#arma3_config
1 messages Β· Page 93 of 1
I'm having a hard time modding the vanilla rebreather. The base config is the following :
{
hiddenUnderwaterSelections[]={
"hide"
};
shownUnderwaterSelections[]={
"unhide",
"unhide2"
};
hiddenUnderwaterSelectionsTextures[]={
//some...
};
hiddenSelectionsTextures[]={
"\A3\characters_f\common\data\diver_equip_nato_co.paa"
};
class ItemInfo: ItemInfo{
uniformModel="\A3\Characters_F\Common\equip_rebreather";
containerClass="Supply0";
mass=80;
vestType="Rebreather";
hiddenUnderwaterSelections[]={
"hide"
};
shownUnderwaterSelections[]={
"unhide",
"unhide2"
};
hiddenUnderwaterSelectionsTextures[]={
//some...
};
From what I understand, there is more Selections than what we can usually find on a normal model. We usually only have hiddenSelections, but here we have also hiddenUnderwaterSelections and shownUnderwaterSelections. I understand that, according to these selections, corresponding textures are shown or hidden, depending on whether the player is underwater or not. But how can I show the "underwater" texture while being on ground, for example ? Or hide the underwater texture while being underwater ?
If I understand right what you want, it does not sound possible.
But how can I show the "underwater" texture while being on ground, for example ? Or hide the underwater texture while being underwater ? Just swap the arrays in the config?
when is ## to be used in macros, and when not to?
fired = "_this params ['_unit','_weapon']; private _sound = '##PREFIX##_boltSnap_flamethrower';[_unit,_weapon,_sound] call PREFIX##_fnc_boltSnap;"; \```
how to do this without quotes?
using this: #define STRINGIFY(s) #s; ?
That macro is usually called QUOTE
And you need ## if you wanna combine macro parameter and text and don't have any non-macro name characters ad delimiter
You've got quite a few options
fired = _this params ['_unit','_weapon']; private _sound = 'PREFIX_boltSnap_flamethrower'; [_unit,_weapon,_sound] call PREFIX_fnc_boltSnap; \
#define ARR_2(a,b) a,b
#define ARR_3(a,b,c) a,b,c
#define QUOTE(x) #x
fired = QUOTE(_this params [ARR_2('_unit','_weapon')]; private _sound = 'PREFIX##_boltSnap_flamethrower';[ARR_3(_unit,_weapon,_sound)] call PREFIX##_fnc_boltSnap;); \
fired = '_this params ["_unit","_weapon"]; private _sound = ''PREFIX##_boltSnap_flamethrower'';[_unit,_weapon,_sound] call PREFIX##_fnc_boltSnap;'; \
At which point also... why the useless variable?
Also what is prefix? Is this a CfgFunctions based mod? or CBA style per chance? If it's CBA style headers then you should use QFUNC
when is ## to be used in macros, and when not to?
is a transparent word separator treated in the same manner as whitespace. The phrase
PREFIX##blah is treated by the compiler as:
PREFIX (space) blah
then, catenated back together.
there is no 'rule' between the use of ## and ##APPLES##
it is all down to context of whether, or not, you require APPLES to be separated out at both joins
in the phrase:
thingy= potato##FRUIT##;
the last ## pair are of no consequence but do no harm
#define APPLE cookie
APPLEstuff-
It searches for first non-macro name character which is - here.
Macro APPLSstuff doesn't exist. So it doesn't replace anything.
APPLE##stuff- first non-macro character is # It So the macro name is APPLE. It finds that and replaces it appropriately. Then preproc continues reading, sees the ## and knows "I'm supposed to just ignore this" and returns "cookiestuff"
If you do APPLE##-stuff then same thing. But after the ## the preproc things "wat? This is not a macro character. The ## was absolutely useless.. Well, doesn't matter, I was supposed to ignore it anyway
+1
fyi dedmen, my solely personal preference these days is to use QT markers rather than QUOTE(macros). For me, QT is more legible.
horses for courses
worse readability tho π
makes a hell of a bitch to code in a compiler, i can tell you that.
so for AIO config dump I need to disable battleeye, enable file patching, have .dll from here
https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/
and place it where Arma is installed and then make a mission with dumpConfig.sqf and call it? I feel like im forgetting something cause the game becomes unresponsive
I was doing rscTitles, didnt seem to big
check RPT
where would that be?
%localappdata%\Arma 3
Weird that you don't know where/what the RPT is? You've been here for quite a long time ^^
I forgot, ive only looked at RPT's like
2 times
both of which I cried cause it was like 140k lines long
If it doesn't work. Then it will be even bigger now.
5:47:19 CallExtension 'ConfigDumpFileIO' could not be found huh.... it cant find the dll
but 99% will be duplicates of the same line
jup.
you put it into Arma folder?
64 bit version?
yea its in the Arma folder, w8 do I have to rename it to_x64 at the end?
the dll you download should already have the correct name
oh
it's 32bit only
need to run arma in 32bit then
Ah no
yea I never ran arma 3 in 32 bit
The link directs to the 32bit only version. https://github.com/pennyworth12345/ConfigDumpFileIO/releases here are all versions
including 64bit
full config dumps, while self evidently useful, are not as good as looking in the (dot) rpt for collissions with classes.
while I w8 for game to load, u know how if u go into config>game>layout u can move around the stuff there to how u want it to be? well Ive made my own rscTitles but I dont know how to make it so u can move it around in that layout menu
I prob should spend some time reading rpt files π
it's well worth it for the sensible reason that you soon 'learn' to skip thru the noise to find what you're looking for.
it comes down to this: ANY mention of one of your classes in the rpt, is an error
the noise scared me
yep
time to crtl+f to find my classes then π
yes
are not as good as looking in the (dot) rpt for collissions with classes. wat?
Yeah.. RPT will tell you if you inherit a wrong class... But only if you break some mod's class while doing that, otherwise it'll keep quiet
and the RPT also won't tell you what the correct parent is
broken classes due to incorrect class template, or lack of requiredAddon is the single most error encountered
and yes, the actual error is written in mongolian
Well AIO gives you the answer to both errors. There are AIO's that list the source addons. So you immediately know what you need in requiredAddons
Also requiredAddons error really shouldn't be the most common error today anymore. To get all of vanilla you only need a single entry
no argument there. if people use it.
that's true too (assuming they're not inheriting from a mod)
oh wat would u put if u wanted all of the vinilla entries for requiredAddons?
tank something....
A3_Data_F_Tank_Loadorder
oh, so if there was a boats dlc in future
Tank Loadorder contains Tanks and everything previous
A3_Data_F_Boat_Loadorder < future dlc π
Always use the latest DLC's loadorder probably. Assuming BI stay consistent.. Which isn't always the case
(sigh)
you fiddle with a community mod, OR any 'new' dlc, you're on your own. If you trust bis to get it right, you also believe in Sinta Klaus..
They already broke it with the warlords "dlc". It has a seperate loadorder that doesn't contain the others.
But it doesn't really contain any configs you wanna edit anyway
sinta klaus π€
but dedmen's given best advice possible for standard a3 assets
now for my next trick I shall try and do
https://imgur.com/a/M8va7oS How do i make a rscTitle, like that hint, so that I can move it around in the layout editor?
fag*
I should probably fix that
rscTitle is basically just a "Display" class
You code it like a normal display. With controls inside it positioned on the screen
but you create it with cutRsc command instead of createDisplay
I got that far
so that I can move it around in the layout editor oops
only read half of it π
As always. ACE is a prime example for things.
https://github.com/acemod/ACE3/blob/master/addons/microdagr/CfgUIGrids.hpp
I tried looking at the ACE dogtag
The variables on top there have the default coordinates.
Variables below defines the moveable thing.
oh is CfgUIGrids for ... the stuff in layout editor π
And then you need to do something like this: https://github.com/acemod/ACE3/blob/master/addons/microdagr/gui.hpp#L62 to get the coordinates from profile
yeah
don't forget the goats
@grand zinc @hard chasm thanks for the explanation and assistance π
okay so in trying to make my own little gui element so that it shows up in the layout editor I got to where i have made my own little rscTitles and added the variables to CfgUIGrids, Ive mainly been following how ACE's dogtags did it.
Now for the position of the gui for the dogtag is like so
y = profileNamespace getVariable ['IGUI_ace_dogtags_grid_Y', safeZoneY + 0.175 * safeZoneH];
my question is when is 'IGUI_ace_dogtags_grid_Y saved?
w8....is it simply IGUI_ace_nameOfVariable_X
it is.....aye nvm I figured it out in my last guess π¦
is it simply not quite but almost https://github.com/acemod/ACE3/blob/master/addons/dogtags/CfgUIGrids.hpp#L20 That GVAR is ace_dogtags_grid
so it's simply IGUI_classname_Y
Hi all, am trying desperately to (re)configure AusSnipe73's USS Iowa (https://forums.bohemia.net/forums/topic/174498-uss-iowa/) to enable all three barrels on each 16 inch turret to fire individually. As it is now only one fires. I need a nine-gun 16" broadside shore bombardment in my life!
I explained it all here in this BIS forums thread back in August. Any help would be greatly appreciated!
https://forums.bohemia.net/forums/topic/218821-iowa-battleship-multiple-gunners-within-one-physical-turret/?tab=comments#comment-3309435
I guess there are more approaches you can take. Do you want to make it that only one gunner controls all three cannons?
Because those guns can move only vertically, right?
Lol is there a documentation i missed for IGUI_classname_Y? I feel dumb if there is
Probably somewhere burried. Didn't see that so far
So I'm trying to add a Custom Class in 'CfgWLRequisitionPresets', so I can use custom assets in the warlord mission I am trying to create, any hints on how to do so?
should be on the BIKI @lusty patrol
I've had a look, unless I've looked in the wrong place
Hi @astral pagoda I'd like to have one gunner per barrel (three per turret), that way each barrel can fire a shell individually. Basically the same way the ArmaII/CUP M1TUSK has a gunner, commander and a loader all with their own weapon.
Who would command which way turret turns?
For example there could be 1 turret for commander and 3 turrets as its child for the barrels
Depends though if the barrels can be animated individually and if they have memory points that the turrets could use.
Other approach Could also be just fake it and create a script that creates the shots at the barrels on demand
I guess AI would have problems with that
how well can the AI handle 3 barrled artillery in any case? @astral pagoda π
AI would be there just to operate the weapons
not with the AI logic though
bis have had 20 years to refine AI to something better.
well yes but some things its also bad at
it only is noticable here because barely any scripting is done ever to get them doing exactly what one would like to have em do
saying "the ai is bad" is like saying "ye you may have wrote a 1+ with a * but fuck sake! you are still not in harward"
BI always gets way too much hate for its AI
mimimi leave me alone T_T
people usually try to use the AI to do things its not good at
Like driving vehicles from one place to another, definitely not good at that.
depends where you try to make it go
@lofty zealot it only is noticable here because barely any scripting is done ever to get them doing exactly what one would like to have em do
I wish to know to tell them to do exactly wtf I want
Usually to make AI do what you want involves a lot of scripting
just looking at the suppressive fire module from Achilles is overwhelming
@remote vessel that is fairly normal π€·ββοΈ
so those tanks in the virtual arsenal with the see through effect, is that cause of the rvmat? I started looking in the configLand_VR_Target_MBT_01_cannon_F cause I wanna try and replicate that see through effect
Yeah, rvmat
not sure if it should be in #arma3_texture , but how do I actualy make an rvmat? do i just name it .rvmat
ah nvm I just tried it
Does anyone know a good place where I could learn how to create a model.cfg file? And also for working with physics for aircraft wheels would that fall under model.cfg or physx.hpp? Sorry I am new to this
unusually for bis they have a good, and detailed, description on the biki for model.cfgs. For acutual how-to and examples, you can't go past eliteness, which shows you how the model.cfg is baked into the p3d
if you're just after a boring weapon reload anim, they're a bit of a yawn, the real learning curve comes with turrets
Is it possible to have a vehicle turret configured so that you can only fire it's main weapon when turned out (a top cover MG), but are able to fire a smoke screen (weapon = SmokeLauncher) when turned-in? I suppose the question can be rephrased generally: can a turret have two weapons, one of which can be fired while turned-in and the other only when turned-out?
I think there are a few commander seats in vehicles that do just that
Because the smoke is counted as a countermeasure and canβt be aimed
smoke is completely independant and (from what i know) always bound to smoke key
Any idea which vehicle(s) @waxen cosmos , I'm happy to trawl configs if no one knows the answer off the top of their head?
@strange egret inGunnerMayFire = 0; also prevents the smoke launcher from firing from what I see
then i dont think its possible with one turret. You can define 2 turrets and via script move the person to the other turret, and lock the original one
Yeah, I'm hoping to avoid that as it has other consequences.
I thought the answer might lie with Turrets in Turrets, but am not sure how to work that.
ingunnermayfire and that stuff does not affect the sub turret
they are like 2 independant turrets, except for the turret path (script wise) and is necessary to work properly with stabilization and model.cfg turret structure (standard case com turret on top of main turret on tank)
ok, thanks
are vests and helmets the only items that have functional HitpointsProtectionInfo class? (read - if i want to get ALL the extra armor conferred by items, are vests and helmets enough to consider?)
or in other words - did anybody try putting armor onto goggle items?
@stoic lily @hearty sandal @astral pagoda I thought it would work in a similar way to how the Scorcher works, with the gunner controlling the main turret (one barrel) and the commander having control of another, secondary turret/barrel (as with the .50cal turret on the Scorcher) and a third gunner as with the ArmaII/CUP M1A1TUSK loader turret.
They don't have to move indepenently, just be able to fire individually.
Cheers fellas, appreciate your input.
its not the same - yes you can have them fire independantly, but i have doubts that the AI can deal with it, if it can't aim it's own turret - it might never fire that way.
@strange egret it will be scripted. The AI don't need to detect targets or anything, just fire a shell.
Any reason a engineer icon would still be on a unit in the squad bar. Despite having icon = "IconMan" defined, and Engineer, mines UAV disabled?
icon != picture (check your config class what it inherits and you'll see)
yep, it was picture. Thanks!
My texture wont load via the cfgVehicles class
Below is shortened...
class cfgVehicles {
class I_soldier_F;
class VKN_Dummy_I_Sweater_Base: I_soldier_F
{
_generalMacro = "VKN_Dummy_I_Sweater_Base";
hiddenSelections[] = {"camo1","camo2"};
};
class VKN_Dummy_I_Sweater_1: VKN_Dummy_I_Sweater_Base {
hiddenSelectionsTextures[]={"\VKN_Gear\data\Uniforms\VKN_Sweater_Tactical_black_ca.paa"};
uniformClass = "VKN_CombatUniform_Tactical_Sweater_1";
};
};
cfgWeapons item loads the texture correctly however.
Well no but the other textures work - just not this uniform set
An error on my part - should be _co
when attempting to setObjectTextureGlobal - Doesn't allow it (just tested it) on the default I_Solider_F It works.
hiddenSelection error I guess?
Will double check the names of the selections
custom model?
Nope - default
Don't all defaults use camo and insig only?
(combat uniforms)
Yep that was my problem
was using
hiddenSelections[] = {"camo1","camo2"}; ```instead of
```cpp
hiddenSelections[] = {"Camo","insignia"};
```Oh well - simple fix π
hi there
i have a problem with my cfgfunction
Go on...
class CfgFunctions
{
class IRI_F4E_C
{
class tiger
{
file="IRI_F4E_C\functions";
class afterburner
{
};
};
};
};
and it's not picking it up right?
here is the cod and i call this with "this spawn IRI_F4E_C_fnc_afterburner;"
but it not work
what part doesn't work?
^
any part dose not work
function not defined, it doesn't do what you want, your PC suddenly explodes?
Open functions viewer - change the config file to your config location (mission or addon) - does it display there?
ok just a minute
if not, it's not defined - if so, just select it and press CTRL + C and it will copy it
Or check IRI_F4E_C_fnc_afterburner in debug console's watch field to see if it exists
@grand zinc it should add an afterburner to my plane but when i try the action noting happen
sorry for my answering speed
wait surely the function will be IRI_F4E_C_tiger_fnc_afterburner no?
did it work?
So in missionConfigfile nothing?
nothing
You're doing it in your description.ext right?
Try that
ok let me test
The file needs to be called fn_afterburner.sqf
and you use this spawn IRI_F4E_C_fnc_afterburner;
but i push the botton :/
class cfgFunctions {
class IRI_F4E_C {
class functions {
file="IRI_F4E_C\functions";
class afterburner{};
};
};
};
you just replaced the tiger with function here
how you spown it?
@grand zinc the sqf name is fun_afterburner is there any problem ?
fn_
@pallid snow how can you spown the function
the file has to be fn_afterburner.sqf
hitting the correct letters can be hard
@pallid snow my f**king p key π
aha
np
I thought you were talking about sowing
I was like "we're not making fabric here whaa?"
Have a go with the one i sent above
ok im paking the pbo
statement="this animate [""ABSwitch"",1]; this spawn IRI_F4E_C_fn_afterburner";
is it true?
@pallid snow
oh sorry
not worked
will try again tommorow
Im using functions.hpp and #include functioms.hpp
May it make problem?
no
I just copied + pasted what I gave you earlier and it shows up in the function viewer
you're doing something wrong I guess
in config.cpp after cfgPatches you place it
pack it and load the mod up
in configFile (functions viewer)
you see the category
and the function name
Some thing is wrong here
Every things are ok with Mig 29
But with f4 ...
I should check the progres of Mig 29
Maybe i missing somthing
class IRI_F4E_C <<<<
when will people learn not to shoot themselves in the foot?
even bis themselves have finally got the message.
full upper case is the domain of #defines. not even msoft break that rule
ANythIngYouLIKe *providing it is NOT FULL_UPPER_CASE
full upper is used as a gigantic red flag that what you see in front of you is not what it says
#define FRUIT orange
class FRUIT
{
..........
model = PBO_PREFIX\some\where;
going one step further, it is also accepted (and a good idea) to only use lower_case_for_everything_else. especially file/folder names.
the original engine was case InSensitive, but over time, bis have managed to bugger it up.
Hello, is it possible to set up an 3den attribute that only displays for players/playable units in MP?
There is ObjectControllable but this applies to AI units as well
displays to them how
can you post your source?
Your message could not be delivered because you don't share a server with the recipient or you disabled direct messages on your shared server, recipient is only accepting direct messages from friends, or you were blocked by the recipient.
why i cant post it here?
You can.
class CfgPatches
{
class IRI_F4E_C
{
requiredVersion=1.84;
units[]=
{
"IRI_F4E"
};
weapons[]={};
requiredAddons[]=
{
"A3_Air_F_Gamma"
};
};
};
class cfgFunctions {
class iri_f4e_c
{
class functions
{
file="iri_f4e_c\functions";
class afterburner{};
};
};
};
class UserActions
{
class TailhookDown
{
displayName="<t color='#199bf0'>~ Tailhook down</t>";
position="pilotcontrol";
radius=15;
showWindow=0;
condition="(this animationPhase ""tailhook"" < 0.5)";
statement="this animate [""tailhook"",1]; [this] spawn BIS_fnc_AircraftTailhook;";
onlyforplayer=0;
};
class TailhookUp
{
displayName="<t color='#199bf0'>~ Tailhook up</t>";
position="pilotcontrol";
radius=15;
showWindow=0;
condition="(this animationPhase ""tailhook"" > 0.5)";
statement="this animate [""tailhook"",0];";
onlyforplayer=0;
};
class afterburner
{
displayName="<t color='#199bf0'>~Afterburner On</t>";
shortcut="vehicleTurbo";
condition="( (this animationPhase ""ABSwitch"" == 0) && (isengineon this) && (speed this >50) && (player == (driver this)) )";
statement="this animate [""ABSwitch"",1]; this spawn iri_f4e_c_fnc_Afterburner";
position="pilotcontrol";
radius=15;
onlyforplayer=1;
priority=5;
showWindow=0;
};
class afterburneroff: afterburner
{
displayName="<t color='#199bf0'>~Afterburner Off</t>";
shortcut="Crouch";
condition="this animationPhase ""ABSwitch"" == 1 && player in this";
statement="this animate ['ABSwitch',0];";
};
};
it wont be shown in function viewer
im using addon builder and updated version of arma 3 tools and using notpad ++
and following the wiki
https://community.bistudio.com/wiki/Arma_3_Functions_Library
any idia?
I fixed the problem but now it say iri_f4e_c\functions\fn_afterburner.sqf not found
Well is that path correct?
yes
Well something seems to be wrong with the path since it cant find your script
Try to unpck the pbo to see if its there after you pack it
don't forget to add \ at the start of your path
so \pboName\iri_f4e_c\functions or if iri_f4e_c is your pbo name then \iri_f4e_c\functions
So it didnt get packed into the pbo
^
Add sqf in the list to copy directly
Odd it wasn't doing that by default
@worthy beacon π
okay so I wanted to try and make some of my own rocket launchers, so i decided to first make one based of the vinilla MAAWS rocket cause....I like it π€·
so I did this
class launch_MRAWS_green_F;
class dumbfireNamenai:launch_MRAWS_green_F
{
_generalMacro = "dumbfireNamenai";
displayName = "hey look I did this";
baseWeapon = "dumbfireNamenai";
model = "\A3\Weapons_F_Exp\Launchers\RPG7\rpg7_F.p3d";
};
``` Now what I noticed is that if I shoot this at a target 400 meters away, the shot goes really far, like its aiming at 4000 meters. The only things that have changed are those 4 right there, which leads me to believe that something in the model of the RPG7 to make the rocket go like 4000. I just checked it and saw that if I am aiming at a target 400 meters away in 1st person, in 3rd the rocket is aimmed up like so
https://imgur.com/a/4M5jFqp
so my question is ,why does this happen and if I where to model my own rocket, how would I create the scope markings so that they line up to where the shot will actualy go?
so like
if I made the velocity of the maaws rocket 4 times as fast, how would I create a scope that is adjusted for that as well?
likely by testing the ranges since you are producing something there are no real life equivalents for
oh so someone got the real life maaws rocket velocity?
does your rocket p3d have mass and geometry lod?
dunno if the Arma missiles are that accurate
but they might be close
oh idk anything about modeling π I was just using the rpg7 model just to see wat would happen ,im guessing those 2 are the reason why the rpg7 misses?
possibly. if your product is lacking parts then its likley to not work right
oh so if I where to use the RPG-32 model ,then its model geometry lod would effect the range of the rocket?
or I guess the reticle
possibly. dont remember the rocket mechanics off the top of my head
so if I did make the maaws rocket velocities lower, wats the best way to test getting the velocity right so that shot lines up with the reticle
filepatching or make multiple versions of the ammo I guess
oh also
Im not understanding what you wrote about the config
you took 1 launcher and replaced the model path?
basically
I made a child of the maaws mod 1 rocket launcher and just changed the model
ye
and display name
but ye
ok so weapon models have very specific sight, eye position and barrel setups
so changing a model to another will mess up everything
oh okay ,wats the diffrence between sight and eye position? would not eye position be the same for all weapons?
no
and im guessing barrel setup is where the shot is actualy spawned and angle, like how on titan compat that tube is 45 degrees up
weapons have different types of sights
yes
all weapons are different
in shape and size
and their configs are made for those specific specs
so that they work as intended
oh rip me, I cant do model stuff π¦
then you can try to alter the configs more I guess
but for weapons the model and the config is a pair
w8 wat is file patching? is it like merge config?
ik I had to enable file patching for config dumps
but never knew wat it was
it means it can read changes to the files runtime
im pretty sure you can find more about it online
oh okay, sounds like merge config thing from the dev branch of arma
I shall have fun now playing with numbers π¦
I dont quite understand the goal
if you want the second launcher to fire something else why not just change its ammo?
oh I prob gonna do that, I didnt know that the model actualy effects sights and stuff
is there a way to edit a existing multiplayer map ?
scenario
or mission
map or terrain is what those are played on
so @sonic jungle just to make sure, which one is it?
idk i just want to do a multiplayer mission modded but i just want to add tfr
but i need to go on the editor and put a tfar module down for tfr to work
maps are maps, neither mp nor sp, simply maps. A mission determines whether or not it's MP, and it's the mission.sqm which will place objects on that map.
question on the message Error: Wheel reference not initialized in the rpt. What needs to be added to the config for the message to go away? Class wheels seems to be properly setup. Do I need to add AnimationSources for all wheels?
seems not
hmm could be related to physX maybe
Are there any docs for CBA/ ASDG JR integration into a weapon? Can't find anything on the CBA GitHub.
Ah ok thanks.
aka make your compatibleItems class inherit it I think. Don't have the layout of these classes in my head
is there a con fig i can write to make it so all players can swim like they are in a wetsuit?
@thorny grove Check the first post in the old ASDG Joint Rails thread
has some examples
Ok cool, thanks both will take a look now.
but you might want to update the classnames to to CBA equivalents
which you can find looking through the CBA GIT I guess
Yeah been looking there for the classes now. Cheers. ASDG post was helpful.
All working now, thanks @untold temple @grand zinc
Is it possible to use the sqe compositions in a mod to add compositions with modules and that?
yeah
Don't know how. Just know it's possible ^^
Ah :/
I guess i'll look into the eden editor stuff and attempt to reverse engineer it
Or at least get as far as I can
just look at the existing compositions that already exist. And then search in a AIO config for them
I guess vanilla already has some
I am not sure if this is correct in here, for me RscTitles are config based,sooo
I currently wanna dive into making GUIs and such, in the end I want to make things scalable and maybe even moveable on the screen. Right now I am trying to display a texture correctly but it is completely dark ingame, but looks correct in the texture view.
How It looks ingame (ignore the tilting, it is intentionally done in sqf)
https://i.imgur.com/S6UuYtl.png
TexView lookslike this
https://i.imgur.com/tKWibcV.png
config is this atm
#include "script_component.hpp"
class RscTitles {
class diwako_dui_TheRscTitleDisplay {
idd = -1;
movingEnable = false;
duration = 9999999;
fadein = 0;
fadeout = 0;
onLoad = "uiNamespace setVariable [""diwako_dui_RscTitleDisplay"",_this select 0];"
class controls
{
class compass
{
idc = IDC_COMPASS;
type = 0;
style = 48;
x = 0.5 - (pixelH * 60);
y = safeZoneY + safeZoneH - (pixelH * 130);
h = pixelW * 120 * 4 / 3;
w = pixelH * 120 * 3 / 4;
font = "EtelkaNarrowMediumPro";
sizeEx = 1;
colorBackground[] = {1,1,1,0};
colorText[] = {1,1,1,1};
text = "diwako\dui\UI\compass.paa";
lineSpacing = 1;
};
class direction
{
idc = IDC_DIRECTION;
type = 0;
style = 2;
x = 0.5 - (pixelH * 60);
y = safeZoneY + safeZoneH - (pixelH * 180);
h = pixelW * 50 * 4 / 3;
w = pixelH * 120 * 3 / 4;
font = "EtelkaNarrowMediumPro";
sizeEx = 0.04;
colorBackground[] = {0,0,0,0};
colorText[] = {1,1,1,1};
text = "0";
//lineSpacing = 1;
};
};
};
};
so I have to do soething while converting the tga to paa then?
or could it be because the texture is 130x130 while i only use 120x120 for the control?
could be the odd dimension too
and texture sizes should be 256x256 512x512 1024x1024 2048x2048 4096x4096 afaik
yeah probably the smaller sizes would work too
trying 128x128 now
The width and the height donβt need to be the same, but as you said, powers of 2.
oh yah that too
that works now, thanks
Excellent
https://i.imgur.com/pWYinxz.png
Is there a way to set the RscTitles to not show up on map or does this need to be done in sqf?
Hi,
I'm having an issue with warlords and custom requisitions. I've specified the updated reqs in my missions description.ext file and specified the name in the Warlords Init module but no matter what I do I always get this error:
'...tFinal = ;
_cnt = 0;
while {funds >= |#|_cost && _cnt < (4 - count units _this_}...'
Error undefined variable in expression: _cost
This error shows up even if I use the exact same config provided on the warlords wiki page.
What am I missing?
The _cost variable is from the warlords gamemode I would assume
It just breaks when I specify the custom requisitions in my description.ext .
yeah it is
But it has to read the cost from somewhere
and I assume it's from the config
and it failing to read the cost.. Is probably something wrong with the config
It's failing with the config pulled straight from the bi wiki
so I'm not sure what is wrong
this is my config I was starting to make for OPTRE:
class CfgWLRequisitionPresets
{
class OPTRE
{
class WEST
{
class Infantry
{
class OPTRE_UNSC_Marine_Soldier_Rifleman_BR
{
cost = 100;
requirements[]={};
};
};
};
class EAST
{
class Infantry
{
class OPTRE_Ins_ER_Guerilla_AR
{
cost = 100;
requirements[]={};
};
};
};
};
};
but I get the same error when copying this: https://community.bistudio.com/wiki/Arma_3_MP_Warlords#2._Custom_asset_lists
just removing the ... for east
I don't suppose anybody knows the IDD of the action menu (or of its parent display)? π
https://www.exilemod.com/topic/27493-exile_trader_communitycustoms/ could anyone point me in the right direction
I think that might be more related to Exile Discord?
@astral pagoda Yeah it is. sorry if that's frowned upon here, i was just trying to see if maybe someone in this community knew anything about it.
@fiery vault https://pastebin.com/XQFzUqud
Hi there
I need a great help to configure pylonss of our airplane
If anyone give me a sample code and model (i actuly looked at a3 samples)
I will be greatifull
The problems:
- What should i do with proxyes
- How can i define proxyes as pylone
- Why i need Cfgnonaivehichle
- Which one should define in cfgnonaiveichle
its not simple task unfortuantely
did you look into the BIKI pages and BIF threads yet?
@worthy beacon
I actuly worked on it about 5 days but bcz there is no sample i didnt find out any thing
If i can climb this step i will creat a litle sample if there is no one
@stoic lily
Yes but there is no cfgnonaivehicle
for the pylon?
Yeap
cant you just look up that pylon in the vanilla configs?
It creat a pylon pod seperatly
But my pylonpod is on the plane and cant be seperat
I tryed to crate an empty pylonpod with just a proxy
But it failed
This is my first time to creating an airplan
And first time using OB
ah so you dont have pylon sample
since your question made is sound like you have problem adding a pylon to the plane
not adding a pylon to the game
yes its my bad bcz im not an english man and started english learning about 9 month ago
thats alright
so for pylons config you need the cfgNonAI class
and those look like this cpp class ProxyPylonPod_3x_Missile_AGM_02_F: ProxyWeapon { model = "\A3\Weapons_F\DynamicLoadout\PylonPod_1x_Missile_AGM_02_F.p3d"; simulation = "pylonpod"; };
it just needs the model and simulation type in it
but you also need a cfgWeapon class for it
class PylonRack_1Rnd_Missile_AGM_02_F: 6Rnd_Missile_AGM_02_F
{
displayName = "Macer";
model = "\A3\Weapons_F\DynamicLoadout\PylonPod_1x_Missile_AGM_02_F.p3d";
count = 1;
hardpoints[] = {"B_MISSILE_PYLON"};
pylonWeapon = "Missile_AGM_02_Plane_CAS_01_F";
mass = 361;
};```
for the above pylon it looks to be like this
now the tricky part is what that hardpoint selection there means
Id wager its a memorypoint or memorypoints that then can hold missiles
in this case the pylon only seems to carry only 1 missile
π
good luck
also when you manage to make the pylon work with hardpoints and all that you can pay me back by sharing simple version of it as an example π
On my eyes
Ψ¨Ω Ψ±ΩΫ ΪΨ΄Ω
Its mean i will do it
You don't actually need to configure a cfgnonAIvehicles class for every pylon you make. Only the proxy that is used in the vehicle model needs one
if you use one of the BIS proxies, it's probably already configured with a cfgnonAIvehicles class in the game data
hi, I face the problem that the Unsung Napalm bombs fall short when the AI drops them. I found that the config value sideAirFriction = 0.001; in ammo class uns_napalm_500 is responsible for it. If I change it to the default of sideAirFriction = 0.1; the napalms falls on target. Question: Is there a way to tell the AI to work with the lower sideAirFriction to keep the steeper angle when the bombs fall, e.g. making it more interesting for human pilots. Or do I have to normalize on sideAirFriction = 0.1 as the only solution?
could replace the model with firedEH?
@stoic lily thanks, so having two ammo's, one for AI and one for human pilots?
i guess so
may even work with weapon modes
like one AI only and make AI use that
well actually not sure if that helps
Which settings do i have to change that cars dont slide ? Can someone help me π
Depends on if those cars of yours are your own made or ripped from other games. The model work looks highly familiar to what all the ripped GTA and Forza models look like.
π
yes thats why i bought the cars
ah ok i dont know that turbosquid models are ripped models
there are all kinds of users there who sell stuff that they should not
those sites dont really police the uploads
hkv studios
doesnt mean a thing
well if they are legit thats ok, but if they are from forza then you can use them
if the studio origianlly made those and forza bought them thats different thing
or if theyve not from forza thats ok.
yes but i asked you Which settings do i have to change that cars dont slide ?
not if is this model from forza or so
want a pic !?!??!?!
not really, but wanted to know if theyre legit. You seem to move in the life gamemode scene so you should know there are many ripped assets being moved around
yeah i know but i bought my models
so can u help me or should i ask a other person !?
well driving handling is both car geometery/ weight distribution thing and physx config thing
so its not a single line you must alter but the whole
Also from quick googling it seems HKV models are actually used in Forza Horizon3 so you can see why I was sceptical of their origin.
so and what is now the problem when i bought this ?
nothing
i cant find that they work with FH3
both name were mentioned on a site that seems to distribute those models in less legit way.
aha show me pls
Sorry im not about to start sharing links like that. You can find it on google if you like.
π
made my day
why would you need the link? you already bought yours from the original maker?
yeah but i think u lie
yeah they can sell them to whoever they want
but not FH3
well the ripper might have it wrong too.
microsoft has own stuidos
It is sad that one is lied to here in the group
but thanks for the anwser
All car models are from forza horizon boyssssssssss.. As if somebody bought car models .....π π
@fair blade Do you think using stolen models is a laughing matter?
you must be new.
Bro it was a joke... the point is that you say directly "thats all ripped gamemodels" π and no i m not new
So far there has been no legit life carmod packs.
And its rare that someone would put thousands of dollars into mod models
okay buddy you win. you have the plan off Modding and the Community. so have a nice day, and remember all car models are from forza horizon π Nobody buy models π
Anyone can buy models. So far such occasions just are more rare than kids using stolen models.
which creates prejudice
its not nice thing for sure.
in the life modding scene it's really a problem that a lot of guys ripping models,but your reaction was not nice...but yet it is enough with trolling. So have a nice day! π and please do not lie anymore
I have not lied at ny point. Just stated my observations. They may have not been correct but they have not been lies.
Happy new year all i have a question about switching combat groups from a vanilla one to a modded one
@Orion#7185 this is a bug caused by AI not being able to purchase any vehicle. They can only purchase armed vehicles and if none are available the error is shown. It will be fixed in the next update.
hello, i have some ques. layers generation unable to load the file map legend
but config.cfg is normal position
https://pastebin.com/YYtCgBEs
can you help me?
no we cannot, you'already been told in the terrain makers channel
DO the pmc wiki and stiip wasting your and our, time.
https://pmc.editing.wiki/doku.php?id=arma3:terrain:ultimate-terrain-tutorial
is possible to find idc of RscPendingInvitation?
so in the main menu ,wats the class name of the video that plays in the background? like how if u have IFA3 loaded it changes it to a ww2 picture..
The main menu background is usually a mission
so what would I have to do to make it a image,idk like a giant smiley face
and w8 its a mission? so the game just randomly picks a mission and runs it?
oh I should prob google this first tho
and I think I got it, idk it was a mission tho lol
not randomly.. It's somewhere in config I think
the -world startparameter overwrites which one
Maybe the mission in the background doesn't matter and they just add a intransparent image to the background
looking at it hurts my brain, I always thought it was a video
i'm trying add inventory action to model. Model with geometry & roadway - is working fine. But i need inventory action on model without geometry & roadway.
It uses the geometry to check if you are looking at the object
i use that model to groundWeaponHolder π¦
i can't enable geometry because when you trying check inventory in helicopter - that little box destroy heli
as i understand groundweaponholder use models of items in inventory.
but that items have a geometry lod
hmm
I'd look what the ground holder model does but I don't really feel like making that effort right now
Proxy won't show in the ground weapon holder
If you give the box geometry no mass then it will not collide
Is the box attached to the helo or what's your method of placement?
If it destroys the helo when you interact with it I think the problem is more in the method the box is placed on/in the helo
@outer sapphire
The problem is when I open inventory near the helicopter - a box appears under it. It is possible to avoid this with a script - just delete via eventHandler init
Perhaps, but such an idea. π It is better for performance and client fps
How can it be better if it blows up the helo? Makes no sense.
aye so im tryna play around with RscDisplayMain and wat ive done is ive launched vanilla arma ,did a config dump for RscDisplayMain,copied all that put it in a pbo and I get this
https://imgur.com/a/mzs53Ni
yep. in cwr1 & 2 we reverted the gui back to a flashpoint display, which, frankly, is /was better than the Xbox panels we've all had to suffer from.
The gui we have now, even for arma,. was designed for playing on the couch, and isn't appropriate to the detail you (should) get when your nose is two inches from the monitor.
The problem you'll encounter as you go deeper is that many of the dialogs have hard-wired ID's, which makes altering them or using them, in a different fashion, problematic. (rscMapsDisplay listbox comes to mind)
The other problem, as designed, was the stupidity of having a bazillion rscXXX classes as root. Like anything else, they shouod have all been contained in a class rscClasses. It even bites bis if you look at the mess inside a (dot)rpt.
It would appear that dayz/SA has learned the lesson.
wats cwr1 and cwr 2?
also not gonna lie all of that flew over my head :P
i guess it be best to look at what another mod does? perhaps IFA3 since thats the only mod I can think off that does something like that
cold war revisited 1 & 2 made operation flashpoint missions playable on arma1 & 2 respectively.. Obviously and of course, it was hugely popular at the time.
oh i think i see
yea I saw a shitton of rscXXX classes, kind of like how complex effects are right?
not really, it was just plain stupid to externalise (nearly all) rsc dialogs outside of a single container. You only have to look at a rpt to see how often bis break it.
In any case, the bin\config.bin DELETES (most of) those rsc's and re-invents the wheel for arma2 & 3
I have objects which are assigned an attribute (a variable). These objects which have this specific attribute must be collected into an array and then have some actions performed on each object using a forEach loop, or another method for executing code on those objects based upon the presence of that variable or a lack of it's presence.
#arma3_scripting has a bit more info
hi
i was created a castom AGM ,
it work when player use it but AI wont to use it
which parameater should be changed?
AGM : Anti Ground Maverick Missile
or Air to Ground ....
Do you have a firemodes for it that AI can use. Go you inherit it's config from some vanilla missile?
@hearty sandal tnx but i fixed it by using
class iri_agm_65e : Missile_AGM_01_F
Hey I have a question:
I want to replace a vehicle config in a faction with a different one, is that possible?
Let me explain what I mean:
For example I have the Vanilla MRAP (B_MRAP_01_F) but now I have a super cool Rifleman I want to instead spawn in that Vehicle (without creating a second MRAP Vehicle under Cars in the editor).
Is that possible?
well you can do an overwrite but you will never use it in multiplayer
basically
unless of course everyone downloads your overwrite and the server uses it
and overwrite like that would basically break every other mod/mission that uses that thing you overwrite
which is why its not really recommended
Thats the plan. Want to make an additional Mod (for my unit).
But how would I do this overwrite?
@glossy flax hello
Just get your solder classname and replace the '''typicalcargo'''s class with it
So basically I have to copy the complete config from the vehicle I want to change and recreate it in my little mod? Or is there an easier way?
( I know that I have to make sure that the original CfgPatches Classname is in my required add-ons)
Class cfgvehicle
{
Class b_mrap_01_f;
Class Your_vehicle : b_mrap_01_f
{
typicalCargo[] = {"Soldier"};
};
};
@glossy flax
Yes, but than b_mrap_01_f would still appear under Cars in the editor along my vehicle thats identical aside from the Person inside. Thats not what I want though
{
class MRAP_01_base_F;
class B_MRAP_01_F: MRAP_01_base_F
{
typicalCargo[] = {"YourSoldier"};
};
};```
@glossy flax
Actuly you need to learn about cfgfaction and cfgvehicle
Just make sure that your addon requires "A3_Soft_F" then
@astral pagoda this change the vanilla vehiclse config
He wanna creat his own mod
no he wants to edit the vanilla vehicle
Exactly.
Okay, jsut to clarify: B_MRAP_01_F was only an example.
Wanted to know in general if it would be possible to alter the config of a Vehicle or Soldier without creating a new additional Vehicle/Soldier next to the original (in the Editor List). @astral pagodas approach seems to be the most logical...though it always depends on of that particular vehicle is set up (e.g. when I want to do something similar to a mod vehicle).
Just hoped there would be an easier way. Thank you for you help! :3
I mean, this is really simple config. Not sure how more simple it could be π
If you have WorkDrive setup and whole game extracted, this is really simple to do (So you don't have to search for classes)
As I said, always depends on how the vehicle is set up. If that vehcile for example does not inherit from a base class this approach is not working
Of course, you would break inheritance. But just change that to whatever class it really inherits and it's done.
Not sure what is difficult or not clear about it 
If that vehcile for example does not inherit from a base class If that's the case then the author is an idiot
My Problem with that is, and that might just be my missunderstanding. When I inherit from that baseclass and name the class of my altered vehicle the same as the original and I only throw typicalCargo[] = {"YourSoldier"}; wouldn't all the other configs in that original vehicle be deleted. (Stuff like displayname or author and stuff like that)
No?
no..
oh? okay then I actually missunderstand something. xD
You would have to do something like this
{
class B_MRAP_01_F;
{
typicalCargo[] = {"YourSoldier"};
};
};```
you are not deleting and recreating. You are just editing/patching
Ohh I don't mean that I delete everything from the baseclass config but (in this case) anything thats additional to B_MRAP_01_F. (And as I said, lets not stick to this example with the vanilla config).
As I said, I might just be completely brain dead here and not get it. Just trying to understand xD
if you want to delete entries you have to specifically use delete
otherwise you won't delete stuff
Okay, I'm just gonna try it then. Sounds fairly straight forward then. Thanks for the help! π
@glossy flax before every thing i advice you to open vanilla configs and search for each script usage in arma 3 community. It will help you to find out how you can create your own mod
Thanks but thats not a problem. Already have create mods (for private/in unit use). There are just some minor things - especially with configs and inheritance - I still need to get a grasp at. :3 (I'm sometimes a bit slow when it comes to stuff like this xD)
In simple word
When you inhert some class
You use every configs of that exept that one you changed it
(This definition is not exact but usefull)
@glossy flax, here's an alternative that will not damage core game
class ThingIWant : someInherit
{
scope=1; // now not selectable in editor
};
class MyGreatElephant : ThingIwant
{
scope=2;
typicalCargo[] = {"YourSoldier"};
};```
it is, a very, very, bad idea to do above or any other 'patch' that affects original classes. There is no player out there who will thank you for it, because even when he's not using your mod, it still affects the game.
The very first thing they do, when they discover what >you< did to >them< is delete your pbo and never ever dload anything from you again.
Yes, I see what you mean. I general you are completely right. (And I actually did something like this just a moment ago)
Though, in this case its a little bit different, since this is for a unit mod anyway. But I'll keep that in mind. π
it should not matter a rat's *rse that the 'other' beasty is also selectable. since you obviously won't use it. The 'correct' way to do this is:
class whatever;
class me: whatever
{
displayName= PinkElephants;
typicalCargo[] = {"YourSoldier"};
};
it also takes about 3 seconds with notepad to change an existing mission,.sqm to use the new unit.
hi guys. some vanilla weapons support dual barrels (like the gatlinggun on the pawne). Where in the weapon class is this defined?
hey, been working on a helicopter with only basic flight trying to make it work with advanced (Rotorlib) and every time i try to get in it explodes, and when trying to land it (its fine if spawned in the air i.e. it doesn't just explode) the wheels appear to sink into the ground before it explodes. im not sure if this is a modeling error, or a config, but it only happens with rotorlib not commented out, don't know if anyone can help?
So the main weapon (ML700_Rifle) shows in arsenal just fine. The Bayonet rifle will not.
The weapon is ingame and functioning, but can only be spawned via script. Anyone see anything wrong with my inheritance?
class ML700_Bayonet_Rifle: ML700_Rifle
{
scope = 2;
scopeArsenal = 2;
displayName = "Weapon 2";
descriptionShort = "weapon 2";
hiddenSelections[]={"Bayonet"};
};
Fixed. Needed to define baseweapon again
hi i have a problem with mirrors of my vehicle
the mirrors work fine when pip is disable but when i enable pip in configuration they turn black and wont show anything
here is my config
class RenderTargets
{
class Mirror
{
renderTarget="rendertarget0";
class CameraView1
{
pointPosition="PIP_mirror_0";
pointDirection="PIP_mirror_0_dir";
renderQuality=2;
renderVisionMode=0;
fov=1;
};
BBoxes[]=
{
"PIP_0_TL",
"PIP_0_TR",
"PIP_0_BL",
"PIP_0_BR"
};
};
};
Trying to make character. When loading editor - part of character in ground and no animations π¦
@outer sapphire do you have Land contact LOD in .p3d file?
i will screenshot from editor
better to ask from a veteran like @grand zinc
broken skeleton
check RPT
double check bones in model.cfg and verify that they are properly defined in the model too (I have no idea how bones are defined in the model. But you should be able to see it on the sample model)
Β―_(γ)_/Β―
Maybe the new pip occluder thing stuff. Memory points defined in CameraView are correctly placed in model?
Anything in RPT maybe? I never tried to make pip mirrors
there is no sample in arma ?
There is a vehicle sample I think. Don't know if it has pip
I'd say first look in RPT. Might already tell you what's wrong
OK
@grand zinc thank you!! Character is work. Probem was in config.cpp i tried get already defined class from another character.
@worthy beacon do you have those BBoxes defined in memory LOD?
@hot pine tnx but i fixed problem by changing pipe_mirror_0 and dir points pos
Any one have RWR mfd script?
I'm really lost and need help :(, first time making a mod and I decided to do something I wanted and thought would be pretty simple; make a new 30 round 7.62x51 Mag and add it to the magazine lists of the weapons using that ammo.
I've been troubleshooting it for a while and finally got it to binzarize in the addon builder but none of the classes I was trying to change even show up; I've hit a wall working on this all night.
class CfgPatches {
class 30rounds {
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
class cfgWeapons
{class cfgmagazines
{
class 30Rnd_762x51_Mag;
{
Ammo = "B_762x51_Ball";
Count = 30;
descriptionShort = "Caliber: 7.62x51 mm Nato<br />Rounds: 30<br /> Used in: Mk18 ABR, Mk-I EMR, Mk14, SPAR-17";
displayName = "7.62 mm 30Rnd Mag";
{
displayNameShort = "";
};
initSpeed = 850;
mass = 16;
{
maxLeadSpeed = 25;
maxThrowHoldTime = 2;
maxThrowIntensityCoef = 1.4;
minThrowIntensityCoef = 0.3;
model = "\A3\weapons_F\ammo\mag_univ.p3d";
modelSpecial ="";
nameSound = "magazine";
};
picture = "A3\weapons_f\data\ui\M_20Rnd_762x51_CA.paa";
{
quickReload = 0;
reloadAction = "";
};
scope = 2;
{
selectionFireAnim = "zasleh";
simulation = "ProxyMagazines";
type = 256;
useAction = 0;
useActionTitle = "";
value= 1;
weaponpoolavailable = 1;
weight = 0;
};
};
};
};
{
class srifle_EBR_F;
{
magazines[] =
{
"20Rnd_762x51_Mag","30Rnd_762x51_Mag"
};
}:
class srifle_DMR_03_F;
{
magazines[] =
{
"20Rnd_762x51_Mag","30Rnd_762x51_Mag"
};
};
class srifle_DMR_06_camo_F;
{
magazines[] =
{
"20Rnd_762x51_Mag","30Rnd_762x51_Mag"
};
};
class srifle_EBR_MRCO_LP_BI_F;
{
magazines[] =
{
"20Rnd_762x51_Mag","30Rnd_762x51_Mag"
};
};
}
Would somebody be able to help me?
cfgMagazines is not a subclass of cfgWeapons
Alright simple fix then haha. :)
Couldn't see the forest through the trees, thank you.
Make sure to append to magazines[] instead of replacing, like so https://github.com/acemod/ACE3/blob/59aa38185a7fec3200028a73e75c4ff424ae3809/addons/huntir/CfgWeapons.hpp#L21
Well, unless you actually mean to replace.
Yeah i didn't want to remove the 20 round ones to add the 30s thank you for that.
Can we somehow add pilotCamera to second seat, copilot?
Nah, it's called pilotcamera for a reason
Other seats you'd have to use turrets AFAIK
Ok , I added turret camera but I have a problem, I can open camera but it doesnt move anywhere, it is locked forward, here is config:
https://pastebin.com/SzV8bQZe
have you had a look how they're configured on the Blackfish?
Oh havent seen it, will do
but at a glance, all your min/max angles are set to 0 for the optics views
How come when I try to use the addon builder I have to hit Binarize and then when I unpack to check what's come out the other side it is garbage?
If I don't hit Binarize it spits out an error=1 and when I do it looks like this.
raP Y cfgMods # Y author sLaughterhouse timepacked 1547196669 Y
Don't worry got it.
use pboProject. problem solved.
Nani
@toxic solar configFile >> "CfgInGameUI" >> "FLIRModeNames"
1.88: FLIRModeName[] = {"WHOT", "BHOT", "WHOT", "BHOT", "WHOT", "BHOT", "WHOT", "WHOT"}; so... 7 is WHOT?.. not that useful..
But atleast we now know there are only 7.
I think that's used to display something on hud.
configFile >> "CfgCoreData" >> "textureTIConversionDX11"
1.88 textureTIConversionDX11 = "core\data\ticonversion.png"; I think that gives you the colors. Let's look at that image.
Bam. You can see the 7 rows for the different color profiles. You could make your own by changing that image and repacking that pbo. But it's a dta pbo so you proooooobably..... WOAH SHIT
You can change the config parameter, and direct it to your own pbo, and then make your own color profiles that way
That's awesome. I wanna do that!
it has the most colors it seems yeah
the lowest line on the conversion texture
you can have up to 63 modes. I think cold is left and hot is right?
Dunno why exactly 63. But you can.. Oh. duh. 0 to 63 are 64 ^^
would be nice if one can influence the brightness stuff too. Eye adaptation in Ti is kinda crap
night vision only because they use custom pp effects
grab AiO config. CTRL+F. Type Ti and hit enter.
Ti, Thermal, FLIR, IR are all names that could be associated with it. Just search for it in config and see what comes back
Here is a bigger image of the color profiles
First is just all white??
Second whot, third bhot. Then black/greenhot, green/blackhot. That orange stuff to black and inverted, some weird thing, and the rainbow
Okey there is a chance that the config entry is read before mod configs are loaded. Which would be crap :/
I hope that's not the case.
yeah. You cannot modify the dta pbo's unless you play without bisigns. And I've seen other things out of these pbo's configs that are loaded before the game loads the mods. So a mod overwriting it could be too late
Needs to be tested to know if it works or not
Actually.. Never tried resigning. You probably can. But they'd have to be manually installed. And people would need to revert to backup to uninstall.
replacing the dta/core.pbo? or a mod?
okey nice. No need to worry about bisigns then

Photoshop. Just drag a gradiant thing from left to right π
yeah
My friends uncle has it π And apparently there is no detection like two people running it at same time
But you absolutely need to use this industrial 500 ton hyraulic hammer to hammer in the screw :D
Metaphor derailed a bit
Btw mode 7 is documented. https://community.bistudio.com/wiki/setCamUseTI Just a little hidden ^^
But atleast we now know where that info comes from so we can write the documentation on our own π
docume- what?
documeeee kaibaaaa!
you could rotate them with a scripted animation source... Could also rotate the firing axis but don't know if that... A forget that, sure it works miniguns on helicopters work about same way
black hawk
^^
you can adjust the direction of the weapons via script
you can execute scripts on hotkeys.
Thus yes you can adjust them with pgup/pgdown
If you are making your own jet
You can't. Blackhawk animations are not scripted. But you can do the same with scripted animations
atleast I assume they are not scripted
yeah
Exactly actually.
@hearty sandal thanks for helping me to learn how to use OB for pylons . as i own you im working on a sample model for Arma 3 planes Pylon system. when compleat I'll give the download link to you with PM
hi guys. Im making a mech (tank class) that has two arms (turrets) on its upper body(maingun). this seems to make it very hard for the AI to hit stuff. they cant seem to aim correctly, even if the turn and elev settings are within range (I can aim easily myself if I take control of one of the turrets)
if I aim the upper body down, they seem to be unable to aim up by themselves
anybody here had a similar issue before?
tried to adjust the angles yet?
minGunElev = -60;
maxGunElev = 60;
minGunTurn = -5;
maxGunTurn = 5;
minGunTurnAI = -30;
maxGunTurnAI = 30;
minHeadTurnAI = -70;
maxHeadTurnAI = 70;```
Oh damn. Didnt know ai had its own settings. Thanks
are you making transformations (like rotating ai controlled turret with animate/animateSource) to AI turrets?
Hey guys, this error message keeps popping out on my vehicle since I've added multiple muzzles to the weapon. It works fine, firing alternatively one barrel after another, just like the Pawnee heli from vanilla, it's just that this warning is there and it's bothering me. The error message:
15:45:40 Warning Message: 'gunEnd/' is not a value```
Piece of the config the gunBeg and gunEnd are used:
``` memoryPointGun[]=
{
"gunL_muzzle",
"gunR_muzzle"
};
gunBeg[]=
{
"gunL_muzzle",
"gunR_muzzle"
};
gunEnd[]=
{
"gunL_chamber",
"gunR_chamber"
};
body = "MainTurret";
gun = "MainGun";```
Full cfgVehicles: https://pastebin.com/jEzHLVei
Are you sure it's that gunBeg that's wrong? Maybe it's somewhere else. Because these look correct. Can't see any error
the / at the end seems weird π€
could try a search for gunBeg/ in all your files, including scripts if you have them
i would suspect its a combination of parameters not allowed
so if you use the [] some other parameter may have to be empty or a specific value
so verify the A3 uses in configs
or some "desync" between config and model(.cfg)
maybe diag.exe and debug.log has some more info
allright, thanks for the replies, I'll keep tracking the issue
I think a friend of mine used the mulitbarrel on vehicle, I'll ask around
memoryPointGun[] is still working though
That works for bullet weapons only am I correct?
gunbeg must be single memorypoint for tanks, yes. And memorypointgun is the only solution (requires shotBullet simulation ammo)
Could try using gunpod pylons
@stoic lily regarding gun elevation. when I look in the aio config I can only find thouse gunelev settings in the man class. are you sure about adding these inside the turret config?
i didnt say anything about turrets
with turrets you could maybe try cargo turrets as you can customize the angles there
oh okey
does initPhase not work with vehicle doors?
Does anyone know where CBA stores it's server password data and or how to just get it?
Would like to make a auto server join feature, but don't wanna store our password in a mod
Ah thank you! π
So what is QGVAR?
QGVAR is a macro.
It expands to "PREFIX_SUBPREFIX_x"
What config entries control the light around the player when shooting. Notice the blue muzzle flash around the gun, but the ground is the standard "White" dynamic light. https://gyazo.com/2eb19bef82294555a508408f75b1d82a
@woven flax
fireLightDuration = 0.05;
fireLightIntensity = 0.2;
fireLightDiffuse[] = {0.937, 0.631, 0.259};
fireLightAmbient[] = {0, 0, 0};```
yes, they weapon cfg params
Thank you
In the code _this will be an array. Does the function take that? If you need just the vehicle, you should be passing _this # 0
Are you testing on a dedi? maybe locality issue?
there is multiplayer 3den and singleplayer 3den.
Maybe there is a seperate eventhandler for 3den spawened
Yeah. There is configFile>>Cfg3DEN>>Eventhandlers
yeah
Oh. I thought you meant INSIDE eden, not in eden created missions
CBA XEH is config?
Having it directly in object config might be faster.. But a quarter of a millisecond doesn't matter for something that runs once
That is XEH with retroactive init.. Which is kinda very inefficient
Did you try CBA config XEH for init?
ACE probably
That's where I found the 3den eventhandlers too ^^
no
CBA XEH is not inside the object
nor is it inside a "Eventhandlers" class. Nor does it inherit anything
https://github.com/CBATeam/CBA_A3/wiki/Extended-Event-Handlers-(new)#extended_init_eventhandlers there is a init example.
CAManBase is the classname the init runs for
hi guys. Can pylons be used for changing turret models dynamically?
lets say I have one tank body with many different turrets setups
would like to avoid:
- having one p3d for each class
- lots n lots of hidden parts (tried that and it forces low res lods to kick in early since the vert count gets very high)
yes
I dont wanna use proxies either cause then I cant animate them (and use hiddenSelections)
pylons are proxies
they have some specific animations
you can't retexture them though
proxies cannot have animations. the proxy itself, eg the rotor blade on a helichopper can be animated
this makes 90% of proxies totally useless for oops modelling items like desk or ceiling lamps
so instead of having a single, well made model, you have hundreds. Each pasted into the main object they're in. Potentiially dozens of times. And each complete with it's own set of typos and wrong materials.
And the error keeps repeating itself because the p3d they're in uses it's own set of textures/materials for that proxy, duplicated for every other p3d in a different pbo.
you've had 20 years bis to make this useful but all you can focus on is low poly count.
Hm yeah..
I was thinking I could make each turret a seperate static turret object and maybe attach them to my tank. Would be cumbersome to switch seats though
sad for you and pathetic of them that they can't advance their engine technology in any meaningful way. except of course to make their graphics more shiny. I mean, jesus! 15 years after arma1 and they still can't use relative addressing in models.
@hard chasm there are certain simulation types that allow animation even as a proxy
weapons are a proxy for one
as are bipods
then they can transfer that to buildings too if it isn't too hard for them.
(and tanks)
As described above, I have done this using lots of hidden parts on a single vehicle, then I unhide the ones I need for each class. The game engine will show the low res lods much sooner than usual due to the high polycount (or at least thats what I think happens)
.
By using proxies instead, would the lower res lods appear further away?
Or would the result be the same?
same I think
scene complexity does not change
it may even get worse with proxies
you can affect the lod change tho
Yeah.. Just wish the engine would ignore the hidden parts
what LOD step down do you have? 50% reduction per step?
and how many verts in total?
what line in a props config would make it indestructable (or have a very high damage)
destrType = "DestructNo"; potentially
thanks namπ
Does anyone know if initphase doesnβt work with vehicles?
Looking to force a vehicle door closed when the default is open
initphase is sometimes seen wrongly inside a model.cfg, it needs to be in class animations of a config.cpp
@strange egret res lod 1 is 55k. You mean how much I reduce the number of verts between each lod?
@hard chasm Yea I know that much about it, but it seems it works correctly when it has a source of user but it wonβt animate shut with a useraction (unless I exec cursorobject animatephase [] on it) but if I set it to source door it does open with the useractions unchanged but the initphase doesnβt work and is ignored..
Its a simple open and close side door
Im going from res 0 to res res 6.
0->55k
1->34k
2->18k
3->12k
4->6k
5->4k
6->3k
So i have this to define my objects category in the editor but it dosnt seem to show up in zeus?
editorSubcategory = "OrdSubcategory";
Are there similar line to implement into zues menu as well?
not sure what it does exactly though
turretFollowFreeLook = 0
Float - If 1, turret is slaved to the gunners viewdirection in freelook. When values is set to 2, it's possible to control turret on weaponless turrets. Value 1 is used in Attack Helicopters for example.
anyone knows this one?
@fathom thorn is that confirmed that if you delete the things you hide (reduce polygons) the LOD show later (side by side comparison)
you go from 18k to 12k (not 9k) and then 6k. If the steps are too minor (from 6k to 4k to 3k) it tends to skip the 4k and go straight to 3k.
@strange egret ok I will try some things when I get back home(in another country atm) . I havent been that scientific with it yet. Only noticed its switches to lower res lods faster than my other stuff.
Dumb question, but I can't figure out where I'm going wrong. I wanted to make a very quick testing PBO that requires another PBO. When starting ARMA, it keeps popping up a warning the new PBO requires the required PBO, but the required PBO is definitely in the modset I'm launching with, as when I get in game I can see the functions in functions viewer.
The required pbo is called aaf_functions.pbo.
class CfgPatches
{
class BAF
{
name = "BAF Test";
author = "Tommo";
requiredVersion = 1.76;
requiredAddons[] = {"aaf_functions"};
units[] = {};
weapons[] = {};
};
};```
Unless if the required PBO has requirements of its own, do I have to list those requirements as well?
Wait one
No it doesn't.
class CfgPatches
{
class AAF
{
name = "AAF Functions";
author = "Tommo";
requiredVersion = 1.76;
requiredAddons[] = {"ace_interaction","ace_zeus","cba_main"};
units[] = {};
weapons[] = {};
};
};```
Ah so I'd need it to refer to AAF
Thank you! Will change that going forward.
Works, thanks mate.
@stoic lily if you find anything more about that freelookfollow tag me!
i guess we need @hot pine or @astral pagoda to help out π (PS: its turretFollowFreeLook)

Clever Arma folks, does picture = "pictureThing"; just produce a picture of the item for the inventory when used in an item config? I see it used a lot in configs but can find very little documentation on it.
@flat sail As far as im aware that is correct
Thank you. π
Are you having problems with it?
I'll have to give it a try as that would save creating dozens of thumbnails π
π
i don't mind, but if I can do one line versus 15 mins in photoshop per config entry, I'll take it π
During some testing I noticed that AI "spotting" is effected by the optics that are on the rifle.
I did a AI group with MX's at 500m with no optics. They stood there and stared.
I did another group with MX's at 500m with RCO and they engaged immediately.
During my config dives I cannot spot what control the AI spotting per optic.
Anyone have any idea? I am trying to increase the spotting of my AI with their iron sights.
fire modes
@untold temple I understand that is the base settings for AI, but im trying to figure out how optics directly affect AI. Do you know if the Scope will effect the stats listed in the firemode configs?
Example: class close: FullAuto
{
burst = 5;
aiRateOfFire = 0.5;
aiRateOfFireDistance = 50;
minRange = 0;
minRangeProbab = 0.050000001;
midRange = 30;
midRangeProbab = 0.69999999;
maxRange = 50;
maxRangeProbab = 0.039999999;
showToPlayer = 0;
};
And if so what in the scope configs add the modifier
there are optic-specific firemodes
they have extra parameters like class single_far_optics2: single_medium_optics1 { requiredOpticType = 2; };
optictype is checked on the weapon
or attached scopes
Β―_(γ)_/Β―
Well that is new to me
So basically, scope doesnt add a dynamic modifier. Just adds a "Yes/No" to unlock new aiming types
The scope has an OpticsType config flag in iteminfo
When an AI unit carries a weapon that has that flag, it'll use the corresponding AI firemode
As far as I can determine the only leverage over spotting range we have is the config values called sensitivity (https://community.bistudio.com/wiki/CfgVehicles_Config_Reference). By default in our testing in open ground and maximum spotting skill the AI sees a limited range of about 300m. Setting sensitivity to 15 raises it to about 650m and 16 is about 800m. Unfortunately the minimum sight range is also increased with this value such that a skill of 0.0 is around 100m less than that. It varies for vehicles that have a higher base vision and circumstances a bit but this is the leverage you have.
Initially we made a mode called CF_spotting that changed this static value (and sensitivityEar and vehicleSensitivityEar) for vanilla and RHS troops to give the AI vision similar to a player so that we didn't always get the jump on them. Unfortunately it doesn't work very well and so we are currently testing an SQF related solution that will become part of CF_BAI in the coming months when we are happy it works correctly and we have done some further optimisation work to improve its heavy performance hit on the server.
I can provide CF_Spotting individually if that would help since it is a mod we never released. But it definitely isn't the solution to the problems with AI vision, it is better than the base game, it isn't however any good and you notice quite quickly there is a magic line past which the AI are utterly blind and it impacts long range weapons like sniper rifles and 50 cals dramatically. CF_BAI is working better ish but due to the complexity it is going to take a while to balance and complete all the aspects we can take into account.
what is vehicleSensitivityEar - or do you refer to it literal as sensitivityEar for vehicles?
sensitivity is indeed pretty powerful or more or less the only way to affect spotting/awareness levels
you can counter it somewhat with camouflage parameter
accuracy should play into this too
over the different class levels you set the levels of identification (unknown - vehicle - tank - hostile tank - m1a1)
Unfortunately the minimum sight range is also increased with this value such that a skill of 0.0 is around 100m less than that
can you rephrase that part please @sullen fulcrum - not sure if i follow you here
how much did you try to script a dynamic knowsAbout system? with now able to "forget" may be feasible to do some level at least
would be interested in your config tweaks
We were testing this in relation to the unit spotting skill and found that it was usually 200-320m in ideal circumstances from skill 0.0 to 1.0 and when increased to say sensitivity 16 it was 700m-800m for the spotting skill range. It didn't just impact the maximum but also the minimum in a somewhat linear way
CF_BAI/detect module is exactly that, a dynamic system that uses raycasting and about 16 different parameters including foliage around the spottable unit, rain, light levels etc to have a probability of spotting and an amount of knowledge that would be gained. We haven't done anything yet on forgetting the knowsAbout values
The reason the skill range matters is partly our perspective based on CF_BAI where we balance the AI based on the terrain around the unit and the players. The idea being we reduce their vision range and accuracy in forests using the spotting skill. It worked really well up until TacOps DLC came out when the range got nerfed considerably in engine and since then we have been trying to rebalance.
Not sure if anyone can help. I'm trying to figure out why a mood that I don't think has been updated since early 2017 for an optic no longer flips beckel is magnified and non-magnified states. It ever so briefly goes to 1x for like a fraction of a second, and I can hear a click add if it's suppose to switch, but it doesn't do it.
Quite possibly it's broken due to numerous Arma updates being releases since its release.
Any ideas on how to go about fixing it? I thought it might just be the config file but I'm new to this so I don't entirely know what I'm doing. I've got some familiarity with C++.
No idea since don't know what mod you talk about and likely don't use it. Possibly a separate config patch addon could fix it but it's also possible it could need something else. Got to weight how much time and effort you want to put into it vs how important what you get out of it is for your gameplay experience.
is there a way to hide the weapon in gunner/commander turned in view?
how does one limit and disable inventory for vehicles in A3?
disableInventory (without d)
thanks. saw that but looked like object/ammo holder only, but UAV and planes have it too indeed
Hey, short question what is the current designation for MaxDroop (MaxDroop or mMaxDroop) ?
for land vehicles? iirc that is the lowest the wheel can sag down when nothing is under it
@unreal seal maxDroop
Thanks
is this working in A3? engineStartSpeed
ok has some different effect than the meaning
/// default value of duration of exhaust effect after starting vehicle
so I wanted to try and make a custom heli start up sound but for now I just put the black waps startup/shutdown sounds just to try it out.
I noticed that if I let the engine spool up for say 5 seconds and then turn the engine off, only the last 5 seconds (thats atleast wat it seems like) of the
engine off sound is played.
If I place the normal black wasp down and do the same, the entire engineoff sound is played. my question why does the helicopter only play portions of the shut down sound,
in my example the last 5 seconds? is it cause its a helicopter or have I forgotten something?
this is wat my config is
class B_Heli_Light_01_F;
class namenai_little_birdy:B_Heli_Light_01_F
{
displayName="woosh woosh";
_generalMacro = "namenai_little_birdy";
soundEngineOnInt[] = {"A3\Sounds_F_Jets\vehicles\air\Plane_Fighter_01\B_PLANE_FIGHTER_01_engine_start_int", 6, 1};
soundEngineOnExt[] = {"A3\Sounds_F_Jets\vehicles\air\Plane_Fighter_01\B_PLANE_FIGHTER_01_engine_start_ext", 6, 1, 300};
soundEngineOffInt[] = {"A3\Sounds_F_Jets\vehicles\air\Plane_Fighter_01\B_PLANE_FIGHTER_01_engine_shut_int", 6, 1};
soundEngineOffExt[] = {"A3\Sounds_F_Jets\vehicles\air\Plane_Fighter_01\B_PLANE_FIGHTER_01_engine_shut_ext", 6, 1, 300};
};
/// how fast tracks are moving relative to wheels
tracksSpeed = 0; // car mostly don't have tracks, to enable half-truck set bigger then 1
class LandVehicle: Land
tracksSpeed = 0;
class Tank: LandVehicle
tracksSpeed = 1;
class MBT_01_base_F: Tank_F
tracksSpeed = 1.4;
class MBT_02_base_F: Tank_F
tracksSpeed = 1.35;
class MBT_03_base_F: Tank_F
tracksSpeed = -1;
class MBT_04_base_F: Tank_F
tracksSpeed = -1;
class LT_01_base_F: Tank_F
tracksSpeed = -1.4;
class APC_Tracked_01_base_F: Tank_F
tracksSpeed = 1.4;
class APC_Tracked_02_base_F: Tank_F
tracksSpeed = -1.1;
class APC_Tracked_03_base_F: Tank_F
tracksSpeed = 1.27;
class StaticWeapon: LandVehicle
tracksSpeed = 1;```
can someone make sense of this setup?
oh like the negative numbers?
maybe UV is flipped wrong way (or texture inverted) and instead of fixing that, they just have it move the opposite direction
My guess as well.
I thought it was like cfgMagazine or the fire modes where if its negative its a multipler of watever it currently is
the initSpeed I think
i want to modify vehicle hud https://imgur.com/a/tvVFLxX. I tryed find in ui_f in rscTitles but nothing π¦
you don't edit these things by changing the arma configs, you make a new partial config to supercede the bits you want to alter. to find out what to config get yourself an All-In-One config dump (shows the entire config in a single file)
Hey π a question how can i fix this ? Sharki_Car\prx\wheel_1_1\wheel_1_1.p3d: No geometry and no visual shape 
simple, dont steal cars without tires
Hi, can some one explain to me that when i use the Config Viewer what the colors mean (Green, Blue, Red)?
strings, arrays, numbers
I forget which is which, but that's what the colours represent
Ah ok thanks
@strange egret lel i dont steal cars
whats a good tutorial for doing breakable glass?
well its complaining it has no tires... then someone has stolen your tires
it has tires ...
Wasn't really sure where to ask this question as it doesn't have a channel. Anyone have a clue what the usual cause is of steam error code 2 when trying to use Publisher?
@steep pawn #arma3_questions, #arma3_troubleshooting
@unreal seal why is the wheel separate pd3?
@hearty sandal Because i want to test if i can out source the wheels at a proxy. I redefine the proxy with the class wheel_1_1_hide still work (Bad English sorry)
And when i open the log there is now this error with no geometry and bo shape
Do you use the proxy only in visual lods?
If so then it's not proxy related. Likely physx config mismatch
i use 1.000 lod https://gyazo.com/d6fcaaf87d08800865a2cc9da0ae642b
Yeah then the proxy does not affect anything else but that lod.
So can I ignore the error?
Do you have the proxy in which lods in the car P3d?
yes my main p3d
Yes but which lods?
Then that is wrong
But also using them as proxies does not really give you any benefit in performance
But if you insist in that then you should use the proxy only in the view lods and shadow lod
And have the same lods in the proxy .Pd3
Does anyone here have experience with configuring gears in arma?
Or just configuring vehicle performance in general
ok thanks @hearty sandal
so I noticed on the left guns of the blackfish that they have a little bit a of a lead when u lock on to a target. So just so that I could see whats happening I made the 20mm on the blackfish have a dispersion of 0 just so I could see how close I had to aim inorder for the FCS to active and lead the target. What determines how close my reticle has to be to the target inorder for the FCS to active and lead the target?
@charred pelican what vehicle type?
Tank
@toxic solar Are you sure that's lead and not just the speed of the aircraft making the shots land further ahead?
@charred pelican well what I did is I placed the blackfish on that giant mining hill on tanoa, on ground, and a car 2km away
Check the time stamps below : 04:10 Isolating turrets from common hull and reviewing LODs 19:40 Named selections verification and review 35:40 Begin of Fire ...
Thanks, I'll take a look
I've been messing with the values for days now and it's always either the acceleration or the topspeed that's off
And it feels like there's no need for more than one gear
try to PM reyhard for a template of the latest recommended setup
@stoic lily Does enginePower do anything? I've tried to set it to extremely high and extremely low and neither changed anything
I'll ask them
X3KJ should know too
however you are best to give more details here/pastebin your config and model.cfg
I'll mess with it some more and when I get desperate I'll post here again