#

@exotic shadow ```
Proxy that is used in p3d need to be listed in CfgNonAIVehicles class. There is following rule for creating those entries
โ“˜
class Proxy+nameOfP3d

candid wave
#

@unreal musk lesson of pastebin usage is required.

exotic shadow
#

@hot pine I change but no working

#

@candid wave Ahah x)

hot pine
#

do you want to change flag mesh itself or texture only?

exotic shadow
#

flag mesh itself

nimble sequoia
#

@exotic shadow If the flag is to be displayed on a vehicle, the flag proxy needs to be in the visual LOD's, especially the LAST visual LOD.

exotic shadow
#

Not on a vehicle

#

Just a new mast and flag

#

And the proxy is in the visual LOD

nimble sequoia
#

How many visual LOD's do you have?

exotic shadow
#

2

nimble sequoia
#

Do you have the flag proxy in the last visual LOD? (ie if you have LOD's 1 and 2, then referring to LOD 2)

digital granite
#

does anyone know what part of the helicopter config affects the top speed of the heli. I have one that likes to go over 300 and im trying to fix that

tiny sky
#

Is there a wiki resource for adding an MFD display on top of a PIP screen? Iโ€™m doing an RCWS gun station with the PIP display set up on the gunner terminal, but how would I add stuff like the crosshairs and compass icons (like the stuff you see when youโ€™re aiming down the camera of the weapon system)

wicked berry
#

Anyone have experience adding easy trader to exile? I am having a problem with the cfg

abstract plover
#

Is it possible to know if animation is going to work with playMove by looking at attributes in the config?

#

(it's attributes)

hot pine
#

@exotic shadow in such case first of all you need to change name of your flag since, as you've might noticed, it's breaking right now vanilla flag atm

hot pine
#

Name p3d with some tag in front so p3d have some unique name

exotic shadow
#

Okay reyhard i test later

strange egret
#

@tiny sky MFD on top of pip can be done with MFD classes - it's not done IN the pip, it's simply layed on top. Depending on how complex your stuff is... you can instead of MFD also overlay a texture planes and animate them...

hot pine
strange egret
#

apropos MFD...

#

pboProject seems to dislike bone names and Macros in MFD configs...
https://pastebin.com/YdLw0cVW

rapify x64UnicodeVersion 1.76, Dll 6.44 "config.cpp"
In File k40_V_Air\Vehicles\Thunderbolt\subHUD.hpp: Line 59 Mismatched quotes or missing ','```
@hard chasm รฌs that fixed in the subscriber version?
Or is there a "more correct" way to write that line?
hard chasm
#

best of my knowledge is subscriber and free are same. I do remember fixing something similar to above in a galaxy far away....

#

the expression above is fine, but the error message indicates it hates something in CIRCLE() or DOT()

#

you would have to supply me some appropriate code for me to debug, preferably shortened to the bare essentials.

strange egret
#

the pastebin is the code shortened to the essentials

#

(at least what i think the essentials are)
i also have another packing problem with pboProject ->

class TurretMain: TurretMain {
    weapons[]+={"W_V_HKMissile_P3_launcher"};
    magazines[]+={"M_V_HKMissile_P3_4rnd"};
};```
fails to process correctly. When looking at the config ingame, it treated it as simple "=", so all the weapons and magazines get replaced by the new array, instead of adding to it
hard chasm
#

understood the 2nd,, and that shouldn't be the case. i'll check it here.

#

(it has not, previously, had issues afaik)

#

in the meantime, if you derap the config.bin, either with eliteness or derap exe, or even (gulp) cfgConvertFileChg..exe, it should tell the truth

#

the pastebin is the code shortened to the essentials
๐Ÿ˜Š

brazen merlin
#

oi people. quick question.. did anyone ever get cartridge ejection and "gun smoke" effects working with the proxy weapon system? for example in custom helicopter weapons, etc.

strange egret
#

my full merged config is >> 1000 lines, cant expect anyone to find anything in that ๐Ÿ˜„

tiny sky
#

@strange egret So I went into the Hunter MFD class in soft_f_pbo and copied and pasted the MFD code since it's the same as what I want in terms of drawn icons. Added the top left, top right, and bottom left/right points to memory... anything else required?

strange egret
#

propably not? i'm quite the opposite of an MFD expert... i hate to config the bloody thing.

hard chasm
#

@strange egret , POINT2 is not defined, hence the error

strange egret
#

oh damn

tiny sky
#

Wait, are the top/bottom left/right points in memory or the LOD?

hard chasm
#

the fixes are as follows

#define YtoXscale (whatever/whichever)
#define POINT_END() {}
#define POINT2(xx,yy) {{__EVAL(xx),__EVAL(yy*(YtoXscale))},1}

strange egret
#

@tiny sky in memoryLOD

#

ok thanks mikero, it packed now ๐Ÿ˜ƒ

hard chasm
#

๐Ÿ˜‡

#

the error message itself borders on indecipherable, but, it is extemely hard to track appropriate message meanings to a mix of #defines and evals becuase the same 'label(s)' can also be valid depending on context

strange egret
#

yeah the confusing error message struck me some hours ago with my mortar (if anyone remembers...)
it was claiming missing parent, which was BS because the parent was defined directly above it.
Took me propably 1-2 hours before i finally found the actual cause...
class Armory { description = "Lib HS Tripod" };

#

does anyone know if that thing (armory) is even relevant nowadays/ where it appears?

hard chasm
#

wasn;t in the channel to read above error ptroblem, but I think I should or could to better than 'missing inheritence'. what was the typo?

strange egret
#

it was a full config

class someBaseclass;
class myMortar: someBaseclass {
    //lots of stuff 
    //couple of includes
    class Armory { description = "Lib HS Tripod" };
    //lots of stuff
};
class myMortar_var2: myMortar {
    //lots of stuff 
    //couple of includes
    class Armory { description = "Lib HS Tripod2" };
    //lots of stuff
};

<- missing ; behind "Lib HS Tripod"

hard chasm
#

urrrg

#

damn, will try and do better for that one, you can stare at it for hours

strange egret
#
  • was two classes, myMortar_var2 was claiming a lack of parents
hard chasm
#

yep, because i encoded the 2nd class within the description=

#

class anything;
class TurretMain: anything
{
weapons[]+={"W_V_HKMissile_P3_launcher"};
magazines[]+={"M_V_HKMissile_P3_4rnd"};
};

outputs correct += syntax to the bin file

strange egret
#

then there must be something else to it

hard chasm
#

when the master config.bin is created during game load, I suspect the array[] is actually massaged within the class to reflect weapons = otherweapons+ weapons;

#

first check with eliteness to 'see' if it is primarily correct before the bis engine gets near it.

#

it is, btw, an idiosyncrous and almost unusable operator. the chances of actually finding the inherited array depends on what you ate on Tuesday

#

it absolutely does not operate in the intuitive manner you would expect. Bis have had issues here in the past where they use SkeletonInherit= in model.cfg for same issue (which works as expected in the model.cfg rapifier)

#

for some time this useless operator was only available in config.CPP. When they finally got round to wedging it into config.BIN, it worked slightly diifferently, and they broke the rules of binary rap encoding to do so,

#

The general rules of use are that weapons[]= can only be one level of inheritence behind this one, AND, that weapons= must be visible in the compiler. This, for the engine, to actually find what to add to.

strange egret
#

original weapon and magazine parameter of TurretMain is defined in battletank_base class (forgot to add)

hard chasm
#

yep

#

TurretMain {
weapons[]+={"W_V_P6launcher"};

my understaning (which can be wrong because I've lost interest in ever trusting this operator) is that weapons in the inhertied class is not visible to the engine at the time of merging.

strange egret
#

binarizing with addonbreaker produces the expected outcome though

hard chasm
#

have you checked eliteness?

strange egret
#

the output from addonbuilder? I debinned that and it shows correct, ingame it works correct.

#

with pboProject free it only shows the one entry (treated as if = instead of += ) and ingame it behaves as such (only the missile weapon, all other are lost)

hard chasm
#

I assumed += worked same for free. perhaps not.

exotic shadow
#

@Hugo in such case first of all you need to change name of your flag since, as you've might noticed, it's breaking right now vanilla flag atm Not working @hot pine

hot pine
#

need more details then

#

model.cfg of flag, how proxies are set in flag pole p3d, etc

#

what kind of errors do you have in rpt

stoic lily
#

@strange egret just to make sure you guys are on the same page:+= only works as desired if a previous loaded config has already defined the array parameter in this very same class context

strange egret
#

yes that is the case

stoic lily
#

if its not, as mikero says, the engine turns it to a mere =

#

maybe some load order difference then

#

dump cfgPatches of both situations and compare the order

strange egret
#

the array (weapons[]) is the defined within the same config.cpp as the += line. It's just some #includes further down the line

stoic lily
#

with pbproject modifying requiredAddons, the different load order could happen

strange egret
#

there is no required addons that is going to do anything here. Its the same addon

stoic lily
#

if its the same config, then it cannot be the same class

#

if its two configs within the pbo, the load order must not be directly after each other

#

link parsing prob of discord

strange egret
#

weapons[]={"mycannon"}; is defined in battletank_base class in turretMain. I forgot to put it in this trunkated config

stoic lily
#

like the pastebin indicates two different vehicles with += classes. this is irrelevant for the matter. what is required to have the vehicle in another config weapons[]= already defined before you can extend with =+

#

same class as said

#

inheritance does not apply for =+

#

so you need

configA
 class A
  weapons[] = {X};
config B//loads after A
 class A
  weapons[] += {Y};```
#

if this is the case, but still does not work, then only thing i can imagine is load order (configB loads before configA due to requiredAddons being different)

#

or latest BI tools brought some changes to +=

strange egret
#

https://pastebin.com/Gu3fWUU7
this is how it looks.
It works. With Addonbuilder. It doesnt work with pboProject. I dont know anything else. That it works with addonbuilder indicates to me that i didnt do it wrong per se.

stoic lily
#

well as mikero said, using eliteness to compare the configs in the two different pbos should show the difference

#

@grand zinc ^ any ideas to above? did BI change anything in engine or latest BI tools?

grand zinc
#

requiredAddons.

#

to append to an array, your append code needs to run after any "set" code

strange egret
#

i feel like a broken record.

grand zinc
#

if there is a weapons=stuff loaded after your config. Your changes will be overwritten

strange egret
#

same config.cpp, original first, modified in a child class

#

the difference between both pbos is exactly like i said. pboProject no bueno. += is treated as = and replaces original. Addonbuilder merges it correctly

stoic lily
#

you would be the first to have this working differently

strange egret
#

scratch "would be" with "are" then

#

if nothing else then by sheer will... my tank has 180 variants (not counting camo versions). i NEED this to work

stoic lily
#

well you can generate code, you can use macros

strange egret
#

yes in theory, in practice it takes a lot of time and is a pain to make work and worse, debug once you let it cool down for a month and suddenly an error pops up

idle matrix
#

sorry to interrupt but does anyone know why this doesn't work?

#

it's a bit sloppy but it should work

#

except it doesn't

#

it compiles into a pbo fine, but when I try to spawn the test vehicle it throws a bunch of errors saying the MainTurret class is missing all sorts of entries

stoic lily
#

wrong inheritance definition

#

ditch that part

    {
        scope = 0;
        class Turrets;
    };
    class FP_GOR_B_APC_Wheeled_02_rcws_v2_BASE2: FP_GOR_B_APC_Wheeled_02_rcws_v2_BASE
    {
        scope = 0;
        class Turrets: Turrets
        {
            class MainTurret;
        };
    };```
#

and define inheritance correctly in O_APC_Wheeled_02_rcws_v2_F and higher up

idle matrix
#

I've done the exact same thing with other vehicles and that worked fine

#

it's only with the Marid that it's being a pain

exotic shadow
#

@hot pine And : config cpp https://pastebin.com/RTK8cHrc Model cfg : https://pastebin.com/XxVQLbRp

zinc ether
#

can someone explain to me how passthrough works for hitpoints?

strange egret
sullen fulcrum
#

I have a very strange question regarding Operation Flashpoint weapon configs. I know that vanilla weapons and magazines are only one class. But they also have different inventory pictures for the weapon and magazine. I'm trying to use new pictures for each. How can I overwrite the classes to do this?

sullen fulcrum
#

nvm figured it out lmao have to not define picture= in the config and just use a dtaext.pbo with new pictures

native ether
#

hi i have a question ? how to replace the cutscene in main menu by a picture ?

hard chasm
#

@stoic lily irrespective of the order of the elements within the required addons field, addon B with a += cannot load before Addon A has done so, IF, addon A is stated anyywhere in addon B's array. It's a helpful suggestion of yours, but irrelevant to @strange egret 's problem, because, according to him, the FREE tools don't produce += encoding in the pbo at all.

if he needs it fixed, he knows what to do about it.


#

@idle matrix , oddly enough, your problem happens to be a missing requiredAddon. your pbo is being loaded before the one containing the inheritence., OR, you have mis-stated the inheritence tree in your addon. Either of them scrambles the master config.bin, and the errors you report is due to this scramble.

#

@native ether , you can't. The engine mechancs are, it will activate a cutscene from the last map that has been played on. If there isn't one stated in that map's addon, it will revert to a camera view of the map in question.

#

A static picture can only happen during map loading of a mission.

exotic shadow
#

@hot pine i test some new but no working all my file in top

hot pine
#

@exotic shadow your flag is missing model.cfg entry + some selections in model itself

#
    class Flag_01_Vertical_F: Default
    {
        sections[] = {"cloth"};
        vertexSelections[] =
        {
            "cloth"
        };
    };```
exotic shadow
#

Ahh okay i test when i go back home ๐Ÿ˜‰

hot pine
exotic shadow
#

๐Ÿ˜‰๐Ÿ˜Š

hot pine
#
class CfgNonAiVehicles
{
    class ProxyFlag_01_Vertical_F
    {
        scope                        = 1;
        model                        = \a3\Experimental\VerticalFlag\Flag_01_Vertical_F.p3d;
        autocenter                    = false;
        reversed                    = false;
        selectionFabric                = "cloth";
        simulation                    = "flag";
    };
};
native ether
#

@hard chasm yeah but if you see the "Faces of War Mod" on workshop he add a static picture on main menu but the mod is encrypted so i don't know how do that.

hearty sandal
#

you should be able to view the menu config in the in game config viewer?

#

or you can always ask the author ๐Ÿ˜„

hard chasm
#

I assume he altered one of the rscDisplays to achieve that.

#

if true, it is unstable, and likely to break when bis alter the ui.pbo

north sluice
#

Im making an mc mat and i keep getting the error message "cant load material file .rvmat"

#
{
    class Default
    {
        class Custom;
    };
    class Man_A3: Default
    {
        class Default;
        class TestHead: Default
        {
            author = "$STR_A3_Bohemia_Interactive";
            displayname = "Test Face";
            texture = "\A3\Characters_F\Heads\Data\m_White_01_co.paa";
            head = "NATOHead_A3";
            identityTypes[] = {"Head_NATO","Head_Euro"};
            material = "testing\m_white40k_Variant01.rvmat";
            materialWounded1 = "A3\Characters_F\Heads\Data\m_White_01_injury.rvmat";
            materialWounded2 = "A3\Characters_F\Heads\Data\m_White_01_injury.rvmat";
            textureHL = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa";
            materialHL = "\A3\Characters_F\Heads\Data\hl_White_bald_muscular.rvmat";
            textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_co.paa";
            materialHL2 = "\A3\Characters_F\Heads\Data\hl_White_bald_muscular.rvmat";
        };
    };
};```
#

that is my cfgFaces

stoic lily
#

whats your cfgPatches and how do you buid the pbo?

#

also drop / comment all the code you dont change

#

and inherit rather from an "actual class" and not from base class (default)

north sluice
#
{
    class YourFaceBase
    {
        author="Ranger";
        requiredAddons[]={};
        requiredVersion=0.1;
        units[]={};```
#

build with addon builder, im currently working on getting my mikeros tools working

stoic lily
#

requiredAddons[]={};//needs "A3_Data_F_Sams_Loadorder"

#

testing
needs correct setup to have the namespace/prefix set correctly in the pbo header

north sluice
#

Thanks kju. This brings me to my other issue im having with mikeros tools, when i try to pack i get the message that Bis Tools are not installed for this engine type no tools binarize no tools signfile no tools pal2pace This was after i changed my project drive to my C: drive becasue pboProject couldnt find the P; drive

native ether
#

@hard chasm it's unstable to change main menu picture ?

strange egret
#

if BIS change ui.pbo ... which may not happen, it's almost end of life after all

undone quiver
#

Is planes ignoring infantry hard coded in? Or is there a way to override it?

hearty sandal
#

as in not shooting at them at all? are the weapons configured to be fired upon infantry? has the AI been given order to attack the infantry?

#

is it possible the AI cant see them? No sensor to see them or no line of sight

#

also at what distances

strange egret
#

i dont think the default spotting range is even high enough to see targets

#

i remember in A2 warfare i always got myself a sniper to sit in my Mi-24 nose turret because he could spot targets from much further away than a normal pilot

hearty sandal
#

typical use of weapons on planes is against radar/laser targets right?

strange egret
#

isnt there an option to also display mantargets on radar? (i think drones have that?)

fresh steeple
#

@strange egret I heard rumours that fighter pilots are the best infantry in A3 ... could there be some magic like that? ๐Ÿค”

strange egret
#

units have had different spotting ability and some sort of skill abilities (dont remember what all was there) in A2

#

didnt explicitly check for that in A3 yet

undone quiver
#

I believe Reyhard said that fixed wing aircraft specifically ignore infantry unless directly told to target.

#

Hence my curiosity.

#
Getting the AI to use bombs like candy on all targets...
I set the cost to 100, set the AI flag to almost all targets.
Doesn't seem to want to use them unguided.
reyhard02/06/2018
Planes ignore infantry unfortunately```
#

Unless I'm taking that out of context.

hearty sandal
#

if he said so its fairly possible

strange egret
#

plane pilots... but not necessarily gunners in turrets of planes. VTOL are also planes, so easy to check.
It propably wouldnt be hard to script AI to assign an attack order on known infantry to itself (once certain conditions are met)

#

could also have some invisible FAC check on known targets, look for clumped up groups and assign a fake target in the middle of it, then call some bombs on the fake target...

untold temple
#

do the VTOLs have an infantry sensor or something?

strange egret
#

not that i know of

#

it may just be simple AI pilot attack routines to not go for infantry, but turrets could work normally

hearty sandal
#

Well in order to get the details we may have to summon @hot pine and ask if he can clarify how it works

#

hmm no any good emoji to represent summoning circle

strange egret
#

โ˜ฃ

hearty sandal
#

that could work

strange egret
#

i gave it all

undone quiver
#

Actually on top of that behavior. How do AI even "see" in vehicles per say? Like in tanks and such? Do they use the optics LOS? Or do they just see through the vehicle?

nimble sequoia
#

I've always assumed they use the View Geometry LOD, so in planes there generally isn't a clear view downwards. Not sure how it works with optics-only turrets though, perhaps they use that when available.

strange egret
#

yes there is line raycasting - viewGeo blocks these rays. I assume that they propably only cast one ray towards center of the target model. or the boundary corners of the model... easy to test, if AI know you are there when just the tip of your feet poke out from behind a corner in prone

nimble sequoia
#

For sure that's how it works when you're external. The view geometry is used quite accurately. But internally for AI looking out - not sure?

strange egret
#

they use the gunnerview memorypoint most likely - unless that doesnt exist, then they are likely going to cast from their head camera position

#

rays might go through their own viewGeo (just like projectiles go through your own firegeo) - no idea

stoic lily
#

set irTarget to CAManBase and planes will hunt down infantry (but will show up as radar targets)

#

otherwise if you tweak cost for infantry, and threat, as well as weapon configuration accordingly, you can get planes also to attack them somewhat

hard chasm
#

if BIS change ui.pbo ... which may not happen, it's almost end of life after all
that's very true. But, altering any base configs in any way cause other addons that rely on the originals to break. As a general principle you don't alter what's already out there:, The reason why inheritence is used instead. Admittedly, in this case, there's and attempt to alter overall engine behaviour, and no other way to do that.

#

no tools binarize
no tools signfile
no tools pal2pace

simple and straightforward:

steam tools are not installed (arma3)
personal tools 2.5.1 are not installed (arma2)

#

This was after i changed my project drive to my C: drive becasue pboProject couldnt find the P; drive(edited)

simple and straightforward:

you did not use a bat file to create a virtual p: drive. This comes with steam tools, and better ones are available via the PMC wiki, or, using Arma3p

#

moving steam tools (if that's what you did) won't work. the tools are tied to their installed location, via the registry.

north sluice
#

@hard chasm ok thanks for the insight

#

Was also wondering is it possiable to configure a materialWounded value for vests in a3? Want to add MC mats to vests but didnt see a line for it in the config

undone quiver
#

So I finally stumbled upon my issue with my VTOL wanting to go to space. However, it raises more questions. It appears that with a co-pilot gunner, the driver will use that view as navigation to some extent. Examples being my side gunner was temporary turned into the main co-pilot turret. Which caused the VTOL to left turn left then correct itself. So what exactly does the pilot use for navigation? Or what defines what they use for viewing the world?

calm panther
#

im working on a inventory item and got everything in game but the model is in the ground after I drop it

#

is this a config or p3d issue

hearty sandal
#

probably model.

dusty epoch
#
    border = "#(argb,8,8,3)color(0,0,0,0)";
    class ScrollBar
    {
        arrowEmpty = "#(argb,8,8,3)color(0,0,0,0)";
        arrowFull = "#(argb,8,8,3)color(0,0,0,0)";
        border = "#(argb,8,8,3)color(0,0,0,0)";
        thumb = "#(argb,8,8,3)color(0,0,0,0)";
    };
``` even with this
wise tusk
#

Can you cut the decimals in class MFD values?

sullen fulcrum
#

Have you tried to add ST_NO_RECT to the style? + 512 or + 0x0200 @dusty epoch

wintry jetty
#

Does anyone know of a way to explicitly state what gear goes into which slot (i.e. uniform, vest, backpack) from config? Currently with the Items[] magazines[] properties it simply fills up uniform, vest and then backpack. I was hoping there was a workaround for this. For mission editing I've been just using the ACE Arsenal however, I'd still like to be able to drag and drop right into the editor with good default loadouts.

I really hope I'm just missing something with it because you can do this in-game, from mission editor, scripting, and seemingly everywhere but from config which is just irritating.

wintry jetty
#

Oh and this is for a mod not for a mission in just in case I wasn't clear enough about that.

dusty epoch
#

@sullen fulcrum will take a look

#

have tried 512

#

im guessing the other2 is the same

nimble sequoia
#

What is the name of the new class for vehicle interior cabin lighting please?

untold temple
#

class compartmentsLights

nimble sequoia
#

Thanks.

autumn crater
#

configuring a turret and running into an odd issue. The weapon doesn't appear to be loading and the the turret isn't able to turn at all, instead only the camera moves as if I was turning my head. It does load the proper destroyed model so I don't think this is an animation issue

#

I set up 3 other turrets just before this one and all 3 of those are working fine.

#

please tag me if you respond

strange egret
#

is it possible to move the position of the weapon fire light flash to the position of the muzzle (instead of the chamber)? https://abload.de/img/flashpospfc2r.jpg - for a long weapon like this it's really obvious that the light is at the wrong spot, especially when firing through an apperture in a pillbox or a window

wintry jetty
#

@autumn crater do you have an error message pop up stating something to the effect of a missing property like No Entry bin\config.bin/CfgVehicles/Your_Class_Name/Turrets/.....?

I had a similar issue while making a custom faction that used the vanilla blackfish gunship. It turned out I didn't have the inheritance set up properly so it declared a class Turrets without all the properties it needed rather than picking them up from the base class. I've had the model not show even when it reported it was missing the maxHorizontalRotSpeed property, so I'd say it's still worth double checking everything. Although my issue was a little different essentially the same thing happened to me I had several other turrets configured properly before and just a few were messed up.

In your particular case it sounds like you may even be missing another sub-class that belongs in the particular class for your turret. If you want help I could probably help figure this out if you wanted to share it in a DM.

Otherwise if you don't want others to see it for whatever reason my suggestion would be drop the closest thing you can find to it in the editor, ideally something with the exact same turret class if you can find something with it right click and bring it up in the config viewer and view that class comparing it to yours to see if you're missing a property. Off the top of my head it does sound like you could be missing the aforementioned property with horizontal rotation and possibly one of the other arrays that defines what classes from CfgMagazines can be used as munition.

autumn crater
#

@wintry jetty Iโ€™ll check that and come back thank you

wintry jetty
#

All right let me know if that helped otherwise I could do some more digging too.

faint echo
#

Hi, I have a question, how can I change car light color cause I found this line "color[] = {100, 160, 600};" but i don't know where can I found color code cause it's not the same as RGB if anyone can help me, thanks

nimble sequoia
#

Car headlights? @faint echo

faint echo
#

@nimble sequoia Yep

nimble sequoia
#

In config.cpp, class Reflectors

faint echo
#

Yep, I see that but I don't know where I can find some color codes

nimble sequoia
#

color[] is RGB...

#

but the numbers can go higher than 1 or 255

#

to change intensity, coupled with intensity =

#

So if you want Red, color[] = (1, 0, 0) or color[] = (1000, 0, 0)

faint echo
#

My intensity is 1

nimble sequoia
#

I use this for headlights:
color[] = {1900, 1800, 1700};
intensity = 1;

faint echo
#

Alright so if I want red light I need to use this one color[] = (1000, 0, 0)

#

Thanks @nimble sequoia !

nimble sequoia
#

Yes

#

How do you hide a vehicle turret gunner's rifle when turned-in? (turned-in=cargo pose, turned-out through hatch = ffv)
I already have inGunnerMayFire = 0; and hideWeaponsGunner = 1; but his rifle still appears. Custom turned-in rtm.

hot pine
#

You can't

nimble sequoia
#

@hot pine, Thanks. Is that because of the ffv when turned-out?

hot pine
#

Yes

inner pine
#

Hello, I've made an error somewhere in my config.cpp and I'm not sure where it is. Can I get someone to check over it and see what's up please?

#

^^
That's the config

sullen fulcrum
#

UnifromSlotInfo?

inner pine
#

Yes, I am blind

#

That didn't appear to have fixed it though

sullen fulcrum
#

You never said what was the problem

stoic lily
#

@sullen fulcrum use eliteness with lint check to find errors (or rapify/makepbo/pboproject with error checking active)

sullen fulcrum
#

Thanks @stoic lily but I am pretty sure @inner pine can do it themselves

inner pine
#

^^
What he said

inner pine
#

Ah, I needed this

#

Thanks guys

autumn crater
#

@wintry jetty it was an embarrassingly simple fix that I think I looked over after about 15 straight hours of modding. Thank you for the help.

#

Does anyone know if itโ€™s possible to use the pylon system from the aircraft to swap weaponry on a tank or similar vehicle?

inner pine
#

EOF encountered

#

In config. Not sure what's causing it

stoic lily
#

use eliteness with lint check to find errors (or rapify/makepbo/pboproject with error checking active)

inner pine
#

Lint check is picking it up, I'm not certain how to correct it

stoic lily
#

it should tell you a line where it suspects it

#

in addition use a proper text editor who can do bracket folding

#

so you can see if the issue is coming from this

silver aurora
#

line 140: class Vest_Camo_Base; <- a wild semicolon appeared!?

hot pine
#

I would rather say curly bracket below is the issue

wise tusk
#

So LaunchBarMemoryPoint = "pos_launchbar"; isnt used, correct?

wintry jetty
#

@autumn crater Glad to hear that worked and was easy mine was very tricky.

undone quiver
#

So I understand child<-Parent class set up for configs

#

but how are configs getting away with stuff like this in their child classes?

            initAngleX = 9;
        };```
#

Or better yet class Turrets : Turrets {

#

Like wouldn't that override all "turrets"?

#

Or is it just overriding the turrents within the parent class?

sullen fulcrum
#

This means your Turrets class is inheriting from parent Turrets class

undone quiver
#

So as long as it's within a main class it should be fine?

nimble sequoia
#

@undone quiver When you see it as a stand alone line it does look odd.

class VanillaVehicle : VanillaVehicleBase {
       class Turrets;
}:
class SabresVehicle : VanillaVehicle {
      class Turrets : Turrets {...};    // first Turrets belongs to SabresVehicle only, and inherits from Turrets in VanillaVehicle
};```
So anything you change in the class Turrets of SabresVehicle is local to that vehicle only, unless you specifically create another vehicle that inherits from SabresVehicle.
tiny sky
#

So I'm still having trouble with remote turret MFDs in the config. I have the memory points set up around the display, and the MFD class in the turret config... I can post up the config later but nothing's showing up. Am I missing anything?

undone quiver
#

Ah, that makes it so much better to understand.

hazy monolith
#

I might have asked this one before, but is there a user-friendly configs browser, online/offline? For allinone config export.

opal crater
#

There was another one. @grand zinc might have an URL.

grand zinc
#

I can't really get a good like.. Thingy I can remember for that though.
For the old one I just entered "arma config ru" in firefox and it recommended the correct website. But this thing...
I added it as favourite as "Arma config" now so that I can still find it

iron belfry
#

I set out to create a light source with the effect of smooth blinking, but I can not find the information of this parameter, do you know that? I would like to create this config model

nimble sequoia
#

@iron belfry Try class MarkerLights {} - these are used for navigation / anti-collision on vehicles.

iron belfry
#

@nimble sequoia the question is to create (attention!) smooth blinking, but not how to create a simple blinking

stoic lily
brazen ferry
#

Okay thanks @kju ill repost therr

nimble sequoia
#

@iron belfry You will need to explain what you mean by "smooth blinking" and how that is different from "simple blinking"?

grand zinc
#

sinewave. Instead of squarewave

lofty zealot
#

There is theoretically sqf-vm
But would not call that User friendly ๐Ÿค”๐Ÿค”

buoyant mason
#

There is a way to delete inventory action on vehicle ?

grand zinc
#

Yes. There's a config entry to disable inventory

buoyant mason
#

Ok I need to search it, tried to find it in cfgVehicles reference but found nothing

grand zinc
#

Didn't I just send a link?

#

wtf happened to that

buoyant mason
#

Thanks @grand zinc

autumn crater
#

any idea why PboProject would get stuck at:

<Bis Binarize>```
stoic lily
#

due to binarize

#

did you check its logs yet?

north sluice
#

so im running my Arma3P.cmd file and its saying mikeros tools not set in registry. I have them installed in my C:\Program files (86x)\mikeros so im a bit confused as toi why they cant be found

hearty sandal
#

you may need to install them again

#

sometimes they dont register on the first run

north sluice
#

tried that already and still getting the same error message

undone quiver
#

Question, can a vehicle have a separate sensor package for each position?

untold temple
#

Don't think so. But you can try filtering things with showTargetTypes in the info panel

dry carbon
#

Yay! I'm free to text now! Hi guys

#

ScotG in BIS forums, here

sudden garnet
#

๐Ÿ‘‹

dry carbon
#

I'm really stoked about the new syntax for hasDriver parameter: -1. Doing this in certain vehicles, like a tank, allows the commander to driver the vehicle. In a 1-man tank, which I have one I've made and couple others planned, it means you have control of the turret AND the chassis. Now this is kind of a silly thing for most tanks, but as a creator it eliminates some unnecessary prohibitions. My responsibility is to not create things that are too OP/uber. It works perfectly for non-AI, and frankly I'm not concerned if AI can or cannot use my tanks - for the moment. What I'm more concerned with is how to get a similar capability for 1-man heli and plane pilots.

dry carbon
#

Different question, still related to helicopters... Is there a way to alter or disable the pitch forward of a helicopter on my gamepad right analog trigger?

dry carbon
#

I have this function set to the right thumbstick forward position. I have the right trigger set to move forward for vehicles. Unbinding it from move forward does not remove it from pitch forward.

#

So I'm here wondering if there is something else that can be done about it, in configs

dry carbon
#

What would be really good is if I could designate a button to channel lift from the main rotor to forward thrust, without tilting the aircraft. A thrust coefficient could influence how much thrust "steals" from lift, if any. Animations could also be associated on the use of the thrust (source = heliThrust or somesuch) to give the appearance that an engine tilts according to amount of thrust applied - like a gas pedal or odometer.

#

This would make platforms like the Eurocopter X3 https://upload.wikimedia.org/wikipedia/commons/thumb/a/aa/Ila12_X3_0600_b1.jpg/1200px-Ila12_X3_0600_b1.jpg and the Sikorsky S-97 Raider https://www.armytimes.com/resizer/-8Kkk3Y69X_NBkEIBhm7VoZ5Vbc=/1200x0/filters:quality(100)/arc-anglerfish-arc2-prod-mco.s3.amazonaws.com/public/YHNCTLHICNFRHIYO2YGR4IS57E.jpg perform better in-game. Also, dedicated VTOLs (strictly vertical takeoff and landing and a smidge of heli-style low speed maneuvers, but capable of plane-style flight with momentum) could finally get better representation. Such vessels might have landing skids rather than wheels, like popular science fantasy starfighters.

zinc ether
#

@dry carbon Can you help me out with an error?

dry carbon
#

Already on it. check the other subchannel

hot pine
#

@dry carbon have you tried pilot camera yet?

dry carbon
#

I have not... sounds interesting. do tell

dry carbon
#

@hot pine ok so trying to wrap my head around this... please bear with me. Does this mean I need to use the class pilotCamera as a surrogate turret, and child an otherwise static pilot weapon to this camera?

#

re: the pitch forward of helicopters: this is caused by the plane fast forward setting in controls. Whatever makes a plane go fast also makes a heli nose-down. Should I make a feedback report, or is this known?

hot pine
#

Yes

#

Although you would most likely need to use bone for weapon direction

#

Blackish turrets are using it - not at pc atm so I'm not sure what was exact name of it

dry carbon
#

ok. I'll look at that plane. I didn't remember it from last I looked - about two years ago

#

I'm a little concerned that "use bone for weapon direction" would leave me back at square one ... maybe?

strange egret
#

there is no forward thrust for helicopter flight model. Simple as that. You can only fake it by applying force via script

dry carbon
#

bummer

#

@strange egret Problem with going the VTOL route is that they tend to fall out of the sky... but I can kind of work with it. Helicopters are just better at hovering in this game, so this plane might have been better off using heli configs if they weren't limited as you've noted: https://youtu.be/EkvQ8YYRAPU?t=5491

#

@strange egret Better yet, perhaps my idea for helicopter forward thrust can go in the Arma 4 wishlist pile - a huge pile.

strange egret
#

yes we can dream, but dont tag me with pipedreams please.

dry carbon
#

Dually noted

pallid snow
#

With modules and zeus, is there an entry, like with is3DEN, that I need to define to make it show up in zeus?

sullen fulcrum
#

You donโ€™t define is3DEN it is a getter, so your question is unclear

pallid snow
#

sorry my mistake, basically, the modules are showing in the editor fine, but nothing in zeus, tried adding the addon through manage addons but still nothing

#

nvm found my issue, missed scopeCurator

pallid snow
#

ok I lied

#

it still isn't working

#

I need the modules to show in Zeus:
my cfgFactionClasses is:

class CfgFactionClasses
{
    class NO_CATEGORY;
    class CURF_Base: NO_CATEGORY
    {
        displayName = "Curious's Framework";
    };
};

my CFGVehicles is:

class CfgVehicles
{
    class Logic;
    class Module_F: Logic
    {
        class ModuleDescription
        {
            class AnyPlayer;
            class AnyBrain;
            class EmptyDetector;
        };
    };
    class CURF_Modules_Base: Module_F
    {
        mapSize=1;
        author="Curious";
        vehicleClass="Modules";
        category="CURF_Base";
        side=7;
        scope=1;
        scopeCurator=1;
        displayName="CURF Module Base";
        icon="";
        picture="";
        portrait="";
        function="";
        functionPriority=1;
        isGlobal=2;
        isTriggerActivated=0;
        isDisposable=0;
        dlc="CURF_ENVISION";
        class Arguments
        {
        };
        class ModuleDescription: ModuleDescription
        {
            description="CURF Module Base";
        };
    };

    class CURF_Apply_Textures: CURF_Modules_Base
    {
        displayName = "Apply Texture";
        curatorCanAttach=1;
        function = "CURF_fn_applyTexture";
    };
    class CURF_Spawn_Jukebox: CURF_Modules_Base
    {
        displayName ="Spawn Jukebox"
        function = "CURF_fn_spawnJukebox";
    };
    class CURF_Spawn_AI: CURF_Modules_Base
    {
        displayName = "Spawn AI";
        function = "CURF_fn_spawnAI";
    };
};

In Eden, they show up perfectly fine, but I don't want them to show in eden, I want them to show in zeus, I have reset my scope values to disable eden as well.

grand zinc
#

your scopeCurator is 1. Hidden.

pallid snow
#

omg

#

I thought

#

๐Ÿ˜ก

#

0 off, 1 on

#

so is it 2?

grand zinc
#

0 is private
1 is protected
2 is public

pallid snow
#

ok

sullen fulcrum
#

scope = 2; // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only). scopeCurator = 2; // 2 = class is available in Zeus; 0 = class is unavailable in Zeus. scopeArsenal = 2; // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal.

pallid snow
#

Cheers :3

hard chasm
#

scope=protected is no longer used and han't been since ofp. the reference to a macro is nonsense. It's original meaning was that only 'vehicles' which were public or protected could be camCreate'd. Go figure the logic of that if you can.

#

class NO_CATEGORY

is an accident waiting to happen, but some folks never learn. Full upper case is the preserve of #defines. Not even micro$oft break that rule because, undoubtedly, they know the conseqeunces.

fiery vault
#

how does the game determine what type a target is when using the aiAmmoUsageFlags tag (found in CfgAmmo classes)?

strange egret
#

good question. Could be bound by simulation class (tankX = armored, carX= normal vehicle)

fiery vault
#

that's what I thought initially, but the Rhino MGS wouldn't fit that criteria

strange egret
#

it wouldnt be the first time something doesnt fit optimally

fiery vault
#

there's more than one exception to the rule (basically all wheeled APCs), so I can't rely on this criteria alone

strange egret
#

as i said. We can argue about what ought to be used to distinguish armored from normal. And then there is the actual ingame implementation - which (as i already said) might just have taken shortcuts and simplification.

#

idk the answer - via empirical testing you should be able to find out what the "is" state is.

#

there could also be a hardcoded link to classes in CfgVehicleclasses but i doubt that

#

@bold tapir might know, at least he published the AI branch update changes from the to the new aiAmmoUsageFlags in June 2015

grand zinc
#

What is the best way to mark a 3DEN attribute as "not set" ?
I have a number input box where everything from -1 till infinite is a valid value. When I try to use "nil" as default value, 3DEN automatically inserts a 0.
Do I really have to just use -2 as default value?

restive veldt
#

is it possible to create custom ranks inside of CfgRanks and actually be able to set them with either setrank or setunitrank?

dry carbon
#

Hi all! I had a look at some aircraft, at reyhard's suggestion, to observe the pilot cam in action as a potential surrogate turret. He mentioned "Blackish," which I assumed was Blackfish, but I couldn't get any pilot camera interaction there. He said he couldn't remember exact names, so maybe he meant Blackfoot. Still no pilot cam. I thought for a second he meant it was black-ish, like in appearance, so I considered the Orca and the M900s. Still, I can't find an aircraft that uses pilot cam. Anyone know which aircraft he might be thinking of?

strange egret
#

pilot cam - also known as targeting pod ...CAS planes have it most definitely.

hot pine
#

Blackfish has bone control param

#

As X3KJ mentioned, pilot camera is available for ฤas planes

dry carbon
#

sweet. thanks guys!

#

Err... it just occurred to me. What's bone control?

#

I'm guessing it's different from user defined animations, like something specific?

dry carbon
#

Hmmm. I see the pilot cameras on the CAS planes, but there seems to be no way to control viewing angle. There must be some step I'm missing. Otherwise, I can achieve a basic fixed video feed with PIPs.

hard chasm
#

What is the best way to mark a 3DEN attribute as "not set" ?

delete attribute;

#

it will no longer be visible/ available to that class or any subsequent inheritence (but remains valid if defined in a class beneath this one (and that class is inherited by others).

iron belfry
hot pine
#

@dry carbon check blackfish turret config

grand zinc
#

@hard chasm I meant "not set" as in "the user didn't set a value". I don't want to remove the attribute that I just created
For now I went with -2 as default value and added special code to handle that as not-set. Which is kinda crappy but oh well

hot pine
#

As for viewing angle - what do you mean?

hard chasm
#

@grand zinc -1 is traditionally seen as meaning 'default' (if there is indeed a 'default' value implemented in code for that attrubute), and there's nothing wrong with extending that idea with other meanings for -2, -3, -4 etc

traditionally, btw in the bis world 'integers' are always positive values. (they use floats to represent negative values). so, in theory any genuinely negative 'integer' can have a special meaning.

#

This 'special meaning' is quite noticable in paa files where negativity means lzo compression

#

wrps also use this technique to indicate ch+ (dayz SA chernarus) road networks

nimble sequoia
#

@iron belfry I think class MarkerLights{} are either on or off, with no way to control their intensity during the blink phase.
It may be possible to use an animated class Reflectors{} light source to achieve a similar outcome

  • make a hollow sphere with a window in it
  • place the light source ('position' memory point) at the centre of the sphere
  • restrict the light source emission distance to be less than the sphere confines so it doesn't shine through the walls ('class Attenuation')
  • give the light source a narrow inner cone but with a wide outer cone ('innerAngle', 'outerAngle')
  • animate the light source direction ('direction' memory point) to rotate about it's centre
    As the reflector light sweeps across the aperture it might give the appearance of an intensity change?
dry carbon
#

@hot pine what if I were to create a user animation as a surrogate turret? I could specify its controls to use the freelook/headtrack settings. The only thing is I don't know if it would be a continuous input, or if it would just complete the animation each time I move my head... I'm not sure that's clear...

hot pine
#

you could do same thing with pilotCamera then

#

it's much easier to lock pilot camera to some target than calculating angles by yourself

dry carbon
#

oh I see...

#

I'm not trying to lock onto targets

hot pine
dry carbon
#

This is a small, low-tech helicopter

dry carbon
#

With some slightly hight-tech additions

#

Most of its "targets" would be soldiers and small vehicles

dry carbon
#

Is there a config to reduce the lean of a helicopter without sacrificing movement from cyclic input?

narrow swallow
#

"reduce the lean" what does that mean?

#

Make it less agile in the roll axis?

dry carbon
#

no, I want it to maintain its agility, but reduce the change of orientation of the aircraft. Different heli than the one I linked to above, btw.

dry carbon
#

@hot pine I'm going to have to try it and test it on my vehicle. I can't seem to get the application to work on the A3 CAS planes, or any other planes with pilotCam. Incidentally, the first time I activated the pilot camera the little display was black, then it did a CTD - and this was all vanilla!

#

After a restart, the CAS camera was showing video feed (I could see the front gear animating), but still no control over its movement. Do I need to set up keybinds specifically for the pilot cams?

#

I have Apex, but not Jets DLC, if that may be the issue...

hot pine
#

@dry carbon it's ctrl + rmb

#

The thing you are describing is picture in picture small video feed

#

And it's working only with pip enabled

dry carbon
#

I didn't realize there was a master switch for PIP enabling, but at any rate all my other PIPs work, vanilla or custom....

#

It was the Wipeout's pilot cam that went black, then CTD

#

Fluke, probably

#

I'm about to go into game to test a small tank speed. I'll try out the Wipeout or Gryphon pilot cam with ctrl+RMB while I'm there

hot pine
dry carbon
#

That will come in handy on my Diamondback jet... but I really need something like a simplified version of the pilot gun slave system that attack helicopters have.

#

Granted, eventually I want it to only work when wearing the proper headgear, but for now I want it simple for proof of concept. I don't see this sophisticated targeting system being useful on my little whirlybird.

#

I supplied a link to help give a visual of the type of aircraft I'll be implementing this (whatever "this" turns out to be) on. Now... if that camera can move actual turret geometry and gun memory points around, then it's worth looking at.

untold temple
#

The point he's been trying to make is that pilotcamera can act as a pilot-operated turret

dry carbon
#

ok

untold temple
#

you can get it to animate a bone on the model, such as the gun and memory points

dry carbon
#

so it can move more than just the video

#

ok ok NOW it's sinking in

#

my thick skull

#

There is hope, yet!

sage rivet
#

anyone has a config sample for an prop item?

#

we're working on an object and have the model and texture but we just don't know how to get it in game lol

#

we don't know the config

iron belfry
#

@nimble sequoia I will try. I will write the result. thank

narrow swallow
#

@sage rivet look at the config for an object that is similar to what you want.

simple trout
#

What's the effect of having a projectile pass through hit point spheres but not impact the fire geometry?

nimble sequoia
obtuse anchor
#

Got a bit of down time and thought I might fiddle with some mods I haven't touched for a year. Back then I'm sure this used to work for all units;

class All {
class EventHandlers;
};

class AllVehicles : All {
class EventHandlers : EventHandlers {
class FUNK {
Fired = "_this Call FUNK_Fnc_Fired;";
};
};
};

But now it only seems to work for vanilla and about a 1/3 of RHS units (works for 'rhsgref_ins_rifleman' but not 'rhs_msv_emr_rifleman'). As far as I can see the only EH definition in rhs_msv_emr_rifleman's ancestry is rhs_infantry_msv_base and this appears to acknowledge inheritence of EHs from SoldierGB;

class EventHandlers: EventHandlers {
class RHS_NVG_Check {
init = "_this call rhs_fnc_nvgHandler";
};
};

Anyone have any idea what I'm not understanding here?

simple trout
#

@nimble sequoia Thanks!

vast parcel
vast parcel
#

Anyone? ๐Ÿ˜ฆ

grand zinc
#

@gaunt dirge you might wanna take a look at #rules again. Especially number 9.
This channel is about a different kind of configs

gaunt dirge
#

ok deleted

#

by he way do you have any idea?

sullen fulcrum
#

Hey guys, what prefix should I use for my custom markers so they appear at the end of the list? I used z., but they're still showing first on the list

#

Or just after vanilla markers at least

oak hound
#

Hello , Do you know how to reduce the range of a weapon ?

sullen fulcrum
#

Hello everybody. Does anyone could help me understanding the purpose of setting addonRootClass = "MyAddon";? Many thanks, Frank

ashen nest
#

afaik it's a way of combining multiple addons into one pbo instead of each addon being a separate pbo within the main folder - but don't quote me on that

glossy flax
#

Hello, I have a small problem:
In a mod I make I have a unit randomization script. The unit has an Init Evenhandler and when spawned will run a function. This funktion first removes everything from the unit. Then the random gear is selected and later applied.
Everything works fine, now I have a very slight problem: When the unit is placed in the eden editor it has its weapon on the back. That in general is no issue but now I want to create eden preview pictures with BIS_fnc_exportEditorPreviews and the unit still has its weapon on the back.
Does anyone know what I could add to my function so the unit actually has his weapon selected when placed in eden? (selectweapon doesn't seem to do it here)

dry carbon
#

It's mostly about the commander position in the turret - there are a few wonky issues centered on that crew position.

sullen fulcrum
#

Maybe you need to switchMove to weapon holding animation? @glossy flax

glossy flax
#

@sullen fulcrum I have no idea why I did have this idea myself before. Thank you, seems to work :3

wintry jetty
#

I made a post a while back about infantry loadouts from config for a mod. I was hoping someone will see this that knows how to explicitly state which items can go into Uniform, Vest, and Backpack currently the items[], magazines[], etc. seem to just fill items in order first it'll fill up the uniform then vest then backpack. This is something you are able to do from script, Arsenal, and everywhere but from config. I was hoping I was just overlooking something and they didn't set up CfgVehicles so foolishly. This prevents my modded classes for all infantry roles from having organized default loadouts you're able to drag/drop right into a scenario as the scenario editor.

It may seem like something minor, but it's actually a bigger deal than it looks. Anyone who was actually an infantryman would immediately recognize the importance of this. You keep the most important items for assault on your uniform and vest and non-essential items in your ruck allowing you to drop your ruck upon taking contact giving you the ability to maneuver better consuming less stamina. The functionality described there is also something I planned on adding to my Armed Forces Pack mods directly. I'd like to add rucksacks that also contain assault packs attached to them allowing you to drop your ruck while keeping you assault pack on you.

Again I could add that now however I'd like to wait until the property is a part of the container (i.e. your backpack has an items[] property instead of the Infantryman's class itself). I could do a workaround for this myself, I suppose, but I'm certainly willing to hear suggestions before I do it. What I really like to hear is that I overlooked something and a way to accomplish this already exists.

stoic lily
#

no can do (AFAIK)

#

you can make a scripted system to remove and readd ofc

wintry jetty
#

I know about how to do it from script and I could do that myself every time I make a scenario sure but that's a huge pain when you see the scale I'm working with here for my unit. Also others using my pack aren't going to want to do that either. Especially since memory is being allocated for that already I'd rather not allocate more by using a script to accomplish the same thing. The scale of the operations I do are large enough to where you really have to squeeze out performance wherever you can.

Yes I agree it wouldn't be an issue for doing squad level operations only as you see in vanilla but company level and bigger would mean manually loading the same loadouts every time on 100's of characters is not being time effective at all either. Even though it's simply loading presets from the ACE Arsenal doing it for entire companies every time is not being efficient at all. Doing it the first time just to get them all saved took over a week for over 50 roles.

After having the individualized roles configured properly I wanted to then configure groups to include companies, platoons, etc. that are fully ready to go which brings me to the next reason for needing to do it from config: Groups.

#

I could literally go on and on for the reasons why in my specific scenario here I need to do this from config I could type a whole novel on that topic I assure you. I'm already aware of how to do it from script and just about everywhere but from config and I really wish it'd work effectively for us to do it from script but it's still does not do a satisfactory job.

I do believe the problem here is Bohemia originally made the CfgVehicles class have the items[], magazines[], and all those relevant properties that come into play here as a member of the CfgVehicles class rather than the class for the uniforms, vests, and backpacks.

My first though would be overriding the base classes functionality for uniforms, vests, and backpacks to include a similar property. That'd be a fair amount of work to do without being sure though. Does that sound like a good approach? (Best I can come up with at least).

wintry jetty
#

I think it would probably be more effective if I screen shared this and my notepad++ window with you sometime, I think that'd be an easier way to show you what I mean.

hearty sandal
#

I dont think you can overwrite how the inventory works

#

unless you create an init evenhandler that does your magic when the unit is created

#

and it would not make sense to have contents of an clothing/gear item inside it

#

in config that is

stoic lily
#

the scripted system has no performance relevance

#

you can also make it part of the mod itself

#

its a hack for sure

#

yet should be doable in a simple and reliable way

vernal sequoia
#

Im having a lot of trouble with getting a billboard universal particle to spray out of the barrel of a flamethrower....is this not possible? I dont want to attach it to the projectile, want it to spray from the barrel like how the smoke effects work...

hearty sandal
#

dropping extra particles should be possible sure. would probably need to tie it to the fired eventhandler

#

but also dropping extra particles might cost you performance if you also got lots of projectiles flying

#

why would you not tie the effect on the fired particle though?

#

the effect can be quite well configured

vernal sequoia
#

cause flamethrowers dont shoot fireballs

#

its a common gaming trope and i hate it

#

was gonna have the projectiles be invisible and all the FX coming from the muzzle particles

#
    {
        interval = 0.06;
        circleRadius = 0;
        circleVelocity[] = {0,0,0};
        particleShape = "\A3\data_f\ParticleEffects\Universal\Universal";
        particleFSNtieth = 16;
        particleFSIndex = 2;
        particleFSFrameCount = 80;
        particleFSLoop = 0;
        angleVar = 0.5;
        animationName = "";
        particleType = "Billboard";
        timerPeriod = 1;
        lifeTime = 10;
        moveVelocity[] = {"-directionX/1","-directionY/1","-directionZ/1"};
        rotationVelocity = 1;
        weight = 6;
        volume = .05;
        rubbing = 0;
        size[] = {1.8};
        color[] = {{0.9,0.9,0.9,0.04},{0.9,0.9,0.9,0.018},{0.9,0.9,0.9,0.006},{0.9,0.9,0.9,0.001}};
        animationSpeed[] = {1000};
        randomDirectionPeriod = 0.1;
        randomDirectionIntensity = 0.05;
        onTimerScript = "";
        beforeDestroyScript = "";
        destroyOnWaterSurface = 1;
        bounceOnSurface = 0.1;
        bounceOnSurfaceVar = 0.12;
        blockAIVisibility = 0;
        sizeCoef = 1;
        colorCoef[] = {1,1,1,1};
        animationSpeedCoef = 1;
        position[] = {"positionX","positionY","positionZ"};
        lifeTimeVar = 0;
        positionVar[] = {0,0,0};
        MoveVelocityVar[] = {0.15,0.15,0.15};
        rotationVelocityVar = 1;
        sizeVar = 0;
        colorVar[] = {0,0,0,0};
        randomDirectionPeriodVar = 0;
        randomDirectionIntensityVar = 0;
    };```
#
{
    class Flamer_RifleSmokeTrail
    {
        simulation = "particles";
        type = "Flamer_RifleSmokeTrail";
        position[] = {0,0,0};
        intensity = 1;
        interval = 1;
        lifeTime = 0.05;
    };
        class Flamer_RifleFlameTrail
    {
        simulation = "particles";
        type = "Flamer_RifleFlameTrail";
        position[] = {0,0,0};
        intensity = 1;
        interval = 1;
        lifeTime = 1;
    };

};```
#
        {
            class RifleAmmoCloud
            {
                positionName = "Nabojnicestart";
                directionName = "Nabojniceend";
                effectName = "Flamer_RifleAmmoCloud";
            };
            class SmokeEffect
            {
                positionName = "usti hlavne";
                directionName = "usti hlavne";
                effectName = "Flamer_RifleSmokeTrail";
            };
            class BarrelRefract
            {
                positionName = "usti hlavne";
                directionName = "usti hlavne";
                effectName = "Flamer_BarrelRefract";
            };
        };```
#

@hearty sandal ok so i have all that....but no fireball billboard

#

smoke comes out fine though

hearty sandal
#

you got 2 class riflesmoketrails the same name

#

make them unique

flint light
#

Hey guys, i got a problem with my A3 Server. After a Day / night cicle the brightnes for all is to high. If someone reconnect to lobby and again into the game, his brightness is normal.
Does someone got the same PRoblems or knew the solution for this?

vernal sequoia
hearty sandal
#

they need velocity from somewhere. you need to adjust your effect class

vernal sequoia
#

circleVelocity[] = {0,0,0};

#

moveVelocity[] = {"-directionX","-directionY","-directionZ"};

#

im guessing its the circle velocity that needs something?

hearty sandal
#

does your gun shoot anything?

vernal sequoia
#

yeah it has a projectile

hearty sandal
#

does it fly?

#

because the effect might get its velocity from the projectile

vernal sequoia
#

but i want to not do that htis way

hearty sandal
#

I know

#

not why Im asking

vernal sequoia
#

well there is one and it goes

hearty sandal
#

compare your effect to the A3 effects

#

see whats different

#

mayeb your velocity paramters are wrong

vernal sequoia
#

frustrating cause the smoke does exactly what i want and it has same parameters

hearty sandal
#

something must be different

vernal sequoia
#

oooo didnt consider this.....can a billboard only travel as far as the memory vertices its attached too?

#

and a spaceobject can exceed it?

hearty sandal
#

dont know. is your smoke spaceobject?

#

what is different between your smoke and your fire

#

start there

vernal sequoia
#

yeh, everytime i tried to spaceobject the flame it dumps out the entire .paa for universal

hearty sandal
#

so your smoke is not a billlboard object?

vernal sequoia
#

nope its a space object

hearty sandal
#

what object are you using for it

vernal sequoia
#
    {
        interval = 0.06;
        circleRadius = 0;
        circleVelocity[] = {0,0,0};
        particleShape = "\A3\data_f\ParticleEffects\Universal\Refract";
        particleFSNtieth = 1;
        particleFSIndex = 0;
        particleFSFrameCount = 1;
        particleFSLoop = 0;
        angleVar = 0.5;
        animationName = "";
        particleType = "SpaceObject";
        timerPeriod = 1;
        lifeTime = 10;
        moveVelocity[] = {"-directionX/1","-directionY/1","-directionZ/1"};
        rotationVelocity = 1;
        weight = 6;
        volume = 1;
        rubbing = 0;
        size[] = {1.8};
        color[] = {{0.9,0.9,0.9,0.04},{0.9,0.9,0.9,0.018},{0.9,0.9,0.9,0.006},{0.9,0.9,0.9,0.001}};
        animationSpeed[] = {1000};
        randomDirectionPeriod = 0.1;
        randomDirectionIntensity = 0.05;
        onTimerScript = "";
        beforeDestroyScript = "";
        destroyOnWaterSurface = 1;
        bounceOnSurface = 0.1;
        bounceOnSurfaceVar = 0.12;
        blockAIVisibility = 0;
        sizeCoef = 1;
        colorCoef[] = {1,1,1,1};
        animationSpeedCoef = 1;
        position[] = {"positionX","positionY","positionZ"};
        lifeTimeVar = 0;
        positionVar[] = {0,0,0};
        MoveVelocityVar[] = {0.15,0.15,0.15};
        rotationVelocityVar = 1;
        sizeVar = 0;
        colorVar[] = {0,0,0,0};
        randomDirectionPeriodVar = 0;
        randomDirectionIntensityVar = 0;
    };```
hearty sandal
#

ok so see they are not the same

#

copy the smoke over the fire and start over

#

see where it starts to break

vernal sequoia
#

well i noticed the smoke is a single image

#

probably where it starts the problem is spaceobject must be a single image

hearty sandal
#

I think usually smoke effect uses bilboard btw

#

spaceobject is for stuff like rocks and stuff

vernal sequoia
#

yeh ive seen smokes as billboards as well, hve one for the cartridge eject

hearty sandal
#

like if the particles were actual objects

#

where did you pick this config from?

vernal sequoia
#

someone else tossed it at me, ive no clue

hearty sandal
#

๐Ÿ™ˆ

vernal sequoia
#

it all works, its just i dont like it

#

so reworking it

hearty sandal
#

look up arma effects and see whats different there

vernal sequoia
#

like the current version looks like a flare gun

#

not a flamethrower

#

@hearty sandal HAHAAAA i think im right about the memory point vertices

#

havnt tested it yet

vernal sequoia
#
                directionName = "Usti hlavne";
                effectName = "Flamer_RifleFlameTrails";```
#

k so i fixed this part and that allowed it to launch

#

but now when i try to get it to go in the direction......it just defaults to world coords and not relative

hearty sandal
#

Did you compare to the default effects?

vernal sequoia
#

not that section of it

#

but all of the defulat effects i looked through didnt specify with the directionX....its just had a number

hearty sandal
#

find an effect that works in similar way and see how it works

vernal sequoia
#

ok i dont understand how or why this made the difference, but it fixed it

#
            {
                positionName = "usti hlavne";
                directionName = "konec hlavne";
                effectName = "Flamer_RifleFlameTrails";
            };```
#

moveVelocity[] = {"3directionX","3directionY","3*directionZ"};

#

and then using the same number but positive values

vernal sequoia
#

not quite what am going for, but its nice to see something working

hearty sandal
#

going in the right direction then

vernal sequoia
#

yah, i dont quite understand what rubbing is

hearty sandal
#

it means something like how much the environment slows down the particle

#

the particle parameter explanation is somewhere in the webs I recall

vernal sequoia
#

ah, wiki was fairly limited on description

#

ah, think its how air effects the particle

#

so low weight high rubbing, particles flies

#

wait nvm, just low weight makes something fly

knotty venture
#

Where can I find the stringtable.xml for UI menus?

grand zinc
#

dta\languagecore

#

stringtable for everything

knotty venture
#

Perfect, thank you

wicked delta
#

Does anyone know how to hide the scrollbars on RscListNBox? I tried setting the colors to fully transparent but that wasn't working out for me.

vernal sequoia
#

What is "OA only" mean?Changing "shotBullet" to "shotSpread" (OA only) causes the changed ammo to behave like it is buckshot (again, OA only).

wicked delta
#

Operation Arrowhead?

dry carbon
#

I've got a pilot camera working, sort of, but I'm experiencing some technical complications getting it right.

sullen fulcrum
#

Hi guys, I 've a big problem. At least big form me. I modified textures of an house and moved a3 house with mikero tool in a new directory. Then I created classes to get new veihicle classes and units to put object in Terrain builder and missions. The point is that house I put in TB are not animated (doors dont open and windows dont crash). On the contrary when I use those objects in a mission everything goes well. Can anydoby tell me why and I could work around it? Thanks

dry carbon
#

Input moves the camera turret along certain axes, and the camfeed mem point is also part of the camera pitch selection by name. However, the optics mode seems to be pivoting at the camfeed mem point, which causes part of the camera turret geometry to pass in front of the optics view. Can I offset the feed location from its pivot point somehow?

#

Anybody know why I am getting a message from botClyde whenever I try to paste in my code?

minor bay
#

I have a bunch of vests I need to override since their values are imbalanced compared to the rest of our modpack. I want to make a single base class which I can use to override a bunch of different vests (the only differences between a bunch of these vests is textures/models. I have an initial version that functions, but I want to use class inheritance to reduce the amount of code that I have.

#

How would I go about doing this? (I will provide a sample shortly.)

#
class CfgWeapons 
{
    class ItemCore;
    class VestItem;
//MILGEAR PACK OVERRIDES
    class milgp_v_battle_belt_assaulter_MC: ItemCore
    {
        allowedSlots[] = {701};
        class ItemInfo: VestItem
        {
            containerClass = "Supply40";
            mass = 40;
        };
    };

    class milgp_v_battle_belt_assaulter_RGR {
        //SAME CODE AS THE MULTICAM VARIANT
    };
    class milgp_v_battle_belt_assaulter_CB {
       //SAME CODE AS THE MULTICAM VARIANT
    };
    class milgp_v_battle_belt_assaulter_KHK {
       //SAME CODE AS THE MULTICAM VARIANT
    };
};
hearty sandal
#

@sullen fulcrum are you talking about vanilla A3 houses? as those are big nono to touch

vernal sequoia
#

do tracers continue if they have a longer tracerEndTime then the projectiles timetolive?

hearty sandal
#

dont think so

#

tracer is the projectile

vernal sequoia
#

been using maxSpeed, but the projectile doesnt seem to be slowing down

#

didnt find anything else on arma wiki on how to control projectile speed, this project has no friction or gravity on it

hearty sandal
#

friction and gravity are what slow it down ๐Ÿ˜„

dry carbon
#

Am I being blocked? If so, why?

#

Your message could not be delivered because you don't share a server with the recipient or you disabled direct messages on your shared server, recipient is only accepting direct messages from friends, or you were blocked by the recipient.

#

Ok. I copy/pasted that but it didn't return the actual message by botClyde

#

Maybe there's a line limit to what I can paste here?

#
memoryPointDriverOptics = "pilotCam_pos";
        class PilotCamera
        {
            class OpticsIn
            {
                class Wide
                {
                    opticsDisplayName = "WFOV";
                    initAngleX = 0;
                    minAngleX = 0;
                    maxAngleX = 0;
                    initAngleY = 0;
                    minAngleY = 0;
                    maxAngleY = 0;
                    initFov = "(60 / 120)";
                    minFov = "(60 / 120)";
                    maxFov = "(60 / 120)";
                    directionStabilized = 1;
                    visionMode[] = {"Normal","NVG","Ti"};
                    thermalMode[] = {0,1};
                    gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d";
                    opticsPPEffects[] = {"OpticsCHAbera2","OpticsBlur2"};
                };
                class Medium: Wide
                {
                    opticsDisplayName = "MFOV";
                    initFov = "(12 / 120)";
                    minFov = "(12 / 120)";
                    maxFov = "(12 / 120)";
                    gunnerOpticsModel = "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_medium_F.p3d";
                };
            };
            minTurn = -75;
            maxTurn = 75;
            initTurn = 0;
            minElev = -60;
            maxElev = 40;
            initElev = 10;
            maxXRotSpeed = 1.3;
            maxYRotSpeed = 1.3;
            maxMouseXRotSpeed = 0.5;
            maxMouseYRotSpeed = 0.5;
            pilotOpticsShowCursor = 1;
            controllable = 1;
        };```
#

Seems like it was a line limit. I removed two FOV classes inherited from Wide to slim it down.

vernal sequoia
#

@hearty sandal ah found the issue, theres an initialspeed callout in the magazine file....apparently that was controlling the value.

hearty sandal
#

๐Ÿ‘

#

@dry carbon big configs are best dropped in pastebin

dry carbon
#

Well, now that I solved my paste problem...

hearty sandal
#

indeed what was the issue?

dry carbon
#

getting back to the original problem, I was wondering how to offset the memory point for
memoryPointDriverOptics = "pilotCam_pos";
so that it's aligned with the vis camera lens

#

I didn't get an error for my last code paste attempt, so I'm hopig you can see it above

#

above above, even

dry carbon
#

Going on reyhard's advice, I tried using pilotCamera to make a surrogate pilot turret. It has a 20mm gun, a headlight, and a camera. When looking through its optics mode, the rotation is in the wrong place. I have pilotCam_pos also part of named selection maingun, which is animated via pilotcameraroty and childed to mainturret. Without full understanding, I'm expecting it to pivot on the axes mainturret_axis and maingun_axis, but it's rotating in place instead.

#

The result is that while both the turret parts and the camera feed are rotating, I see the extended parts of the turret pass across the screen out of alignment. It doesn't seem to be affecting the PIP the same way - just the optics movement.

#

So... I was wondering if I can set the memory point to the point in space where the mainturret and maingun axes would converge, and then just offset the camera feed somehow.

#

I feel like I've lost you.

hearty sandal
#

yes

#

you have lost me

#

you have a turret

#

and a separate camera

#

but that camera is also part of the turret?

#

take a pic of your vehicle and draw where you have turret and camera and how you would like them to move

dry carbon
#

it's a "surrogate turret"

#

lol

#

What I'm ultimately trying to do is create a pilot turret with camera and headlight

#

and MG

hearty sandal
#

but its all 1 turret yes?

dry carbon
#

camera lignment is off

#

yes

hearty sandal
#

but you now have 2 turrets

dry carbon
#

I had made this model a few years ago, but only just now tackling this problem

hearty sandal
#

make a picture please

dry carbon
#

"mainturret" is the selection name

hearty sandal
#

it will likely solve the whole issue

dry carbon
#

ok. I was making a video to help even better...

hearty sandal
#

picture is enough

dry carbon
#

prefer picture from in game, in OB, or somethng else

#

?

hearty sandal
#

any picture with the vehicle and the turrets you have on it

#

something like this

#

in here I have separately animated camera on red

#

a nose machine gun on blue

#

and the arms

#

that all move with gunner input

#

the gunner camera memorypoint moves with the red camera

#

you want something similar or am I completely lost?

dry carbon
#

I wouldn't say completely... It's just one turret

hearty sandal
#

ok so then the optics point should just be in the same selection as the barrel

#

and it would move with the barrel

#

and look at where the barrel points at

hearty sandal
dry carbon
#

grr I can't figure out discord either

hearty sandal
#

picture posting is restricted to veterans and above on this server

dry carbon
#

there's the link... it just didn't embed it

#

oh ok

#

I served in the US Army...

#

I'm a vet ๐Ÿ˜‰

hearty sandal
#

this about your setup?

dry carbon
#

yes

hearty sandal
#

ok so your optic memorypoint just needs to be part of the barrel selection and it will move with it

dry carbon
#

that's what I have... it's not cooperating

#

In PIP, it's working

#

so, I know something is right

hearty sandal
#

but in gunner optics it does not?

dry carbon
#

right

hearty sandal
#

you sure the memorpoint is named right?

#

or the optics parameter for the memorypoint

dry carbon
#

well it starts from the memory point, but the rotation is also AT the memory point

hearty sandal
#

also you talked about the other turret thing you have

#

that could be messing it

dry carbon
#

mainturret is just the part name

#
class MainTurret
            {
                type="rotationY";
                source="pilotcamerarotx";
                selection="mainturret";
                axis="mainturret_axis";// *probably*
                sourceAddress = loop;
                minValue = -6.2831855;//rad -360.0
                maxValue = 6.2831855;//rad 360.0
                angle0 = -6.2831855;//rad -360.0;
                angle1 = 6.2831855;//rad 360.0;
                animPeriod = 0.0;
                initPhase = 0.0;
//                memory = true;//(default assumed)
            };
            class MainGun
            {
                type="rotationX";
                source="pilotcameraroty";
                selection="maingun";
                axis="maingun_axis";// *probably*
//                sourceAddress = clamp;// (default)
                minValue = -6.2831855;//rad -360.0
                maxValue = 6.2831855;//rad 360.0
                angle0 = 6.2831855;//rad -360.0;
                angle1 = -6.2831855;//rad 360.0;
                animPeriod = 0.0;
                initPhase = 0.0;
//                memory = true;//(default assumed)
            };```
#

that's the model.config bits

hearty sandal
#

ok so is the memorypoint part of "maingun" selection

#

and have you some other selections on it

dry carbon
#

for optics, I am using memoryPointDriverOptics = "pip0_dir"; which is also the direction of my PIP. In memLOD this point is also named "maingun"

hearty sandal
#

try using separate memorypoint with unique name

dry carbon
#

ok so I did that too...

#

I tried placing it in the converging point where the mainturret and maingun axes would be.

#

that aligns the movement, but then I can see the inside of the turret ball

hearty sandal
#

I dont understand

#

why did you do that?

dry carbon
#

since those axes are supposed to be where it rotates from

#

if it's rotating in place instead of on its parents' axes, then I figured I would put it AT its parents' axes

#

however I need an offset for the cam to do that

#

the second method aligns the roatations, just not the camera pos to the vis lens

#

nm I see what you're saying...

#

don't use the memory point that's already being used by PIP?

hearty sandal
#

yes

dry carbon
#

trying that...

#

It seems to have aligned it. BIG THANKS!! @hearty sandal It's still wonky, but I still do appreciate the help you gave!

#

Now, I just need to figure out how to make it follow TrackIR/freelook

vernal sequoia
#
        smokeGenMaxDist = 150;      //for more info see part Changes dependent on distance
        smokeSizeCoef = 0.6;        //for more info see part Changes dependent on distance
        smokeIntervalCoef = 0.001;    //for more info see part Changes dependent on distance```
#

what does smokeIntervalCoef do exactly, how does the number math into game? There is 0 description on wiki about it

hearty sandal
#

where is it used?

vernal sequoia
#

particles fx, i understand hte first 3 sorta....they tell the game when to change how the particles materialize i think

#

helps with preformance

#

so my guess is if im 150m away the particles wont show up at all

hearty sandal
#

where did you pick them up? I dont have them in my effect configs

hearty sandal
#

you should have followed the link

#

also right above them it says these parameters override the ones set in video settings

vernal sequoia
#

i did follow the link, its a loop and links itself giving no new information

dry carbon
#

I was wrong. It didn't align

#

@vernal sequoia Those links link to their respective topics on that page

vernal sequoia
#

but it tells me practically nothing of the function

dry carbon
#

Yup, I see. The example has a link. The link goes to another part of the page which has more links leading right back to the example. Maybe HG is saying check video settings to see what those parameters do.

dry carbon
#

I'm actually still having probs with the pilotCamera in optics mode. This is a more descriptive video, demonstrating the problem:
https://youtu.be/8py65F2BoGg

zinc ether
#

Cannot create entity with abstract type Civilian (scope = private?)

#

anyone know why this comes up in my rpt?

dry carbon
#

@hot pine I'm still not sure what you meant by
Although you would most likely need to use bone for weapon direction
I've had a little success using the pilotcamera, but there are some obstacles still.

#

What I've done so far, was first to keep my turret parts, and in the model.cfg simply use sources pilotcameraroty for the gun pitch and pilotcamerarotx for the gun yaw, in replacement of maingun and mainturret, respectively.

#

Second, I added the class pilotcamera with a variety of optics FOVs, inspired by the pilot cam in the Wipeout.

#

Next, I added memoryPointDriverOptics parameter, and gave it a unique memPoint attached to the gun pitch.

#

My short video shows exactly what is happening wrong.
Also, I cannot figure out how to control the camera with TrackIR.

twin plume
#

Im trying to make some re-textured vests for my unit, problem im having is the new texture doesn't show up just the original but the config viewer shows its loading my new texture https://pastebin.com/gQNAiUWa Not sure why this isnt working the same way as backpacks.

sullen fulcrum
#

@hearty sandal Yeas I'm talking of A3 VAnilla houses. In fact, I do not touch models only config and classes. I think the problem I have is similar to the one you have when you put a vehicle (car, tank, etc..) in the Terrain Builder. You can put them but they are unplayable. Maybe someone has found a work around?

zinc ether
#

my vehicle acceleration is slower then usual? What factors hinder a car's acceleration?

hearty sandal
#

@sullen fulcrum what you are doing wont work.

hot pine
#

@dry carbon camera movement would have to be scripted

#

with some loop which would constantly lock pilot camera at position you are looking at

#

pilotCamera doesn't allow any manipulations for view memory point - it's doing its vector changes at memory point position

#

Other solution is to disable access to pilot camera and leave only "driver" optics thing but that will require even more scripting because mouse movement would need to be translated into pilot camera movement
disabled pilot camera thing (whole functionality is still working so you can rotate etc) taken from Su-25

        memoryPointDriverOptics = "pilotCamera";
        class PilotCamera //targeting pod
        {
            class OpticsIn
            {
                class Wide
                {
                    opticsDisplayName    = "WFOV";
                    initAngleX=0; minAngleX=0; maxAngleX=0;
                    initAngleY=0; minAngleY=0; maxAngleY=0;
                    initFov                = A3_FOV_DEG(10);
                    minFov                = A3_FOV_DEG(60);
                    maxFov                = A3_FOV_DEG(60);
                    directionStabilized    = 1;
                    visionMode[]        = {"Normal"};
                    //gunneropticsmodel="rhsafrf\addons\rhs_a2port_air\mi35\rhs_sight_9s475_x3";
                    gunneropticsmodel = "";
                    opticsPPEffects[]=
                    {
                        "OpticsCHAbera2",
                        "OpticsBlur2"
                    };
                };
            };

            minTurn                    = -12;
            maxTurn                    = +12;
            initTurn                = 0;
            minElev                    = -6;
            maxElev                    = 16;
            initElev                = 0;
            maxXRotSpeed            = 1.0;
            maxYRotSpeed            = 1.0;
            maxMouseXRotSpeed        = 0.5;
            maxMouseYRotSpeed        = 0.5;
            pilotOpticsShowCursor    = 1;
            controllable            = true;
        };```
#

ah64 gunner optics available from pilot seat

        // TADS
        class DriverOpticsIn
        {
            class Wide
            {
                hitpoint             = Hit_Optic_TADS;
                camPos                = GunnerView;
                camDir                = gunnerview_dir;
                opticsDisplayName    ="W";
                initAngleX            = 0;
                minAngleX            = -30;
                maxAngleX            = 30;
                initAngleY            = 0;
                minAngleY            = -100;
                maxAngleY            = 100;
                initFov                = 0.456;
                minFov                = 0.456;
                maxFov                = 0.456;
                directionStabilized    = 0;
                visionMode[]=
                {
                    "Normal",
                    "Ti"
                };
                thermalMode[]={0,1};
                opticsModel="\rhsusf\addons\rhsusf_a2port_air\ah64\gunnerOptics_ah64";
            };
            class Medium: Wide
            {
                directionStabilized    = 1;
                opticsDisplayName    = "M - Stabilized";
                initFov                = __EVAL(0.7/12);
                minFov                = __EVAL(0.7/12);
                maxFov                = __EVAL(0.7/12);
                opticsModel            = "\rhsusf\addons\rhsusf_a2port_air\ah64\gunnerOptics_ah64_2";
            };
            class Narrow: Medium
            {
                opticsDisplayName    ="N - Stabilized";
                opticsModel            ="\rhsusf\addons\rhsusf_a2port_air\ah64\gunnerOptics_ah64_3";
                initFov                = __EVAL(0.7/32);
                minFov                = __EVAL(0.7/32);
                maxFov                = __EVAL(0.7/32);
            };
        };``` you can't move it but it gives you also much more freedom of camera manipulation
#

as you can see it will require plenty of work so if you don't feeling like dwelling into it just move pilot camera memory point to the front so barrel is not visible

#

do you have somewhere whole model.cfg?

dry carbon
#

@hot pine Ok, I can put that somewhere. I just woke up, so I'll post it on my relevant BI forums thread in a few moments, and then post the link here.

dry carbon
hot pine
#

oh, now I see

#

yeah, the offset between barrel and eye memory point is because of position

dry carbon
#

Right. It seems it cannot be attached to the geometry it manipulates.

hot pine
#

yes, it cannot

dry carbon
#

which seems like it needs separate mempoints for pivot and view

#

Sad part is: even if this fixes my alignment problem, I still would have to jump through hoops to get the motion slaved to the freelook/TrackIR

#

I tried looking at the Apaches from Franze and Nodunnit, and the RHS Apache. My brain handed in its resignation that day.

hot pine
#

you can put i.e. pilotCamera memory point in the middle of x & y axis of gun and use LODDriverOpticsIn = 1201; (View cargo with 1 resulation)

#

so gun movement would be quite aligned

dry carbon
#

Ok, so it would have the proper alignment, but the geometry wouldn't be obstructing?

#

Well... that works for this turret... It won't work for another one where the yaw and pitch don't have a common convergence

#

Also, I didn't realize you could have more resolutions for special LODs. Cool

dry carbon
#

On a side note, is it better to use lod view-pilot or view-cargo (0.000) for a single seat aircraft, like some obscure taxing on the RV Engine? Currently, this heli has view-cargo (0.000) for its pilot view. I set it up like that back when A3 was new, or possibly even Beta, but I wonder if it's optimal for the current state of the Engine.

dry carbon
#

@hot pine I tried using LODDriverOpticsIn = 1201;, but I'm not sure I've placed it in the right spot. I put it in the base vehicle class. Should it be in a sub class?

#

The alignment is right, but I still see all the geometry from LOD 1

#

This must be a new parameter, because there is zero info on it, and only one instance of its use comes up from a Google search for "LODDriverOpticsIn".

hot pine
#

it was added in Tank DLC

#

how your LODs look like?

dry carbon
hard chasm
dry carbon
#

The zoom FOVs don't show any geometry, so it gave me an idea. I tried to increase the first FOV, incrementally, from 60/120 out to 24/120. Once I reached this point the view was too large, and the gun geometry was still partially in the scene.

#

The first zoom (i.e.: 2nd FOV) is already at 12/120.

#

Would it be possible to get the feed from a mem point in a proxy? The concept is that the proxy would stay attached...

#

but then the problem would still be preventing the feed from also rotating. It's so frustrating.

sick zephyr
#

Can you boys help me out with the vehicle config? Apart from some minor issues (the gun not following the aim, the turret following) the gunner can't use the assigned weapon. It's not lshowing in the top right weapon panel. What's interesting, the weapon was able to be fired by commander with manual fire (before removing the commander position).
Here's the cfgVehicles: https://pastebin.com/135RVCPu

#

(also the turret and gun animations work properly in Buldozer)

#

to me it seems like some inheritance issue, can't really figure out what's wrong though

dry carbon
#

Any way to allow a TC/VC to turn on/off a vehicle's lights, engine, etc?

undone quiver
#

dispersion=0.002 in the weapons config should be the only deciding factor in literally the dispersion pattern of a weapon yea?

sullen fulcrum
#

There is also the aiDispersionCoefX and Y depending on why your changing it and whether you need the AI to have consistent values as well. Also under each firing mode there is aiRateOfFireDisperson.

thorny grove
#

Hey guys is there a new order to config overwriting? For example i'm seeing if I can turn on terrainsynth for terrains that don't have it turned on - the config I have written doesn't seem to overwrite the one for the actual map.

dry carbon
thorny grove
#

It's an issue with config priority, the terrain side is sorted and no scripting involved.

sullen fulcrum
#

You have a dependency in your mod on the original mod? That would be the place to look as you need to ensure you load second to override the config.

thorny grove
#

The config loads correctly - no dependency set as it covers multiple terrains so no error will be thrown if some are missing. When just loading the reconfig it loads correctly and follows the full structure. Just when the actual map is also loaded it's like that takes precedence.

hearty sandal
#

dependencies are important for the loading order

thorny grove
#

Hmm ok will see if that makes a difference. Thanks guys.

undone quiver
#

So I'm still getting no results from dispersion. Does it put any other factor into calculation? Like wind resistance and such?

#

I tried both minor adjustments and even crazy numbers like 40,

#
        magazines[] = {"Mlaser_valk"};
        dispersion = 0.00057;
        Multiplier = 1;
        
        class GunParticles {
            class FirstEffect {
                effectName = "SniperCloud";
                positionName = "Lascannon_muzzle";
                directionName = "Lascannon_chamber";
            };
        };
    };```
#

This should be fine right?

untold temple
#

dispersion goes in the firemode subclasses

#

not in the main body of the cfgweapons class

sullen fulcrum
scarlet oyster
#

That stuff is super old, I doubt the pictures are still around.

#

Also how the eff is that tutorial already nine years old. ๐Ÿ˜ฎ

dry carbon
#

LOLz

#

I remember those tuts...

#

back when I was chiseling out a round rolling thing made of stone

sullen fulcrum
#

@scarlet oyster Could you please suggest anything more updated for an "absolute beginner"?

scarlet oyster
#

I havent been following the development of available tutorials for quite a while, so I don't know whats out there and what the quality is.

wise fog
#

Does anyone know how I can force a specific face to spawn on a unit when created?

#

Basically trying to set a specific face/head model per unit when its spawned

#

Configs set up via a mod, not looking for a scripted solution if I can avoid it

sick zephyr
#

Is there any sort of list of particleeffects used in vanilla?

#

like effect = "ExhaustsEffectPlaneHP";

restive veldt
#

how can i prevent a weapon from inheriting the magazines array from its parent weapon? I have a weapon that i have only one entry in the magazine array, and when im in arsenal, it has that magazine plus the 4 magazines available to its parent

grand zinc
#

set the magazines array

#

= instead of +=

restive veldt
#

i have it set as that, still inherits them

#
class CfgWeapons
{
    class rhs_weap_rpg7;
    class APM_shovel_launcher : rhs_weap_rpg7
    {
        scopeArsenal = 2;
        scope = 2;
        author = "Crowmedic";
        displayName = "Shovel Launcher";
        baseWeapon = "APM_shovel_launcher";
        descriptionShort = "A RPG7 that has been modified to launch shovels";
        magazines[] =
        {
            "APM_mag_shovel"
        };
    };
};```
grand zinc
#

check in in-game config browser

#

sounds like magazineWells

untold temple
#

yeah, we have magazineWell[] = {RPG7}; on it

restive veldt
#

do i just set magazineWells[] = {}

grand zinc
#

without s yes

restive veldt
#

thanks again Dedmen, you my hero lol

sullen fulcrum
#

Hi guys, does anybody know the required addon for class rotation ? Thanks. Frank

hot pine
#

none?

#

if you are using class Rotation; in model.cfg & don't have some master model.cfg (in parent folder) you can safely replace it with class Rotation { type = rotation; memory = 1; minValue = 0; maxValue = 1; angle0 = 0; angle1 = 1; };

dry carbon
#

...or perhaps a specific axis, right?

#

I'm learning, but as I've come to understand it, if you don't have two memory points, you usually need to specify the axis of rotation.

hearty sandal
#

I think it will default to straight up if you dont give it any special axis

hot pine
#

It will not work without axis

#

Class rotation is mainly used as base class

vast parcel
#

I echo the question above about effects:

Is there any sort of list of particleeffects used in vanilla?

#

like effect = "ExhaustsEffectPlaneHP";

hearty sandal
#

well the effects classes are in the config but I dont think anyone has parsed them into a list

undone quiver
#

So how do AI in vehicles see?

#

Like is it based on the optics? What if a vehicle doesn't have any?

#

The reason I ask is because I been doing a ton of testing to get my VTOL to fly like the Y-32 and it seems that the Y-32 relies on it's gunner sight rather then the pilots.

dry carbon
#

@vast parcel I think you may have to scour through the vanilla files with eliteness, and try to determine what's available that way.

livid heath
#

Use the allinone config not eliteness

#

It makes a 43mb single config dump you can open in notepad++ and then search โ€˜effect =โ€˜

vast parcel
#

What is this config you are talking about

hearty sandal
wise tusk
#

In class MFD,someone know how to correctly combine bones? I am trying to make a line that top point will move in X , a bottom point will also move in X , and them I want to create a perpendicular line that will move from top to bottom. I have these bones for X movement of top and bottom:

class TopX
        {
            type="linear";
            source="cameraDir";
            sourceScale=1;
            min=0;
            max=360;
            minPos[]={0,0};
            maxPos[]={1,0};
        };
        class BottomX
        {
            type="linear";
            source="cameraDir";
            sourceScale=1;
            min=0;
            max=360;
            minPos[]={0,1};
            maxPos[]={1,1};
        };

and draw class

class VertLine{
                type = "line";
                width = 4;
                points[]=
                {
                {"TopX", {0,0}, 1},
                {"BottomX", {0,0}, 1}
                };
        };

And now I'd like to create that small red line which would move along the black line:
https://imgur.com/2DfCRVO

sick zephyr
#

Hey, I've got this issue: a custom made tracer is disappearing after traveling some 500 meters and it appears only after traveling 100 meters. It's quite frustrating scince it neither looks good or helps at long-range engagements.

cfgAmmo:


class TIOW_rifle_pulseshot: B_127x99_Ball
{
    typicalSpeed = 1000;  //it was 1000
    airFriction = -0.00002;
    model="\40k_tau\Effects\pulse_tracer\Pulse_tracer.p3d";
    
    hit = 125;
    caliber=6;
    deflecting=0;
    soundFly[]=
    {
    "\40k_tau\Weapons\Pulse_Rifle\sounds\Flyby1.ogg", 1,
    "\40k_tau\Weapons\Pulse_Rifle\sounds\Flyby2.ogg", 1,
    "\40k_tau\Weapons\Pulse_Rifle\sounds\Flyby3.ogg", 1,
    "\40k_tau\Weapons\Pulse_Rifle\sounds\Flyby4.ogg", 1,
    "\40k_tau\Weapons\Pulse_Rifle\sounds\Flyby5.ogg", 1
    };
};

cfgMagazines:

class TIOW_pulse_mag: CA_Magazine
{
    scope = public; /// or 2, to be precise
    displayName = "Pulse weapons ammo";
    descriptionShort = "24 silicon-ferromagnetic charges";
    picture = "\40k_tau\Weapons\Definitions\UI\Magazine.paa"; /// just some icon
    mass = 5;

    ammo = TIOW_rifle_pulseshot;    
    count = 24;
    initSpeed = 400; //was 1000
    tracersEvery = 1;
    lastRoundsTracer = 0;
};
untold temple
#

tracerStartTime tracerEndTime

sick zephyr
#

๐Ÿ˜ฑ

#

yep, that worked, suprised I haven't found it on BIki's cfgAmmo

#

apparenlty the BIki site is only as refrence to vehicle ammo, not handheld weaponry

undone quiver
#
{ class Turrets {
        class GunnerTurret;
    };
};

class Valkyrie_Base : VTOL_02_base_F{
    class Turrets : Turrets {
                class CopilotTurret : GunnerTurret{
        };
    };        
};```
#

With filler of course of changes, I written out my config that way. Yet it seems I'm still overriding the parent class?

stoic lily
#
    class VTOL_Base_F;
    class VTOL_02_base_F: VTOL_Base_F
    {
        class Turrets
        {
            class GunnerTurret;
        };
    };```
undone quiver
#

Worked like a charm, thank you!

#

But a question to help me understand it. Why do I need the previous one? Like shouldn't I be able to just start at VTOL_02_base_F becuase it has already inherited everything previous to it?

nimble sequoia
#

You have to forward declare all classes, even those sub-classes inside a previously inherited parent.

icy coral
#

what i have to do when my vehicle istn shifting up anymore in after 2nd gear ?

#

this gearbox thing is just so shitty there no real explanation

mortal lagoon
#

dayz sa has manual transmission wonder if arma could have same

#

hate climbing hills have gears go back and forth

fathom thorn
#

I guys. Can someone tell me where to find the config entry for the trackmarkings that tankstracks leave on the ground? I'd like to make my own

#

Im guessing its these?
memoryPointTrack1L = "Stopa LL";
memoryPointTrack1R = "Stopa LR";
memoryPointTrack2L = "Stopa RL";
memoryPointTrack2R = "Stopa RR";

it should be possible to make a custom track mark right?

hard chasm
#

Like shouldn't I be able to just start at VTOL_02_base_F

yes, you can, and no, you should not. Why not is because you will affect ALL other mods and addons which (try to) inherit the original. the rules for classes btw are as follows

class (new) A
{
begins by emptying the entire contents of (old) class A if it exists, and yout then add your own salt and pepper
}

class B;

class A:B
{
begins by NOT, repeat NOT, emptying class A. and then you add salt and pepper or overwriting some/all of the existing vars=

#

}

#

to affect / overwrite a base class is exceedingly foolish. You have no right to affect other people's addons (ncluding those from bis themselves) which have nothing to do with you.

hard chasm
#

This may not be your intent anyway. You are probably under the illusion that you can create a duplicate of what's already there. a personal copy of the same thing. That's not how bis configs work.

sullen fulcrum
#

@hot pine thank you very much ๐Ÿ˜‰

gritty rune
#

is there a way to force the crew of an APC to be out of their turrets, e.g. not hidden inside, upon scenario start?

#

I tried this in init, but it didn't work, the gunner stayed inside: (gunner _veh) action ["TurnOut", _veh];

scarlet oyster
#

_x setBehaviour "Safe"

#

The Action command wont work, as the AI overrides it immedately with the desire to stay hidden/protected by armor. Switching to Safe mode or Careless will change it, but with the added change in behaviour. So it may or may not suit your needs.

mighty bridge
#

This is my first addon for helping me with mission making and i tried to create a dialog in it, when loading the addon and entering the virtual arsenal, my scroll bar for the virtual arsenal (for example when selecting a weapon) is completely white and i can't see the actual scrollbar

#

if someone could pm me i will give him the addon so he could check for mistakes

#

(do note this is only a visual glitch, the sidebar is still there it's just the same color as the background of the scroll bar)

lofty zealot
#

CfgPatches >> anycbaaddon >> Version of CBA
is this actually a number? or does it gets magic-parsed to a string?
yup, a string as expected ...

hard chasm
#

@scarlet oyster , that's a bloody excellent answer, I had half forgotten it!

undone quiver
#

Anybody have a issue were you have sensors like active radar working fine. But you canโ€™t lock on to radar detected units for info?

livid heath
#

rule out the sensor or the target - could be target params like accuracy

naive flame
#

is it possible to fix the "requiredAddons" from addon A from addon B ?
Problem:
Addon A:
requiredAddons[]={""};
Fix it to / via Addon:
requiredAddons[]={};

grand zinc
#

Can you clarify?

#

You you want to patch a different addon's requiredAddons entry from a third party addon?

#

I don't think so.
What do you mean by "fix" exactly? What is broken about it?

naive flame
#

ppl getting error due the author put "" into the requiredAddons

sullen fulcrum
#

Contact the author

restive veldt
#

what config entry do i need to make to add a custom paintjob to a vehicle in the garage? (ex: i made textures for the RHS uh-60 and i want them to show up as an option in the bis_garage)

restive veldt
#

thanks @hot pine

wise fog
#

Is the only way to change how loud a sound is by the mod config? You canโ€™t like change in description.ext and overwrite it or lower it with a say3D argument?

stoic lily
#

via config you cant either

#

you can only set the relative volumne/importance to other sounds

#

the sound file itself defines the actual volumne

wise fog
#

So I would need to lower the sound via the file.. got it, thanks @stoic lily

restive veldt
#

another issue im having with config, how do i insert a sibling class w/o overwriting the other siblings?

#

for example, the following config is for a vehicle im creating that is overwriting the other options under class textureSources:

class APM_MBT_04_command_F : O_MBT_04_command_F
    {
class textureSources
        {
            class APM
            {
                displayName = "APM";
                author = "Crowmedic & SkunySpliff";
                textures[] = {
                    "\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_1_CO.paa",
                    "\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_2_CO.paa",
                    "\Data\camonet_CSAT_HEX_Desert_CO.paa"
                };
                factions[] = {};
            };
        };
};```
#

when i open the vehicle in bis_garage, it only shows the APM option, and not the other 4 options that are already on the vehicle

hearty sandal
#

you need to inherit the class textureSources

restive veldt
#

indicating to me that its overwriting the already existing textures

hearty sandal
#

the way you have it now replaces the class textureSources

restive veldt
#

like so? tried this already and it yeilded the same result

class O_MBT_04_command_F
    {
        class textureSources;
    };
class APM_MBT_04_command_F : O_MBT_04_command_F
    {
class textureSources : textureSources
        {
            class APM
            {
                displayName = "APM";
                author = "Crowmedic & SkunySpliff";
                textures[] = {
                    "\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_1_CO.paa",
                    "\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_2_CO.paa",
                    "\Data\camonet_CSAT_HEX_Desert_CO.paa"
                };
                factions[] = {};
            };
        };
};```
hot pine
#

class O_MBT_04_command_F that's breaking inheritance

restive veldt
#
class APM_MBT_04_command_F : O_MBT_04_command_F
    {
class textureSources : textureSources
        {
            class APM
            {
                displayName = "APM";
                author = "Crowmedic & SkunySpliff";
                textures[] = {
                    "\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_1_CO.paa",
                    "\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_2_CO.paa",
                    "\Data\camonet_CSAT_HEX_Desert_CO.paa"
                };
                factions[] = {};
            };
        };
};```
like this then?
#

tried that, it yields an error, because the base class textureSources isn't defined

#

would creating an inbetween class work? like so:

    class O_MBT_04_command_F_1 : O_MBT_04_command_F
    {
        class textureSources;
    };
    class APM_MBT_04_command_F : O_MBT_04_command_F_1
    {
        side = 1;
        scope = 2;
        crew = "B_APM_Rifleman_HK416";
        faction = "B_APM_F";
        classes_tank
        scopeCurator = 2;
        hiddenSelectionsTextures[] = {
            "\APM_Units\Data\MBT_04\MBT_04_exterior_green_hex_1_CO.paa",
            "\APM_Units\Data\MBT_04\MBT_04_exterior_green_hex_2_CO.paa",
            "\Data\camonet_CSAT_HEX_Desert_CO.paa"
        };
        class textureSources : textureSources
        {
            class APM
            {
                displayName = "APM";
                author = "Crowmedic & SkunySpliff";
                textures[] = {
                    "\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_1_CO.paa",
                    "\APM_Units\data\MBT_04\MBT_04_exterior_green_hex_2_CO.paa",
                    "\Data\camonet_CSAT_HEX_Desert_CO.paa"
                };
                factions[] = {};
            };
        };
    };```
hot pine
#

Try to recreate inheritance tree instead

#

anyway, if you want to have that texture available in virtual garage also for vanilla vehicles, then I would suggest to add new entry in base class

#

here you have example config from RHS GREF, which adds additional camo variants to vehicles from AFRF/USAF

dusty relic
#

now then guys, hopefully a quick one, I'm trying to make a custom identity for a character so they have a set head and set voice, but I just cannot seem to get it to work.
what I have is;
class CfgIdentities { class mysoldier { name ="soldier"; nameSound ="soldier"; face ="AfricanHead_03"; glasse ="None"; speaker ="Male05ENG"; pitch =1; }; };
with "mysoldier" in the identity type of said character, everythings in the right place according to the config viewer, It just wont have it. any help would be greatly appreciated

wise tusk
#

how could I draw a simple line from radar entities to center of HMD in class MFD?

class RadarBoxes
                    {
                        type="radartoview";
                        pos0[]={0.5,0.5};
                        pos10[]={0.773,0.773};
                        width=4;
                        points[]={
                            {{-0.02, 0.02},1},
                            {{0.02, 0.02},1},
                            {{0.02, -0.02},1},
                            {{-0.02, -0.02},1},
                            {{-0.02, 0.02},1}
                        };
                    };
hot pine
#

CfgIdentities & identities in soldier cfg are 2 different things @dusty relic

dusty relic
#

@hot pine oh, where are identities located? all I want is for a character to have a set head and voice without faffing with init's

hot pine
#

heads are linked with heads cfgs

#

imo easiest it would be to set event handler

#

otherwise it's a lot of effort to do something like that

class cfgVehicles
{
    class B_Story_SF_Captain_F: B_Soldier_02_f
    {
        author = "Bohemia Interactive";
        editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\B_Story_SF_Captain_F.jpg";
        _generalMacro = "B_Story_SF_Captain_F";
        scope = 2;
        modelSides[] = {3,1};
        displayName = "Miller";
        identityTypes[] = {"Miller","G_NATO_default"};
        [...]
        class EventHandlers: EventHandlers
        {
            init = "(_this select 0) setIdentity """"EPA_B_Miller""""";
        };
    };
};

class CfgFaces
{
    class Miller
    {
        class Default
        {
            author = "Bohemia Interactive";
            displayname = "Miller";
            head = "Miller";
            texture = "\A3\Characters_F\Heads\Data\m_Miller_co.paa";
            identityTypes[] = {"Miller"};
            material = "\A3\Characters_F\Heads\Data\m_Miller.rvmat";
            materialWounded1 = "A3\Characters_F\Heads\Data\m_Miller_injury.rvmat";
            materialWounded2 = "A3\Characters_F\Heads\Data\m_Miller_injury.rvmat";
            textureHL = "\A3\Characters_F\Heads\Data\hl_White_hairy_1_co.paa";
            materialHL = "\A3\Characters_F\Heads\Data\hl_White_hairy_muscular.rvmat";
            textureHL2 = "\A3\Characters_F\Heads\Data\hl_White_hairy_1_co.paa";
            materialHL2 = "\A3\Characters_F\Heads\Data\hl_White_hairy_muscular.rvmat";
            disabled = 1;
        };
        class Miller: Default
        {
        };
    };
#

there was attempt to make it with vanilla functionality only but it ended up with EH anyway

dusty relic
#

but i'm not after making a new face per se, just giving a character set features, using miller as an example;
identityTypes[] = {"Miller","G_NATO_default"};
The "miller" part of that has the information for the head the character uses, as well as the voice
Where are these located if not CFGIdentities?

hot pine
#
{
    class Miller
    {
        class Default
        {
            identityTypes[] = {"Miller"};```
#

that's the link

#

"miller" doesn't contain voice

#

setIdentity is used to set proper voice

sacred canopy
#

Hey guys, is there an example for creating launchers?

livid heath
#

rocket launcher weapons?

sacred canopy
#

yeah

#

i want to create a baton as launcher slot weapon. model is set up in OB and LOD's are also ready

livid heath
#

sounds tricky

sacred canopy
#

i tried to use the a3 config from the a3 folder (located in p drive) but it won't really work. I got the baton on my back and can select it but when i try to pull it out, the game crashes

hearty sandal
#

check the rpt if it tells you a reason

#

sounds like you are missing some critical part of the model and/or config

sacred canopy
#

i don't know what to write in the model.cfg tho

#

rpt says nothing

#

just created dump file

hearty sandal
#

do you have anything in the model.cfg?

sacred canopy
#

nope not yet

hearty sandal
#

that could be an issue for starters

sacred canopy
#

is there an example for launchers?

hearty sandal
#

no

#

unless that whats it called sample collection has one

#

I wanna say BreakingPoint

#

or somesuch ppl have made a bunch of examples

livid heath
#

i made a custom launcher before. it is a little tricky

#

as the weapon you take from your back, MUST be a class of launcher.

#

if it isn't the game crashes

#

i think this is something to do with the animation that is used, and possibly the modelspecial settings in the weapon / magazine

#

so try inheriting your class ofbaton from a default rpg, same for the mags and ammo for it

#

and get that working, then modify your rtms for animations, and the nyour ammo and mag damage and efx etc

sacred canopy
#

Launcher_Base_F is alright as class?

hearty sandal
#

no use one of the actual weapons

livid heath
#

i made this, inheriting off the RPG

#

you can find the class of weapon in the AiO config

sacred canopy
#

okay thanks i will give it a try

livid heath
#

beware modelspecial values

#

as broken modelspecial == CTD

untold temple
#

virtually no reason to use modelspecial to replace the whole launcher now though

sacred canopy
#

https://hastebin.com/elujupalof.cpp
this is my config.cpp do you see any errors? arma still crashes when i try to pull the "launcher"

Exception code: C0000005 ACCESS_VIOLATION at 9E571251
untold temple
#

problem could be in the magazine or ammo config

sacred canopy
#

I think the magazine worked on another weapon tho

hearty sandal
#

launcher must have missile type ammo

#

pls do as Rob suggested and use the damn rpg config and ammo

sacred canopy
#

it's the rpg config

hearty sandal
#

this is not an rpg ammo

livid heath
#

yeah bulletbase will break the launcher simulation for sure

#

like i said yesterday, it's tricky, needs careful planning to create a launcher variant.

simple trout
#

So I have a ship with sails that can be shot. These sails are also raised and lowered by animating certain parts. The fire geometry for the sails is also animated to raise and lower with the sails, however I can't animate the hit points to raise and lower, so the hit points are pretty much static. How would I set up my hitpoints to where if a projectile hits the hit point it causes no damage, but if it hits the fire geometry within the hitpoint sphere it causes damage to just that sail?

#

And is there a way to have a certain projectile cause more damage to one material, but less damage for another material? In this case, a cannon can fire a shot of loose chains at the sails to destroy them, but the chains don't cause a lot of damage to the hull of the ship, and vise versa solid shot will damage the hull significantly but do very little damage to the sails.

hot pine
#

@simple trout - have you tried using armorComponent instead of hitpoint spheres? Basically you can assign selection name from fire geometry in hitpoint, instead of memory point

#

as for damage - yes, you can add modifiers in ammo via ArmorSimulations thing

#

you would add "WarheadName" property to your ammo and define different types there