#arma3_config

1 messages · Page 91 of 1

hot pine
#

then, you can define i.e.

    class Armor_Sail
    {
        class Default // when hit by ammunition without warHeadName
        {
            hit[] = {1};
            speed[] = {1};
        };
        class Chains
        {
            hit[] = {2}; // do twice as much damage
            speed[] = {0.9}; // reduce speed of chains - they would probably loose some motion after hiting canvas
        };
        class Shell
        {
            hit[] = {0.1};
            speed[] = {1};
        };
    };
#

you can also try increasing indirectHit on chains (with even close to null range) & tweak explosion shielding on sails so they are more vulnerable to it

livid heath
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Superb

simple trout
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@hot pine Thanks! Good information!

undone quiver
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Disabling Optics In option in a vehicle?

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Tried just OpticsIn{}; But you can still swap cameras which give you a wierd locked blank version.

livid heath
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you can just set it up with empty opticsmodel, and the same movement and zoom / fov as viewpilot.

hot pine
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empty empty optics model (like = "") will actually prevent going into optic mode

undone quiver
#

Interesting, is that just kind of how it has always been? I was looking far and wide for something like "HaveOptics = 0;" or something like that.

hot pine
#
        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"
                    };
                };
            };```
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in above example, pilot camera is not accessible with right mouse button but you can still manipulate with it

strange egret
#

I've noticed that i got a problem with my custom handweapons - the weapon resting indicators in the UI (left of stance) almost never show up. Like if you walk up to a window ledge you should get a little hollow cube indicating that it's rested. On all my custom handweapons this just never appears for some reason, only the pivot deployment option is shown
Why could that be? deployedPivot point is located slightly forward of the magazine and below (red point) https://abload.de/img/obbipodoeeg7.jpg

livid heath
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yeah i didn't mean use "" for empty, i meant use the actual empty modeloptics model entry

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just being lazy and not looking it up

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modelOptics = "\A3\Weapons_F\empty";

hot pine
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empty "" disables optics mode without having to make some fake turret and I think that is what Sabre One wanted to do

buoyant mason
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Being able to change camera position when inside first person with config entry ?

livid heath
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ah ok thanks. that's good to know.

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is there a way to disable vests / uniforms for certain classes of player model?

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like cfgidentities can restrict random accessories to certain arrays

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would be great to be able to limit vests and uniforms to types of soldier base model

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(thinking of adding vietnamese females)

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obviously a vietnamese female would be slender, and so wearing a normal military vest would look completely wrong on her.

#

could be a fairly simple feature to add in the background, maybe?

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maybe even an extension to cfgidentities array?

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could have default settings in base classes, then allow modders to customise this for unit types.

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i suppose that doesn't affect the actual pikcing up action though, only for example a randomisation function...

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so we'd need something that set validity to vest, uniform, pack etc based on soldier model

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this feature could unlock a whole new world of possibilities in arma.

stoic lily
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need to script that

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but should not be too hard

outer sapphire
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i'm packing my addon with that config.cpp ```SQF
class CfgPatches {
class TeR {
author = "Terrano";
requiredAddons[] = {"A3_Ui_F"};
units[] = {};
weapons[] = {};
};
};

class CfgFunctions {
class TeR {
class init {
file = "TeR\init.sqf";
preinit = 1;
};
class script {
class RscDisplayMultiplayerSetup {
file = "TeR\RscDisplayMultiplayerSetup.sqf";
};
};
};
};

class RscDisplayMultiplayerSetup {
onLoad = "['onLoad',_this] call TeR_fnc_RscDisplayMultiplayerSetup";
};

#

but TeR_fnc_init is not start 😦

grand zinc
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is TeR_fnc_init defined? did you check via debug console?

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Can you call it manually via dbg console?

outer sapphire
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@grand zinc yes, just checked

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init not defined

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but TeR_fnc_RscDisplayMultiplayerSetup defined

grand zinc
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Then it can't compile your scriot

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maybe a syntax error

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Also.. your script class has a subclass with the function

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but you are not doing that for init?

outer sapphire
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thank you!

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no errors log clear

outer sapphire
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but still not working TeR_fnc_RscDisplayMultiplayer 😦 i don't get errors

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added diag_log "TeR_fnc_RscDisplayMultiplayer started"; to script but is just don't launch script xD

grand zinc
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What now? you tried to add preInit=1 to your Rsc func?

outer sapphire
#

no, i will try

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bohemia addons loading first, as i understand

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then custom addons

grand zinc
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yes

outer sapphire
#

hm, added preinit=1 but still script is not starts

grand zinc
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but the variable is defined and you can call it manually via debug console? It just for whatever reason won't preInit?

outer sapphire
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Started script in editor. It works. No errors

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Is start when menu opened and change ui controls (positions) and add new

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maybe is mission specific

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possible to start only when mission started

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i will try add this to pre-init sqf 0 spawn { waitUntil {!((findDisplay 70) isEqualTo displayNull)}; [findDisplay 70] spawn TeR_fnc_RscDisplayMultiplayer; };

#

not working

sullen fulcrum
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This is not how you check for null display

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You use isNull

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Or !isNull

outer sapphire
#
0 spawn {
waitUntil {!isNull (findDisplay 70)};
[findDisplay 70] spawn TeR_fnc_RscDisplayMultiplayer;
};
outer sapphire
#

hm.. i think i understand why is not working

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when i use in mission sqf createDialog "RscDisplayMultiplayer";

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but in when is needed - function is not work

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or is can't find (findDisplay 70) or for use waitUntil i need to start mission

outer sapphire
#

changed code to ```sqf

onEachFrame {
if (!isNull (findDisplay 70)) then {
onEachFrame {};
[] spawn TeR_fnc_RscDisplayMultiplayer;
diag_log "Loaded this shit";
};
};

#

and still not works

#

something wrong with that game

stoic lily
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requiredAddons[] = {"A3_Ui_F"};

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is probably not enough

#

class RscDisplayMultiplayerSetup {
onLoad = "['onLoad',_this] call TeR_fnc_RscDisplayMultiplayerSetup";
};

#

use config browser to verify if this is actually defined

#

most likely your change here gets overwritten again by other A3 configs

outer sapphire
#

@stoic lily as i understand - my addon loading after requiredAddons[]

stoic lily
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use instead: "A3_Data_F_Sams_Loadorder"

outer sapphire
#

somenhing like this? ```sqf
requiredAddons[] = {"A3_Data_F_Sams_Loadorder"};

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as i understand that addon loading last

wise oasis
#

hey anyone here happen to know where to find documentation on adding a built-in IR strobe to helmets with ACE3? I lost the page a while back and can't find it

silver aurora
#

a few points:

  • configSourceAddonList (configFile >> "RscDisplayMultiplayerSetup" ) returns ["A3_Ui_F"] - so requiredAddons[] = {"A3_Ui_F"}; should be sufficient
  • class RscDisplayMultiplayerSetup inherits from RscStandardDisplay - that shouldn't be dropped
  • there's already an onLoad handler defined in that class - the custom one probably should be added behind or the original one chain loaded or something like that
agile flame
#

guys, who skilled with weapons cfg editing? Need to make own mine without effects and sounds of explosion, need to for mod project, who can help PM me please

graceful steeple
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So I've been trying to troubleshoot some CfgSounds stuff I've been working on, and in my searching I've noticed that some people define a 4th parameter for the sound[] property, anyone know what that 4th property is?

graceful steeple
#

Nevermind, I found it tucked away in a comment somewhere, it's distance

outer sapphire
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@silver aurora changed to requiredAddons[] = {"A3_Ui_F"};, but still not launch my script 😦 tryed configSourceAddonList (configFile >> "RscDisplayMultiplayerSetup" ) in mission - i got ["A3_Ui_F","TeR"];

stoic lily
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so did you verify RscDisplayMultiplayerSetup/onload via config browser or otherwise?

outer sapphire
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sorry, was afk

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tryed start config browser, but is broken

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will check arma files

sullen fulcrum
outer sapphire
#

@sullen fulcrum repaired arma, opened config browser in editor

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dialog with my parameters

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onLoad - my function

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but

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when i connect to server - lobby is standart xD

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and script don't load

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that really interesting 😃

sullen fulcrum
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So you modified SP display maybe instead of MP?

outer sapphire
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hmm.. i open lobby in host tab

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when i changed that script in ui_f.pbo - is change menu parameters

sullen fulcrum
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Maybe you are modifying wrong one

outer sapphire
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i will try do changes with config, no script

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i think part of scripts works only on mission

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where needed timing

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something like waitUntil,ctrlCommit etc

agile flame
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guys, who skilled with weapons cfg editing? Need to make own mine without effects and sounds of explosion, need to for mod project, who can help PM me please

stoic lily
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@outer sapphire what do you want to do in the first place?

outer sapphire
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@stoic lily i want hide role selection lnb and player list in lobby

stoic lily
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  1. use skipLobby parameter
  2. modify the UI classes
outer sapphire
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i can't slipLobby, because i need side select

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modified UI - for now i got first changes 😃

stoic lily
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you can make dialog after mission start to select side and assign player to desired side

outer sapphire
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hm.. i will try that way

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@stoic lily thank you!

stoic lily
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aka forget about CfgFunctions for now

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just execVM your script (with taking stuff from link in mind)

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use diag_log in your code at various place to see how far your gets executed if you still have issues

sullen fulcrum
#

That forum post is 5 years old

outer sapphire
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i was speak to commy2, he said - that method have troubles

outer sapphire
#

that why i want change arma menu 😄

stoic lily
#

most things in RV engine are still from OFP demo

silver aurora
#

including some lovely bugs - but I am still sad that there's no 31st of December in leap years ...

sullen fulcrum
#

Hey

#

My model got an error "Bad file format ( )" when loading up ingame

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Anyone have any ideia what it might be?

hard chasm
#

binarise corrupted it, or you're using a dayz SA p3d. check it with eliteness to see what it is.

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mind you, if you're using addon breaker to pack your models, keep taking the pills.

wise tusk
#

Are userValues for class MFD local?
edit. they are

outer sapphire
#

@stoic lily thank you a lot!!! It works 😄

#

joinSilent + skipLobby

autumn crater
#

I'm running into a really odd issue. Whenever I am trying to pack a new model into a PBO it's not loading.

I had an old model, called model A and was updating it to model B.

When I go to pack the model with either Addon Builder or PboProject, the model doesn't load.

I have deleted model A from my computer completely, I have cleared my temp folder, I have made sure all file paths are correct like 150 times. Each time I try to test the new setup, model A is loaded, I have no idea where model A is being loaded from. Does anyone have any ideas?
please tag me if you do

simple trout
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so how do I create underwear? I know about the whole nakeduniform = blahblahblah but it's not working for me. Anybody with experience can point me in the right direction?

stoic lily
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@autumn crater check rpt for loaded pbos

autumn crater
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@stoic lily nothing there. When a friend packs the file, it works 100% correctly. This is without changing anything.

stoic lily
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no pbos loaded at all? 😄

autumn crater
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the pbo was deleted

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when it was remade, it pulled model A (Which no longer exists and no paths point to- yes I know this sounds absurd, but I've also checked like 9 times, and had other people check and no one else seems to know why this is happening) @stoic lily

hearty sandal
#

👆 Was fixed. there was another version of the same pbo in the addon folder.

grizzled pier
#

@hot pine not trying to drag a conversation back up, but I was recently brought to the attention of the magzineWells, I saw that you were wanting a standard created so that modders from all over don't start creating their own groups. I was wondering A how is it going and B is the only discussion about it here? https://github.com/CBATeam/CBA_A3/issues/108 or is their a BI forum post discussing this as well. Thanks

grizzled pier
#

this is looking to add it to the 3CB weapons in the future btw

hot pine
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so far I think CBA team mostly discussed it. Magazine wells will be most likely also be used by vanilla weapons but due to some magazine proxies related issues (7.62x51 20rnd magazines) it's still not in game and will be most likely postponed for next year @grizzled pier

grizzled pier
#

Cool thanks for that, I just want to be slightly more prepared than I was for when the plyon proxies and all of that came out. Still waiting to release all of our heli's with those installed 😧 I understand you may not be able to say but is there a standard that the vanilla magazines are following say for example caliber_nos of Rounds?

hot pine
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it's rather type+caliber like
class MX_65x39

wise tusk
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Can vehicle cannon sound be divided into internal and external?

hot pine
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you can set very small range for 1st person view firing

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there is no campos unfortunately

grand zinc
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@grizzled pier yeah CBA is the new standard. Just like with JointRails. It's mostly done already. Unless you are missing something

grizzled pier
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Thanks @grand zinc as I said earlier I was just intrigued as to how the approach for the naming convention of the groups was going. Just want to be able to make the 3CB weapons match and not have the issues of having an L85 with a drum mag appear in game for example.

grand zinc
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CBA has XL/Drum classes specifically for that

wise tusk
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Could anyone know a reason why HMD doesnt want to display on copilot?

hot pine
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try showHMD = 1; in copilot seat if you want so show same HMD as pilot has

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or you can define class MFD again in turret cfg to have some dedicated version

wise tusk
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@hot pine thank you it worked 😃

undone quiver
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What config option determines if a seat in a aircraft can lock using R and T options with radar?

undone quiver
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Doesn't seem to work

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Radar/sensors are fine, just can't seem to lock onto active pings anymore.

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mmm, so the Y-32 which is what most my config is based off of, can't seem to lock onto active radar targets as well as pilot but only gunner.

hot pine
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Does weapon allow radar lock?

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Everything locking related should be listed on that page

undone quiver
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I was thinking maybe it's the fact I don't have a weapon system that allows locking, but that would mean the pilot would still be able to target stuff when they take manual fire yea?

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oooo

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Wonder if irScanXXX can be used outside of the component sensors.

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Figured it out, thanks for pointing me in the right direction.

tiny sky
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So I'm looking at adding Persian-language text to MFD displays. I understand that first I'm going to need to add a font with Arabic lettering (ا ب پ etc.) first. Anyone know where to point me for those resources?

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And since Arabic alphabets work differently than Roman ones (like cursive), is that handled well by the Arma engine?

hot pine
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Are Arabic letters are part of Arma?

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I'm not sure if C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\FontToTGA even supports it but you can try making new font

outer sapphire
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as i understand in functions_f\Animation\Interp functions parameter _exp always 2.0?

hard chasm
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there are no fxy files for arabic in arma. As stated, you would have to create them. For the character set itself, there's no issue since the engine is fully utf8

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arbabic (and syriac) glyphs start at codepage 600 of the unicode character set. To use them, be aware that you MUST save your textfiles containing those chars as utf8 bom.

wraith sedge
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Hi guys, I´m trying to overwrite the ArmA 3 inventory dialog but it´s not working, no controls are moved etc.

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Why is that?

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I have it in an Addon config file

grand zinc
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did you check in config viewer ingame that your changes are apllied?

wraith sedge
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2 new controls are being displayed

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@grand zinc Let me see

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Amm no

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Vanilla ones no

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Maybe is this

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I´ve never "created" a dialog in a config so

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Is this correct x = 0.2525 * safezoneW + safezoneX;

grand zinc
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if your configs are not applied. Either they aren't loaded at all (CfgPatches?) or overwritten (requiredAddons?)

wraith sedge
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Or do i need to write it like this x = "35.6 * (((safezoneW / safezoneH) min 1.2) / 40) + (safezoneX + (safezoneW - ((safezoneW / safezoneH) min 1.2))/2)";

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It doesn´t matter, right?

grand zinc
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doesn't matter.

wraith sedge
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The thing is I created 2 new controls that are displayed and modified the vanilla controls but they´re not changed

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I´m going to check CfgPatches and requiredAddons

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Do i need to rename my addon to ui_f and class cfgPatches {class ui_f {[...]}};?

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Or can I name it different

grand zinc
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you have to name it different

wraith sedge
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I do, I´ve done some changes let me see if it works now...

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Now it does...

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Amm

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I changed requiredAddons

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Just that

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I missed ui_f etc...

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But as far as I know requiredAddons are just for warning messages

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Of missing files/dependencies

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Or error messages

grand zinc
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they make sure your config loads after the required ones

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if you require something to load first.. You gotta put it in requiredAddons...

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Because.. That's logical

wraith sedge
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Oh, I didn´t know it queue up loading mods but that makes sense if you think about it

hard chasm
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😎

tiny sky
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Alright, so I got the MFD text working on my gunner display config. Everything except the crosshairs and the compass icon. Anyone know how to add those icon elements (not text) to an MFD? I've exhausted the wiki and I'm poring through default MRAP configs to find the solution

south bison
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hello

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i want to ask how to get my mod zues compatible

hearty sandal
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what kind of mod is it

south bison
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army mod

hearty sandal
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so new units and vehicles and such and you want them to be visible in zeus?

south bison
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mostly retuxture

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but i want to be used in zues for multiplayer

hearty sandal
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are the originals you have retextured compatible with zeus?

south bison
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now can't answer that ... because some are venila and others rhs and other mods don't know if they are compatible

hearty sandal
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google is your friend in these matters I believe

south bison
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thx

dusk jungle
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class CfgVehicles {
    class Heli_Light_01_base_F;
    class Heli_Light_01_unarmed_base_F:Heli_Light_01_base_F {
        class Turrets;
    };
    class B_Heli_Light_01_F:Heli_Light_01_unarmed_base_F {};
    class B_MyHummingbird_F:B_Heli_Light_01_F {
        test = 123;
        class Turrets:Turrets {
            test = 123;
        };
    };
};

Issue is that class Turrets in B_MyHummingbird_F ends up not containing any subclasses (even though splendid config viewer shows them). What am I doing wrong?

hot pine
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you need to define it again

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it's special behavior of turret class (+ some others too)

lofty zealot
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What config fields in a vehicle tell how many units it may carry and where they are (driver, etc.)?
(please annotate me)

hard chasm
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cargoPositions[]= (from memory)

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damn, I used to know this stuff backwards.

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maxTransport?

hot pine
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transportSoldier

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also can be controlled by cargoProxyIndexes[] & FFV turrets

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then there is hasDriver command

hard chasm
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@lofty zealot transportSoldier

Integer: Default Value= 0.

Number of 'passengers' this vehicle can carry. The value does not include the driver, nor any vehicle positions such as gunner (if any) or commander(if any)

lofty zealot
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sounds complicated ...
so ... transportSoldier is the total number? or?
and how to know if there IS a driver slot, gunner slot, ... slot

hot pine
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It's only total number of passengers

lofty zealot
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so includes driver etc.?

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no ...

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trying to understand the total number of slots possible, what tells who is driver/commander/...

sullen fulcrum
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Have a look in bis fnc allturrets what it looks for in config that should cover a lot of positions

hard chasm
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@lofty zealot

hasDriver=true/false;// also refers to a Pilot
hasGunner=true/false;
hasCommander=true/false;

// a copilot or codriver is the 1st passenger

total occupancy = hasGunner+hasDriver+hasCommander+transportSoldier;

hot pine
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Has gunner and commander is quite useless to determine if those seats are present

hard chasm
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if true, they are part of the vehicle

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example of a4 man vehicle

hasDriver=true;
hasGunner=false;
hasCommander=false;
transportSoldier=3;
crew=TaxiDriver; //gunner,commander and driver are 'crew'
typicalCargo{girl,boy,dog};// otherwise will be filled with 'crew'
cargoIsCoDriver[] = {1,0,0}; // 4 seats, 1st two are in front windscreen
cargoIsCoDriver[] = {1,1,0}; // a benchseat in front, with one single seat somewhere in rear
cargoIsCoDriver[] = {00,0}; // an asian tricycle, diver in front, benchseat in rear

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typical cargo and crew are generic. they do not have to be an explicit soldier or civilian; if generic, they are randomly filled with 'humans' on the same side, further up the inheritence tree.
this is flashpoint information and i don't think bis have been able to break it.

hot pine
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First of all, you can get multiple turrets

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Including ffv seats

hard chasm
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sure, but they're in compartments

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compartments are easier to understand if you look at the twin ack ack gun of arrowhead (forget it's name)

fathom thorn
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Hi guys. can I force firing from vehicle positions to use the gunnerview lod?

hard chasm
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gunnerusesPilotView= & commanderUsesPilotView=

fathom thorn
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but those forces them to use the pilotview lod dont they?

hard chasm
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yes. that's all I know.

fathom thorn
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okey thanks

hot pine
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for turrets - lodTurnedIn/lodTurnedOut/lodOpticsIn/lodOpticsOut
for driver - LODDriverTurnedIn/LODDriverTurnedOut/LODDriverOpticsIn/LODDriverOpticsOut @fathom thorn

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@hard chasm what do you mean by compartments?

hard chasm
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i'll have a look at the FFV stuff first so we're on same page. it's been some time....

fathom thorn
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@hot pine thanks

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@hot pine will those override gunnerUsesPilotView?

lofty zealot
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thats why i never wanted to dive into config stuff ... waaaay too many variables to grasp 😩

sullen fulcrum
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Add to it that half of them are not even engine properties

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And another half is not documented anywhere

hard chasm
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not being documented is up to us.
I stopped, but part of the reason is because, as you say, some of the properties are only inspected by sqXcrap which, bis notoriusly decide to change from one day to the next.

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most of it is, however hard coded engine properties. There's no obligation ion BI's part to say or document anything about their engine. They just take a bit of glory when we supply it.

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With the exception of the comref, the substantive part of the biki comes from OFPEC documentation. We only have ourselves to blame if its out of date.

lofty zealot
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i care mostly about the engine related stuff

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everything else is not useful to replicate stuff in sqfvm

hard chasm
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yep

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orders of magnitude volatile

hot pine
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@fathom thorn I'm not sure if gunnerUsesPilotView is still working

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so yeah, it will override it

hard chasm
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lesson learned by me when the alice moduile first came out. spent and age and a half using it, documenting it, tooling it. All broken chimneys, and no lights in windows when it changed to Alice2. Never ever again. (same thing happened with particles from arma1, all wasted effort)

fathom thorn
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@hot pine thanks

inland gulch
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so for making uniforms, does the uniformClass have to have a scope of 2 or can it be connected to a base class or something?

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What I mean is, is it possible to have custom uniforms without creating units that are visible in the editor?

icy coral
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is there anyway to disable the turnout option for driver and commander ? When i use forceHideDriver = 1; i disable the option but i also cant see the driver in the 1st resolution lod :/

hearty sandal
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you can set driverOutAction as ""

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and gunnerOutAction as ""

icy coral
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and then deleting the forceHideDriver = 1; ? seems not to work then i can turn out again

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or should i change gunnerInAction to gunnerAction then ?

hearty sandal
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hmmm lets see

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the pair seems to actually be gunnerAction for turned out and gunnerInAction for turning in

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so if you dont have gunnerInAction it will always be "turned out"

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and then disabling forceHideDriver should keep it visible

icy coral
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yeah, my problem is that my guy in the vehicle shouldnt be able to turn out

hearty sandal
#

yes yes but if there is no turning in

#

there is no turn out option

icy coral
#

hm so i should delete the whole line with DriverAction and gunnerAction and just let stand the DriverInAction and GunnerinAction

#

with DriverAction "" he still turning out but with no animation

hearty sandal
#

there is driverAction and driverInAction

#

and for turrets there are gunnerAction and gunnerInAction

#

and use just the driverAction and gunnerAction

#

dont use the InActions

icy coral
#

okay

#

will try it

#

its not a normal wheeled vehicle, its a tracked vehicle so works with tankx, but i dont know if this is the problem maybe

hearty sandal
#

should not be

icy coral
#

dont work either ugh

#

thats it for today, time for sleep -.-

worn pewter
#

trying to test GUI and getting
file 'stoXmissZadi\pi\coIb.png' not found

description.ext

    class iddZt{
        idd=2000;    //=dialogControl;
        class controls{
            class t: RscPicture{
                idc = -1;
                text='stoXmissZadi\pi\coIb.png';
..```
the file at
`%userprofile%\Documents\Arma 3\mpmissions\missZdXadiXarma3.Altis\stoXmissZadi\pi\coIb.png`
_>???
worn pewter
#

looks like <|'|> doesn't work in this place

sullen fulcrum
#

Maybe you need to use double quotes "?

worn pewter
#

@sullen fulcrum its what i meant

hot pine
#

@icy coral

    class Something
    {
        forceHideDriver  = 1;
        viewDriverInExternal    = 1;
        class Turrets: Turrets
        {
            class MainTurret: MainTurret
            {
                class Turrets: Turrets
                {
                    class CommanderOptics: CommanderOptics
                    {
                        viewGunnerInExternal = 1;
                        canHideGunner = 0;
                    };
                };```
sullen fulcrum
#

Sorry but I doubt anyone understands you cryptic language @worn pewter

grand zinc
#

Correct. Single quote definitely works in configs. I'd say though that the path there needs to be a full path. Not relative to description.ext

icy coral
#

@hot pine thanks will try 😃

hot pine
#

I would check if that particularly .png is working with arma (8 bit, etc)

#

or I would try just jpg/paa

icy coral
#

thanks again works beautiful ^^

worn pewter
#

@grand zinc single quotes does not work in this situation, before writing opposite ,check it ,self
@hot pine the .png wouldn't work, but this doesn't matter because the issue was not related to it's compatibility at all

hard chasm
#

the story behind ' ' and png is they can't be used in desc.ext because they won't be binarised out of existence. This is not the case for configs and rvmats

#

the truth of the matter behind " and ' is that they very very rarely have any purpose at all and no reason to use them. At all.

lofty zealot
high berry
#

commander will return the player in the "commander" seat within a vehicle. I believe this is the seat which has the flag commanding = 1
effectiveCommander can be overtaken from grouping. i.e. the group leader could be in a passenger spot of a MBT but the AI driver will listen to them, ergo they would be the effectiveCommander however the unit within the commander seat would be the commander

lofty zealot
#

okay, thanks

lone spruce
#

If I wanted an item to be able to be used more then once, say like a first aid kit, would I set up its configs the same way as a weapon magazine?

high berry
#

like a finite number of times or just as long as it's in inventory?

#

while you think...

#

Where is the driver optics FOV defined? I am looking at the configs for the Slammer and Stomper and can't determine why they are different. It appears as though the driver view for the Slammer is 1x and allows player to zoom to 1.7x while the stomper is locked with a wider FOV of about 0.3x

#

i've looked at their viewCargo, viewPilot, and viewOptics classes and they are all the same.

lone spruce
#

Basically I would like a large medical kit to have the ability to be used at least 2 or 3 times while it is in inventory

grand zinc
#

I thought the large medikits have unlimited uses 🤔

lone spruce
#

This is for a custom model I am working on for a survival mod

lofty zealot
#

use multiple items

#

consume em, and add the next smaller one afterwards

#

requires SQF though

lone spruce
#

So it wouldnt be done in cpp

livid heath
#

can anyone suggest who might be the best fx person in the modding community? As I'm always in my Vietnam war bubble, I don't pay much attention to these things. Thinking of blastcore type effects, napalm, gas, afterburners, that kind of stuff.

#

Explosions and smoke and fire, improved claymore fx etc

stoic lily
#

hardly anyone around anymore doing that

#

ALIAS still does great work with particles, but probably not the kind of work you are looking for

scarlet oyster
#

Back in the days of Arma1 NeoArmageddon did quite a lot of PFX stuff, he's still around in CUP circles.

hard chasm
#

yes. I remember there was a very good biki article about arma1 particles, it all made sense, prolly written by neo. But bis moved goalposts in arma2 and interest waned in going thru the decoding effort again.

nimble sequoia
#

Where does class Library {libTextDesc} appear in game?

pallid mulch
#

I've made a gas tank and after its destroyed i create a fire particle effect but it doesn't do any damage to the player, any tips?

hard chasm
#

@brazen sierra , that is wrongly formatted.. the answer is

    class Library
    {
        libTextDesc = "My fantastic pink elephant";
    };
#

if you mean, where is it USED

class cfgVehicles
{
class MyGreatWidget
{
class Library{....};

nimble sequoia
#

No, I meant what I asked, which is where does the contents of libTextDesc appear in game? (although thanks for the reply)

#

In other words, where would your "My fantastic pink elephant" text show up?
No where that I can see.

#

btw, that's the wrong Apollo you tagged - annoying someone else using my name

hard chasm
#

it appears in the description of the thing in the 3den editor i think, haven't looked for some time

toxic solar
#

besides the Arma 3 samples, is there any other place I can get better understanding for helicopter configs?

stoic lily
#

any particular part/functionality or "anything"?

toxic solar
#

well, I guess the two big areas are max speed and agility of the helicopter

#

like for example, make the ghosthawk act like the littlebird and the littlebird act like a ghosthawk

#

in terms of speed, acceleration, agility

undone quiver
#

From my experience a large portion of the performance of a vehicle is simply based on the configs alone.

#

Mass of the model does play some role, but not nearly as much as the config settings IMO.

toxic solar
#

from what I have been able to tell for helicopters

#

mass effects the top speed and sensitively to controls

#

so without changing the models Im tryna make the little bird and ghosthawk swap in terms of flight model

nimble sequoia
#

mikero: it appears in the description of the thing in the 3den editor i think, haven't looked for some time
That would be the logical place, or perhaps the Virtual Garage. But no, you won't find pink elephants there at all.
It could possibly be the in-game "Field Manual > Assets > Vehicles Info", but that seems restricted to just vanilla content?

hard chasm
#

i wish i could be more helpful, but i haven't really played the game since arrowhead. and at that time it was in gear selection. It's just confusing me why i have this 'library' for cars and trucks too.

dry carbon
#

Hey all, is there any way via config to limit the minimum thrust to a VTOL, so that you don't accidentally fall out of the sky? I find that playing around with the envelope and other such parameters helps suppress the rate of descent, but once the throttle is closer to 0% there is the risk of sudden irrecoverable loss of altitude.

toxic solar
#

isnt that how its supposed to be? 0 thrust =nothning to counter gravity thus the VTOl falls?

dry carbon
#

Yeah, but I want a limiter built-in

#

Helicopters have a "natural" limiter, if you will, called autorotation.

#

Because there're no freespinning blades, a jet VTOL's decent can be perilous. The limiter would be like a fail-safe to prevent pilot errors with fatal results.

#

So then, what if you need 0% thrust? Shut the engine off. I doubt 0% would be needed unless you are landed.

toxic solar
#

helicopters have blades, where as VTOLs dont ,IMO id say try a #arma3_scripting apporach ,but thats cause im not sure about a config solution for that

dry carbon
#

Some VTOLs have blades, but yeah you're getting to the point I was at.

I was afraid it might require a scripting approach...

wise tusk
#

Can there be SoundController added in sounds for vehicle? For example:

soundEngineOnInt[]=
        {
            "js_jc_fa18\sounds\FX_FA18_engine_start_in",
            1,
            1
        };
undone quiver
#

So reading through a bunch of RPT logs, does A3 not ignore //comments? I keep seeing error can't read /, and such.

hearty sandal
#

no, comments are not ignored, problem is elsewhere

undone quiver
#

So that is a yes they are ignored?

hearty sandal
#

no

#

the error message you are seeing is not related to comments

undone quiver
#

Ok sweet, last question. What does it mean there is No shape for ammo type. Is it a model we need to define?

hearty sandal
#

sounds possible. Does the ammo class have no model?

undone quiver
#

I didn't know bullets even needed a model to define.

hearty sandal
#

it can help if you inherit from existing ammo class and change what you need to change

undone quiver
#

Yea, I didn't do the original ammo configs, my guess is they went off of the BulletCore.

#

I mean technically model = ""; should solve that if we need no model yea?

hearty sandal
#

possibly yes

#

worth a try

hard chasm
#

What does it mean there is No shape for ammo type
you are inheriting from the wrong class / a non existent class. The property the engine needs to continue, simply isn't there. (in this case a property called type=). Your .rpt will be full of errors screaming at you when it discovers that what you said about the inheritence tree is not the truth. Example:

class A;
class B:A
{
class C; // wrong, it doesn't exist (in this tree)
};

#

example2:
class Z;

class B:Z // wrong, should be A
{

comments:

you are both talking in double negatives

No, the engine does not ignore //comment lines, it recognises them and ignores the line.

yes, the engine, when it recognises a //comment will ignore the line.

toxic solar
#

is there a better way to config MFDs other then change one thing and then see how it looks in game and then change another thing and try again?

stoic lily
#

@undone quiver there is an "empty" model/p3d in weapons

undone quiver
#

Thank you for the clarification!

fathom thorn
#

hi guys. I just added a new impact sound for my ammo, but I cant understand what parameter controls the volume

#

tried increasing the second paramter in all these
hitGroundSoft[] = {"soundHitBlade01", 0.14,

#

but no change

#

tried increasing the second and third parametern in these
soundImpactBlade01[] = {"WHwalkers\stompa\sounds\chainsaw_blade_hit_01.ogg", 0.35, 1};

#

no change

#

and I cant find any documentation on it

strange egret
#

volume pitch range (not necessarily in that order)

fathom thorn
#

yeah but which paramter is that?

livid heath
#

bullet models require mass in a geo lod afaik @undone quiver

#

or maybe i'm confusing that with grenades and shells

#

anyway, you'll soon know if you need it

hard jolt
#

Hello. Does anyone know if there is a way to replace a model of CUP A2 tree which is not defined in any config? I recon i can use addon prefix, but as far as i know i should repack whole 500mb addon

stoic lily
#

replace path in wrp/terrain

hard jolt
#

well, i think it is not an option too) So, looks like it is a 500 mb addon replacement

wise oasis
#

hello, anyone happen to know of a good template to use as a base for making custom units? I'm reading through the characters/gear encoding guide atm, just looking for a completed reference

hearty sandal
#

@wise oasis download Arma 3 samples on Steam.

hard chasm
#

well, i think it is not an option too) So, looks like it is a 500 mb addon replacement
kju's answer is the least effort. you replace the one and only reference to the object inside the wrp, and repack that wrp's pbo

#

fyi: vegetation models (trees) rarely have a config associated with them, because bis don't see any reason to select them in the game editor.

undone quiver
#

Is there any reference documentation for CfgGroups? Like does it require any additional stuff for make it work in Zeus?

worthy beacon
#

Hello
I have a problem with the Gbu 12 bomb
After i lunch it from the plane
It lunch and work but the pylon wont be free
Actuly i can see the GBU on pylone after lunch but cant use it again

#

The other weapons and magasines on the plane work fine

stoic lily
#

@undone quiver should not - just make sure all units, vehicles and their crew have scope=2

undone quiver
#

Copy I'll check

#

mmm, that seems to check out.

#

Like they work in the editor as group, and you can select them in groups in Zeus. But you can't place them, just see the spots they would take up if you were to when hovering over the area.

#

What is strange is we have a perfectly fine working one in another faction. But going back and forth comparing the two doesn't seem to net any results of discrepancies.

#
    {
        class West
        {
            class BLU_F
            {
                class Infantry
                {
                    class BUS_InfSquad
                    {```
#

With the All In One set up for Blufor

#

Does class BLU_F have to be actual faction class assigned to the units in the vehicleCfg, or did they just name it that way for convenience?

stoic lily
#

anything in rpt?

#

3rd level is faction class name yes

undone quiver
#

Nothing that would indicate a curator error

livid heath
#

may help

#

check all of your groups units are listed in cfgpatches, and i imagine all of your units weapons and kit must also be, and all of the crew for any vehicles in the group. Any accidental duplications of items in the cfgpatches list, or any inclusion of a scope 0 class may prevent it from showing in zeus

undone quiver
#

Makes me happy to see that some one had the same problem. Thank you.

livid heath
#

took me a year to get to the bottom of it

#

certainly any missing classes listed in cfgpatches arrays will kill the list for zeus

undone quiver
#

Yea, I think they wrote a scope 0 class in the cfgpatches

livid heath
#

i guess it's not a very robust function 😉

#

there's likely t obe more than one conflating reason going on, so just audit everything

#

don't have any hope til you've covered all the configs

undone quiver
#

Most the time my solution is nuke it and redo it. Mainly because most the configs were made before I joined the team when they were still learning.

restive veldt
#

how can i modify an already existing class w/o changing everything that is declared in that class? EX: I want to add a magazine to the magazines array of a weapon, would i do that like follows:

class Already_defined_weapon
{
    magazines[] += {"New_magazine"};
};
grand zinc
#

you need to have the correct class identifier
That is classname and it's parent

#

so in your example you are most definitely missing the parent

#

Also you need to make sure your mod is loaded after the one that adds the weapon. You do that via the requiredAddons entry in your CfgPatches

hard chasm
#

dedmen is on the money with this, but no-one will thank you for altering a 'pre-existing weapon' it affects all other people who have your pbo on their pc, even tho, they're not using it. The correct way to do this is to inherit the class you want to change and use the new class you made to only affect you.

#

it takes an age an a half to get a good reputation in the modding communrity. it takes 5 minutes to destroy it. Your addons will be treated as suspect from then on.

inland gulch
#

would using DLC headgear in a mod create a dependency for that DLC?

#

or any uniform object, really

undone quiver
#

I believe so.

#

But of course people can still play with it, Just will get the usual watermarks.

inland gulch
#

I see

#

is there a way for me to test this? I have all the DLC

undone quiver
#

Find some one without the DLC to play your mod?

hard chasm
#

or just remove your dlc!

#

temporarily move the folder where the engine can't find it

hot pine
#

Dlc watermarks are checked via steam so removing folder will just cause pop up errors about missing Addons and models

toxic solar
#

what determines the overall area of a MFD? like for example wat makes a helicopters MFD usually bigger then a jets?

hot pine
#

MFD?

#

MFD = multi functional display

toxic solar
#

yes

#

like the HUD for a helicopter, wat determines its over all size, and for example how is the HUD for the A-164 limited to that small screen in the middle verses how for the Blackfoot its much bigger in comparision

hot pine
#

I'm pretty sure you are thinking about something different thing

#

MFDs, HUD & HMD are different things

#

A multifunction display (MFD) is a small-screen (CRT or LCD) surrounded by multiple soft keys (configurable buttons) that can be used to display information to the user in numerous configurable ways. MFDs originated in aviation, first in military aircraft, and later were adop...

A head-up display or heads-up display, also known as a HUD, is any transparent display that presents data without requiring users to look away from their usual viewpoints. The origin of the name stems from a pilot being able to view information with the head positioned "up" a...

A head-mounted display (or helmet-mounted display, for aviation applications), both abbreviated HMD, is a display device, worn on the head or as part of a helmet, that has a small display optic in front of one (monocular HMD) or each eye (binocular HMD). A HMD has many uses, ...

#

HUDs & MFDs are restricted by the screen size obviously - you can adjust memory points in p3d to increase or decrees screen size

toxic solar
#

oh okay I see, I thought HUD and HMD where the same as MFD.

hot pine
toxic solar
#

oh okay I see,I could never find what helmetRight or helmetDown or helmetPosition meant

hot pine
#

wiki updated

toxic solar
#

oh just now? magical

#

so helmetPosition refers to teh top left position of the HMD?

#

and helmetRight points to the top right most position and helmetDown points to the bottom left position of the HMD?

hot pine
#

yea

#

I'm using following formula to scale up/down HMD

                #define HMD_SIZE 0.065
                helmetPosition[] = {__EVAL(-HMD_SIZE/2), __EVAL(HMD_SIZE/2), 0.1};
                helmetRight[] = {HMD_SIZE, 0.0, 0.0};
                helmetDown[] = {0.0, -HMD_SIZE, 0.0};```
toxic solar
#

Oh okay cool

#

Thank you very much

#

I shall now try and see the max size xd

#

what happens if the __EVAL isnt there?

hot pine
#

mfd is evaluated a little bit slower

#

since it's converting string to code & evaluating math

toxic solar
#

oh i see, does it also apply the same to other places like say hit="5*5";?

hot pine
#

yes

toxic solar
#

oh okay, I didnt know, and its two underscores correct?

grand zinc
#

That only works if you have a binarizer that supports __EVAL though.
The only one I know is BI Tools.

toxic solar
#

oh so do I have to use CfgConvert to bin for it to work??

grand zinc
#

Or just use BI Tools AddonBuilder

hot pine
#

pbo project deals fine with them too

grand zinc
#

Oh? I always thought it either doesn't or it's very limited and doesn't support everything that should be supported

toxic solar
#

oooofff that makes tryna test as fast as possible a little bit slower 😦

hot pine
#

I think Mikero addressed most of the issues now

#

after I started making MFDs for RHS we ended up with files with hundreds of macros & evals

#

Hatchet send some test files to Mikero and apparently result should be same as BIS binarizer

#

there still might be some differences here or there - I didn't tried to catch them all since apparently they were rather minor/not visible ingame

hard chasm
#

my tools support eval/exec and warn you when the syntax won't produce a constant. here are only limited number of sqx functions that can be used. rad, sqrt,cos, etc etc. others aren't quite obvious, getProductversion eg can't produce a constant but 'looks' like it can.

grand zinc
#

Do you know since when that is the case?
A year or less?

hard chasm
#

probably, it is a very, very strong parser and can detect a heap of different typos. but most important of all is telling you the sqx verb your using can't be used.

grand zinc
#

But you don't support @ syntax right? The eval that's evaluated when config is loaded by game?
That was the one I wanted to test out if it actually works properly half a year ago.. Never did.
Syntax is val = @<code>; or val = @<code>}

I should really try out if that works. But I said the same half a year ago and didn't do it yet

hard chasm
#

@ was last used in xbox elite. I've never seen an instance of it in arma. but yes, @ behaves the same way as cfgConvert, notably, creating a <code>string.

grand zinc
hard chasm
#

type 4 is correct.

#

it was last used in the xbox, i have never seen it appear in any (arma) config.bin

#

let me check something that might help u.........

#

RAPTYPE100_STRING =0x0100,
RAPTYPE101_FLOAT,
RAPTYPE102_INT,
RAPTYPE103_EMBEDDED_ARRAY,
RAPTYPE104_XBOX_ONLY,// "@offset" syntax
RAPTYPE105_DOUBLE,
RAPTYPE106_LONG_LONG,

grand zinc
#

Oh 5 is double. Didn't know what that one was. But Arma doesn't seem to support it anyway

hard chasm
#

1xx refersd to the fact the 1st byte is 01

#

definate usage. i think, only from memory, in wrp configs. pls don't quote me.

#

oh and btw the delete keyword applies to any var, not just classes.

#

it marks the var is invisible to inheritence

grand zinc
#

Okey. It can stay as class for when it get's rapified. But I have to exclude it from parent/entry search then. Thanks

grand zinc
#

Okey forget everything about @. It's almost just a copy of the normal string type. Just with special syntax, and special type ID.
The tiny difference is that when you try to retrieve the value as string.
The @ one evaluates the string as code and returns the string that the code returns.
The normal one checks if the string starts with $STR and if it does returns the localized string.

So not that useful in the end

hard chasm
#

that's my understanding of how it works too.

lofty zealot
#

wondering right now, would this be useful:

#
class foo
{
#pragma code start
_arr = ["_foo", "_bar"];
{
    write__ format ["    %1 = 0;",_x];
} forEach _arr;
#pragma code end
};```
```cpp
class foo
{
    _foo = 0;
    _bar = 0;
};```
hard chasm
#

in the xbox it was used to point indirectly to the var of that name

stoic lily
#

what kind of sqf code can one use for config params (outside onLoad and similar) - just profileNamespace?

livid heath
#

animationsource question default Bohemia RPG7:
https://youtu.be/IjhrZAJDyvk
Is there any animation juju to fix the hidden RPG magazine during reloadmagazine sequence of an EMPTY launcher? see vid for example.
what is going on here, is that isEmpty or isEmptynoreload are basically hiding the magazine after firing. This means that magazineReloadSwitchPhase of 0.1 in the weapon config still doesn't show the magazine, unless there was already an unhidden magazine present in the weapon whe nthe reload sequence began.
Is this just a limitation ofanimationsources, or has anyone worked out a way to fix it?
Seems a shame to lose the nice reload animation.

Sources, magazineReloadSwitchPhase, etc, nothing seems to help make the grenade show up during reload, after the weapon is emptied.

▶ Play video
#

@bold tapir @scarlet oyster any ideas?

grand zinc
#

There probably is not a way to spawn a second magazine for the animation, and then just despawn it again when it's in the tube and the real one appears?

#

or combine the isEmpty and magazineReloadSwitchPhase conditions? Not sure if possible. Just throwing in Ideas

hot pine
#

mag proxy + magazineReloadSwitchPhase

lofty zealot
livid heath
#

@hot pine still doesn't fix it 😦

hot pine
#

did you removed obsolete hide anim based on hasMagazine ?

#

it's no longer necessary

scarlet oyster
#

We did our RPGs with those params and it works correctly.

livid heath
#

that was my next question !

#
            {
                type = "hide";
                source = "hasMagazine";
                selection = "magazine";
                minValue = 0;
                maxValue = 1;
                hideValue = 0.1;
//                unhideValue = 0.5;
            };
            class magazine_hide: unloaded_magazine_hide
            {
                source="reloadMagazine";
                hideValue=0.001;
                unhideValue=0.499;
            };
            class rounds_empty
            {
                type="hide";
                source="isEmpty";
                selection="magazine";
                animPeriod=0;
                minValue=0;
                maxValue=1;
                hideValue=0.1;
            };
#

so remove hasmagazine hide anim?

#

ok will test, thanks lads

hot pine
#

isEmpty need to be removed too

livid heath
#

ok thank you so much.

#

works like a charm

#

@scarlet oyster how did you achieve the magazine movement before loading? is it part of the rtm using IK on the mag proxy? or clever move anims on the magazine inside the weapon model itself? it would be a really nice feature to be able to bring the magazine up from the belt pouch / backpack in general.

#

if it's moving the magazine mechanically in the model.cfg it seems like a lot of work to achieve it.

scarlet oyster
#

Its a model.cfg anim

livid heath
#

well it sure is beautiful work mate

scarlet oyster
#

Thanks. That gif shows the first ingame test. It's far more refined now and applied to all weapons.

livid heath
#

so much potential with this funky new magazine proxy - thanks Bohemia 😃

nimble sequoia
#

What is the value range for animationSource engineTemp please? 0-1? Centigrade?

hot pine
#

0 - cold, 1 - fully hot

nimble sequoia
#

thanks 😃

novel laurel
#

theoretically speaking

#

is there any downside to using eventHandlers in unit config to make a loadout for a unit

#

and to force identities

#

i.e. using the eventHandler section in unit config for arsenal exported loadouts

#

so far as I can discern, it doesn't create dependencies, since it's technically a bunch of addUniform/addVest/addEtc commands that're fired on mission start, before unit init fields from the editor are fired

#

plus for example, if you're spawning a unit that has eventhandler init in its config, and if it has a vest that's part of an unloaded mod, it doesn't give an error or anything, the unit just doesn't have that vest

#

those are the only two things I can think of that are different than using normal unit config lines like weapons[] and backpack and etc

#

would there be anything else I should look out for?

hard chasm
#

my limited experience is that missing materials or textures simply cause that area of the terrain/model to be white.There is generally something in the (dot)rpt mentioning it. It does not crash the game.

#

On the other hand, missing p3ds, including proxies, DO crash the game.

lofty zealot
full wave
#

Hey sorry if this isn't the right place since i don't know if it is the right...

I have to do something which is something completly new for me since i only write scripts... I need a config change to get an id from the mission.sqm while i initialize the mission. Is there someone who can point me out better information then the Arma 3 website or even help me learning it?

I would be thankfull

grand zinc
#

I need a config change to get an id from the mission.sqm explain? what config change? and what ID?

full wave
#

I have to execute a setVariable command when starting the mission.

This Variable should be for every unit placed in eden (found in mission.sqm) the id of the unit.
The Construct is the following to get it in Mission.sqm:

class Mission
{
    class Entities
    {
        class Item0
        {
            class Entities
            {
                class Item0
                {
                    id=187; <------ this i the one i would need as variable
                    type="I_officer_F";
                };
            };
        };
    };
};
#

This is how i would need it

class Item0
{
    class CustomAttributes
        {
            class Attribute0
            {
                property="ser_3DEN_ID";
                expression="_this setVariable ['ser_3DEN_ID', _value, true];}";
                 class Value
                {
                    class data
                     {
                        class type
                        {
                            type[]=
                             {
                                "Number"
                            };
                        };
                    value=187;<------ The ID i pointed out.
                };
            };
        };
    };
};
#

I just don't know where i have to start the change of the Eden editor to get this result

#

I saw something where you can make a change in the Attribut editor... But i don't need another dropdown menu to set a value like a INIT Field i just need to get the Unique ID of the Mission.sqm over a Setvariable onto the Unit

#

I get this ID provided in the Mission.SQM in the beginning

class EditorData
{
    class ItemIDProvider
    {
        nextID=444;
    };
};
#

I hope this is understandable enough to know what i want to do

stoic lily
#

i think you can loadfile the mission.sqm and try to parse it

pallid snow
#

How would I go about adding custom attributes to the tools tab in the eden editor?

arctic quarry
#

Hey is there a way I can skip the lobby and then play a loading screen while the mission file is downloading?

pallid snow
arctic quarry
#

there was no help there

pallid snow
#

Someone will come

#

You have to be patient

#

Don't multi-post

arctic quarry
#

I sat for an a hour and explained what I'm trying to do and I asked how to do it and all I got was someone shrugging there shoulders, and I can't talk in other chats??????

pallid snow
arctic quarry
#

theres no luck

grand zinc
#

Actually. His issue is not doable with scripting

#

You can only change the slot selection display with config

pallid snow
#

I haven't read into it, but from what he posted, seemed like a script at a glance

arctic quarry
#

idk what it is anymore

#

since know one knows how to do it

#

or there just choosing not to assist me

pallid snow
#

Patience

arctic quarry
#

-_- I been here to long to be told that

#

I have an idea but idk if it will work

pallid snow
#

Try it

arctic quarry
#

idk how

pallid snow
#

but don't throw in the towel because no-one will help after 1 day. 😃

arctic quarry
#

thats why I'm here

pallid snow
#

Thats the fun of it all 😄

arctic quarry
#

dude I got no help after the first hour its arma

#

and this is to the point i need some help

pallid snow
#
Dedmen 
Today at 16:16
for such advanced stuff as what he is trying to do. The information is probably not there.
It's a VERY nieche things. And you need to have advanced knowledge about many things to make such a thing
arctic quarry
#

why did you repost that?

pallid snow
#

Because you keep saying no-one will help, but he has helped. He's given you an answer.

arctic quarry
#

-_-

pallid snow
#

Don't be like that just because it's not the answer you wanted 😃 Best I can think of is: You'll want to keep the download display up, but close the lobby display and load the loading screen. This will notify the user of the download, but have them in the loading screen ready.

#

I wouldn't know where to start

#

perhaps looking at Full Screen Loading mod or similar will help you get started.

arctic quarry
#

after an hour explaining you said the same thing

#

you said lobby display same thing I was told earlier

#

here ill ask you questions in a little about little parts I need help with

pallid snow
#

I'm a little busy atm, I wont be able to help you with much

arctic quarry
#

ok

#

what is this GUI?

#

What is this?
class RscDisplayNotFreeze: RscStandardDisplay

#

I think its a variant of all the other displays

#

:/

fathom thorn
#

Hi guys. can someone explain to me why my tank sinks into the ground when it dies? that also happens with the sample tank

arctic quarry
#

lol I didn't expect to read that and what are you meaning by with the sample tank?

grand zinc
#

Sample tank. From Arma 3 Samples I guess

arctic quarry
#

oh ok

#

hmm I had that happen to my car before and i forgot how i fixed it

#

did you make the tank with everything in the p3d?

fathom thorn
#

yeah the test_tank_01 from the sample files

#

yeah it has everything

arctic quarry
#

I think I know why

#

@hard chasm Uh?, do you have land contacts in your p3d and do you have a Wreck vers of the tank?

fathom thorn
#

no wreck, but landcontact yes

#

instead of using a wreck, Im just hiding some parts of it

#

and applying some damage materials

arctic quarry
#

wait give me a sec I need to test something and if I'm correct then i know what it is

grand zinc
#

Why dayz?

#

This is Arma discord

arctic quarry
#

ya I'm soo confused

#

when he said Dayz I got really confused

hard chasm
#

oh shit oh shit oh shit 😊

pallid snow
#

So in regards to cfgEden, what would one require to add a custom attribute to the tools drop down?

arctic quarry
#

while I load up arma @fathom thorn can you show me what happens when your tank gets detroyed

pallid snow
#

Cheers 😄

fathom thorn
#

@arctic quarry

arctic quarry
#

A thats cool asf B whats the problem I don't see the tanks falling through the map

#

@fathom thorn Are you talking about the Close ones that fall a little bit?

fathom thorn
#

the big yellow one

arctic quarry
#

ya can you show me a side view of the model in object builder

fathom thorn
#

the res lod 1?

arctic quarry
#

umm I think

#

and does it have wheels and able to be moved?

#

wait it has tracks

#

right?

fathom thorn
#

yeah it has wheels and it drives

#

ya

arctic quarry
#

so send me what your land contacts looks like

#

show me p3d

#

in object builder

#

make sure everything is lined up correctly

#

show me the Land contacts, Geometry(Each one)

#

?

fathom thorn
#

hmmm I cant post dropbox links?

#

Ill pm you instead

grand zinc
#

I've seen the one you just posted

arctic quarry
#

ok

grand zinc
#

@red wharf is the bot messing things up? deleting links?

red wharf
#

the message was posted 5 times

arctic quarry
#

Hey posted once and it removed it

#

and then he tried 4 other times i think but I only saw it for 1 second and then it was gone

desert coral
#

The dude posted it 5 times within time span of 5 minutes... Was not a discord lag or anything...

arctic quarry
#

uh he did I thought it was only once and so he thought it was glitch or something

red wharf
#

it's simple make new url for same picture and post it, ONCE 😃

fathom thorn
#

Got it

undone quiver
#

When making a tracked vehicle amphibious is it the same exact config set up as wheeled ones?

cedar sail
#

quick question guys, anyone know the line of config i need to get items/mags into a custom vest on spawn

sullen fulcrum
#

I've got two cylinders textured with digits, like rounded rotated ribbon (digital rpm indicator). It's animation sources comes from RPM so is float number (range 0 - 1). Obviously the cylinder's animation is smooth, rotate with transitions between digits. Is there a non-scripted way to remove the transition and have angled (incremental) rotation? Like every single unit - the first cylinder rotates by 36 degrees, and every tenth unit - the second cylinder rotates by 36 degrees?
I can do it by setting indenpendent animations for rotation of every digit (20 in total) but it's not what I am looking for (performance reasons).

sullen fulcrum
hot pine
#

performance issue?

sullen fulcrum
#

I mean, I would need to make 20 animations in model.cfg just for one eng rpm indicator (40 in total).
EDIT: 21 and 42 respectively, forgot about one hundred digit.

hot pine
#

mondklab weapon model.cfg anims consist of hundreds anims and according to him it doesn't influence perf at all

#

btw: not sure if you already know, but you can set zbias in object builder

#

it should fix those arrows artifacts

sullen fulcrum
#

oh well... so if it's not a problem I will go this way. But, just curious, is there any way to rotate those digits incrimentally?
Oh, yeah, gonna do this or just reposition pointers' covers.

hearty sandal
#

@sullen fulcrum whats your model.cfg animation class like now?

#

for the rotation

strange egret
#

setting z bias can fuck things up royally

sullen fulcrum
#

@hearty sandal I truly underestimated the number of required animations. All 6 ribbons need 222 animations total. 😙 Quite costly for just eye candy effect. But, well seems it works in OB now, will test it in the game soon.
This is just one rotation of left engine last digit's ribbon (change from 0 to 1):

            class digrpm_l10_1: Rotation_Base
            {
                source = "rpm1RTD";
                selection= "ind_engrpm_l_10";
                axis="ind_engrpm_axis";
                minValue = 0.0099;
                maxValue = 0.0100;
                angle0 = 0.0000001;
                angle1 = 0.6283185;
            };
hearty sandal
#

you are very close to the animation limits though I recall it being said to be around 256

hard chasm
#

the mighty @scarlet oyster and I did some testing in this area.. the actual value is closer to 96. For house animations (broken glass) it's around 25

#

foot in mouth

scarlet oyster
#

96 bones was what I encountered in Arma2 when doing a lot of individual window shutters. Haven't reached a max bone limit in A3 yet. (But haven't tried for it, either)

sullen fulcrum
#

Actually, they are only 6 bones and only 2 sources of animation, but every bone (cylinder) animated by many partial animations. I am just checking the model in-game so will shortly come back with my findings.

sullen fulcrum
#

At this moment, the addon has 124 bones (planned 50 more) and 360 animations (220 comes from digits alone), but you've mentioned that it might pose a problem so I will look at it. Actually, the last ones added (digits) work so... I haven't checked the addon thoroughly yet, but it seems that all animations work, except ca. 20 announciator warning lamps that weren't tested in-game. So to me, it looks like 256 bones limit may be the correct one in Arma 3. No clue what the number of animations limit is.
Regarding ribbon animations, their increment (range of change, minValue <-> maxValue) must be really small otherwise its rotation might be noticed sometimes.

https://youtu.be/-QPgGQoN9mU

strange egret
#

imo... not worth the crapload of animations

olive aspen
#

hi, im pretty new to config editing and i get a error code 1 cfg convert task failed: i guess i have some syntax errors in my config.

#

class cfgPatches { class Peer_ABC { units[]= {}; weapons[]={}; requiredVersion=0.1; requiredAddons[]={"A3_Characters_F"}; }; }; class cfgGlasses { #include "cfgGlasses.hpp" };

#

and this is the content of the cfgGlasses.hpp

#

class cfgGlasses { class None ; class skn_m04_gas_mask_blue: None { author = "Model by Mr.Skellington, config by Peer"; displayname = "M04 Gasmask (blue)"; model = "data\skn_b_nbc_mask_hood.p3d"; picture = "ui\NBC_b_mask_hood_inv_ca.paa"; mass = 4; }; }

#

can someone explain my mistake to me?

hearty sandal
#

double cfgGlasses

olive aspen
#

oh yeah. i removed the cfgGlasses class in the cfgGlasses.hpp and its still not working

#

sa me errorcode

hearty sandal
#

what are you packing with?

#

addonbuilder/pboProject/other?

#

@olive aspen

olive aspen
#

addonbuilder

hearty sandal
#

if you can get addonBuilder to fail build then theres something serious wrong

#

I recommend you check out tools setup guide from PMC wiki and get Mikeros tools and pack with PBOProject

#

it will give you much better debug info

olive aspen
#

ok. is binerization nessecary or optional?

hearty sandal
#

It is highly recommended

olive aspen
#

ill check your recommendations tomorrow thanks a bunch

sullen fulcrum
#

@strange egret I haven't noticed impact on FPS yet so I'm gonna explore this field further. Note that 95% of the animations are in Pilot View thus shouldn't add load to a server unless copilot will jump in to his seat as he share the pilot view at this moment. But, yeah, 220 animations just for few rotating digits due to the lack of proper animation type is simply.... hmmm.... way too much. Maybe I will exchange them for HUD solution or leave them as rotating indicators.

olive aspen
#

is there a way to change the position a facewear has on the body. my gasmask spawns right at the crotch area not the face

#

;D

tropic lake
#

But isn't that the correct position? The willy also needs protection from toxic gasses 😄

olive aspen
#

😄

#

the eyes would be a welcoming addition

tropic lake
#

afaik you need to add the correct memory point to the model

#

or proxy

#

to get it aligned properly with the face

#

but don't ask me which one 😄

olive aspen
#

wilco

high berry
#

I'm making a custom UGV but inheriting from a tank (because it is a tank). However, when I am controlling the driver the To Gunner's seat action is available but that causes issues (player locked to gunner view with no actions available and no ability to move, shoot, leave seat, etc.). Any idea what isn't right in my model that is making this action available?

nimble sequoia
#

@high berry If you don't want the driver to be able to move to the gunner's seat, put them in different 'compartments'.

#

driverCompartments = "Compartment1"; in main config.cpp
gunnerCompartments = "Compartment2"; inside gunner's Turret class in config.cpp

high berry
#

thanks. i'll try that

wise tusk
#

I am having a hard time with paths in CfgSoundShaders. I simply copied some sound for testing and it's original path was that:

samples[] = {{"A3\Sounds_F_Exp\arsenal\weapons\Rifles\Type115\50cal_Type115_closeShot_01",1}};

That worked and I had sound ingame.
I put that file in my sounds folder and tried this:

samples[] = {{"A3\js_jc_fa18\sounds\50cal_Type115_closeShot_01",1}};
samples[] = {{"js_jc_fa18\sounds\50cal_Type115_closeShot_01",1}};

None worked

nimble sequoia
#

@wise tusk Did you try: samples[] = {{"\js_jc_fa18\sounds\50cal_Type115_closeShot_01",1}};

wise tusk
#

Yep just now, same result

nimble sequoia
#

What error message do you get (from rpt) or does it fail to build with Mikero's?

wise tusk
#

16:41:19 Sound: Error: File: js_jc_fa18\sounds\50cal_type115_closeshot_01.wss not found !!!

nimble sequoia
#

When you call textures what path are you using?

grand zinc
#

are you 100% sure the file is there? and also on your pdrive in the same path?

stoic lily
#
  1. drag the pbo in a hex editor to see the prefix
  2. extract with some decent tool to see it
wise tusk
#

I am sure that file is there, I am packing with PBO manager and never had any issues with that so not using P drive.
I am not sure how to do the part kju has suggested

#

To textures I simply use "js_jc_fa18\data\Cockpit\FrontPanel\UFC_ca.paa"

#

and it works flawlessly

#

But with soundShader - nogo

nimble sequoia
#

I'd recommend p:\ drive and pboProject to build (as they probably would catch your issue at build), but guess you don't want to. Sorry, can't help further.

stoic lily
#

you can also use eliteness to browse the built pbo, check if the wss is in there and what the prefix is set to

wise tusk
#

Ok will do, thanks

stoic lily
#

another thing is to verify the wss format

#

like file may be here but not what the engine expects

restive veldt
#

I'm having an issue with a dialog that has shortcut buttons on it. I have textures for each of the buttons on the dialog but for some reason they are rendering distorted. When i display the textures for the buttons in a structured text hint, the textures show up as they should. Any ideas why im getting this behavior?

nimble sequoia
#

I'm not an expert on that aspect, but suspect it will be the UV map. Does the UV for each button texture completely fill the UV space?

restive veldt
#

tbh, i don't know. I'm not artistically inclined so someone else made them for me, I could send you one?

nimble sequoia
#

(It might have parallels to renderTargets which can exhibit similar issues)

#

Are the buttons an Object Builder model? I might be completely misleading you here.

restive veldt
#

negative, they are just a simple paa file

nimble sequoia
#

Yeah, I didn't notice you mentioned 'dialog'. Ignore me, sorry.

restive veldt
#

ah, lol thanks for your help though

nimble sequoia
#

I'll try another guess question though. 😉 Are the textures ratio in power of 2?

#

ie. 256x256, 512x512

restive veldt
#

ill have to check, i hadn't thought of that

#

lol i had to explain that to guy that i got them from at first to get the background for this dialog to show, chances are you just solved my problem

#

they are 128x128 so i don't think dimensions are a problem then

nimble sequoia
#

Are the buttons the same ratio?

restive veldt
#

well i have the buttons set as perfect squares but i have them built using safezone (because thats how the dialog creator i use outputs the data for the dialog)

nimble sequoia
#

Really don't know much about dialogs, but I read that positions and sizes are relative to the viewport, not in pixels. So if your viewport is 16:9 and you used x=128, y=128... problem?

restive veldt
#

not quite sure what you mean by that, but what i mean is that when i was building the dialog buttons, they are set up as perfect squares meaning height == width

restive veldt
#

could it possibly have anything to do with Size and SizeEx?

#

sizeEx seems to do nothing, but all size does is change text size, so I'm at a loss here

hard jolt
#

Can someone give an advice? My mate fixed the fire geometry model of a2 fir-tree, but i cant make reliable replacement because many terrains use it directly by the model path (so only addon prefix replacement of whole plants2 will work, AFAIK)

#

only problem is that client will not get a replacement if in has CUP terrains after that addon in load order

#

i was trying to plant some cfgpatches class into modded plants2 and mention it in required addons and in preload addons, but no luck

hard jolt
#

well. I didnt test it yet on large playres number with various launchers and load orders but

#include "\ca\plants2\require.h"

seems to be a workaround

hearty sandal
#

@hard jolt ask if cup can include it

hard jolt
#

Yep may be we should but how long we will got to wait for the patch)

hearty sandal
#

that youll have to ask from them

high berry
#

i'm having an issue with a tank i'm building where it continues to drive forward with no thrust applied. after i get to about 12kph, it just keeps going. I'll hit the brakes to slow down, but after releasing brakes, it speeds back up again, basically all the way to max speed

#

i've tried increasing the engineLosses but that doesn't seem to do it and i don't want to increase it too much and have other issues.

high berry
#

is there a way to get the vehicle RPM?

#

ideally through scripting

#

and/or the current vehicle gear?

strange egret
#

no.

#

only if there is an animation that uses the respektive source

somber meadow
#

Is there any info anywhere on getting settlein crew anims working i.e. the CfgMovesBasic and MaleSdr States class? My attempt is doing the transition fine but staying in the settle RTM rather than switching to the proper anim state that I'm giving it via connectTo[]=

outer sapphire
#

is possible to repack addon without game restart?

astral pagoda
#

I suggest working with file patching

outer sapphire
#

i tryed -filePatching, but [] execVM from addon is not working for me 😦

grand zinc
#

is possible to repack addon without game restart?
no. Use filePatching. Only option.

outer sapphire
#
class RscDisplayMultiplayerSetup : RscStandardDisplay {
    onLoad = "[""onLoad"",_this,""RscDisplayMultiplayerSetup"",'GUI'] call     (uinamespace getvariable 'BIS_fnc_initDisplay');[5,70] execVM ""C:\Program Files (x86)\Steam\steamapps\common\Arma 3\scripts\rovnatel.sqf"";";
};
#

that class defined in config.cpp in addon

#

i enabled filePatching, but still script not found 😦

#

maybe i do something wrong

grand zinc
#

Because that's not how filepatching works yeah

#

filepatching can't load files outside of arma directory

#

you want the path to be \scripts\rovnatel.sqf not sure about the leading backslash. Maybe remove that too

outer sapphire
#

thank you!

#

awesome!

#

that working

#

thank you!!!!

#

😃

#

hm...

#

script not found still

grand zinc
#

you just said it's working 😄

#

have you tried with and without leading backslash?

outer sapphire
#

yes, but still addon can't execVM my file

outer sapphire
#
12:20:58 Warning Message: Script \scripts\rovnatel.sqf not found
12:20:51 Warning Message: Script scripts\rovnatel.sqf not found
grand zinc
outer sapphire
#

yes, is working 😃 problem was in bat file

#

is possible to get active event handlers from control? When i use ctrlAddEventHandler [...]; is return eventHandlers value. But how i can get list?

grand zinc
#

no you can't

olive aspen
#

i got my gas maskes now working, until i try to start the mission. then the y disappear from the glasses slot and are no longer visible

#

do i have to add a allowedslot to them?

dusty epoch
#

withRscEdit is it possible to change the text color on selection

tender folio
#

does anyone know where the particle effects for .bisurf files are defined?

wild pasture
#

Like what properties a particle effect has? Most should be in a3\data_f\ParticleEffects\config.cpp, and most of them start with "Impact".

tender folio
#

im trying to find out how i can have a different effect play when my ManX character gets hit

#

like a blood splat but purple

wild pasture
#

A bunch of bullets in a3\weapons_f\config.cpp have a HitEffects entry that'll tell you which impact defined in the bisurf corresponds with what particle effect

#

I think you're looking for the particle effect called ImpactEffectsBlood

tender folio
#

hmm

#

alright thank ya

tender folio
#

having a strange issue with units not showing in zeus

#

units defined in CfgPatches and scopeCurater set to 2 and still no luck

undone quiver
tender folio
#

thanks

lethal bobcat
#

I have a small question regarding Modules. When seeing this https://community.bistudio.com/wiki/Modules I found the class Attributes : AttributesBase. But almost every Module config I saw had class Arguments. I was told it might be a new thing but I could not find any documentation about it. Can sb. enlighten me?

steep pawn
#

What in a uniform config would possibly cause headgear not to show when wearing it?

livid heath
#

quick question about mod conflicts: I have two separate mods, both modifying configfile >> "CfgWeapons" >> "Put" >> "DirectionalMineRemoteMuzzle" >> "magazines"

#

both mods have the exact same requiredaddons and requiredVersion = 0.1;

#

they both use magazines[]+= {new mags};

#

and yet whichever order i load them up in, mod 2 always dominates, and mod1's magazines do not show up in the muzzle mag array in config viewer

#

i do not want to establish a depndency between these mods, they must each work alone. i am trying to enable them to work together with both magazines arrays being loaded

#

is it possible?

hot pine
#

just create new muzzle?

livid heath
#

i can try that thanks R

#

i was just trying to keep things tidy, by adding claymore types to the same muzzle

#

muzzles[] += does work in this case. thanks again 😃

hot pine
#

np 😉

heady wharf
#

Trying to set up a turret UI that shows an 8-digit grid for target position (rather than 6). Is there a config-based solution for this? Example, RHS MELB turret config has this:

#

class ValueTPOS: RangeText
{
idc=172;
font="PuristaMedium";
sizeEx="0.0295SafezoneH";
colorText[]={1,1,1,1};
shadow=2;
x="41.8
(0.01875 * SafezoneH)";
y="4 * (0.025 * SafezoneH)";
w="6 * (0.01875 * SafezoneH)";
h="1 * (0.025 * SafezoneH)";
};

outer sapphire
#

i can't find that addon

#
a3\missions_f_exp
#

but functions loading from that

grand zinc
grand zinc
#

Well...

#

Arma Apex DLC pbo's won't be inside the Arma vanilla pbo folder

astral pagoda
outer sapphire
#

😄

young oar
#

So if I have a custom skeleton that is bigger or smaller than the armaman, is there is way to have it when the custom skeleton picks up an arma weapon it switches the config to a different one so that the weapon can be used by both the original arma models or ones with a custom skeleton? or would that have to be done with scripts if that is even possible?

hearty sandal
#

it should be possible yes.

#

but will need a custom script to do so

#

Been planning that myself too for some time now

#

just have not had time to continue on my ArmaWoman project

young oar
#

ok, that's good. Just needed to know so i don't have to make duplicates of the weapon models.

hearty sandal
#

yeah no duplicate models

#

just config classes that use animations for the new skeleton

young oar
#

ok, i'll try and get that script working sometime when i get around to it.

hearty sandal
#

probably could be done using right eventhandlers

fathom thorn
#

hi guys. anyone here have experience with aiAmmoUsageFlags?
Im having two different weapons on the same turret, and I want the AI to switch between them based on enemy type.

the first one is for armour only:
aiAmmoUsageFlags = "512";

second, infantry and light vehicles:
aiAmmoUsageFlags = "64 + 128";

the AI seem to use the second one on all targets, even though its HE rounds

#

do I need some other settings too?

outer sapphire
#

is any way to change default playerSide?

hearty sandal
#

in where?

outer sapphire
#

@hearty sandal where you connect on server. You automaticly select west slot

hearty sandal
#

👆 very important information related to your question. Now someone might be able to help you.

outer sapphire
#

hm... maybe ```sqf
ctrlActivate (findDisplay 70 (displayCtrl 107));

#

but idk, will try

hearty sandal
#

do you have slots for multiple sides ?

outer sapphire
#

yes, but i find solution

#

just redefine rscDisplayMultiplayerSetup

#
class rscDisplayMultiplayerSetup {
    onLoad = "[""onLoad"",_this,""RscDisplayMultiplayerSetup"",'GUI'] call     (uinamespace getvariable 'BIS_fnc_initDisplay');ctrlActivate (findDisplay 70 (displayCtrl 107));";
};
#

and now i have - civilian side selected automaticly

hearty sandal
#

👌 👌 👌

#

excellent!

outer sapphire
#

but for now i have a new problem 😃

#

i have in description.ext

#
    joinUnassigned = 0;
#

role automaticly select.

#

but when i change side - role still on default side

#

that working only one time

#

but i need to select free slot when player change side

nimble sequoia
#

When an object is attached to a vehicle with attachTo, does it mass become zero?

grand zinc
#

Shouldn't. why?

nimble sequoia
#

Oh, I'm making configs (vehicle suspension). But I guess scripting would have worked too.

#

Do you know that it keeps mass? I suspect it doesn't and am asking for confirmation.

grand zinc
#

Well attachTo'ed vehicles are not simulated.. like.. well

#

they are attached

#

forced to follow the parent's orientation and position

#

so their mass doesn't matter

#

like.. massscript command should still properly return the mass.

nimble sequoia
#

If you attach a 10t object to a vehicle it might matter to the suspension of the vehicle?

grand zinc
#

nope

nimble sequoia
#

so the attached objects mass is not used in spring damper calcs?

grand zinc
#

yeah.
Haven't you seen yet what people build with attachTo?

#

a quad with 3 T-90's on top wouldn't work if their mass would weigh down on the quad

nimble sequoia
#

Good, that's kind of what I was asking - it has effectively no mass for the purposes of the vehicles suspension

stoic lily
#

@fathom thorn AI uses aiAmmoUsageFlags only as advice - not as strict limiter. cost of ammo is also playing into it much

heady wharf
#

In helicopter config, is there anything that needs to be defined besides driveOnComponent in order to get it to roll properly? Helicopter I am working on doesn't roll, makes the skids noise when landing and not sure why...

fathom thorn
#

@stoic lily ok nice to know ty

#

Does hit and ammotype also matter?

stoic lily
#

hit yes. type not sure

tender folio
#

is there a way to include the new 3DEN compositions in addons?

tender folio
#

also is there a way to add the properties of diving goggles to a helmet?

olive aspen
#

are you familiar with the ace goggles Framework?

#

the effects i configured in the config file for my mask are not working at all

nimble sequoia
#

Can someone kind remind me (it escapes my memory) how to prevent the damage showing across an entire vehicle when only shooting a wheel?

  • shoot wheel to >50% of it's hitpoint damage ---> all class Damage materials switch to second stage and all of vehicle looks damaged
    I don't want there to be any damage to the main body when a wheel is shot off.
    class Hitpoints { ...other stuff... class HitLFWheel { name = "wheel_1_1_steering"; visual = ""; radius = 0.33; armor = -150; material = -1; minimalHit = 0.0133333; explosionShielding = 4; passThrough = 0; }; ...other stuff... };
untold temple
#

visual = ""; would be the section of the model that you want to change to the damage .rvmat

nimble sequoia
#

Thanks for the reply - do you mean that leaving it blank is the problem?

untold temple
#

well the wheel wont change material on its own without it being defined. Depending on what you are using to damage the wheel it might be damaging the entire hull with indirecthits

nimble sequoia
#

I might not have explained the issue well. I don't want the wheel to change texture when being shot, and so it doesn't have an entry for it's rvmat in class Damage. It 'deflates' fine and is destroyed fine when being shot.

untold temple
#

armorStructural and passthrough work in unison to apply damage from individual hitpoints to the main hull

nimble sequoia
#

However, it's the rest of the vehicle showing damage that is the problem. I'm examining hitpoints and can see that there is no indirect damage occuring.

#

ok...solved it 😃

#

visual = "-";

untold plinth
#

Back when I began modding in OFP I was certain there was an ability to randomise named selections on a model (boxes on the back of tanks ect) after a Google search I can't seem to find any info on it. Anyone have any idea? I don't think this was model related, might have been init scripted though.

#

But thought I'd post here to be sure.

inland gulch
#

Would it be possible to create a preprocessor macro that takes only the input and turns it into a simple object class where the input is the full path to the model?

#

So this: ObjectClass(\a3\animals_f\butterfly.p3d)
Would become: class tag_butterfly {scope = 2; displayname = butterfly; model = \a3\animals_f\butterfly.p3d};

#

I need to do this for ~8k different models and have a list of those files

inland gulch
#

nvm I made a batch file so I could have 2 separate inputs

#
REM run "for /r %f in (*.p3d) do call "P:\BTHBC_A3EM\source\batch\getFileName.bat" %f" in addon directory to get all .p3d names

@echo off
Set filename=%1
For %%A in ("%filename%") do (
    Set Folder=%%~dpA
    Set Name=%~n1
)
echo.ObjectClass(%Name%, %Folder%) >> classMacros.txt

The batch file I made for anyone that might find it helpful

tiny sky
#

For helo guys: what parameters am I gonna want to touch to handle like, balance and "wobbliness" of a helicopter with AFM? I kinda slapped the config together with no real idea of what's going on so it runs and stuff, just is weird when it flies. I can't even describe it

#

It's almost like it's slow to accelerate and at the same time feels unsteady

wise tusk
#

So the jet on the ground accelerates to some speed and instantly cant go faster. I am fairly certain the wheels are issue. What might be causing it?

hot pine
#

maxOmega @wise tusk

wise tusk
#

@hot pine unfortunately not. Speed increases constantly and normally , hits 252 and it is stuck .
Wheel config:

 class n_wheels
          {
            boneName="n_wheels";
            steering=1;
            side="left";
            center="Wheel_1_center";
            boundary="Wheel_1_rim";
                width=0.30000001;
                 mass=80;
                 MOI=40.0962896;
                 dampingRate=0.25;
                 dampingRateDamaged=1;
                 dampingRateDestroyed=1000;
                 maxBrakeTorque=1500;
                 maxHandBrakeTorque=0;
                 suspTravelDirection[]={0,-1,0};
            suspForceAppPointOffset="Wheel_1_center";
            tireForceAppPointOffset="Wheel_1_center";
                maxCompression=0.2;
                maxDroop=0.3;
                sprungMass=4000;
                springStrength=250000;
                springDamperRate=70000;
                longitudinalStiffnessPerUnitGravity=40000;
                latStiffX=25;
            latStiffY=180;
            frictionVsSlipGraph[]=
            {
              {0,1},
              {0.5,1},
              {1,1}
            };
hot pine
#

and what maxOmega do you use?

wise tusk
#

tried 2000 and 4000 same result

hot pine
#

it could be also MOI or longitudinalStiffnessPerUnitGravity

#

I would try also maxOmega = 20000

wise tusk
#

Will try them

#

Also, the "speed limit" increases to 330ish when flaps are down. Maybe then it is something with flight model?

hot pine
#

it could be too

strange egret
#

spawn it in air try if it flies

heady wharf
#

Anyone know if there is an idc for 8 or 10-digit target position grids for the Turret UI?

#

Here is an example for the 6-digit grid:

#

class ValueTPOS: RangeText
{
idc=172;
font="PuristaMedium";
sizeEx="0.0295SafezoneH";
colorText[]={1,1,1,1};
shadow=2;
x="41.8 (0.01875 * SafezoneH)";
y="4 * (0.025 * SafezoneH)";
w="6 * (0.01875 * SafezoneH)";
h="1 * (0.025 * SafezoneH)";
};

#

But I'd like to give the more detailed 8 or 10 digit version

glass tree
#

If this isn't the appropriate channel let me know and I'll be on my way.
So I have a music mod that I was just updating recently, and I decided that I wanted to add some categories to make it a bit easier to navigate among them, since it'd be used for Zeus and right now it's just a slew of songs all in 1 tab.
I've got it so when in the Zeus interface, you can bring up the 'Play Music' module and see the 2 categories 'DMP - Foreboding/Ominous' and 'DMP - MISC', however upon opening either of these categories none of the songs appear.
Prior to tweaking the config file all songs appeared and played just fine, so I messed something up in here (And I only included 3 of the 20 songs):

#
class CfgPatches
{
    class Darcy
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {};
    };
};

class CfgMusicClasses
{
    class DarcyOminous
    {
        displayName = "DMP - Foreboding/Ominous";
    };
    class DarcyMISC
    {
        displayName = "DMP - MISC";
    };
};

class CfgMusic
{
    class OpChimera
    {
        name = "Operation Chimera Theme";
        sound[] = {"\addons\music\Operation Chimera Theme.ogg",1,1};
        theme = "DMP - Foreboding/Ominous";
        duration = "168";
        musicClass = "DMP - Foreboding/Ominous";
    };
        class InTheEndCin
    {
        name = "In The End - Cinematic Cover";
        sound[] = {"\addons\music\In The End Linkin Park Cinematic Cover (feat. Jung Youth  Fleurie)  Produced by Tommee Profitt (1).ogg",1,1};
        theme = "DMP - MISC";
        duration = "234";
        musicClass = "DMP - MISC";    
    };
        class Sentenced2Death
    {
        name = "Colossal Trailer Music - Sentenced To Death (Powerful Action Hybrid)";
        sound[] = {"\addons\music\Colossal Trailer Music - Sentenced To Death (Powerful Action Hybrid).ogg",1,1};
        theme = "DMP - Foreboding/Ominous";
        duration = "238";
        musicClass = "DMP - Foreboding/Ominous";    
    };```
hard chasm
#

musicClass = "DMP - MISC"; //wrong
musicClass=DarcyMisc;

glass tree
#

I'll check try that, thank you.

ruby pine
#

would anyone like to help me configure to dual optics for my gun?

#

I'd need to define a separate model only visible when scoping

#

I dont know if the "viewOptics" class with two subclasses is the right way to go because when setting opticsModel it doesnt seem to actually do anything :/

ruby pine
#

I really need help so if it's possible then please do so :/

astral pagoda
#

Optic is not removeable?

ruby pine
#

you mean the scope cant be removed?

astral pagoda
#

Yes

ruby pine
#

nope, it's in the model itself

astral pagoda
#

okay

#

class OpticsModes might be what you looking for?

ruby pine
#

isnt that just for night/thermal vision?

#

I have one acog (zoomed) scope and one aimpoint (red dot) scope mounted ontop

astral pagoda
#

That's how e.g. DMR scope works

#

so it's the same as your case

ruby pine
#

they are supposed to be shot with both eyes open

#

so cant have "black border"

#

I cant make it use a different .p3d model when scoping in?

hot pine
#

no, you can't

#

you could script optic swap during zoom in but it's quite complicated thing

ruby pine
#

okay

hot pine
#

it's single p3d

ruby pine
#

yeah I know

#

but I have everything excessive ripped off on my scoped model

#

and I also dont know how to make the scope "texture" appear black when in normal mode as in the video

#

whilst when scoping it is transparent

#

or rather, transparent with a dot inside

hot pine
#

have you checked example scope from arma 3 samples?

ruby pine
#

no I dont know where to get arma 3 samples

hot pine
ruby pine
#

okay thanks

wise tusk
#

I am not sure if AoA source in class MFD indicates correct thing

fathom thorn
#

hi guys. Can I fill the cargo seats in a vehicle by default? only my turrets are crewed but I'd like the passenger seats to be populated aswell

toxic solar
#

For a helicopter what determines how long it takes from engine off to then taking off?

#

is it liftForceCoef?

#

becuase I have tried changing it and I dont notice any changes

ruby pine
#

wtf is proxyIndex

#

ive tried googling this but all references on bisim have been taken down

hot pine
#

proxyIndex is used for vehicle turrets

#

lets say you want second turret to use proxy with index 11

#

you can put proxyIndex = 11 in turret config then

#

@toxic solar do you mean start up time?

#

if yes, then you are looking for startDuration

toxic solar
#

@hot pine omg I didnt know that existed....thats such a simple answer XD. does it effect anything with soundEngineOn or soundEngineOff sounds? Or do I just have to make my sound be made to fit that duration?

hot pine
#

you have to adjust your sound

toxic solar
#

and does it also effect the rotorspeed ? so say i have this

class EngineExt
{
    sound[] = {"startUp.ogg", 1.25893, 1, 400};
    frequency = "rotorSpeed";
    volume = "6 * camPos * (0 max (rotorSpeed))";//"4 * camPos * (0 max (rotorSpeed-0.4))";
};
``` would `rotorspeed` be the same after say 

startDuration=5

```startDuration=20
hot pine
#

not sure atm but I don't think it's affecting it

toxic solar
#

okay ill go and try it out right now and see what happens

ruby pine
#
        {
            displayname = "hii";
            SET_OPTICS_APERTURE(300);    
            eyePosition = "eye_upper";
        };```
#

I added another mode to my weapon

#

is this the correct way to change eye location

ruby pine
#

anyone?

hot pine
#

nope, it doesn't look correct

#

here you have rhs acog example

ruby pine
#

nope no success

hearty sandal
#

@ruby pine btw BI is not same as BISIM so dont look up BISIM stuff

ruby pine
#

I mean this is for vbs3 but there's literally no help anywhere to that

#

So arma3 code that might bw portable is still better than nothing. But i'm sorry if thats wasting your time

hard chasm
#

vbs maintain their own well documented wiki

hearty sandal
#

@ruby pine VBS works totally different way

#

arma documentation is of no use

#

you should have said this waaay earlier

#

VBS3 comes with internal documentation files

hard chasm
#

and they actually pay their employees to write them!

hearty sandal
#

assuming you have legit copy 😛

ruby pine
#

I do

#

but I can tell you, that the "internal documentation" is very poor.

north plinth
#

what version are you on?

ruby pine
#

3.9 something

#

not latest

hard chasm
#

i've only seen vbs wiki, and it was reasonable then.

north plinth
#

roger

hearty sandal
#

I work with vbs3 occasionally

#

I've seen the docs

#

I would not say theyre poor

ruby pine
#

what else is there other than developer's reference?

#

internet docs are down

hearty sandal
#

thats it.

#

but also everything works different from Arma

north plinth
#

wouldn't say that

hearty sandal
#

so the optics and such have to be made vbs way

#

semantics @north plinth

#

theyre 2 different products that share roots

#

yes