#arma3_config

1 messages Β· Page 93 of 1

hard chasm
#

and btw, if you are trying to alter a pre-existing 'Vehicle_1_armed' that's a foolish thing to do. You inherit the existing class with a class of your own

rustic cape
#

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 ?

hearty sandal
#

If I understand right what you want, it does not sound possible.

grand zinc
#

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?

stoic lily
#

when is ## to be used in macros, and when not to?

stoic lily
#
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; ?

grand zinc
#

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

hard chasm
#

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

grand zinc
#

#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

hard chasm
#

+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

grand zinc
#

worse readability tho πŸ˜„

hard chasm
#

makes a hell of a bitch to code in a compiler, i can tell you that.

toxic solar
grand zinc
#

sounds correct, yes

#

unresponsive sounds correct

#

a config is kinda big

toxic solar
#

I was doing rscTitles, didnt seem to big

grand zinc
#

check RPT

toxic solar
#

where would that be?

grand zinc
#

%localappdata%\Arma 3

#

Weird that you don't know where/what the RPT is? You've been here for quite a long time ^^

toxic solar
#

I forgot, ive only looked at RPT's like

#

2 times

#

both of which I cried cause it was like 140k lines long

grand zinc
#

If it doesn't work. Then it will be even bigger now.

toxic solar
#

5:47:19 CallExtension 'ConfigDumpFileIO' could not be found huh.... it cant find the dll

grand zinc
#

but 99% will be duplicates of the same line

#

jup.

#

you put it into Arma folder?

#

64 bit version?

toxic solar
#

yea its in the Arma folder, w8 do I have to rename it to_x64 at the end?

grand zinc
#

the dll you download should already have the correct name

#

oh

#

it's 32bit only

#

need to run arma in 32bit then

#

Ah no

toxic solar
#

yea I never ran arma 3 in 32 bit

grand zinc
#

including 64bit

toxic solar
#

ah yea,I remember now

#

lets try

hard chasm
#

full config dumps, while self evidently useful, are not as good as looking in the (dot) rpt for collissions with classes.

toxic solar
#

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 πŸ˜›

hard chasm
#

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

toxic solar
#

the noise scared me

hard chasm
#

yep

toxic solar
#

time to crtl+f to find my classes then πŸ˜›

hard chasm
#

yes

grand zinc
#

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

hard chasm
#

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

grand zinc
#

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

hard chasm
#

no argument there. if people use it.

#

that's true too (assuming they're not inheriting from a mod)

toxic solar
#

oh wat would u put if u wanted all of the vinilla entries for requiredAddons?

hard chasm
#

tank something....

grand zinc
#

A3_Data_F_Tank_Loadorder

toxic solar
#

oh, so if there was a boats dlc in future

grand zinc
#

Tank Loadorder contains Tanks and everything previous

toxic solar
#

A3_Data_F_Boat_Loadorder < future dlc πŸ˜›

grand zinc
#

Always use the latest DLC's loadorder probably. Assuming BI stay consistent.. Which isn't always the case

hard chasm
#

(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..

grand zinc
#

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

toxic solar
#

sinta klaus πŸ€”

hard chasm
#

but dedmen's given best advice possible for standard a3 assets

toxic solar
#

now for my next trick I shall try and do

astral pagoda
#

@hard chasm Thanks for trust πŸ™‚

#

@grand zinc fug

grand zinc
#

fag*

astral pagoda
#

I should probably fix that

grand zinc
#

rscTitle is basically just a "Display" class

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You code it like a normal display. With controls inside it positioned on the screen

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but you create it with cutRsc command instead of createDisplay

toxic solar
#

I got that far

grand zinc
#

so that I can move it around in the layout editor oops

#

only read half of it πŸ˜„

toxic solar
#

I tried looking at the ACE dogtag

grand zinc
#

The variables on top there have the default coordinates.
Variables below defines the moveable thing.

toxic solar
#

oh is CfgUIGrids for ... the stuff in layout editor 😐

grand zinc
#

yeah

hard chasm
#

don't forget the goats

toxic solar
#

yikes....

#

am going to crie, but I shall try

stoic lily
#

@grand zinc @hard chasm thanks for the explanation and assistance πŸ‘

toxic solar
#

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 😦

grand zinc
dawn spade
#

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

astral pagoda
#

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?

toxic solar
#

Lol is there a documentation i missed for IGUI_classname_Y? I feel dumb if there is

grand zinc
#

Probably somewhere burried. Didn't see that so far

lusty patrol
#

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?

remote vessel
#

should be on the BIKI @lusty patrol

lusty patrol
#

I've had a look, unless I've looked in the wrong place

dawn spade
#

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.

astral pagoda
#

Who would command which way turret turns?

hearty sandal
#

For example there could be 1 turret for commander and 3 turrets as its child for the barrels

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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

astral pagoda
#

I guess AI would have problems with that

stoic lily
#

cant find this parameter mentioned in any config since OFP - is this faulty?

hearty sandal
#

how well can the AI handle 3 barrled artillery in any case? @astral pagoda πŸ˜‰

#

AI would be there just to operate the weapons

#

not with the AI logic though

hard chasm
#

bis have had 20 years to refine AI to something better.

lofty zealot
#

tbh ... AI in Arma 3 is actually damn good

#

compared to other games

hearty sandal
#

well yes but some things its also bad at

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

#

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

grand zinc
#

Harvard*

#

written*

#

for fucks sake*

lofty zealot
#

mimimi leave me alone T_T

hearty sandal
#

people usually try to use the AI to do things its not good at

sullen fulcrum
#

Like driving vehicles from one place to another, definitely not good at that.

hearty sandal
#

depends where you try to make it go

remote vessel
#

@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

lofty zealot
#

@remote vessel that is fairly normal πŸ€·β€β™‚οΈ

toxic solar
#

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

astral pagoda
#

Yeah, rvmat

toxic solar
#

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

sullen fulcrum
#

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

hard chasm
#

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

nimble sequoia
#

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?

waxen cosmos
#

I think there are a few commander seats in vehicles that do just that

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Because the smoke is counted as a countermeasure and can’t be aimed

strange egret
#

smoke is completely independant and (from what i know) always bound to smoke key

nimble sequoia
#

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

strange egret
#

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

nimble sequoia
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Yeah, I'm hoping to avoid that as it has other consequences.

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I thought the answer might lie with Turrets in Turrets, but am not sure how to work that.

strange egret
#

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)

nimble sequoia
#

ok, thanks

strange egret
#

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?

dawn spade
#

@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.

strange egret
#

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.

dawn spade
#

@strange egret it will be scripted. The AI don't need to detect targets or anything, just fire a shell.

undone quiver
#

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?

strange egret
#

icon != picture (check your config class what it inherits and you'll see)

undone quiver
#

yep, it was picture. Thanks!

pallid snow
#

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.

strange egret
#

_ca.paa -> why do you use _ca?

#

does it need alpha?

pallid snow
#

Well no but the other textures work - just not this uniform set

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An error on my part - should be _co

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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

strange egret
#

custom model?

pallid snow
#

Nope - default

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Don't all defaults use camo and insig only?

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(combat uniforms)

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Yep that was my problem

#

was using

hiddenSelections[] = {"camo1","camo2"}; ```instead of 
```cpp
hiddenSelections[] = {"Camo","insignia"};
```Oh well - simple fix πŸ˜„
worthy beacon
#

hi there
i have a problem with my cfgfunction

pallid snow
#

Go on...

worthy beacon
#

class CfgFunctions
{
class IRI_F4E_C
{
class tiger
{
file="IRI_F4E_C\functions";
class afterburner
{
};
};
};
};

pallid snow
#

and it's not picking it up right?

worthy beacon
#

here is the cod and i call this with "this spawn IRI_F4E_C_fnc_afterburner;"

#

but it not work

grand zinc
#

what part doesn't work?

pallid snow
#

^

worthy beacon
#

any part dose not work

grand zinc
#

function not defined, it doesn't do what you want, your PC suddenly explodes?

pallid snow
#

Open functions viewer - change the config file to your config location (mission or addon) - does it display there?

worthy beacon
#

ok just a minute

pallid snow
#

if not, it's not defined - if so, just select it and press CTRL + C and it will copy it

grand zinc
#

Or check IRI_F4E_C_fnc_afterburner in debug console's watch field to see if it exists

worthy beacon
#

@grand zinc it should add an afterburner to my plane but when i try the action noting happen

#

sorry for my answering speed

pallid snow
#

wait surely the function will be IRI_F4E_C_tiger_fnc_afterburner no?

worthy beacon
#

i just follow the example from unsung

#

let me try

#

thanks

pallid snow
#

did it work?

worthy beacon
#

no

#

i cant find the function in functions viewer@pallid snow

pallid snow
#

So in missionConfigfile nothing?

worthy beacon
#

nothing

pallid snow
#

You're doing it in your description.ext right?

worthy beacon
#

no

#

in my addon

#

config.cpp

pallid snow
#

Try that

worthy beacon
#

ok let me test

pallid snow
#

The file needs to be called fn_afterburner.sqf

#

and you use this spawn IRI_F4E_C_fnc_afterburner;

grand zinc
#

Try that missing functions

#

you are defining a category called afterburner

pallid snow
#

I do all mine that way - works for me

#

oh wait no I don't xD

#

Don't try that

#

xDD

worthy beacon
#

but i push the botton :/

pallid snow
#
class cfgFunctions {
    class IRI_F4E_C {
        class functions {
            file="IRI_F4E_C\functions";
            class afterburner{};
        };
    };
};
worthy beacon
#

you just replaced the tiger with function here

pallid snow
#

Yeah

#

Mine work fine that way

worthy beacon
#

how you spown it?

pallid snow
#

huh

#

?

worthy beacon
#

@grand zinc the sqf name is fun_afterburner is there any problem ?

pallid snow
#

fn_

worthy beacon
#

@pallid snow how can you spown the function

grand zinc
#

the file has to be fn_afterburner.sqf

pallid snow
#

Oh you're trying to say spawn

#

I was so confused there

grand zinc
#

hitting the correct letters can be hard

pallid snow
#

noted

#

just use [Params] spawn TAG_fnc_functionName;

worthy beacon
#

@pallid snow my f**king p key πŸ˜„

pallid snow
#

aha

#

np

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I thought you were talking about sowing

#

I was like "we're not making fabric here whaa?"

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Have a go with the one i sent above

worthy beacon
#

ok im paking the pbo

pallid snow
#

it'll create a category called IRI_F4E_C

#

params spawn IRI_F4E_C_fnc_afterburner;

worthy beacon
#

statement="this animate [""ABSwitch"",1]; this spawn IRI_F4E_C_fn_afterburner";

#

is it true?

#

@pallid snow

grand zinc
#

no

#

TAG_fnc_functionName.

#

Not TAG_fn_functionName

worthy beacon
#

oh sorry

worthy beacon
#

not worked

#

will try again tommorow

#

Im using functions.hpp and #include functioms.hpp

#

May it make problem?

grand zinc
#

no

worthy beacon
#

As i know it worked for our Mig 29

#

But IDK why wont to work now

pallid snow
#

I just copied + pasted what I gave you earlier and it shows up in the function viewer

#

you're doing something wrong I guess

worthy beacon
#

I copy and pasted it

#

Nothing else

pallid snow
#

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

worthy beacon
#

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

hard chasm
#

class IRI_F4E_C <<<<

when will people learn not to shoot themselves in the foot?

#

even bis themselves have finally got the message.

grand zinc
#

what message?

#

don't see any shooting there

hard chasm
#

full upper case is the domain of #defines. not even msoft break that rule

worthy beacon
#

@hard chasm what is wrong ?

#

Should i use iri_f4... ???

hard chasm
#

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.

raven kiln
#

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

hearty sandal
#

displays to them how

worthy beacon
#

Hi and GM

#

why my function wont work πŸ˜–

sudden garnet
#

can you post your source?

worthy beacon
#

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?

sudden garnet
#

You can.

worthy beacon
#
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 ++

#

any idia?

worthy beacon
#

I fixed the problem but now it say iri_f4e_c\functions\fn_afterburner.sqf not found

fathom thorn
#

Well is that path correct?

worthy beacon
#

yes

fathom thorn
#

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

pallid snow
#

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

worthy beacon
#

@fathom thorn i was unpack the pbo but there is no folder in that

#

/:

fathom thorn
#

So it didnt get packed into the pbo

pallid snow
#

^

fathom thorn
#

Add sqf in the list to copy directly

worthy beacon
#

thanks man

#

i own you one

#

@fathom thorn

pallid snow
#

Odd it wasn't doing that by default

fathom thorn
#

@worthy beacon πŸ‘

toxic solar
#

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 🀷
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?

hearty sandal
#

likely by testing the ranges since you are producing something there are no real life equivalents for

toxic solar
#

oh so someone got the real life maaws rocket velocity?

hearty sandal
#

does your rocket p3d have mass and geometry lod?

#

dunno if the Arma missiles are that accurate

#

but they might be close

toxic solar
#

oh idk anything about modeling πŸ˜› I was just using the rpg7 model just to see wat would happen ,im guessing those 2 are the reason why the rpg7 misses?

hearty sandal
#

possibly. if your product is lacking parts then its likley to not work right

toxic solar
#

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

hearty sandal
#

possibly. dont remember the rocket mechanics off the top of my head

toxic solar
#

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

hearty sandal
#

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

toxic solar
#

I made a child of the maaws mod 1 rocket launcher and just changed the model

#

ye

#

and display name

#

but ye

hearty sandal
#

ok so weapon models have very specific sight, eye position and barrel setups

#

so changing a model to another will mess up everything

toxic solar
#

oh okay ,wats the diffrence between sight and eye position? would not eye position be the same for all weapons?

hearty sandal
#

no

toxic solar
#

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

hearty sandal
#

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

toxic solar
#

oh rip me, I cant do model stuff 😦

hearty sandal
#

then you can try to alter the configs more I guess

toxic solar
#

yea, daz gonna be a lot of testingf

#

and merge configs

hearty sandal
#

but for weapons the model and the config is a pair

toxic solar
#

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

hearty sandal
#

it means it can read changes to the files runtime

#

im pretty sure you can find more about it online

toxic solar
#

oh okay, sounds like merge config thing from the dev branch of arma

#

I shall have fun now playing with numbers 😦

hearty sandal
#

I dont quite understand the goal

#

if you want the second launcher to fire something else why not just change its ammo?

toxic solar
#

oh I prob gonna do that, I didnt know that the model actualy effects sights and stuff

sonic jungle
#

is there a way to edit a existing multiplayer map ?

hearty sandal
#

scenario

#

or mission

#

map or terrain is what those are played on

#

so @sonic jungle just to make sure, which one is it?

sonic jungle
#

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

hard chasm
#

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.

gritty rune
#

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

hearty sandal
#

hmm could be related to physX maybe

thorny grove
#

Are there any docs for CBA/ ASDG JR integration into a weapon? Can't find anything on the CBA GitHub.

grand zinc
#

Don't know of any

#

you basically just inherit their class. That's it

thorny grove
#

Ah ok thanks.

grand zinc
#

aka make your compatibleItems class inherit it I think. Don't have the layout of these classes in my head

lone spruce
#

is there a con fig i can write to make it so all players can swim like they are in a wetsuit?

untold temple
#

@thorny grove Check the first post in the old ASDG Joint Rails thread

#

has some examples

thorny grove
#

Ok cool, thanks both will take a look now.

untold temple
#

but you might want to update the classnames to to CBA equivalents

#

which you can find looking through the CBA GIT I guess

thorny grove
#

Yeah been looking there for the classes now. Cheers. ASDG post was helpful.

#

All working now, thanks @untold temple @grand zinc

pallid snow
#

Is it possible to use the sqe compositions in a mod to add compositions with modules and that?

grand zinc
#

yeah

pallid snow
#

Would you be so kind as to point me in the correct direction?

#

please πŸ˜„

grand zinc
#

Don't know how. Just know it's possible ^^

pallid snow
#

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

grand zinc
#

just look at the existing compositions that already exist. And then search in a AIO config for them

#

I guess vanilla already has some

uncut wagon
#

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;
            };
        };
    };
};
hearty sandal
#

wrong texture suffix

#

whats first comes to mind

uncut wagon
#

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?

hearty sandal
#

could be the odd dimension too

#

and texture sizes should be 256x256 512x512 1024x1024 2048x2048 4096x4096 afaik

uncut wagon
#

basically power of 2

#

aight

hearty sandal
#

yeah probably the smaller sizes would work too

uncut wagon
#

trying 128x128 now

wild pasture
#

The width and the height don’t need to be the same, but as you said, powers of 2.

hearty sandal
#

oh yah that too

uncut wagon
#

that works now, thanks

wispy raptor
#

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?

grand zinc
#

well where does the cost variable come from?

#

I assume from the item thing

wispy raptor
#

The _cost variable is from the warlords gamemode I would assume

#

It just breaks when I specify the custom requisitions in my description.ext .

grand zinc
#

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

wispy raptor
#

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[]={};
                };
            };
        };
    };
};
#

just removing the ... for east

fiery vault
#

I don't suppose anybody knows the IDD of the action menu (or of its parent display)? πŸ˜…

elfin roost
astral pagoda
#

I think that might be more related to Exile Discord?

elfin roost
#

@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.

raven kiln
worthy beacon
#

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:

  1. What should i do with proxyes
  2. How can i define proxyes as pylone
  3. Why i need Cfgnonaivehichle
  4. Which one should define in cfgnonaiveichle
stoic lily
#

its not simple task unfortuantely

#

did you look into the BIKI pages and BIF threads yet?

#

@worthy beacon

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

hearty sandal
#

the sample plane has pylons?

worthy beacon
#

Yes but there is no cfgnonaivehicle

hearty sandal
#

for the pylon?

worthy beacon
#

Yeap

hearty sandal
#

cant you just look up that pylon in the vanilla configs?

worthy beacon
#

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

hearty sandal
#

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

worthy beacon
#

yes its my bad bcz im not an english man and started english learning about 9 month ago

hearty sandal
#

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

worthy beacon
#

Now i learn some thing helpfull

#

Thankyou sir i own you one

#

@hearty sandal

hearty sandal
#

πŸ‘Œ

#

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 πŸ˜„

worthy beacon
#

On my eyes
Ψ¨Ω‡ روی Ϊ†Ψ΄Ω…
Its mean i will do it

untold temple
#

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

hearty sandal
#

yea but he wants to make his own pylon

#

which he needs the config for

gritty rune
#

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?

stoic lily
#

could replace the model with firedEH?

gritty rune
#

@stoic lily thanks, so having two ammo's, one for AI and one for human pilots?

stoic lily
#

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

unreal seal
#

Which settings do i have to change that cars dont slide ? Can someone help me πŸ˜„

hearty sandal
#

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.

hard chasm
#

😎

hearty sandal
#

meh forza cars looks to be

#

shame

unreal seal
#

yes thats why i bought the cars

hearty sandal
#

you cant use ripped models

#

your money was wasted on stolen goods

unreal seal
#

ah ok i dont know that turbosquid models are ripped models

hearty sandal
#

there are all kinds of users there who sell stuff that they should not

unreal seal
#

ah ok form a studio

#

its ok

hearty sandal
#

those sites dont really police the uploads

unreal seal
#

hkv studios

hearty sandal
#

doesnt mean a thing

unreal seal
#

but ok ur are the best ...

#

if u dont want to help me dont write pls ..

hearty sandal
#

well if they are legit thats ok, but if they are from forza then you can use them

unreal seal
#

Dude i have a ford licens

#

wtf

hearty sandal
#

if the studio origianlly made those and forza bought them thats different thing

#

or if theyve not from forza thats ok.

unreal seal
#

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 !?!??!?!

hearty sandal
#

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

unreal seal
#

yeah i know but i bought my models

#

so can u help me or should i ask a other person !?

hearty sandal
#

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.

unreal seal
#

so and what is now the problem when i bought this ?

hearty sandal
#

nothing

unreal seal
#

i cant find that they work with FH3

hearty sandal
#

both name were mentioned on a site that seems to distribute those models in less legit way.

unreal seal
#

aha show me pls

hearty sandal
#

Sorry im not about to start sharing links like that. You can find it on google if you like.

fair blade
#

πŸ˜‚

unreal seal
#

legit

#

πŸ˜‚

fair blade
#

made my day

unreal seal
#

send me a privat message

#

that's sad

hearty sandal
#

why would you need the link? you already bought yours from the original maker?

unreal seal
#

yeah but i think u lie

hearty sandal
#

oh

#

why whould I do that?

unreal seal
#

u say that hkv build models for FH3

#

thats wrong xD

hearty sandal
#

yeah they can sell them to whoever they want

unreal seal
#

but not FH3

hearty sandal
#

well the ripper might have it wrong too.

unreal seal
#

microsoft has own stuidos

#

It is sad that one is lied to here in the group

#

but thanks for the anwser

fair blade
#

All car models are from forza horizon boyssssssssss.. As if somebody bought car models .....πŸ™ƒ πŸ˜‚

hearty sandal
#

@fair blade Do you think using stolen models is a laughing matter?

#

you must be new.

fair blade
#

Bro it was a joke... the point is that you say directly "thats all ripped gamemodels" πŸ˜‰ and no i m not new

hearty sandal
#

So far there has been no legit life carmod packs.

#

And its rare that someone would put thousands of dollars into mod models

fair blade
#

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 πŸ˜‰ Nobody buy models πŸ™ƒ

hearty sandal
#

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.

fair blade
#

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! πŸ‘‹ and please do not lie anymore

hearty sandal
#

I have not lied at ny point. Just stated my observations. They may have not been correct but they have not been lies.

astral pagoda
daring galleon
#

Happy new year all i have a question about switching combat groups from a vanilla one to a modded one

sacred yarrow
#

@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.

ember garden
#

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?

hard chasm
outer sapphire
#

is possible to find idc of RscPendingInvitation?

toxic solar
#

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..

grand zinc
#

The main menu background is usually a mission

toxic solar
#

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

grand zinc
#

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

toxic solar
#

looking at it hurts my brain, I always thought it was a video

outer sapphire
#

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.

grand zinc
#

It uses the geometry to check if you are looking at the object

outer sapphire
#

i use that model to groundWeaponHolder 😦

#

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

grand zinc
#

it uses the items as a proxy

#

And afaik only in vis lod. meaning without geometry

outer sapphire
#

hmm

grand zinc
#

I'd look what the ground holder model does but I don't really feel like making that effort right now

outer sapphire
#

ok, thank you

#

i will try to add my model to empty p3d as proxy

hearty sandal
#

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

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

hearty sandal
#

That sounds like some weird modded stuff

#

There should not be any box appearing

outer sapphire
#

Perhaps, but such an idea. πŸ˜„ It is better for performance and client fps

hearty sandal
#

How can it be better if it blows up the helo? Makes no sense.

toxic solar
#

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

hard chasm
#

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.

toxic solar
#

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

hard chasm
#

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.

toxic solar
#

oh i think i see

#

yea I saw a shitton of rscXXX classes, kind of like how complex effects are right?

hard chasm
#

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

minor bay
#

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.

minor bay
worthy beacon
#

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 ....

hearty sandal
#

Do you have a firemodes for it that AI can use. Go you inherit it's config from some vanilla missile?

worthy beacon
#

@hearty sandal tnx but i fixed it by using
class iri_agm_65e : Missile_AGM_01_F

glossy flax
#

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?

hearty sandal
#

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

glossy flax
#

Thats the plan. Want to make an additional Mod (for my unit).

#

But how would I do this overwrite?

worthy beacon
#

@glossy flax hello
Just get your solder classname and replace the '''typicalcargo'''s class with it

glossy flax
#

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)

worthy beacon
#
Class cfgvehicle
{
Class b_mrap_01_f;
Class Your_vehicle : b_mrap_01_f
{
typicalCargo[] = {"Soldier"};
};
};
#

@glossy flax

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

astral pagoda
#
{
    class MRAP_01_base_F;
    class B_MRAP_01_F: MRAP_01_base_F
    {
        typicalCargo[] = {"YourSoldier"};
    };
};```
#

@glossy flax

worthy beacon
#

Actuly you need to learn about cfgfaction and cfgvehicle

astral pagoda
#

Just make sure that your addon requires "A3_Soft_F" then

worthy beacon
#

@astral pagoda this change the vanilla vehiclse config
He wanna creat his own mod

hearty sandal
#

no he wants to edit the vanilla vehicle

astral pagoda
#

Exactly.

glossy flax
#

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

astral pagoda
#

I mean, this is really simple config. Not sure how more simple it could be πŸ˜›

#

If you have WorkDrive setup and whole game extracted, this is really simple to do (So you don't have to search for classes)

glossy flax
#

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

astral pagoda
#

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 shrug

grand zinc
#

If that vehcile for example does not inherit from a base class If that's the case then the author is an idiot

glossy flax
#

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)

astral pagoda
#

No?

grand zinc
#

no..

glossy flax
#

oh? okay then I actually missunderstand something. xD

astral pagoda
#

You would have to do something like this

{
    class B_MRAP_01_F;
    {
        typicalCargo[] = {"YourSoldier"};
    };
};```
grand zinc
#

you are not deleting and recreating. You are just editing/patching

glossy flax
#

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

grand zinc
#

if you want to delete entries you have to specifically use delete

#

otherwise you won't delete stuff

glossy flax
#

Okay, I'm just gonna try it then. Sounds fairly straight forward then. Thanks for the help! πŸ‘

worthy beacon
#

@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

glossy flax
#

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)

worthy beacon
#

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)

hard chasm
#

@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.

glossy flax
#

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. πŸ‘

hard chasm
#

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.

fathom thorn
#

hi guys. some vanilla weapons support dual barrels (like the gatlinggun on the pawne). Where in the weapon class is this defined?

bronze kraken
#

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?

woven flax
#

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

worthy beacon
#

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"
                };
            };
        };
outer sapphire
#

Trying to make character. When loading editor - part of character in ground and no animations 😦

worthy beacon
#

@outer sapphire do you have Land contact LOD in .p3d file?

outer sapphire
#

yes

#

is from A3Samples example

worthy beacon
#

image wont be loaded

#

its loaded

#

i dont have any idea

outer sapphire
#

i will screenshot from editor

worthy beacon
#

better to ask from a veteran like @grand zinc

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)

worthy beacon
#

and about mirrors?

#

@grand zinc

grand zinc
#

Β―_(ツ)_/Β―

#

Maybe the new pip occluder thing stuff. Memory points defined in CameraView are correctly placed in model?

worthy beacon
#

yes

#

they are there

grand zinc
#

Anything in RPT maybe? I never tried to make pip mirrors

worthy beacon
#

there is no sample in arma ?

grand zinc
#

There is a vehicle sample I think. Don't know if it has pip

worthy beacon
#

it have

#

going to find out what is wrong

#

tnx

#

@grand zinc

grand zinc
#

I'd say first look in RPT. Might already tell you what's wrong

worthy beacon
#

OK

outer sapphire
#

@grand zinc thank you!! Character is work. Probem was in config.cpp i tried get already defined class from another character.

hot pine
#

@worthy beacon do you have those BBoxes defined in memory LOD?

worthy beacon
#

@hot pine tnx but i fixed problem by changing pipe_mirror_0 and dir points pos

#

Any one have RWR mfd script?

spice kestrel
#

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?

narrow swallow
#

cfgMagazines is not a subclass of cfgWeapons

spice kestrel
#

Alright simple fix then haha. :)
Couldn't see the forest through the trees, thank you.

narrow swallow
spice kestrel
#

Yeah i didn't want to remove the 20 round ones to add the 30s thank you for that.

wise tusk
#

Can we somehow add pilotCamera to second seat, copilot?

untold temple
#

Nah, it's called pilotcamera for a reason

#

Other seats you'd have to use turrets AFAIK

wise tusk
#

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

untold temple
#

have you had a look how they're configured on the Blackfish?

wise tusk
#

Oh havent seen it, will do

untold temple
#

but at a glance, all your min/max angles are set to 0 for the optics views

spice kestrel
#

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.

hard chasm
#

use pboProject. problem solved.

subtle quartz
#

Nani

grand zinc
#

@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

#

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

astral pagoda
grand zinc
#

Photoshop. Just drag a gradiant thing from left to right πŸ˜„

#

yeah

#

My friends uncle has it πŸ˜„ 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

#

But atleast we now know where that info comes from so we can write the documentation on our own πŸ˜„

astral pagoda
#

docume- what?

grand zinc
#

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.

worthy beacon
#

@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

fathom thorn
#

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?

stoic lily
#

tried to adjust the angles yet?

#

        minGunElev = -60;
        maxGunElev = 60;
        minGunTurn = -5;
        maxGunTurn = 5;
        minGunTurnAI = -30;
        maxGunTurnAI = 30;
        minHeadTurnAI = -70;
        maxHeadTurnAI = 70;```
fathom thorn
#

Oh damn. Didnt know ai had its own settings. Thanks

hot pine
#

are you making transformations (like rotating ai controlled turret with animate/animateSource) to AI turrets?

sick zephyr
#

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";```
grand zinc
#

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 πŸ€”

sick zephyr
#

that's the only piece of config where it's used

#

I've checked all other hpps

grand zinc
#

could try a search for gunBeg/ in all your files, including scripts if you have them

sick zephyr
#

nope, no scripts

#

cfgVehicles is the only occurence also in the whole folder

stoic lily
#

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

hot pine
#

as far as I remember, gunBeg/End array works only on planes/helicopters

#

@sick zephyr

sick zephyr
#

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

hot pine
#

memoryPointGun[] is still working though

hearty sandal
#

That works for bullet weapons only am I correct?

strange egret
#

gunbeg must be single memorypoint for tanks, yes. And memorypointgun is the only solution (requires shotBullet simulation ammo)

untold temple
#

Could try using gunpod pylons

fathom thorn
#

@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?

stoic lily
#

i didnt say anything about turrets

#

with turrets you could maybe try cargo turrets as you can customize the angles there

fathom thorn
#

oh okey

wise fog
#

does initPhase not work with vehicle doors?

pallid snow
#

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

pallid snow
#

Ah thank you! πŸ˜„

pallid snow
#

So what is QGVAR?

grand zinc
#

Quoted global variable

#

cba_ui_storedpasswords

pallid snow
#

Ah I see

#

QGVAR is taking the place of cba_ui right

#

in this file anyway

grand zinc
#

QGVAR is a macro.
It expands to "PREFIX_SUBPREFIX_x"

woven flax
hot pine
#

@woven flax

            fireLightDuration = 0.05;
            fireLightIntensity = 0.2;
            fireLightDiffuse[] = {0.937, 0.631, 0.259};
            fireLightAmbient[] = {0, 0, 0};```
woven flax
#

@hot pine Is that in the weaponcfg?

#

And thank you πŸ˜ƒ

hot pine
#

yes, they weapon cfg params

woven flax
#

Thank you

narrow swallow
#

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?

grand zinc
#

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

fathom thorn
#

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)

untold temple
#

pylons are proxies

#

they have some specific animations

#

you can't retexture them though

hard chasm
#

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.

fathom thorn
#

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

hard chasm
#

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.

untold temple
#

@hard chasm there are certain simulation types that allow animation even as a proxy

#

weapons are a proxy for one

#

as are bipods

hard chasm
#

then they can transfer that to buildings too if it isn't too hard for them.

#

(and tanks)

fathom thorn
#

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?

hearty sandal
#

same I think

#

scene complexity does not change

#

it may even get worse with proxies

#

you can affect the lod change tho

fathom thorn
#

Yeah.. Just wish the engine would ignore the hidden parts

strange egret
#

what LOD step down do you have? 50% reduction per step?

#

and how many verts in total?

north sluice
#

what line in a props config would make it indestructable (or have a very high damage)

untold temple
#

destrType = "DestructNo"; potentially

north sluice
#

thanks namπŸ‘

wise fog
#

Does anyone know if initphase doesn’t work with vehicles?

#

Looking to force a vehicle door closed when the default is open

hard chasm
#

initphase is sometimes seen wrongly inside a model.cfg, it needs to be in class animations of a config.cpp

fathom thorn
#

@strange egret res lod 1 is 55k. You mean how much I reduce the number of verts between each lod?

wise fog
#

@hard chasm Yea I know that much about it, but it seems it works correctly when it has a source of user but it won’t 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 doesn’t work and is ignored..

Its a simple open and close side door

fathom thorn
#

Im going from res 0 to res res 6.
0->55k
1->34k
2->18k
3->12k
4->6k
5->4k
6->3k

north sluice
#

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?

stoic lily
#

what is stabilizedInAxes=4?

#

ok found 4 = StabilizedInAxesXYZ

stoic lily
#

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?

strange egret
#

@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.

fathom thorn
#

@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.

pulsar fox
#

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.

hearty sandal
#

@stoic lily if you find anything more about that freelookfollow tag me!

stoic lily
#

i guess we need @hot pine or @astral pagoda to help out πŸ™ (PS: its turretFollowFreeLook)

astral pagoda
flat sail
#

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.

woven flax
#

@flat sail As far as im aware that is correct

flat sail
#

Thank you. πŸ˜ƒ

woven flax
#

Are you having problems with it?

flat sail
#

I'll have to give it a try as that would save creating dozens of thumbnails πŸ˜„

woven flax
#

πŸ˜„

flat sail
#

i don't mind, but if I can do one line versus 15 mins in photoshop per config entry, I'll take it πŸ˜‚

woven flax
#

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.

untold temple
#

fire modes

woven flax
#

@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

untold temple
#

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

woven flax
#

Hm that isnt documented in this page

untold temple
#

Β―_(ツ)_/Β―

woven flax
#

Well that is new to me

#

So basically, scope doesnt add a dynamic modifier. Just adds a "Yes/No" to unlock new aiming types

untold temple
#

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

sullen fulcrum
#

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.

stoic lily
#

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

sullen fulcrum
#

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.

restive storm
#

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.

hearty sandal
#

Quite possibly it's broken due to numerous Arma updates being releases since its release.

restive storm
#

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++.

hearty sandal
#

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.

stoic lily
#

is there a way to hide the weapon in gunner/commander turned in view?

stoic lily
#

how does one limit and disable inventory for vehicles in A3?

grand zinc
#

There is a config entry for disabledInventory

stoic lily
#

disableInventory (without d)

#

thanks. saw that but looked like object/ammo holder only, but UAV and planes have it too indeed

unreal seal
#

Hey, short question what is the current designation for MaxDroop (MaxDroop or mMaxDroop) ?

wise fog
#

for land vehicles? iirc that is the lowest the wheel can sag down when nothing is under it

hot pine
#

@unreal seal maxDroop

unreal seal
#

Thanks

stoic lily
#

is this working in A3? engineStartSpeed

#

ok has some different effect than the meaning
/// default value of duration of exhaust effect after starting vehicle

toxic solar
#

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};
};
stoic lily
#

  /// 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?

toxic solar
#

oh like the negative numbers?

strange egret
#

maybe UV is flipped wrong way (or texture inverted) and instead of fixing that, they just have it move the opposite direction

scarlet oyster
#

My guess as well.

toxic solar
#

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

outer sapphire
obtuse anchor
#

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)

unreal seal
#

Hey πŸ˜„ a question how can i fix this ? Sharki_Car\prx\wheel_1_1\wheel_1_1.p3d: No geometry and no visual shape shark_texas

strange egret
#

simple, dont steal cars without tires

proud brook
#

Hi, can some one explain to me that when i use the Config Viewer what the colors mean (Green, Blue, Red)?

untold temple
#

strings, arrays, numbers

#

I forget which is which, but that's what the colours represent

proud brook
#

Ah ok thanks

unreal seal
#

@strange egret lel i dont steal cars

celest fable
#

whats a good tutorial for doing breakable glass?

strange egret
#

well its complaining it has no tires... then someone has stolen your tires

unreal seal
#

it has tires ...

steep pawn
#

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?

hearty sandal
#

@unreal seal why is the wheel separate pd3?

unreal seal
#

@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

hearty sandal
#

Do you use the proxy only in visual lods?

#

If so then it's not proxy related. Likely physx config mismatch

unreal seal
hearty sandal
#

Yeah then the proxy does not affect anything else but that lod.

unreal seal
#

So can I ignore the error?

hearty sandal
#

Do you have the proxy in which lods in the car P3d?

unreal seal
#

yes my main p3d

hearty sandal
#

Yes but which lods?

unreal seal
#

my main 1.000 , shadow geometry etc.

#

is that wrong ?

hearty sandal
#

List all of them

#

And yes the proxy needs all the lods you use it in.

unreal seal
#

all lods

hearty sandal
#

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

charred pelican
#

Does anyone here have experience with configuring gears in arma?

#

Or just configuring vehicle performance in general

unreal seal
#

ok thanks @hearty sandal

toxic solar
#

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?

stoic lily
#

@charred pelican what vehicle type?

charred pelican
#

Tank

#

@toxic solar Are you sure that's lead and not just the speed of the aircraft making the shots land further ahead?

toxic solar
#

@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

stoic lily
charred pelican
#

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

stoic lily
#

try to PM reyhard for a template of the latest recommended setup

charred pelican
#

@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

stoic lily
#

X3KJ should know too

#

however you are best to give more details here/pastebin your config and model.cfg

charred pelican
#

I'll mess with it some more and when I get desperate I'll post here again

stoic lily
#

do you use diag.exe/mergeConfig?

#

@charred pelican

charred pelican
#

Yeah

#

It's frustrating enough, can't imagine doing it without

#

It's looking like the engineMOI was too low, resulting in too much acceleration