#arma3_config
1 messages Β· Page 94 of 1
@charred pelican
MOI = __EVAL(0.5*150*(0.38^2)); // radius 0.38m
set moi with above formula and then tweak
dampingRate = 205;
dampingRateInAir = 205;``` till you get some sensible results
dampingRate & dampingRateInAir should use same values
and depending on vehicle, that value can be from 10 to 2000
I'll try, although what is that the radius of?
wheel radius
Oh right, I was confusing it with the engineMOI
Forget nukes. Inertia is the weapon of mass (universe) exodus in arma. If something has too much inertia and not enough dampening, infinite energy is released.. from nothing
in vacuum there is no dampening... so... every particle and object in the entire arma universe is accelerating indefinitely (in addition to gravity)
One issue I have is that it feels like gears don't have a purpose, when I get my tank to switch to a higher gear/lower ratio it just ends up being slow and stops accelerating before reaching max rpm
The gear/ratio that results in top speed might as well be the first gear, I haven't found a way to config it so that it actually needs lower gears/higher ratios to reach the speed to drive in that gear
I'll try it out
anyone know if there is already a preprocessor interpreter for """ usage? It would be a lot more readable than \ line endings
ie replacing attributeLoad = "\ private _ctrlCombo = (_this controlsGroupCtrl 100);\ missionNamespace setvariable ['##VALUEVAR##',_value];\ missionNamespace setvariable ['##CFGVAR##',_config];\ private _respawnSystemTypeArray = [['None',0],['Unlimited',1],['Individual Tickets',2],['Team Tickets',3]];\ {\ _x params ['_name','_number'];\ private _index = _ctrlCombo lbadd _name;\ _ctrlCombo lbsetdata [_index,_name];\ _ctrlCombo lbsetValue [_index,_number];\ if (_value isEqualto (_ctrlCombo lbValue _index)) then {\ _ctrlCombo lbSetCurSel _index;\ };\ } foreach _respawnSystemTypeArray;\ "; with attributeLoad = """ private _ctrlCombo = (_this controlsGroupCtrl 100); missionNamespace setvariable ['##VALUEVAR##',_value]; missionNamespace setvariable ['##CFGVAR##',_config]; private _respawnSystemTypeArray = [['None',0],['Unlimited',1],['Individual Tickets',2],['Team Tickets',3]]; { _x params ['_name','_number']; private _index = _ctrlCombo lbadd _name; _ctrlCombo lbsetdata [_index,_name]; _ctrlCombo lbsetValue [_index,_number]; if (_value isEqualto (_ctrlCombo lbValue _index)) then { _ctrlCombo lbSetCurSel _index; }; } foreach _respawnSystemTypeArray; """;
Is there a good template as a starting point for vehicle configs? Should I just copy values from a vanilla vehicle?
@charred pelican what era?
Should I just copy values from a vanilla vehicle
generally speaking the answer is no, you should simply be inheriting them in the first place. copying what's already there (and likely to change to improve or fix underlying issues ) indicates your thinking is off the mark about how to use configs to your benefit.
Hi
I have a problem with my plane
The pilot wont use weapons exept 20mm cannon
I created the ammo like arma 3 sample
But IDK what is wrong
Which solution can be fix this problem ?
Plane loaded with agm,mk82 and AIM-9x
It have new pylone system and player can use the weapons without problem
@stoic lily 1960ish cold war era tank
i guess go with similar mods if possible. could try to reach out here: https://discord.gg/th6gyM
otherwise RHS, IFA3, CUP, SFP, Unsung
P:\bin\config.cpp
7189 class Building: Static
{
scope = 1;
1 match in P:\bin\config.cpp```
is this some A3 days fuckup or is this botched for even longer?
what is botched?
low base class without 0
as workaround various base class in between have model = "" or displayName = "", or set on their own scope=0
hard to tell at moment kju, scope=2 isn't used in dayz because there is no in-game editor. if scope=1 AND there's no model= then a typical bis mistake. (or more correctly, they don't know how to use base class inheritence properly)
can you override configs like:
class C_Offroad_01_F;
class C_Offroad_01_F: C_Offroad_01_F
{
//overrides
};
or do you have to do it off the base class/make a new class?
Question,
So we have a custom skeleton rig with like 1000+ animations to it. Every time the unit loads it, there is a lag spike with them loading in. Is there anyway we can make the game pre-load the animations better?
spawn the thing in a loading screen at mission start ^^
@wise fog no
You need the correct base class.
The class identifier is made up of classname AND base class. If they don't match you are not editing but creating new and potentially deleting old ones if their name conflicts
(not actually what really happens, but it's easy to understand that way)
class Offroad_01_civil_base_F;
class C_Offroad_01_F: Offroad_01_civil_base_F
{
//overrides
};```
It is easy 
for ~100 vehicles it gets annoying having to hunt down base class to change maximumload π
I'll probably just do a new classname and only use those vehicles
hi guys. when adding "pos driver" and "pos driver dir", can I set a range on how close you need to be in order to get in? when I place them I can get in from like 4m away
I have a little problem: I added custom magazines with enhanced amount of bullets, and I can use them in the Arsenal and it's all ok in the game, reloading, shooting etc. but they do not appear in the menu when you create the content of crates, e.g., when you want to fill a crate in 3den using Attributes or later in the game as Zeus editing a crate. Any ideas?
@fathom thorn getInRadius
thanks
Which config parts cant be merged with diag_merge? I am trying to just edit CfgCloudlets and when I reload there is no visual difference
hello, how can i #define part to string like format command?
'\terranofonts\#F\stuff',...
thank you, @grand zinc
macros inside single quotes are resolved.
And you only need ## if you need to seperate between macro name characters. And \ isn't a valid character for a name
#define PATH1(F) fonts[] = {\
"\terrano_fonts\#F\#F#06",\
"\terrano_fonts\#F\#F#07","\terrano_fonts\#F\#F#08","\terrano_fonts\#F\#F#09",\
"\terrano_fonts\#F\#F#10","\terrano_fonts\#F\#F#11","\terrano_fonts\#F\#F#12",\
"\terrano_fonts\#F\#F#13","\terrano_fonts\#F\#F#14","\terrano_fonts\#F\#F#15",\
"\terrano_fonts\#F\#F#17","\terrano_fonts\#F\#F#18","\terrano_fonts\#F\#F#19"\
}
I just told you to use single quotes.. And now you use double quotes again
also you might need double ## before the number to properly seperate number and the F
ah, still not find π¦
1:49:28 Cannot load font terrano_fonts\#f\#f#06
1:49:28 Fonts file \terrano_fonts\#F\#F#06 not found
1:49:28 Cannot load font terrano_fonts\#f\#f#07
1:49:28 Fonts file \terrano_fonts\#F\#F#07 not found
maybe string must be something another
sorry, i don't see msg π
I think I found a bug, in class MFD there is a AOA source, it is wrong. It returns angle between velocity marker and center of pitch ladder, in reality it is an angle between wing chord line and relative airflow(aircraft velocity vector)
@wise tusk CfgCloudlets cant.. unless BI would share the diag to enable it ..
<- needs help with world time trigger to play custom audio
i've created and placed description.ext and all audio i need in my mission folder as ogg files (sub folder Music and FX accordingly) but when tested in editor, no errors appear, but no audio plays.
Thanks @stoic lily , was looking for confirmation. Found way around it by changing its name slightly everytime I tweak it for example by adding a number
Hey all! Was wondering if anyone knew of an ingame limitation of getting a looping audio file to play continuously using soundShaders?
here's a lionk to my reddit post about it https://www.reddit.com/r/armadev/comments/ajaoua/audio_loops_weaponfire_with_soundshaders/
any help or info would be massively appreciated
I can copy the post across to here if that'd be better, just didn't want to spam the chat π
@rapid wing I think tails are included in playback sound
so it waits till all elements of soundSet are completed
right, i was thinking this, so i tried disabling the associated echo sound files that last longer than the original 24 rnd burst (which has no echo itself) but stil the same delay?
well, when i say removed it, I removed the soundshader for the echo from the listing space in the soundset
like:
class StandardSound
{
soundsetshot[]=
{
"GAU12_burst24_soundset",
"GAU12_burst24_echo_soundset"
};
};
but I removed the echo soundset line, wouldn't that be enough or would i have to actually remove all traces of that sounshader from the config?
but moreover, I tried to half the reloadtime and when the audio clip cutoff midway to begin again there was still the same delay time before the nextone started?
@rapid wing I don't think soundshaders work for looping sounds like mini gun fire
Compare how vanilla miniguns are configured
I had the same issue a while back
There's some info about what I encountered on the #arma3_audio and on the sounds 101 thread on BI forums
Ok , Thanks for the info, yeah its a shame, would be really nice to have tails for it, guess ill just have to use the old system
main reason i was hoping to use burst fire audio is that arma really doesnt handle rapid fire singleshot audio well, especially in a mp environment
Any one know if it is possible to turn the collision / position lights off on UAVs?? I've turned off 'allow lights' in the terminal but the drones are still lit up like a christmas tree at night. There doesn't appear to be a scroll wheel menu option like on a helicopter or jet and pressing 'L' does nothing. Am I missing something? Could do with finding out if it can be done for a mod. Thanks.
Thanks, but I would prefer it to be an option like it is on most vehicles - i.e. the UAV controller can use the menu to Switch On / Off collision lights. That option is already available for the pilots of other aircraft, just not the drones for some reason.
and boats as well
well if its not in by default you could add a user action as a config patch to them
yeah, I tried. Didn't seem to work. I wondered if it was because the option is handled somewhere else - i.e. through the 'Allow Lights' on the terminal window.
Been ages since I used the UAVs, don't they have behaviour conditions for the waypoints like safe, combat etc.?
yeah. However, unlike most aircraft and boats, their collision lights don't have an option in the menu to turn them off and on. So, on night missions, they are strobing and shining red and green as they go overhead. Kinda defeats the 'stealth' aspect of Reapers with hellfires.
in the small UI the lights icon is shown to be on, even if you disable the 'allow lights'. Pressing L doesn't remove it. Seems like an oversight somewhere.
Not sure if anyone remembers the key system in a2 epoch but I want to implement something similar instead of creating a whole script system around fake keys, should I just make a few thousand key classes that are assigned by the server for each vehicle?
Would that cause any lag issues or anything?
The AI don't turn the lights off themselves when they're in Combat behaviour then?
hmm, good shout. I'll have to check that. That might point to where the option is. Thanks.
Anyone know what the error of 'Bad file format ( ) means?
in what context?
I am working on a custom vest and when I select the vest in the virtual arsenal it gives me the error of: Bad file format ( ).
some file it uses may have corrupted or have been converted/saved wrong
when do you (have to) define a model in CfgNonAIVehicles?
basically if its not an vehicle object but it should have some properties, or whats the general idea
hard to say because bis have moved the original contents (such as strreetlamps) out of nonAI and put them into cfgVehicles instead. Whatever they've dreamed up for using it now is liable to be a moving goalpost.
Does anybody know how to make a visible laser working with ace?
asking because of i got a attachment that could use it
just config entry ACE_laserpointer = 1; 1 is green laser. 2 is red laser. 0 is disabled
nope
Well if you want to have different visible and nonvisible laser. Then you need a seperate class
the class with the ACE_laserpointer entry will always show the visible dot when enabled
you can actually turn off the visible laser?
also in MRT there can be 3 modes instead of 2?
ok good
is possible to set texture on weapon with script?
@fathom thorn i try'ed this, but weapon added to unit as proxy
and setObjectTexture working only on player model
Is there a way to use aircraft AOA as "enabled" source in particle effects?
so at high aoa the particles are created?
@outer sapphire no not possible
thank you, Dedmen π¦
which part of the weapon config that determine's the weapon spread when the person turns around?
how to edit tank crew commander in CfgVehicals { ? β¦help me
If he's a different type of unit from the driver etc. then the turret probably has gunnerType defined as a different class
@untold temple sir β¦u have any text example? please help me .
I'm so friggin' close on this... Does anyone see anything glaringly obvious that I missed? The hiddenSelection doesn't have a texture applied to it.
class CfgVehicles {
class Strategic;
class STY_CamoNet: Strategic {
scope = 0;
mapsize = 3;
cost = 0;
armor = 0;
placement = vertical;
model = "\sty_equipment\vehicles\camoNet\sty_camoNet.p3d";
};
class STY_CamoNet_BLUFOR: STY_CamoNet {
scope = 2;
displayName = "Camo Net BLUFOR";
hiddenSelections[] = { "camo1" };
hiddenSelectionTextures[] = {
"\sty_equipment\vehicles\camoNet\data\camoNet_small_blufor_ca.paa"
};
};
class STY_CamoNet_INDP: STY_CamoNet {
scope = 2;
displayName = "Camo Net INDP";
hiddenSelections[] = { "camo1" };
hiddenSelectionTextures[] = {
"\sty_equipment\vehicles\camoNet\data\camoNet_small_indp_ca.paa"
};
};
};```
@clear lintel it will be different depending on what vehicle it is. The turret inheritance will be different
@tardy fossil is camo selection defined in sections in model.cfg?
@astral pagoda Yeah but it may not be defined properly... I'm following a forum post that seems to be addressing my problem so I'll find out here shortly
lol... found that glaringly obvious thing I was missing... hiddenSelectionTextures should be hiddenSelectionSTextures whoops
Anyone able to help me out with changing how many rounds a mag can hold?
Is there any way to show offed NVG on a unit who sits on a FFV seat like showNVGGunner = 1; in CfgVehicles?
FFV seat is a turret so it might work on it too.
I've tried some configs but
showNVGCommander = 1;
showNVGDriver = 1;
showNVGGunner = 1;```
looks none of them are working for me
Do they show in vanilla FFV turrets?
Tried to apply them in B_G_Offroad_01_F but no luck
Just to get it straight you want the nvg item to be shown on a character when he is in FFV seat and does not use them and currently they don't show?
Yes
Check the helo FFVs
What heli?
Don't the little birds have positions on the sides
If you meaning Hummingbirds, it don't appears
First of all, how does showNVGCargo[] work? Looks no vanilla vehicles with showNVGCargo[] = {1}; aren't showing NVG
then simply state
showNVGCargo[] = {1,1,1,1,1,1,1,1,1,1};
for every position until you get a result.
Ah sorry, I think I've misunderstood about showNVGCargo[], it's working for cargo position, but not for FFV seats
it depends how bis coded it. the first three positons of the above array might refer to pilot, copilot/gunner/commander respectively, OR, there's an explicit copilot var= that you're not aware of./ OR, you can't force NVG onto them.
Hi, I'm trying to switch over to PboProject to fix some issues I had with addon builder. Pboproject has found many errors in my mod that I have fix for the most part. I'm now stuck on something quite ridiculous but here it is : I'm apparently missing some closing braces config.cpp : https://hastebin.com/evimeginor.cpp
sounds.hpp panamera : https://hastebin.com/iqivijequj.coffeescript
sounds.hpp Ds3 : https://hastebin.com/aloqofowil.coffeescript
useraction.hpp : https://hastebin.com/parusegoca.coffeescript
To silence the error I can do this (at the very end): https://hastebin.com/cojuxoleqe.cpp but then the car won't show in editor
I have count the braces and it adds up, I don't know what I'm missing here, I feel so stupid xD
Ok, found it, missing semicolon l 70 and 79, gosh I hate myself
and of course addon breaker didn't even notice.
Exactly x)
anybody here used class UVAnimations before?
Im trying to rotate a UV island, but I dont understand how to set its center of rotation
example says this:
center[] = { 0.5, 0.5 };
what do those coordinates mean? I just want to use the UV island's median point
likely 50% 50% of the uv area
0,0 being the left bottom corner and 1,1 being top right corner
if I remember right
oh... so I would have to try/fail till I find it?
dont know the exact position
can I find those coordinates in blender somehow?
oo thanks
Hey, anyone familiar with PboProject ? I've been trying to figure out this warning but no luck : ds3.p3d:1 Stage 1 has no texture to retrieve format from (while generating ST coordinates)
ds3.pd3 is the object that has issues
:1 could refer to first resolution lod
stage 1 on the other hand refers to RVMAT
so possibly your RVMAT for ds3.p3d is faulty
@upbeat light
Mmm Ok, I will have a look thank you
ST coordinates stuff I think usually is bad UV or bad face that cant have proper UV
Can you add user actions to CfgWeapons item?
no
And... when you use #include in config.cpp does the path have to start at the pbo or can it start from the current directory?
current directory
what part of the weapon config determines the weapon spread when you turn around?
are you sure there is such a value
rn they dont have weapon spread and there is vanilla weapons that has does and i've been looking around for the past couple days and cant seem to find anything
There is no specific spread when turning though. Projectiles fire from where ever the muzzle is pointing, with the same dispersion as when held still
there is the "inertia" property that make the muzzle drift more away from the centre when turning
but it's not increasing the spread of projectiles
i don't think it is inertia since atm in the dev build i have all of the weapons using the same inertia
if i wanted to make a custom main menu like the ones on Desolation Redux or Arma-Life, what classes or functions should i look at. Has anyone got any examples?
Desolation Redux and Arma-Life configs should contain what you need
yh i have Desocation but they have a load of other things, like the notepbook and invesntory background
well those are likely the best examples you can have. Its a very special modification.
Could some one please clarify how assigning a variable "$VAR" in a config file rather than a literal "VAR" works? Specifically are their restrictions, i.e., only strings, and when do they have to be defined?
I've seen the following syntax: title = $STR_A3_combatpatrol_params_17;
in a config class
That's a stringtable reference
That's the same as
title = "$STR_A3_combatpatrol_params_17";
That's the name of a entry in a stringtable.xml that will be auto replaced
Is there any additional documentation for assembleInfo I'm curious if you have limits on say how many objects are needed to assemble something. Since some the entries allow for multiple items.
Complete newbie question seen as I've never made an addon before. I decided to start simple and make an addon with a couple of custom flag textures for my unit with the plan to expand it as I start to understand WTF I'm doing.
I have the 2 paa texture files, now does it need a config.cpp or a CfgVehicles.hpp and is there a decent tutorial on how to use those?
I know this is probably really basic stuff but I can't really find any simple tutorials
I found this thread https://forums.bohemia.net/forums/topic/212055-how-to-create-custom-flags-billboards-addons/?do=findComment&comment=3253277 but what type of file should they be??
Just to get you right, you definitely need config.cpp, but cfgvehicles.hpp is just file, which could be included into config.cpp
Ok now I think I'm even more confused. I think I need to just learn what these different files are for
.hpp files are config sections that are separated out for organization purposes.
... and ordinarily, they are not included in a pbo as they serve no further useful purpose. (sqfshit hpp's are included)
Could someone explain me please how flapsFrictionCoef correspond to envelope? I am trying to make it so at low speed with flaps nose will go up a bit
becouse wiki Relates to envelope. isnt very informative
look for assistance with plane bomb proxies
forum says you need to name in CfgNonAIVehicles ProxyNameOfP3d
as result they are now also hidden under the wings π
(whereas before they didnt disappear after they were dropped)
Shouldn't they hide?
well they are hidden now all the time (note: we dont have the new pylon tech yet)
is the proxy on the plane configured as maverickweapon?
how is this done/how to verify?
the cfgnonaivehicles needs a simulation type
yep in config i set it
maverickweapon was the old one for just bombs and missiles and things
class CfgNonAIVehicles
{
class ProxyWeapon;
class ProxyIF_Pe2_Fab500: ProxyWeapon
{
model = "\WW2\Assets_m\Vehicles\Planes_m\Proxy\IF_Pe2_Fab500.p3d";
simulation = "maverickweapon";
};
class ProxyIF_FW190F8_Sc500: ProxyIF_Pe2_Fab500
{
model = "\WW2\Assets_m\Vehicles\Planes_m\Proxy\IF_FW190F8_Sc500.p3d";
};```
i thought you meant in the plane model or proxy model itself
the plane model needs to point to a proxy that is defined as maverickweapon if that is what you intend to use
or one that is pylonpod if you are using the new system
if the plane is using pylonpod, then the magazine (pylonpod) model is the one that needs a maverickweapon proxy to load the bomb/missile ammo class model on to
from what i understand its set up in the model
is case of proxy name/path relevant?
not sure to be honest
next would be to check if the ammo class ingame has maverickWeaponIndexOffset with a value grater than the 5 proxies you have on the plane
hang on, your class is ProxyIF_FW190F8_Sc500
the two proxies you have on the model are ProxyIF_FW190F8_Sc50 and ProxyIF_FW190F8_Sc250
so are there other classes for those too?
yep
just posted the first few
maverickWeaponIndexOffset we have not set
do we need to?
depends
They work on the basis that ammunition with that parameter, will start loading on a proxy with an index no lower than the value
default is "maverickweaponIndexOffset = 0;"
yep the point to the model
however is it correct/normal that model is equal to proxyShape here?
For bombs, might be okay
missiles and things that have animated parts: Probably want to separate them to simplify
proxyshape model definitely wants autocenter 0 though
not sure if that effects flying ordnance negatively
autocenter = 0; is set
Getting this error here. https://gyazo.com/15475fb61d4b8976d4585b7cc534045c
Part of the config its referencingL https://pastebin.com/fwSqGRC5
I have no idea why its popping this error or what its trying to tell me
Hello everyone,
I would like to make sure to allow only one bag to be worn with the diving suit.
My question is: Is it possible to restrict the wearing of certain clothing between them? I thought I saw this with some glasses and helmets so I asked myself this question π
quick question regarding macros: how do I include a parameter (say, a filename) into a string using a macro?
so far I tried:
#define MACRO_SETGESTURE(FILENAME) gesture = "MyPrefix_##FILENAME##";```
but that resulted with `gesture` being set to `MyPrefix_##FILENAME##`, rather than merging the specified filename (e.g. `MyPreFix_GestureName`)
I also tried using
#define MACRO_SETGESTURE(FILENAME) gesture = "MyPrefix_##FILENAME";```
but that gave me similar results (same as above minus the two last ##)
found the issue... I forgot to re-enable Auto Rapify in eliteness, no wonder the macros weren't working π€¦
kinda amazed the game let me boot using a non-preprocessed config with multiline macros, but oh well
from the game perspective bin loads faster than cpp. there's load-time lag involved with internal conversion of cpp -> bin. to say nothing of the inherent typos. Same comment applies to any other rapifiable text. Both versions of rvmat, or bisurfs or mission.sqms are born equal. That's the design of the flashpoint engine before bis buggered it up. mod.cpp for instance can't be binarised, and for a long time mission.sqms in addons could not be binarirsed either.
"MyPrefix_##FILENAME"
anything between "quotes" is never part of macro expansion
model=MyPrefix\FILENAME;
would work as you intended
Mod is unable to load in game: https://gyazo.com/b6f6422bf65f3317efae5f78b0ed2fab
config.cpp : https://pastebin.com/DvgPujJR
class Cfgs
{
there's no such class (that I am aware of) in a3
did you mean to say
class cfgVehicles
{
??
cfgMarkers. That was fixed
you also need a requiredAddon[]= to state where class flag; // exists.
Ah okay Thank you!
Would you know of by hand which addon that would be, the base markers?
i nver have to bother. wingrep is your, and my, friend. Don't leave home without it.
wingrep?
yep
Sweet.
(quotes aren't required, they just look nice)
Okay
and it's yes , your syntax is correct. whether it's the corrext addon, don't know , don't care
Let's see if it works. I hope so
Is the file path correct? sqf icon="\CAP_Map\car_3.paa"; texture="\CAP_Map\car_3.paa";
the files are in the same folder: https://gyazo.com/7fbf0a6362d307460dce4b91faf2fb4d
pboProject is where you need to be. In general, almost for certain, bis tools don't work. Moment,...
Maverick Applications - ArmA Services
the 'correct' prefix for the pbo you built >should be< Cap_Map
if you don't / can't read the prefix you're using shit tools
\CAP_Map\car_3.paa"; is correct then, or incorrect. Should it be \CAP_Markers\CAP_Map\car_3.paa";
where exactly is your folder on your pc please
Mod is unable to load in game: https://gyazo.com/b6f6422bf65f3317efae5f78b0ed2fab
C:\Users\Jack\Desktop\MLRPG\coding\@CAP_Markers\addons\CAP_Map\Config.cpp /// C:\Users\Jack\Desktop\MLRPG\coding\@CAP_Markers\addons\CAP_Map\Car.paa
ah, sorry for the silly Q, you posted that b4, and it's dead wrong
totally pointless
you need a P:\ drive
Just to build addons??
especially to build addons
Right
the bis engine has no idea what a c:\my documents is
it doesn not exist in the bis universe
Okay
or desktop
Okay. So I have my P: Drive. https://gyazo.com/0081871ad5e0e04e01a8818f956de58c
that was some crappy bis tool that made it for you and is dead wrong, but you'll be able to use it as-is
simply move (or copy) cap_map to P:\
you should end up with
p:\cap_map\config.cpp
Okay
all good
Then use the addon builder right?
if you have to, yes
Do I need to extract the Game Data to the P Drive
Okay
and for GOD'S SAKE don't use bis tools to do so
they can't afford me.
But... for 35 Euro lol jk
they're free. you have nothing to complain about.
it also says free download, and you get the core necessities for free
I didn'tr see that : Or check out the free versions!
WHY is this stoopid
It's using my C: drive to make the P: drive
and not my E Drive.
wut
then change it
why isn't P:\ shown?
ok, well, you can easily change the P drive location providing you don't use bis crap to do it with.
Okay. Your tools are easier.
you've made a good call wanting the E drive. here's the 2 line code you need:
subst p: /d
subst p: E:\some_folder
replace mapdisk.bat with the above code.
I've sorted it with arma3p
No Error(s)
dubbing_f_gamma.pbo->E:\
No Error(s)
dubbing_f_warlords.pbo->E:\
No Error(s)
dubbing_radio_f.pbo->E:\
No Error(s)
dubbing_radio_f_data_eng.pbo->E:\
No Error(s)
dubbing_radio_f_data_engb.pbo->E:\
How many GB's do I need free lol ? https://gyazo.com/4d3bc402f96cdffeaae920eb3809d988
E drive is JUST for Arma 3.
well done. (about 10gig for extraction) and about 20gig to 30 gig for each map (wrp) you make.
Okay
you've also made good decision to not have a (virtual) p: drive at all
you're extracting to the hard drive E:\
oh wait that P: doesn't exist lol
good
btw, Everyone here in any of the different discord channels will tell you the same thing, do NOT use any of the bis tools (except for TB and OB). They range from totally not working to simply broken. They are not designed (or intended) to be used by us. The bis dev environment is different to the one we must use.
wonder why it is you already use pboManager because bis can't provide something simliar for you.
BI, just copy and paste the dev env to the client lol
We already make your game 100000% better...
How did I gain GB's? https://gyazo.com/cfda68d3831f39aa7e797aa4b5acd94b
You don't need a full pdrive to pack a mod that simple as yours..... π€¦ You don't even need unpacked Arma stuff at all.. This is just stupid overkill for such a simple mod.
Did you check if your rpt gives you any errors when you load your mod?
I didn't lol π€¦
Your images don't have a proper suffix. You should give them a suffix before converting to paa so the converter knows what compression to use.
_co is probably what you'd want. But that shouldn't matter much in this case. Are your paa's the wrong dimensions? power of 2 for x and y axis?
https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules yeah no. It tells the texture converter what type of texture it is as some types need special processing or different type of compression.
Yeah 32 is power of two, that's good
@grand zinc is quite correct that for such a simple mod, you don't need to extract all game data (mentioned same above). But, once done, you're set up for more complex addons and it gets the right habits working for you. The key here really is to get as far away from bis tools as possible.
Well you didn't ask if Capwell is intending to make complex mods, seeing as he uses pbomanager I assume he doesn't ^^
I've used PboManager for years, since my arma 2 days
it's an excellent, intuitive, gui for mission making. it is not suitable for (most) addons.
prefix shouldn't be a problem with this addon, so I don't know why it wouldn't work. Check RPT and make sure it get's loaded.
Also you don't need to worry about prefix or your files at all if you cannot even choose the marker on the map screen, that means there is a problem in your config.
I don't see the sense in pushing people onto tools that they don't need, and pushing them to create a pdrive that they don't need instead of actually trying to diagnose their problem and helping them with it..
Yeah model/terrain/animation makers and anyone doing anything advanced should use more advanced tools, but no sense in pushing advanced tools onto people who get along with the basic tools just fine.
On that note.. Where did you get the texture= config entry in the marker config from? markers don't have a texture entry, only icon
@grand root you have a Class entry instead of a markerClass entry
What did you base that config on? where did you get these entries from?
If you make a markerClass you also need to define it in CfgMarkerClasses, I don't know but I assume that is needed for the markers to show up properly.
Easiest fix is probably to just Class="Flags" to markerClass="Flags" and see if that works. Then you could make a custom marker class if you need to.
Quotes also are required, a tool adding them doesn't mean they are not required anymore
quotes are generally not required. Their main use is (in paramfiles, not sqX) is to prevent macro expansion.
displayName=This is a horse; // and
dusplayName="This is a horse"; // results in identical binary code
It's a ,matter of convenience that a good text editor will highlight the line differently.
By convention a good decoder will surround any text string with "quotes" for this purpose.
when it comes to using popular conventions like:
model=PBO_PREFIX\some.p3d;
quotes can't be used.
You can still use single quotes there
sure, ceratinly, the effect is the same.
@hard chasm I'm unable to push dir to make the private key
Also how do I use the MakePbo tool, as it's just a bat file. that just allows me to press ANY key
read the documentation
it's a dos .exe not a bat file (admittedly the appearance for a user seems the same)
use pboProject, not, makePbo
Okay. It defaults to using the P drive. I cannot push to E: drive.
Hey guys, do you know if it's possble to add a codriver on a ship ? Thank you.
I'm working on editing texture path in a RVMAT file in order to get it ready to release. For now all textures path are absolute. Is RVMAT allowed to use relative file path ?
no
mh. I guess I'm good to learn about PBOPREFIX now
Anyone ? x)
what ship?
A custom ship
what exactly you mean with codriver? passengers are simple to add. Do you want the codriver have some special actions?
Sorry for the frequency of questions, I changed some settings around to make it so it would have its own folder in the editor
`#include "basicdefines_A3.hpp"
#include "config_macros_glass.hpp"
#include "cfgPatches.hpp"
class CfgVehicles
{
class RG_Props;
class RG_Pillar : RG_Props
{
scope = 2;
displayName = "RG_Pillar";
model = \RG_Addons\objects\RG_Pillar.p3d;
vehicleClass = "Testing";
mapSize = 20.27;
cost = 40000;
editorCategory = "RG Addons";
editorSubCategory = "Testing Items";
side = 5;
class HitPoints
{
};
class Damage
{
};
class UserActions
{
};
};
};`
this is my current code and currently it doesnt show up in the editor
is it listed in your CfgPatches?
class CfgPatches { class RG_Pillar { requiredAddons[] = {"A3_Structures_F"}; requiredVersion = 0.1; units[] = { "RG_Pillar" }; weapons[] = {}; }; };
none i just put it in config because RG_Pillar needed a class to inherit
why did it need a class to inherit?
You can't inherit from something that doesn't exist
im not sure exactly how I am meant to do this, Im just going off of other peoples guides and I guess I got the wrong idea
yeah you want to inherit from an existing class
I guess as it's a pillar. Maybe from Static or House_F
so before it went like this
class House_F : House; class RG_Pillar : House_F {
should I set it back to that?
That's also wrong
if you inherit you need a class body
which your House_F doesn't have
class House_F;
class RG_Pillar: House_F {...}
so is House_F a existing class?
yes
Inside the A3_Structures_F that you have in your requiredAddons
you can use the ingame config viewer to look at it. Or a AIO config
let me have a look
alright so ive set it to inherit from House_F
i can spawn it in using the command line
however it doesnt show up in menus
`class CfgVehicles
{
class House_F; //Inheritance
class RG_Pillar : House_F
{
scope = 2; //??
displayName = "RG_Pillar"; //Spawn Name
model = \RG_Addons\objects\RG_Pillar.p3d;
vehicleClass = "Testing"; //??
mapSize = 20.27;
cost = 40000;
editorCategory = "RG Addons"; //Editor Main Cat
editorSubCategory = "Testing Items"; //Editor Sub Cat
side = 5;
class HitPoints
{
};
class Damage
{
};
class UserActions
{
};
};
};`
your vehicleClass seems custom
It must match to an entry in CfgVehicleClasses which you probably don't have
try the "Structures" vehicle class instead
Editor category same, must have entry in CfgEditorCategories
alright I changed that
still didnt appeared
could it be the side
i put it as 5 as in empty
I cleared out lines that specified a category for the editor, this worked on getting it back to the editor https://imgur.com/a/5YnQI8L
how do i make the entries into CfgEditorCategories
look into config viewer at how these things should look like
then make some on your own
so like this?
class CfgEditorCategories { class EdCat_Default; class EdCat_RGAddons : EdCat_Default { displayName = "RG Addons"; }; };
I guess yeah
can someone confirm if im doing merge config right?
first I switch arma 3 to the dev branch in steam
then I launch the game normally
then I go to where armas installed and run arma3diag_x64
and if I wanna merge a config I run diag_mergeConfigFile["C:\........rest of file path"];
and then respawn the weapon for example since thats what im doing
Does anoyne here knows in what pbo can I find a config of unsung uns_UH1C_M21_M200 I'm trying to remove some user action keybinds from vehicles and I'm having a trouble in locating this vehicle cfg, wanted to take a look at it so I'm sure I'm not breaking anything.
extract all the pbos of unsung to the Pdrive , use wingrep to locate what you're interested in.
Gotta mount them via DokanPbo and search for it. I hoped that someone maybe remembers :D
better off generating an all-in-one config dump with the mod loaded; https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/
hey everyone. question: i have made a new backpack based on an existing one. so far everything works. thing is just, the item doesn't show up as placable object in the 3den asset list. anyone knows what causes this?
scope is set to 2
i can equip it in the loadout editor, etc. with no problems. it's really just missing in the asset list
scopeArsenal = 2 maybe?
ScopeCurator is for Zeus
yes
funny thing is, i have another backpack based on a different class and this one does show up in the asset list. but i can't find out the difference between the two
is there a way to copy&paste all crap from the config viewer? that would make comparing much easier
have you set a different display name for your item?
yes
for weapons we have a "baseWeapon" stat, which tells the game if a weapon is the primary one or not. i was wondering if something like this also exists for other objects
none of the vanilla backpacks have scopeArsenal properties
does _generalMacro come with any effects? i think to remember that it has no actual effect on the game
oh and that reminds me of something else: i have a new vehicle that doesn't appear in the field manual. again, no idea how to make it appear. i'm pretty sure there is a property that tells the game to ignore the object
I'm trying to change the masses of base game magazines to balance things out for the mods on our server, but I've hit an issue.
class CfgMagazines {
class CA_Magazine;
class 30Rnd_556x45_Stanag: CA_Magazine {
mass = 9.35;
};
class 150Rnd_556x45_Drum_Mag_F: CA_Magazine {
mass = 44;
};
};
The following code is only applying to the normal STANAG magazines, they get mass 9.35 as expected. The drum mags however still keep their old mass = 30; and don't get the 44 I specify. I don't see any issue, the inheritance and class name are correct since it is the same that ACE has and that does get applied.
An update, I managed to change the mass of the tracer drum mag with the following addition to the above:
class 150Rnd_556x45_Drum_Mag_Tracer_F: 150Rnd_556x45_Drum_Mag_F {
mass = 44;
};
Still leaves me wondering why the non-tracer drum mag won't change
Hi guys. Using hasDriver = -1 allows me to operate a tank alone without scripts. Is it possible to make this work with ai aswell?
not with this parameter
Ok
Hello
Do you know how to add shooting damage for a boat driver ?
Because my driver is invincible
π¦
@sinful pulsar inheritance is correct yeah? double checked?
check configViewer ingame, maybe some other mod is overwriting it too?
Yea, it is correct since the icon of the magazine changes to ours
Rather than the default apex icon
How in the config viewer can I see which mod overwrites something?
@oak hound put the driver proxy in your fire geometry
can't see which. atleast not easily. But you can see if
The default for the mag is 30, and it is still at 30. So either a mod overwrites it with the value it was before or it is just fucking up somehow
what are you using for requiredaddons?
aye
I'll see at a later point if adding that fixes the issue
Got some other stuff to do first
I'll update you guys
Just use A3_Data_F_Tank_Loadorder and it'll load after all the core game data
Ah, good to know
Is there a way to fill border only in a button once you mouse over it? colorBackgroundActive for example fills whole area, looking to only fill borders.
@untold temple @grand zinc I added both A3_Weapons_F_Exp and A3_Data_F_Tank_Loadorder to the requiredAddons, fixed it.
Thanks for the help
the basicdefines_A3.hpp
are you meant to change anything in it
like there is missile lock type
//missile lock type #define fireAndForgetLT 0 #define keepLockedLT 1 #define manualLT 2
are you just meant to leave them alone or can these do anything
leave them alone - they are basic defines & macros
hey would anyone know what here breaks the Notepad++ formatting
this is from the all in one config
Something about this messes up the left side class [+] tree hierarchy too
noticed it when I was tracing what class another class was in
this level gets added but breaks up if I try to close the other one
Looks like it thinks Male01GRE\" is an escaped double quote.
You can see the comma in Male01GRE\", " is grey.
yes that I noticed. But have no idea why
Are there other \" that don't break the highlighting?
if I put "" on both ends it goes grey
also when I copied the same to the array on the above class it worked but the ones after it broke
which of these two are the correct one, they both work
class CfgEditorCategories { class MyCategory { displayName = "My Category"; }; };
OR
class CfgEditorCategories { class EdCat_Default; class MyCategory : EdCat_Default { displayName = "My Category"; }; };
Is there any benefit to one or the other
I don't know what you are inheriting there
Maybe some optional values. If you are just inheriting displayName then the inherit makes no sense as you overwrite that value anyway
so the top one is the better one?
it just has displayName according to the config
alright thanks
I am retarded when it comes to configs so excuse me.
Can I add a property to previously defined class? something like this:
`class myClass {
x = 1;
y = 2;
};
// now I want to add z property
class myClass {
z = 6;
};`
It gives me error that myClass was defined previously. Maybe I'm doing it wrong? I can't use inheritance here.
In CFGWeapons
aiDispersionCoefY = 0.1;
aiDispersionCoefX = 0.1;
Description Dispersion multiplier for AI units (axis X - left to right).
If im understanding the description right, the lower the number the more accurate the AI is?
So 0.1 should in theory be very accurate?
I am not familiar with configs but from my understanding of math, the lower the dispersion the tighter something is grouped around some mean value... so I guess you are right π Not sure how 0.1 is accurate in the world of arma
I mean the math makes sense....but this is arma we are talking about.
Yes lower numbers are more accurate. I think we use something like 6 or 7 for rifles.
Awesome thank you @sullen fulcrum
so im trying to inherit off the t-14k machine gun thats on the top, and all im doing is changing the rate of fire and adding burst to it, but for some reason the fire mode isnt being inherited properly
class CfgWeapons
{
class autocannon_30mm_RCWS;
class namenai_autocannon:autocannon_30mm_RCWS
{
displayName = "namenai Test AutoCannon";
class player;
};
class namenai_autocannon_final:namenai_autocannon
{
class player:player
{
reloadTime = 0.063333;
burst=5;
autoFire = 0;
};
};
};
any ideas why?
the same thing happens if I try to inherit the CSAT Jian missiles where I get errors if I try to edit the fire mode
ive gone and inherited other weapons and changed rate of fire on others and those have no problem
Hi guys i'm trying to get a tank mod working , i've worked out the Main gun on the turret and all but the Loader gun and the Commander gun isn't working and i don't know how to add Commander and loader guns. The main turret is inherited from RHS abrams and changed to fire vanilla arma 125mm.
What's the best way to handle the same uniform worn by civilians and opfor? From what I understand I have to make separate configs for each, so how do I hide one?
@toxic solar you dont have the firemode declared anywhere for inheritance
@simple trout hide it where?
@grand creek yes. But not in the same config file. Seperate file and requiredAddons.
@sullen fulcrum pastebin your config
What does CfgWeaponModeTextures do?
https://git.koffeinflummi.de/bwmod-team/bwa3-public/blob/a48f387b3477c47e7700f6838130883b2b2854ff/bwa3_weapons/CfgInGameUI.hpp That's the only occurence I can find. Is related to in game UI aka HUD. So I assume the display in top right
Yeah I saw that too
@stoic lily here's the pastebin for reference https://pastebin.com/L37qqQMg
@hearty sandal are you talking about modes[] ?
I thought that would be inherited from the parent, if I use config viewer I see this
modes[] = {"player", "close", "short", "medium", "far"};
perhaps I should have said this but in config viewer, that class player just becomes the 3 lines that I type in, and so the inheritance for that fire mode doesnt work
@hearty sandal in the weapons config. From what I understand you have to make a separate vehicle class for the civilian uniform and the opfor uniform, and make corresponding weapon classes for the two uniforms. What do you hide with scope to make only one uniform show up in arsenal?
@simple trout I think it has a sides array that you can define multiple sides that can use the same item
@toxic solar no you need the class defined in the class you inherit from ```cpp
class weapon
{
class player;
};
class newWeapon : weapon
{
class player: player
{
new stuff;
};
};
Ok, so I only need to define one weapon class for the uniform with the side array and a civilian and opfor unit using the same uniform weapon
you can also just disable the side restriction completely and just make one uniform
modelSides[] = {6}; in CfgVehicles of the uniform
modelSides[] = { TCivilian, TWest }; So i would put something like this in the weapon class of the uniform, and then link both civilian and blufor vehicle class to it?
You apparently didn't read what I just wrote
You have one CfgVehicles class with that entry (not cfgweapons). And then you have one CfgWeapons class that refers to it
Yes, obviously I did read it
I have two vehicle classes, one unit is civilian, and the other is blufor or opfor (haven't decided yet)
You said to put modelSides[] in the vehicle class. For what I need it appears I need to put it in the weapon class of the uniform
Why do you want seperate ones? And why do want to hide one of them?
I have a civilian and a blufor wearing the same civilian looking uniform and I was originally under the impression I had to make two separate weapon classes for the same uniform because they were on different sides
no you don't
you can just make a single one
Which I said before you can also just disable the side restriction completely and just make one uniform
That's good news, now I don't have to worry about hiding one
And you just put modelSides thing into the CfgVehicles class like I wrote above already.
yes, but I would also have to add it to the weapon class too, correct?
no
Wouldn't know why
ACE has a config mod that removes all side restrictions of uniforms. They only edit CfgVehicles
CfgWeapons doesn't have any "side" entries
Ok, thanks! I'll try it tonight.
@hearty sandal oh okay i see, I thought I could do it my way since I never ran into issues and I think thats wat the wiki says, ill try that rn, thank you π
and it works π
anyone got ACE 3 preset I can use for an Antistasi server?
not sure if this is the right channel to ask in....
I think #arma3_scenario would be the place.
What does CfgWeaponModeTextures do? seems like it defines pictures to show in unitinfo for each fire mode
Yes. That's what I said 8 hours ago ^^
Or was atleast trying to say
Where can I check to see if a pre existing wall in a map can be destroyed?
If it does not have a land_ prefixed classname you would have to check its unpacked .p3d in Mikeros eliteness and check what value its namedProperty "damage" has
or shoot at it
or apply damage to it via script
Is exists some config parameter for static object, which set net data speed?
When remote object change his position or direction players cant see result immediately...
I don't know of one. Static objects usually don't drive around...
@grand zinc i have a custom object with model and textures how to add physX to it?
and how to describe take object action? )
physx? oof... No idea. Physx is hard ^^
How to allow take in hands this object?
Inherit from Thing or ThingX or something
I don't think it's any use to have a carried object as physx object. What could help you is make the carry script create a local copy of the carried object on each client an run the carrying transformations locally
So you don't have to broadcast the stuff each frame.
Or its possible they your current setup runs it in multiple places and they all transform different position changes.
Carrying things is more a scripting topic though as it is not a default feature.
@hearty sandal ok. But remote machinegun or remote vehicle (car or tank), which created but client shows to other clients correctly. Why?
When server spawn a car and spawn driver, i see how it's move correctly.
But when server spawn a wall and start to rotate or move it i see it with 3-4 seconds lag.. O_O
What is difference between wall and car?
Sounds weird...
I guess if server create a car and do setDir or setVectorDirAndUp etc effect of these command on clients side appear with a lag. Like with wall...
This means that the problem is not in the config of the object...
objects with simulation= house are refreshed with smaller rate since it's highly unlikely that they are going to move anywhere during the mission
thing, thingX + all other vehicles have higher refresh rate
house objects have even smaller refresh rate in SP too - just try to attach vehicle with attachTo to some building and observe how frequently animation is updated
@hot pine Alredy told him, we had this convo in scripting M242Last Monday at 07:44 @Predator different objects have different network simulation frequency, i.e. some update more often then the other. I take it that this is not PhysX object, as it doesnβt fall down if you setPos above ground?
@hot pine the object attached to the player
@sullen fulcrum how to improve refresh speed?
You can't.
Best approach is to make local vehicles that you run the script locally
@hearty sandal even if i change config?
change config how?
Does anyone know what the text colors in config viewer represent? I'm assuming it has to do with inheritance.
Text colours are syntax highlighting, I think. The indented lines are inherited, the left most lines are set at the current entry.
Colours aren't to do with inheritance, they just mean if the parameter is an array, number or string in the ingame config viewer
green = number or boolean, red = string, blue = array
Does anyone have a source for a subsurface vehicle?
like a submarine
I'm confused about how to get them below surface, they will always stay so that the proxy's head is at water level :/
Is it possible to have it where I can only shoot every say 5 seconds, but when I do shoot its a burst of say 3 rounds in .6 seconds (so reloadTime=.2)
Afaik you have 2 controllable times with firing a weapon, the reloadTime which is time between shots and the magazine swithc time. So if your weapon needs to also have a magazine thats changed then I would say no.
unless you apply some sort of fire preventing script mechanic
oh okay, any examples of fire preventing scripts? im guessing ace's safety or IFA3 bolt action
Can anyone see an issue with this as a condition for Ace interaction config entry?
condition = "not ((typeOf _target) in [""UK3CB_BAF_Merlin_HC4_18","UK3CB_BAF_Merlin_HC4_24","UK3CB_BAF_Merlin_HC4_32","UK3CB_BAF_Merlin_HC4_Cargo","UK3CB_BAF_Merlin_HC4_CSAR""]) ";
@thorny grove most of the " within the array are not doubled
Yeah I tried that too, didn't seem to have any effect.
Hmm I packed and it tested - now says "missing ]" but there isn't.
Fixed it - i had them defined in Config.cpp anf CgfVehicles.hpp - removed the hpp all working now.
@hearty sandal what field in config sets speed of net exchange?
How arma detect what refresh fast and what refresh slow...
Type of object
Make ne class that's different simulation type. But not all objects can be other type of objects because they can lack certain parts that are necessary. I think you have to come up with a different way to do what you want so that it works in armas limitations.
Sadly i can't to create configs of arma objects π¦
Apparently i have to leave as is
Anyone found a solution for tree view in atom?
π€
@toxic solar what kind of weapon/ what type is it? You can just let it fire blanks (like car horn) and via fired EH check for the condition, then spawn the real projectile when its met... preferably not for rapid fire weapon
Is it possible to make FxCartridge (empty cartridges ejected from weapon) to spin faster or to be spawned with some tilt? Currently FxCartridge start spinning few ms after ejection, that is very rare for small arms
oh I was gonna try and make a tank cannon from world of tanks where it burts 5 shots in say .5 seconds and then can onyl shoot another burst 2 seconds later XD
@strange egret
I didnt think of checking ACE, or IFA for scripts that prevent firing unitl a certain condition is meet
so ill go and try those
and hopefully it works out
quick question. can i create a new item (inherited from ItemCore) that can be assigned to the GPS slot without having it work like a GPS? (info panels, etc)
Not 100% sure about that:
For a item to go into a GPS slot it needs to be GPS simulation, and any item that has GPS simulation that's in the GPS slot also acts as a GPS
yeah, that's what happens right now. thought there might be some other way to workaround this
couple of question about muzzleImpulseFactor
- is muzzleImpulseFactor[] only valid now, or still muzzleImpulseFactor=x
- what is the default - {1,1} / 1
- does it apply only to shotShell
- what to use for static weapons or airplanes
ref
Tweaked: The 20mm and 40mm grenades use the shotShell simulation again (muzzleImpulseFactor used to limit recoil)
Tweaked: The muzzleImpulseFactor was changing only the torque of impulse, there is a new format now:
Old: muzzleImpulseFactor = 0.8
New: muzzleImpulseFactor[] = {torqueFactor, forceFactor}
https://community.bistudio.com/wiki/CfgMagazines_Config_Reference#muzzleImpulseFactor.5B.5D.3D.7B1.0.2C1.0.7D
ad 1) both variants can be used
ad 2) see default https://community.bistudio.com/wiki/CfgMagazines_Config_Reference#muzzleImpulseFactor.5B.5D.3D.7B1.0.2C1.0.7D
ad 3) yes
ad 4) ? In vanilla it's used to simulate this https://en.wikipedia.org/wiki/GAU-8_Avenger#Recoil
thanks a lot
the reason i am asking is:
- the issue with planes or AA trucks firing to make them fly/drive backwards or accelerate unnaturally - with shotShell only it shouldnt be connected to muzzleImpulseFactor then right?
- how does camShake and muzzleImpulseFactor interact/relate to each other?
- for some weapons/vehicles we have very little camShake when in optics view - 1st or 3rd can be fine though
one more thing - in RHS we tried to add it to helicopters but in AFM recoil is not synchronized very well in MP
muzzleImpuleFactor is coef to shotShell recoil
ad 2) they don't
they are 2 separate unrelated parameters
class RHS_Mi8_base: Heli_Light_02_base_F
{
camShakeCoef = 0.8;```
^ ad3
camShakeCoef seems modifier to power and duration - but regardless of view state?
minDamageForCamShakeHit in ammo is only for mines?
camShakeCoef is modifier of shake when in 1st person/interior/optic mode
ok ty
current A3 config setup
class CfgVehicles
class Plane: Air
camShakeCoef = 0;
class Tank_F: Tank
camShakeCoef = 0;
class Car_F: Car
camShakeCoef = 0.2;
class Hatchback_01_base_F: Car_F
camShakeCoef = 0.8;
class SUV_01_base_F: Car_F
camShakeCoef = 0.8;
class Offroad_01_base_F: Car_F
camShakeCoef = 0.8;
class Quadbike_01_base_F: Car_F
camShakeCoef = 1;
class Van_01_base_F: Truck_F
camShakeCoef = 0.8;
class Truck_01_base_F: Truck_F
camShakeCoef = 0.8;
class Truck_02_base_F: Truck_F
camShakeCoef = 0.8;
class Wheeled_APC_F: Car_F
camShakeCoef = 0.05;
class Helicopter_Base_F: Helicopter
camShakeCoef = 0;
class Ship_F: Ship
camShakeCoef = 0;```
defaultVehicleAttenuationCoef = 0.2; is default when camShakeCoef is not set
camShakeCoef seems always 1 for vehicle damage situations
also duration and power are not adjusted for vehicle damage and moving vehicle shake at all
this is somewhat confusing π doesnt it mean cam shake is only done for cars/trucks/APCs or when not in vehicles?
@bold tapir might know more
camShakeCoef works only for vehicles afair
it's coef for internal camera shake (1st person/optic)
characters receiver full camera shake
reyhard - 09/05/2018
numberPhysicalWheels param is only valid for RTD helicopters - can be removed from any non RTD vehicle
is this still true? most BI A3 vehicles have custom values for it (non helos)
it is
it's only used for wheel brakes for RTD helicopters
on Jira I see that programmer added request for adding this param and encoding dep took it quite literally and added it to all transport class vehicles
copy
cant find anything on crewExplosionProtection - is it just about mines/explosives and how does it influence damage?
it's controlling how much indirectHit damage crew will take
it's also affecting epe impulses (crashes) if I remember correctly since those are treated as indirect damage
tx
we cant get fire damage to injury vehicle crew - has this ever worked, or just on infantry?
indirectHit * (1 - crewExplosionProtection)
must be something like that given tanks have closest to 1 with cars have 0.
"fire damage" like real fire (burning thing)?
fire damage is handled by different piece of code
if you use a flamethrower on vehicles
we set the particle to apply the fire damage
it works in general, but doesnt seem to for vehicles
only the bullet we use can kill turned out crew by hit or indirectHit
well, I investigated it once
wanted to do burning vehicles which would actually burn crew - if you stay too long inside then you are dead
conclusion was that it's impossible to achieve since fire damage to crew is portion of vehicle damage
you cannot disable vehicle damage while retaining burn
I asked even once BXBX for additional param like fireResistanceCrew but in the end, he didn't have enough time to do it
I guys. Can I set which lod rendertargets should use?
only if you make separate selections to them I think
next gen skid menu in the making π
Found the thread already, no joke
hey guys so i have my private menu and i want to let the background Fog like when i open my menu there is Fog on the hole screen like this you shouldnt use the same nickname in a widely known "cheat" forum ... π
everyone knows the smart thing to do it post ur "undetected" menu config in the public arma discord π
gone
Crossposting, and pretending a hack someone else made is completely his own, and then trying to get help developing that hack in Arma discord.. GG π

quick question. What needs to be done to make a vehicle repairable via ace repair. I.e new vehicle in the game
You just need the ACE Repair interaction on your vehicle. Which you already have if you are properly inheriting in your config
hi guys. does this work for vehicles?
memoryPointAim = "zamerny";
I have a bipedal mech, and I want the AI to aim for its upper body. right now its firing between its legs
sure
they seem to keep firing at its legs π€
and I cant find that config entry for tanks. man class only
but I see tanks has the mempoint in the memory lod
which config are you looking at? the ingame viewer, all-in-one dump (post Tanks DLC) or some one you extracted?
all in one dump
I got this one
AIO_A3_1.81.144332.cpp
btw, have you got a newer version laying around?
so im trying to use defaultUserMFDvalues[] and i got it to where it has defualt values for the overall color of the MFD with
defaultUserMFDvalues[] = {1,1,0,1};
where its red,green,blue,alpha for the order
now my question is I tried setting the font to user4 so I can change the font with a script and adding the font name as the 5th parameter,but it doesnt work it gives off an error.
is being able to change the font not possible?
is it possible to change the static backround in the main menu if empty world is loaded ? I've patched all 3 entries which uses the image but no change.
@toxic solar only certain fields can use the user values, pretty sure it's only color, alpha, and conditions
makes sense, I kind of guessed when I saw FIR only uses it for colors and conditions
I just wanted a easier way to test diffrent fonts π maybe I should try and get merge config working but I dont remember how to do it
afik, I have the dev verision, run the exe thats in the arma 3 folder
but it doesnt load the right mods
Dev build, diag exe, and call diag_mergeConfigFile, yeah
But yeah the command line kinda sucks
I would have to add my mods via the launch paramns ye?
Yep, -mod
Had mine handy: start "" "path\to\arma3diag_x64.exe" "path\to\mission.VR" -noSplash -noLand -skipIntro -noPause -filePatching -showScriptErrors -mod="@mod1;@mod2"
can I get that from the launcher?
I don't believe so
huh, I wonder how I got it working a few months back with mods then
and where would I set the launch parameters?
oh no ive never done that
hmm im having troubles getting to add two mods to the paramters, Im trying cba and mcc ,and i have
-mod="filePathToCBA;filePathToMCC"; but that doesnt seem to work
ah its cause the launch params is too long XD
I dont think I get it, but what should I put in the .bat file? @stable vault
Ive never actualy used one before π¦
Since it has path to the exe defined it can be anywhere
oh okay lemme go try that
I made a directory junction in the root of C drive to shorten the paths, so all I have is C:\a3w\@CBA_A3 or whatever, it's pretty quick
ah yes
I got it to work
now I just have to add like 50 mods
i really neeed to sleep now after doing that
is FakeWeapon still necessary/useful for commander positions?
Is it possible to set the scope of an existing class defined in a sep pbo?
Sure, just override scope param of that class
Which class you want to change? π
You see when I try that, I get AS_365 member already defined.
I must be doing it wrong, but hey here's the code :P
class CfgVehicles
{
class AS_365;
class AS_565;
class AS_365 {scope = 0;}; //tied to VKN object
class AS_565 {scope = 0;}; //tied to VKN object
class B_VKN_AS_365_PMC_01 : AS_365 {
....Blah...
};
};
Yes, you are doing it wrong π
If you want to do it correctly, first two lines should be parent classes of those AS_xxx
then the thing would look like
class ParentClassOfAS_365;
class ParentClassOfAS_565;
class AS_365: class ParentClassOfAS_365 { scope = 0; };
class AS_565: class ParentClassOfAS_565 { scope = 0; };
rest of code
ParentClass of the AS_365 class?
So in the original PBO of AS_365 class, this is there
class Air;
class Helicopter: Air {__};
class Helicopter_Base_F: Helicopter {__};
class Helicopter_Base_H: Helicopter_Base_F {__};
class AS_365_base: Helicopter_Base_H {__};
class AS_365: AS_365_base {__};
I added {__}; to save space.
I then want to overide the scope in AS_365 in my own config, a new PBO, with the above but it keeps saying member already defined. (which I get because i'm using the same name, but how else would I "overwrite it"?)
It say that it's already defined, because you are indeed defining it twice π
First time as "reference" for inhereting and then you are basically defining the class again with just parameter "scope=0"; and nothing more
class AS_365; would work in case it's class which is not inheriting from anything, but since it is inheriting, then you need to reference it's parent class first
Yeah that makes sense with my current knowledge, I saw somewhere to just use the same name, which confused me but I went with it. Clearly didn't work π So how would I go about overwriting it?
So it would look like
class AS_365_base;
class AS_565_base;
class AS_365: class AS_365_base{ scope = 0; };
class AS_565: class AS_565_base{ scope = 0; };
rest of code
Yeah, you are changing parameter in this class and not any classes inside of those "AS_xxx", so you don't need to reference any other parents
Situation would be more complicated in case you'd want to change anything in class Turrets for example
Thankfully I don't need to π I just wanted to "hide" these classes from use and replace it with slightly edited ones π
Sure, then it should be this easy π
I'm a bit puzzled on the class AS_565: class AS_565_base part, where there is a class after the : I just wanna make sure I understand it as I didn't think you could add it into that
I'm trying to make a macro concat a string passed as a parameter, within a string that's defined within an array. Is that possible? I've tried to eval out the string, but that ends up with an empty string. If I do ##, it doesn't parse the parameter, just inserts the variable name.
For example:
class Land_Map_##worldName##_F: Items_Base_F { \
hiddenSelectionsTextures[] = { __EVAL("\twc_map\maps\" + str worldName + "_co.paa") }; \```
Results in hiddenSelectionsTextures[] = { "" };
```#define CREATE_MAP(worldName) \
class Land_Map_##worldName##_F: Items_Base_F { \
hiddenSelectionsTextures[] = {"\twc_map\maps\##worldName##_co.paa"}; \```
Results in hiddenSelectionsTextures[] = { "[...]\##worldName##_co.paa"};
@pallid snow It's fine, "class" has to be there
edit: I had brain fart, it doesn't
Ok
Found a working solution, for anyone who is curious:
#define CREATE_MAP(worldName) \
class Land_Map_##worldName##_F: Items_Base_F { \
hiddenSelectionsTextures[] = { \
\twc_map\maps\##worldName##_co.paa \
}; \
That produces the required result. :)
@astral pagoda isnt normal inheritance like this ```cpp
class thing1;
class thing2 : thing1
{
newthingstuff;
};
Whoops lol yeah
The Eden editor has a module under effects for a bombing run or a strafing run using the BI aircraft. Is there a way to add extra aircraft to that list? And how do you do it.
@untold plinth class Module_F; class ModuleCAS_F: Module_F { class Arguments { class Vehicle { class values { class RHS_Su25SM_vvs { name = "Su-25 (FAB-250)"; value = "RHS_Su25SM_vvs"; }; class RHS_Su25SM_KH29_vvs { name = "Su-25 (KH-29)"; value = "RHS_Su25SM_KH29_vvsc"; }; class RHS_Su25SM_Cluster_vvs { name = "Su-25 (Cluster)"; value = "RHS_Su25SM_Cluster_vvsc"; }; }; }; }; };
If I create a custom magazine for a vanilla weapon, will people still be able to see the weapon in multiplayer if I have the custom mag loaded in it and they do not have the magazine mod loaded?
you likely will not be able to join servers with such modification unless the server does not have it
and if you can the server is not really worth playing
you basically never should try to mix different mod configurations in multiplayer. Everyone should be running exactly same stuff
But can you answer the question?
Obviously in an ideal world everyone would be running the same set of mods, but that never happens on public servers unless they have addons disabled entirely.
My intent is to have a set of weapons that are still vanillaβso other players not running my mod don't just see an invisible gunβbut have better magazines so that they can contend with the current offerings from popular weapon mods.
Because I don't like running around with invisible gear as that breaks other players immersion
that would be called cheating
I don't follow
you try to get yourself equipment that others dont have to gain advantage
Dude...
I thought it was implied, this mod is intended to be used on servers that allow custom weapon and gear addons.
Everybody knows that addons like RHS, CUP, NI, SMA, etc. have far better weapons that what vanilla offers (e.g. not feeling like you're shooting an airsoft gun). People use those when they get tired of AI that take 5 rounds to the face only to flinch, do a 180, and then drop you.
I simply want to make it so that vanilla weapons offer similar performance to modded weapons
I would say it will bug out for the people who dont have it.
Oh well, I guess I'll have to try it and find out. I've seen it done before but couldn't remember which addon did it and whether it made the weapons invisible (what usually happens if you're not running a mod) so I thought I'd ask here first to save some time

@hot pine cheers dude
fellas
i need some help real quick
i'm making a custom unit list to add on to the default one for warlords, and getting this error
lines in question are
class B_UAV_02_F
{
cost = 4000;
requirements[]={"A"};]
};
removing it moves it to the next line
all of it's available there
all i know is that it seems to only be present in the uav lines for blufor and opfor vehicles but i'm not even entirely sure what the problem is
it doesnt seem to be adding anything to the requision menu, either
even with those parts removed
Can someone advise me on how the airspeed values are measured for jets?
I was told it is in metres per second, but I'm pretty sure it's in kph? The top speed of my aircraft is 1028kph, which is 285 in mps? But putting in that value the jet seems quite slow.
I believe its by thrust value, when played arot with vtols that's wat i did to change the top speed
ah nope nvm, just check one of my configs
maxSpeed = 2000;
on this vtol I have that increases the top speed (although it never reaches 2000 kmph) so its kmph
Ok thanks dude, I think I've worked out something decent enough now.
hi guys. Im trying to make a double barreled turret on my vehicle.
when using the autocannon_35mm it works nicely and fires from both barrels, but its not working with cannon_120mm. any specific config setting in cfgWeapons that enables this? I just dont see it
the multiple firing points works only on bullet type weapons
should yeah
hello guys so guys im trying to make a GUI Weapon List there is some people says that i must to make weapon list config and its GUI like i spawn weapons its admin menu so can any one helps me or give me example's
You can create controls and set their attributes procedurally through UI-related SQF commands or you can define all properties in a config (manually or through numerous tools, I suggest you try Arma Dialog Creator for it) and then create your whole dialog from config
SQF commands are these
https://community.bistudio.com/wiki/Category:Command_Group:_GUI_Control
Also you should study the wiki articles about GUI in Arma if you want to mess with such things
what is the difference between bullet and shell? is it that a shell can have the submunition type?
is there a way to add a UseAction to something like a backpack? so that you dont have to deploy it as an item to use the options but instead use them while wearing the backpack... Example I had seen a mod that allows you to deploy a backpack into a box to activate for opening arsenal but is there a way to circumvent the deployment and just have a scroll option while wearing that bag?
I tried following the example on the UserActions page of the wiki but the option doesnt show up while wearing the bag i added it to
Jw how does reskinning modding work?
Ie taking a bi in game vehicle and reskinning to make it look like a different vehicle?
its called retexturing and if a vehicle model has been configured so that it can be given new textures in a new config class you can draw your own texture for it over the original and use that in the new config class you create for it.
there is a bit more indepth explanation on the BI forums editting section I recall
is there a way to verify if a bi key is yours?
have you got a copy of all keys you've ever used?
I would like to script some module to the ORBAT system. Everything is working fine, but i'm out of names. Anyone know how to set up the "NATOMen" from the Bohemia Config to show some names and not the word itself?
Ah delete it i'm dumb
How do I go about adding attachments to weapons when creating custom AI units in .cpp
since its night time you might be able to get answer fastest by checking the ingame config viewer how different units have their loadouts configured
If you dont mind me asking, where would that be? Editor or somewhere else
Ok, i will load a unit then and try it out. Thanks for the tip
Is the first example in this link ok as a basic structure for a script i wrote for placing explosives? https://community.bistudio.com/wiki/CfgPatches
And does that CfgPatches script go into config.cpp file?
Along with CfgPatches does it also need CfgFunctions?
(Blurry phone pic off my non-networked computer)
Config question: I have a truck (ported Zamak from A2) that I've attached an RCWS turret to. However, I'm running into issues with making the cargo turrets work because it inherits from the Truck_02 class... The RCWS and gunner station work fine, no issues operating the turret. However, I have several issues with the cargo turrets like random errors (mostly config related) and the fact that the cargo gunners don't sit in their correct seats (you can switch to them and shoot and get in/out, but they're invisible and their muzzle flashes come out of thin air in the middle of the truck.) What do I need to do to fix this? It looks like an inheritance issue to me, since the Zamak turret config doesn't seem to be configured for both a cargo turret and a regular turret.
Okay that sent all out of order
But I think I got my point across
could you show us your config?
oi fellas. can anyone help me with this? https://forums.bohemia.net/forums/topic/200468-jets-custom-panels-gps-camera-feeds/?do=findComment&comment=3339240
i'm going nuts right now, because i can't figure out the issue
the custom panel is showing up, i can switch through them, all no problem
but i just can't disable it via enableInfoPanelComponent
hell, even if i check it with infoPanelComponentEnabled, it always returns false
i've added the whole component stuff to a test character right now, it shows up, i can toggle through it, but i simply can't disable the components.
it just fucking doesn't work
even if i make a new test component that has literally nothing inside, i can toggle it on / off, but i am unable to disable the component via enableInfoPanelComponent. i just don't know what i'm doing wrong or if this shit works at all
i don't get it. this shit shouldn't be rocket science
god, why can't i just delete arma and be done with it
these are used in vanilla somewhere too right? @brazen merlin
https://forums.bohemia.net/forums/topic/210981-disable-vehicle-panels/ have you seen this?
I would like to disable the vehicle panels showing GPS, radar, and crew. I have tried using the showHUD command and its parameters, but it does not work for vehicles.
yes, it doesn't work on my components
i can disable GPS, etc. just fine
but my custom components won't budge
now that means i'm either doing something wrong, or it doesn't work on custom components.. which wouldn't make sense to me.
if you for example make a copied class of the vanilla gps will that work?
in this example, i can't disable "TestDisplay"
it just uses the CustomDisplayComponent type and the normal gps/ minimap resource
other than that it shows up ingame and i can toggle it on / off via regular info panel hotkeys
this is why i think the issue might be related to the CustomDisplayComponent type.
it just can't be disabled
class Components: Components //inherits 1 parameters from bin\config.bin/CfgVehicles/Car/Components, sources - ["A3_Soft_F_Beta_MRAP_03"]
{
class VehicleSystemsDisplayManagerComponentLeft: DefaultVehicleSystemsDisplayManagerLeft //inherits 6 parameters from bin\config.bin/DefaultVehicleSystemsDisplayManagerLeft, sources - ["A3_Soft_F_Beta_MRAP_03"]
{
class Components: Components //inherits 6 parameters from bin\config.bin/DefaultVehicleSystemsDisplayManagerLeft/Components, sources - ["A3_Soft_F_Beta_MRAP_03"]
{
class VehicleCommanderDisplay //sources - ["A3_Soft_F_Beta_MRAP_03"]
{
componentType = "TransportFeedDisplayComponent";
source = "Commander";
};
};
};
class VehicleSystemsDisplayManagerComponentRight: DefaultVehicleSystemsDisplayManagerRight //inherits 6 parameters from bin\config.bin/DefaultVehicleSystemsDisplayManagerRight, sources - ["A3_Soft_F_Beta_MRAP_03"]
{
class Components: Components //inherits 6 parameters from bin\config.bin/DefaultVehicleSystemsDisplayManagerRight/Components, sources - ["A3_Soft_F_Beta_MRAP_03"]
{
class VehicleCommanderDisplay //sources - ["A3_Soft_F_Beta_MRAP_03"]
{
componentType = "TransportFeedDisplayComponent";
source = "Commander";
};
};
};
};```
so this is from strider
does your have same structure
yes, same structure
here is a test addon
if you pack it and run it, you'll get a new component display on that vehicle
With RVMATs, does the path need to be short version or the long version? i.e data\Blah.paa pboName\data\blah.paa.
My RVMATs can't find any of the files which seems odd.
Right as I thought, still can't find it though
doublecheck pboprefix. Also in the packed pbo file
I've just noticed there is a \pboName - would that effect perhaps?
Fixed by just removing that π
@hot pine Here's the config for ya
A lot of it was gotten straight from how the Zamak did it
At least in terms of the CargoTurret
And it doesn't inherit well from truck_02_base? I might need to rewrite the thing for the cargo turrets and define everything (which is probably why I'm getting weird errors like... the servo noises for my FFV are undefined.) In which case, can anyone point me to where I might be able to find all the values I need?
probably a2 model was missing 15 & 16 cargo proxy
The cargo proxy thing was intentional since my new model has the gunner station in lieu of the third passenger in the zamak bench seat. Usually it's 14 in the back + 2 passengers + 1 driver in the Arma 3 Zamak. For this one it's 1 driver + 1 gunner on the remote turret + 1 on the bench seat + 14 in the back
And the model has the right amount of proxies, I just did those myself
How do I determine the damage power of a mag? For Example Config: class SPK_20Rnd_762x51_BPMag: 20Rnd_762x51_Mag { ammo = "SPK_762x51_Ball"; initSpeed = 833; displayName = "20Rnd 7.62x51mm"; descriptionShort = "7.62x51mm Rifle rounds."; mass = 15; }
isn't this in the ammo itself, not in the mag?
so in your example SPK_762x51_Ball ?
what parameter in the weapons cfg states the rate of fire
since reload time is always 0.15
i dont understand
@keen hollow you need to look at the class spk_762x51_Ball
the ammo contains the damage parameters
not the magazine
ok thank you @hearty sandal
@meager torrent reload time is the time between bullets
reloadTime = 1;```
magazineReloadTime is the time magazine switch takes
Often you'll be looking for reloadTime in the firemode subclass rather than the body of the weapon though
Hey all, got an issue with a gun pod for an airplane mod. Seems I can't get the GunParticles effects to work, I've tried several things such as placing the memory points on the gunpod, on the plane, then both but it never seems to work. I've copied the config from other mods and it still not working so I'm pretty confused.
If anyone know what I may be doing wrong I'm running out of ideas
@pulsar forum gun particles are not working with ggunpods or any pylon weapon
Will they ever work is the question? π€
I don't think so
you can script it though
I used pylons for HIMARS + added scripted particle effects
I think I figured out a way to make particules work @hot pine
With muzzleEffect in cfgAmmo
Oh yeah it is a script hehe
also bear in mind, that this script quite ineffective
it's better to use either ammo eventhandler or weapon one
class rhs_weap_mlrs: rockets_230mm_GAT
{
[...]
class EventHandlers
{
class RHS_EH
{
fired = "_this call rhsusf_fnc_effectFiredMLRS";
};
};
};```
weapon event handler ^
{
class EventHandlers
{
class RHS_Guidance
{
fired = "_this call RHS_fnc_saclosGuide";
};
};
};```
^ ammo event handler
Mmm interesting I'll have to go that way then
For an aircraft gun pod which would be better, ammo or weapon? Or is there no difference for that purpose
if ammo is shared between multiple weapon systems then imo it's better to use it on weapon
since other, non pylon weapons, might have working gunParticles
Alright thanks, looks like that'll work for me
Another question: Is there an easy way to draw MFD stuff? Similar to polygons for selected weapons like in the black wasp
Or does everything have to be done by hand?
I was doing those Black Wasp MFDs in Adobe Illustrator & then exported most of the points to text file & then processed them a little bit
using macros is also highly encouraged - you can search BIF forums for HUD related topics
Oh that might make life easy
how do i access the firemode cfg where i can find the rate of fire in the config viewer?
omg ifound it. i feel retarded
A new world of subclasses was discivered
_reloadTime = (getNumber (configFile >> "Cfgweapons" >> _gun >> "FullAuto" >> "reloadTime"));
returns 0
idk why but it doesnt work. if i access the reloadTime in the main gun class it works.
@untold temple
no idea about scripting, sorry
π¦
check first what firemodes that gun have
(getArray (configFile >> "Cfgweapons" >> _gun >> "modes"));
Also some of the weapons can have firemodes inside muzzles
i have the scripting set for a unit to sit in a chair with his rifle, but when i start the mission it says animation not found, and ideas?
check the path to the animation @glad axle
Anyone knows all the parameters to modify vehicle velocity driving in grass
path to animation?
what animation are u trying to use?