#arma3_config

1 messages Β· Page 94 of 1

charred pelican
#

Hoping I can tweak it the rest of the way

hot pine
#

@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

charred pelican
#

I'll try, although what is that the radius of?

untold temple
#

wheel radius

charred pelican
#

Oh right, I was confusing it with the engineMOI

strange egret
#

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)

charred pelican
#

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

strange egret
#

try lower clutch strength

#

and increase dampeningInAir on wheels

charred pelican
#

I'll try it out

raven kiln
#

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; """;

charred pelican
#

Is there a good template as a starting point for vehicle configs? Should I just copy values from a vanilla vehicle?

stoic lily
#

@charred pelican what era?

hard chasm
#

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.

worthy beacon
#

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

charred pelican
#

@stoic lily 1960ish cold war era tank

stoic lily
#

otherwise RHS, IFA3, CUP, SFP, Unsung

stoic lily
#
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?

grand zinc
#

what is botched?

stoic lily
#

low base class without 0

#

as workaround various base class in between have model = "" or displayName = "", or set on their own scope=0

hard chasm
#

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)

wise fog
#

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?

undone quiver
#

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?

grand zinc
#

spawn the thing in a loading screen at mission start ^^

astral pagoda
#

@wise fog no

grand zinc
#

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)

astral pagoda
#
class Offroad_01_civil_base_F;
class C_Offroad_01_F: Offroad_01_civil_base_F
{
    //overrides
};```
wise fog
#

I was hoping for the easy way out.. dang πŸ˜›

#

Thats what I thought, thanks guys

astral pagoda
#

It is easy THINKing

wise fog
#

for ~100 vehicles it gets annoying having to hunt down base class to change maximumload πŸ˜›

#

I'll probably just do a new classname and only use those vehicles

fathom thorn
#

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

hybrid cobalt
#

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?

untold temple
#

@fathom thorn getInRadius

fathom thorn
#

thanks

wise tusk
#

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

outer sapphire
#

hello, how can i #define part to string like format command?

grand zinc
#

'\terranofonts\#F\stuff',...

outer sapphire
#

thank you, @grand zinc

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

outer sapphire
#
#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"\
}
grand zinc
#

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

outer sapphire
#

ah, still not find 😦

#
 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

grand zinc
#

If you're just gonna ignore me why should I help you? πŸ˜„

#

Good night

outer sapphire
#

sorry, i don't see msg πŸ˜„

wise tusk
#

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)

stoic lily
#

@wise tusk CfgCloudlets cant.. unless BI would share the diag to enable it ..

blissful vapor
#

<- 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.

wise tusk
#

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

rapid wing
#

I can copy the post across to here if that'd be better, just didn't want to spam the chat πŸ˜›

hot pine
#

@rapid wing I think tails are included in playback sound

#

so it waits till all elements of soundSet are completed

rapid wing
#

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?

hearty sandal
#

@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

rapid wing
#

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

zinc oak
#

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.

hearty sandal
zinc oak
#

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

hearty sandal
#

well if its not in by default you could add a user action as a config patch to them

zinc oak
#

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.

untold temple
#

Been ages since I used the UAVs, don't they have behaviour conditions for the waypoints like safe, combat etc.?

zinc oak
#

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.

magic wagon
#

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?

untold temple
#

The AI don't turn the lights off themselves when they're in Combat behaviour then?

zinc oak
#

hmm, good shout. I'll have to check that. That might point to where the option is. Thanks.

quasi escarp
#

Anyone know what the error of 'Bad file format ( ) means?

hearty sandal
#

in what context?

quasi escarp
#

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 ( ).

hearty sandal
#

some file it uses may have corrupted or have been converted/saved wrong

stoic lily
#

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 chasm
#

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.

stone cove
#

Does anybody know how to make a visible laser working with ace?

#

asking because of i got a attachment that could use it

grand zinc
#

just config entry ACE_laserpointer = 1; 1 is green laser. 2 is red laser. 0 is disabled

stone cove
#

just that?

#

no new MRT class?

grand zinc
#

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

stone cove
#

you can actually turn off the visible laser?

#

also in MRT there can be 3 modes instead of 2?

grand zinc
#

MRT can have indefinite modes

#

you just define the next and previous one

stone cove
#

ok good

outer sapphire
#

is possible to set texture on weapon with script?

fathom thorn
#

Wrong channel, but you can use

outer sapphire
#

@fathom thorn i try'ed this, but weapon added to unit as proxy

#

and setObjectTexture working only on player model

wise tusk
#

Is there a way to use aircraft AOA as "enabled" source in particle effects?

#

so at high aoa the particles are created?

grand zinc
#

@outer sapphire no not possible

outer sapphire
#

thank you, Dedmen 😦

digital granite
#

which part of the weapon config that determine's the weapon spread when the person turns around?

clear lintel
#

how to edit tank crew commander in CfgVehicals { ? …help me

untold temple
#

If he's a different type of unit from the driver etc. then the turret probably has gunnerType defined as a different class

clear lintel
#

@untold temple sir …u have any text example? please help me .

tardy fossil
#

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"
        };
    };
};```
untold temple
#

@clear lintel it will be different depending on what vehicle it is. The turret inheritance will be different

astral pagoda
#

@tardy fossil is camo selection defined in sections in model.cfg?

tardy fossil
#

@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

tardy fossil
#

lol... found that glaringly obvious thing I was missing... hiddenSelectionTextures should be hiddenSelectionSTextures whoops

willow coral
#

Anyone able to help me out with changing how many rounds a mag can hold?

hearty sandal
wintry tartan
#

Is there any way to show offed NVG on a unit who sits on a FFV seat like showNVGGunner = 1; in CfgVehicles?

hearty sandal
#

FFV seat is a turret so it might work on it too.

wintry tartan
#

I've tried some configs but

showNVGCommander = 1;
showNVGDriver = 1;
showNVGGunner = 1;```
looks none of them are working for me
hearty sandal
#

Do they show in vanilla FFV turrets?

wintry tartan
#

Tried to apply them in B_G_Offroad_01_F but no luck

hearty sandal
#

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?

wintry tartan
#

Yes

hearty sandal
#

Check the helo FFVs

wintry tartan
#

What heli?

hearty sandal
#

Don't the little birds have positions on the sides

wintry tartan
#

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

hard chasm
#

then simply state
showNVGCargo[] = {1,1,1,1,1,1,1,1,1,1};

for every position until you get a result.

wintry tartan
#

Ah sorry, I think I've misunderstood about showNVGCargo[], it's working for cargo position, but not for FFV seats

hard chasm
#

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.

upbeat light
#

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

#

I have count the braces and it adds up, I don't know what I'm missing here, I feel so stupid xD

upbeat light
#

Ok, found it, missing semicolon l 70 and 79, gosh I hate myself

hard chasm
#

and of course addon breaker didn't even notice.

upbeat light
#

Exactly x)

fathom thorn
#

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

hearty sandal
#

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

fathom thorn
#

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?

hearty sandal
fathom thorn
#

oo thanks

upbeat light
#

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)

hearty sandal
#

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

upbeat light
#

Mmm Ok, I will have a look thank you

hearty sandal
#

ST coordinates stuff I think usually is bad UV or bad face that cant have proper UV

tardy fossil
#

Can you add user actions to CfgWeapons item?

hearty sandal
#

no

tardy fossil
#

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?

hearty sandal
#

current directory

tardy fossil
#

nice

#

Thanks man

digital granite
#

what part of the weapon config determines the weapon spread when you turn around?

hearty sandal
#

are you sure there is such a value

digital granite
#

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

untold temple
#

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

digital granite
#

i don't think it is inertia since atm in the dev build i have all of the weapons using the same inertia

hearty sandal
#

do you want them to spread or not?

#

what is it that you want to do?

digital granite
#

wait i think i found something

#

it is more making them sway more

gaunt dirge
#

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?

hearty sandal
#

Desolation Redux and Arma-Life configs should contain what you need

gaunt dirge
#

yh i have Desocation but they have a load of other things, like the notepbook and invesntory background

hearty sandal
#

well those are likely the best examples you can have. Its a very special modification.

glad epoch
#

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?

grand zinc
#

What is a $VAR?

#

You don't assign variables in config files

glad epoch
#

I've seen the following syntax: title = $STR_A3_combatpatrol_params_17;

#

in a config class

grand zinc
#

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

glad epoch
#

ahh ok got it

#

thanks

undone quiver
#

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.

sweet crescent
#

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??

astral pagoda
#

Just to get you right, you definitely need config.cpp, but cfgvehicles.hpp is just file, which could be included into config.cpp

sweet crescent
#

Ok now I think I'm even more confused. I think I need to just learn what these different files are for

narrow swallow
#

.hpp files are config sections that are separated out for organization purposes.

hard chasm
#

... and ordinarily, they are not included in a pbo as they serve no further useful purpose. (sqfshit hpp's are included)

wise tusk
#

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

stoic lily
#

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 😐

#

(whereas before they didnt disappear after they were dropped)

hot pine
#

Shouldn't they hide?

stoic lily
#

well they are hidden now all the time (note: we dont have the new pylon tech yet)

untold temple
#

is the proxy on the plane configured as maverickweapon?

stoic lily
#

how is this done/how to verify?

untold temple
#

the cfgnonaivehicles needs a simulation type

stoic lily
#

yep in config i set it

untold temple
#

maverickweapon was the old one for just bombs and missiles and things

stoic lily
#
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

untold temple
#

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

stoic lily
#

from what i understand its set up in the model

#

is case of proxy name/path relevant?

untold temple
#

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?

stoic lily
#

yep

#

just posted the first few

#

maverickWeaponIndexOffset we have not set

#

do we need to?

untold temple
#

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

stoic lily
#

default is "maverickweaponIndexOffset = 0;"

untold temple
#

should be okay then

#

cfgammo proxyShape paths are fine too?

stoic lily
#

yep the point to the model

#

however is it correct/normal that model is equal to proxyShape here?

untold temple
#

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

stoic lily
#

autocenter = 0; is set

woven flax
hearty sandal
#

something breaks/overwrites the soldierWB class inheritance

#

most likely

swift depot
#

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 πŸ˜ƒ

fiery vault
#

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 ##)
fiery vault
#

found the issue... I forgot to re-enable Auto Rapify in eliteness, no wonder the macros weren't working 🀦

#

kinda amazed the game let me boot using a non-preprocessed config with multiline macros, but oh well

hard chasm
#

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

grand root
hard chasm
#

span class="re5"> class CfgPatches

#

rubbish

grand root
#

That's on the actual pastebin, not in the code

hard chasm
#

class Cfgs
{

there's no such class (that I am aware of) in a3

did you mean to say

class cfgVehicles
{

??

grand root
#

cfgMarkers. That was fixed

hard chasm
#

you also need a requiredAddon[]= to state where class flag; // exists.

grand root
#

Ah okay Thank you!

#

Would you know of by hand which addon that would be, the base markers?

hard chasm
#

i nver have to bother. wingrep is your, and my, friend. Don't leave home without it.

grand root
#

wingrep?

hard chasm
#

google

grand root
#

ooo

#

is it ""'s requiredAddon[]={"A3_Ui_F"};

hard chasm
#

yep

grand root
#

Sweet.

hard chasm
#

(quotes aren't required, they just look nice)

grand root
#

Okay

hard chasm
#

and it's yes , your syntax is correct. whether it's the corrext addon, don't know , don't care

grand root
#

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";

hard chasm
#

oh my god

#

pboMangler cannot build addons

grand root
#

I know...

hard chasm
#

pboProject is where you need to be. In general, almost for certain, bis tools don't work. Moment,...

grand root
#

Okay.

#

So why aren't my map markers showing up?

hard chasm
#

look at your pboManager's output it seems fine.

#

but the prefix is all-importtnat

grand root
#

What prefix?

#

oh CAP_Markers\addons\CAP_Map

hard chasm
#

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

grand root
#

\CAP_Map\car_3.paa"; is correct then, or incorrect. Should it be \CAP_Markers\CAP_Map\car_3.paa";

hard chasm
#

where exactly is your folder on your pc please

grand root
#

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

hard chasm
#

ah, sorry for the silly Q, you posted that b4, and it's dead wrong

#

totally pointless

#

you need a P:\ drive

grand root
#

Just to build addons??

hard chasm
#

especially to build addons

grand root
#

Right

hard chasm
#

the bis engine has no idea what a c:\my documents is

#

it doesn not exist in the bis universe

grand root
#

Okay

hard chasm
#

or desktop

grand root
hard chasm
#

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

grand root
#

Okay

hard chasm
#

all good

grand root
#

Then use the addon builder right?

hard chasm
#

if you have to, yes

grand root
#

Do I need to extract the Game Data to the P Drive

hard chasm
#

eventually,. yes.

#

not fr this minor addon, but for others, yes.

grand root
#

Okay

hard chasm
#

and for GOD'S SAKE don't use bis tools to do so

grand root
#

Why didn't BI just make your tools the official?

#

If there's is soo bad?

hard chasm
#

they can't afford me.

grand root
#

But... for 35 Euro lol jk

hard chasm
#

they're free. you have nothing to complain about.

grand root
#

What?

#

You sent me to a page to pay for them

hard chasm
#

it also says free download, and you get the core necessities for free

grand root
#

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

hard chasm
#

then change it

grand root
hard chasm
#

why isn't P:\ shown?

grand root
hard chasm
#

it doesn't show P

#

nor does the first paste you made

grand root
#

it does now

hard chasm
#

ok, well, you can easily change the P drive location providing you don't use bis crap to do it with.

grand root
#

Okay. Your tools are easier.

hard chasm
#

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.

grand root
#

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:\

#

E drive is JUST for Arma 3.

hard chasm
#

well done. (about 10gig for extraction) and about 20gig to 30 gig for each map (wrp) you make.

grand root
#

Okay

hard chasm
#

you've also made good decision to not have a (virtual) p: drive at all

grand root
#

What do you mean?

hard chasm
#

you're extracting to the hard drive E:\

grand root
#

oh wait that P: doesn't exist lol

hard chasm
#

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.

grand root
#

BI, just copy and paste the dev env to the client lol

#

We already make your game 100000% better...

grand zinc
#

You don't need a full pdrive to pack a mod that simple as yours..... 🀦 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?

grand root
#

I didn't lol 🀦

grand zinc
#

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?

grand root
#

They are 32x 32

#

I thought the _co was just random shit lol

grand zinc
grand root
hard chasm
#

@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.

grand zinc
#

Well you didn't ask if Capwell is intending to make complex mods, seeing as he uses pbomanager I assume he doesn't ^^

grand root
#

I've used PboManager for years, since my arma 2 days

hard chasm
#

it's an excellent, intuitive, gui for mission making. it is not suitable for (most) addons.

grand zinc
#

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.

daring gorge
#

Quotes also are required, a tool adding them doesn't mean they are not required anymore

hard chasm
#

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.

grand zinc
#

You can still use single quotes there

hard chasm
#

sure, ceratinly, the effect is the same.

grand root
#

@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

hard chasm
#

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

grand root
#

Okay. It defaults to using the P drive. I cannot push to E: drive.

hard chasm
#

change it in setup->

#

(and read the documentation iif you get stuck)

muted crow
#

Hey guys, do you know if it's possble to add a codriver on a ship ? Thank you.

rustic cape
#

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 ?

grand zinc
#

no

rustic cape
#

mh. I guess I'm good to learn about PBOPREFIX now

muted crow
#

Anyone ? x)

hearty sandal
#

what ship?

muted crow
#

A custom ship

hearty sandal
#

what exactly you mean with codriver? passengers are simple to add. Do you want the codriver have some special actions?

grizzled ridge
#

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

grand zinc
#

is it listed in your CfgPatches?

grizzled ridge
#

class CfgPatches { class RG_Pillar { requiredAddons[] = {"A3_Structures_F"}; requiredVersion = 0.1; units[] = { "RG_Pillar" }; weapons[] = {}; }; };

grand zinc
#

Where does RG_Props come from?

#

It's not in your requiredAddons it seems

grizzled ridge
#

so what like this?

#

requiredAddons[] = {"A3_Structures_F","RG_Props"};

grand zinc
#

no

#

where does it come from

#

which mod adds that class

grizzled ridge
#

none i just put it in config because RG_Pillar needed a class to inherit

grand zinc
#

why did it need a class to inherit?

#

You can't inherit from something that doesn't exist

grizzled ridge
#

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

grand zinc
#

yeah you want to inherit from an existing class

#

I guess as it's a pillar. Maybe from Static or House_F

grizzled ridge
#

so before it went like this

#

class House_F : House; class RG_Pillar : House_F {

#

should I set it back to that?

grand zinc
#

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 {...}

grizzled ridge
#

so is House_F a existing class?

grand zinc
#

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

grizzled ridge
#

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
{
};

};
};`

grand zinc
#

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

grizzled ridge
#

alright I changed that

#

still didnt appeared

#

could it be the side

#

i put it as 5 as in empty

grizzled ridge
#

how do i make the entries into CfgEditorCategories

grand zinc
#

look into config viewer at how these things should look like

#

then make some on your own

grizzled ridge
#

so like this?

#

class CfgEditorCategories { class EdCat_Default; class EdCat_RGAddons : EdCat_Default { displayName = "RG Addons"; }; };

grand zinc
#

I guess yeah

grizzled ridge
#

I will try it now

#

Yea that works

#

@grand zinc thank you

toxic solar
#

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

opal crater
#

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.

hard chasm
#

extract all the pbos of unsung to the Pdrive , use wingrep to locate what you're interested in.

opal crater
#

Gotta mount them via DokanPbo and search for it. I hoped that someone maybe remembers :D

obtuse anchor
brazen merlin
#

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

fathom thorn
#

scopeArsenal = 2 maybe?

brazen merlin
#

but isnt arsenal just for zeus?

#

i'll check it in a sec

fathom thorn
#

ScopeCurator is for Zeus

hearty sandal
#

what class have you inherited from?

#

does it show in editor

brazen merlin
#

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

hearty sandal
#

have you set a different display name for your item?

brazen merlin
#

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

sinful pulsar
#

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.

sinful pulsar
#

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

fathom thorn
#

Hi guys. Using hasDriver = -1 allows me to operate a tank alone without scripts. Is it possible to make this work with ai aswell?

stoic lily
#

not with this parameter

fathom thorn
#

Ok

oak hound
#

Hello

#

Do you know how to add shooting damage for a boat driver ?

#

Because my driver is invincible

#

😦

grand zinc
#

@sinful pulsar inheritance is correct yeah? double checked?
check configViewer ingame, maybe some other mod is overwriting it too?

sinful pulsar
#

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?

fathom thorn
#

@oak hound put the driver proxy in your fire geometry

grand zinc
#

can't see which. atleast not easily. But you can see if

sinful pulsar
#

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

untold temple
#

what are you using for requiredaddons?

sinful pulsar
#

A3_Weapons_F

#

Now that I think about it I am missing the expansion one

untold temple
#

aye

sinful pulsar
#

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

untold temple
#

Just use A3_Data_F_Tank_Loadorder and it'll load after all the core game data

sinful pulsar
#

Ah, good to know

cosmic pond
#

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.

sinful pulsar
#

@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

grizzled ridge
#

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

hot pine
#

leave them alone - they are basic defines & macros

grizzled ridge
#

alright

#

thanks

hearty sandal
#

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

narrow swallow
#

Looks like it thinks Male01GRE\" is an escaped double quote.

#

You can see the comma in Male01GRE\", " is grey.

hearty sandal
#

yes that I noticed. But have no idea why

narrow swallow
#

Are there other \" that don't break the highlighting?

hearty sandal
#

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

grizzled ridge
#

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

grand zinc
#

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

grizzled ridge
#

so the top one is the better one?

grand zinc
#

no

#

check what EdCat_Default contains

#

what you are actually inheriting there

grizzled ridge
#

it just has displayName according to the config

grand zinc
#

well then yes

#

inheriting something you always overwrite doesn't make sense generally

grizzled ridge
#

alright thanks

grand creek
#

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.

woven flax
#

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?

grand creek
#

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 πŸ˜„ Not sure how 0.1 is accurate in the world of arma

woven flax
#

I mean the math makes sense....but this is arma we are talking about.

sullen fulcrum
#

Yes lower numbers are more accurate. I think we use something like 6 or 7 for rifles.

woven flax
#

Awesome thank you @sullen fulcrum

toxic solar
#

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

sullen fulcrum
#

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.

simple trout
#

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?

hearty sandal
#

@toxic solar you dont have the firemode declared anywhere for inheritance

#

@simple trout hide it where?

grand zinc
#

@grand creek yes. But not in the same config file. Seperate file and requiredAddons.

stoic lily
#

@sullen fulcrum pastebin your config

sullen fulcrum
#

What does CfgWeaponModeTextures do?

grand zinc
sullen fulcrum
#

Yeah I saw that too

sullen fulcrum
toxic solar
#

@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

stoic lily
#

@sullen fulcrum wrong turret inheritance definition

#

look at some RHS config source

simple trout
#

@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?

hearty sandal
#

@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;
};
};

simple trout
#

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

grand zinc
#

you can also just disable the side restriction completely and just make one uniform

#

modelSides[] = {6}; in CfgVehicles of the uniform

simple trout
#

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?

grand zinc
#

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

simple trout
#

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

grand zinc
#

Why do you want seperate ones? And why do want to hide one of them?

simple trout
#

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

grand zinc
#

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

simple trout
#

That's good news, now I don't have to worry about hiding one

grand zinc
#

And you just put modelSides thing into the CfgVehicles class like I wrote above already.

simple trout
#

yes, but I would also have to add it to the weapon class too, correct?

grand zinc
#

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

simple trout
#

Ok, thanks! I'll try it tonight.

toxic solar
#

@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 πŸ˜ƒ

toxic solar
#

and it works πŸ‘

tacit rampart
#

anyone got ACE 3 preset I can use for an Antistasi server?

#

not sure if this is the right channel to ask in....

hearty sandal
sullen fulcrum
#

What does CfgWeaponModeTextures do? seems like it defines pictures to show in unitinfo for each fire mode

grand zinc
#

Yes. That's what I said 8 hours ago ^^
Or was atleast trying to say

candid flower
#

Where can I check to see if a pre existing wall in a map can be destroyed?

hearty sandal
#

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

ivory laurel
#

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...

grand zinc
#

I don't know of one. Static objects usually don't drive around...

ivory laurel
#

@grand zinc i have a custom object with model and textures how to add physX to it?

#

and how to describe take object action? )

grand zinc
#

physx? oof... No idea. Physx is hard ^^

ivory laurel
#

How to allow take in hands this object?

sullen fulcrum
#

Inherit from Thing or ThingX or something

hearty sandal
#

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.

ivory laurel
#

@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?

hearty sandal
#

The method of rotating.

#

The wall is not meant to rotate

ivory laurel
#

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...

hot pine
#

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

sullen fulcrum
#

@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 doesn’t fall down if you setPos above ground?

ivory laurel
#

@hot pine the object attached to the player

#

@sullen fulcrum how to improve refresh speed?

hearty sandal
#

You can't.

#

Best approach is to make local vehicles that you run the script locally

ivory laurel
#

@hearty sandal even if i change config?

hearty sandal
#

change config how?

elfin temple
#

Does anyone know what the text colors in config viewer represent? I'm assuming it has to do with inheritance.

narrow swallow
#

Text colours are syntax highlighting, I think. The indented lines are inherited, the left most lines are set at the current entry.

untold temple
#

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

ruby pine
#

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 :/

toxic solar
#

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)

hearty sandal
#

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

toxic solar
#

oh okay, any examples of fire preventing scripts? im guessing ace's safety or IFA3 bolt action

thorny grove
#

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""]) ";

silver aurora
#

@thorny grove most of the " within the array are not doubled

thorny grove
#

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.

thorny grove
#

Fixed it - i had them defined in Config.cpp anf CgfVehicles.hpp - removed the hpp all working now.

ivory laurel
#

@hearty sandal what field in config sets speed of net exchange?

hearty sandal
#

You can't set that in config

#

@ivory laurel

ivory laurel
#

How arma detect what refresh fast and what refresh slow...

hearty sandal
#

Type of object

ivory laurel
#

So i should to change a type

#

How to do?

hearty sandal
#

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.

ivory laurel
#

Sadly i can't to create configs of arma objects 😦

#

Apparently i have to leave as is

stable vault
#

Anyone found a solution for tree view in atom?

toxic solar
#

πŸ€”

strange egret
#

@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

hoary delta
#

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

toxic solar
#

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

brazen merlin
#

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)

grand zinc
#

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

brazen merlin
#

yeah, that's what happens right now. thought there might be some other way to workaround this

stoic lily
#

couple of question about muzzleImpulseFactor

  1. is muzzleImpulseFactor[] only valid now, or still muzzleImpulseFactor=x
  2. what is the default - {1,1} / 1
  3. does it apply only to shotShell
  4. 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

hot pine
#

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

The General Electric GAU-8/A Avenger is a 30 mm hydraulically driven seven-barrel Gatling-style autocannon that is typically mounted in the United States Air Force's Fairchild Republic A-10 Thunderbolt II. Designed specifically for the anti-tank role, the Avenger delivers ver...

stoic lily
#

thanks a lot

#

the reason i am asking is:

  1. 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?
  2. how does camShake and muzzleImpulseFactor interact/relate to each other?
  3. for some weapons/vehicles we have very little camShake when in optics view - 1st or 3rd can be fine though
hot pine
#

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

stoic lily
#

camShakeCoef seems modifier to power and duration - but regardless of view state?

#

minDamageForCamShakeHit in ammo is only for mines?

hot pine
#

camShakeCoef is modifier of shake when in 1st person/interior/optic mode

stoic lily
#

ok ty

stoic lily
#

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 😐 doesnt it mean cam shake is only done for cars/trucks/APCs or when not in vehicles?

astral pagoda
#

@bold tapir might know more

hot pine
#

camShakeCoef works only for vehicles afair

#

it's coef for internal camera shake (1st person/optic)

#

characters receiver full camera shake

stoic lily
#

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)

hot pine
#

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

stoic lily
#

copy

#

cant find anything on crewExplosionProtection - is it just about mines/explosives and how does it influence damage?

hot pine
#

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

stoic lily
#

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.

hot pine
#

"fire damage" like real fire (burning thing)?

#

fire damage is handled by different piece of code

stoic lily
#

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

hot pine
#

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

fathom thorn
#

I guys. Can I set which lod rendertargets should use?

hearty sandal
#

only if you make separate selections to them I think

grand zinc
#

@long silo #rules no crossposting.

stiff thistle
#

next gen skid menu in the making πŸ‘Œ

naive flame
stiff thistle
#

everyone knows the smart thing to do it post ur "undetected" menu config in the public arma discord πŸ˜›

prime kettle
#

gone

grand zinc
#

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 πŸ™„

naive flame
subtle birch
#

quick question. What needs to be done to make a vehicle repairable via ace repair. I.e new vehicle in the game

grand zinc
#

You just need the ACE Repair interaction on your vehicle. Which you already have if you are properly inheriting in your config

fathom thorn
#

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

astral pagoda
#

sure

fathom thorn
#

they seem to keep firing at its legs πŸ€”

#

and I cant find that config entry for tanks. man class only

#

but I see tanks has the mempoint in the memory lod

untold temple
#

which config are you looking at? the ingame viewer, all-in-one dump (post Tanks DLC) or some one you extracted?

fathom thorn
#

all in one dump

#

I got this one
AIO_A3_1.81.144332.cpp

#

btw, have you got a newer version laying around?

untold temple
#

latest one there is 1.88

#

but I use the ingame viewer a lot more nowadays

fathom thorn
#

ok

#

ty

toxic solar
#

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?

naive flame
#

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.

stable vault
#

@toxic solar only certain fields can use the user values, pretty sure it's only color, alpha, and conditions

toxic solar
#

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 πŸ˜› 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

stable vault
#

Dev build, diag exe, and call diag_mergeConfigFile, yeah

#

But yeah the command line kinda sucks

toxic solar
#

I would have to add my mods via the launch paramns ye?

stable vault
#

Yep, -mod

toxic solar
#

oooooooff

#

havnt used that in a while

stable vault
#

Had mine handy: start "" "path\to\arma3diag_x64.exe" "path\to\mission.VR" -noSplash -noLand -skipIntro -noPause -filePatching -showScriptErrors -mod="@mod1;@mod2"

toxic solar
#

can I get that from the launcher?

stable vault
#

I don't believe so

toxic solar
#

huh, I wonder how I got it working a few months back with mods then

#

and where would I set the launch parameters?

stable vault
#

That's all you need

#

put it in a .bat file and run it

toxic solar
#

oh no ive never done that

toxic solar
#

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 😦

hearty sandal
#

Since it has path to the exe defined it can be anywhere

toxic solar
#

oh okay lemme go try that

stable vault
#

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

toxic solar
#

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

stoic lily
#

is FakeWeapon still necessary/useful for commander positions?

astral pagoda
#

nah

#

turretFollowFreeLook = 2 should be fine

pallid snow
#

Is it possible to set the scope of an existing class defined in a sep pbo?

astral pagoda
#

Sure, just override scope param of that class

#

Which class you want to change? πŸ˜„

pallid snow
#

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...
    };
};
astral pagoda
#

Yes, you are doing it wrong πŸ˜„

pallid snow
#

Oh no inherit

#

I've just noticed that

astral pagoda
#

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
pallid snow
#

ParentClass of the AS_365 class?

astral pagoda
#

Or there is no parrent class of AS_365?

#

The one is it inheriting from

pallid snow
#

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"?)

astral pagoda
#

It say that it's already defined, because you are indeed defining it twice πŸ˜‰

#

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

pallid snow
#

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 πŸ˜› So how would I go about overwriting it?

astral pagoda
#

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
pallid snow
#

Oh just the base

#

Right

astral pagoda
#

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

pallid snow
#

Thankfully I don't need to πŸ˜› I just wanted to "hide" these classes from use and replace it with slightly edited ones πŸ˜„

astral pagoda
#

Sure, then it should be this easy πŸ˜‰

pallid snow
#

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

green falcon
#

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"};
astral pagoda
#

@pallid snow It's fine, "class" has to be there
edit: I had brain fart, it doesn't

pallid snow
#

Ok

green falcon
#

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. :)

hearty sandal
#

@astral pagoda isnt normal inheritance like this ```cpp
class thing1;
class thing2 : thing1
{
newthingstuff;
};

astral pagoda
#

Whoops lol yeah

untold plinth
#

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.

hot pine
#

@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"; }; }; }; }; };

normal sleet
#

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?

hearty sandal
#

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

normal sleet
#

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 vanillaβ€”so other players not running my mod don't just see an invisible gunβ€”but 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

hearty sandal
#

that would be called cheating

normal sleet
#

I don't follow

hearty sandal
#

you try to get yourself equipment that others dont have to gain advantage

normal sleet
#

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

hearty sandal
#

I would say it will bug out for the people who dont have it.

normal sleet
#

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
shrug

untold plinth
#

@hot pine cheers dude

astral gust
#

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

astral gust
#

nvm got it fixed

#

extra bracket and some other stuff

karmic hazel
#

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.

toxic solar
#

I believe its by thrust value, when played arot with vtols that's wat i did to change the top speed

toxic solar
#

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

karmic hazel
#

Ok thanks dude, I think I've worked out something decent enough now.

fathom thorn
#

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

hearty sandal
#

the multiple firing points works only on bullet type weapons

fathom thorn
#

oh...

#

I c

#

so if I use bullets instead of shells, it would work

hearty sandal
#

should yeah

past wolf
#

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

grand creek
#

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

toxic solar
#

what is the difference between bullet and shell? is it that a shell can have the submunition type?

heady shard
#

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

naive fiber
#

Jw how does reskinning modding work?

#

Ie taking a bi in game vehicle and reskinning to make it look like a different vehicle?

hearty sandal
#

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

simple trout
#

is there a way to verify if a bi key is yours?

obtuse anchor
#

have you got a copy of all keys you've ever used?

quasi sonnet
#

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

lone spruce
#

How do I go about adding attachments to weapons when creating custom AI units in .cpp

hearty sandal
#

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

lone spruce
#

If you dont mind me asking, where would that be? Editor or somewhere else

hearty sandal
#

you can access it in the editor yes

#

its in one of the top menus

lone spruce
#

Ok, i will load a unit then and try it out. Thanks for the tip

young elbow
#

And does that CfgPatches script go into config.cpp file?

young elbow
#

Along with CfgPatches does it also need CfgFunctions?

tiny sky
#

(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

hot pine
#

could you show us your config?

brazen merlin
#

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.

brazen merlin
#

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

hearty sandal
#

these are used in vanilla somewhere too right? @brazen merlin

brazen merlin
#

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.

hearty sandal
#

if you for example make a copied class of the vanilla gps will that work?

brazen merlin
#

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

hearty sandal
#

            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

brazen merlin
#

yes, same structure

brazen merlin
#

here is a test addon

#

if you pack it and run it, you'll get a new component display on that vehicle

pallid snow
#

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.

grand zinc
#

long

#

always long in configs

pallid snow
#

Right as I thought, still can't find it though

grand zinc
#

doublecheck pboprefix. Also in the packed pbo file

pallid snow
#

I've just noticed there is a \pboName - would that effect perhaps?
Fixed by just removing that πŸ˜›

tiny sky
#

@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?

hot pine
#

probably a2 model was missing 15 & 16 cargo proxy

tiny sky
#

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

hot pine
#

can you post screen of p3d then?

#

and one from game with issue visible?

keen hollow
#

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; }

brazen merlin
#

isn't this in the ammo itself, not in the mag?

#

so in your example SPK_762x51_Ball ?

keen hollow
#

yes.

#

I want to determine the damage power of this bullet

meager torrent
#

what parameter in the weapons cfg states the rate of fire

#

since reload time is always 0.15

keen hollow
#

i dont understand

hearty sandal
#

@keen hollow you need to look at the class spk_762x51_Ball

#

the ammo contains the damage parameters

#

not the magazine

keen hollow
#

ok thank you @hearty sandal

hearty sandal
#

@meager torrent reload time is the time between bullets

#
            reloadTime = 1;```
#

magazineReloadTime is the time magazine switch takes

untold temple
#

Often you'll be looking for reloadTime in the firemode subclass rather than the body of the weapon though

pulsar forum
#

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

hot pine
#

@pulsar forum gun particles are not working with ggunpods or any pylon weapon

hearty sandal
#

Will they ever work is the question? πŸ€”

hot pine
#

I don't think so

#

you can script it though

#

I used pylons for HIMARS + added scripted particle effects

pulsar forum
#

I think I figured out a way to make particules work @hot pine

#

With muzzleEffect in cfgAmmo

hot pine
#

it's a script in the end πŸ˜‰

#

and it might not work in the end on all vehicles

pulsar forum
#

Oh yeah it is a script hehe

hot pine
#

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

pulsar forum
#

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

hot pine
#

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

pulsar forum
#

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?

hot pine
#

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

toxic solar
#

Oh that might make life easy

meager torrent
#

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

untold temple
#

no idea about scripting, sorry

meager torrent
#

😦

hot pine
#

check first what firemodes that gun have

#

(getArray (configFile >> "Cfgweapons" >> _gun >> "modes"));

hot pine
#

Also some of the weapons can have firemodes inside muzzles

glad axle
#

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?

abstract shale
#

check the path to the animation @glad axle

#

Anyone knows all the parameters to modify vehicle velocity driving in grass

glad axle
#

path to animation?

abstract shale
#

what animation are u trying to use?

glad axle
#

[this,"SIT_U1-3"] call BIS_fnc_ambientAnim;

#

thats the script

#

its sitting in a chair with a rifle

abstract shale
#

try [this,"SIT_U1"] call BIS_fnc_ambientAnim;

#

the name of animation

#

is

#

SIT_U1

#

SIT_U2

#

SIT_U3

#

different ways to sit in a stair

#

the name is not "1-3"

#

do u understand me?