#arma3_config
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anyone know equation to calculate the max speed in land?
If a vehicle have maxspeed = 310 | terraincoef = 5 | Speed in land = 42
Another vehicle have maxspeed = 220 | terraincoef = 5 | Speed in land = 30
maybe reyhard can help me
acceleration is not in equation
does anybody know what could cause a custom gun to not get weapon resting status properly ? I always lack the hollowed icon of the cover piece (see pic)
https://abload.de/img/stancer8juc.jpg -> same location vanilla vs. custom
I never get the resting status - but i can deploy the weapon normally as you would expect
I'm trying to understand config.cpp eventHandlers.
The Engine handler passes the array [vehicle, engineState].
How do I write the handler in the config.cpp such that I can access those variables? How do I access them in the called script?
In Firewill's F-15, for example, I see one written in the config.cpp as hit = "_this call FIR_fnc_AWS_Ejection_AI"; . What does _this refer to?
Additionally, on what machine(s) is the Engine handler run?
if i wanted to change the Mass of an item in game through the config files how would I do so?
There is no config value for mass
Running into an issue, how come my launchbar memory point doesn't line up with the carrier catapult? It seems it's using the plane's center instead. I have it in memory LOD and under LaunchBarMemoryPoint
any guesses on what could be wrong here, I made several vehicles with several missiles proxies, they used to work nicely. (not pylons, the original setting) but now they are only showing 2 missiles instead of the 4.
Magazine have 4, there is 4 proxies, but just see 2.. (helicopter and car based vehicles)
Quick sanity check,
If I modify the base class that several other classes inherit, all the classes that inherit that base class will be modified as well, correct?
So long as those classes don't modify any of the base class values themselves
yes

is possible to add usage item (magazine class) in config?
when player click to item in inventory
or needed script?
needs script
Hi guy, so I'm trying to make a retexture mod for the csat uniforms and i cant get it to load
class CfgPatches
{
class Custo_Uniforms
{
units[]=
{
};
weapons[]=
{
};
requiredVersion = 0.1;
requiredAddons[] =
{
"A3_Characters_F_OPFOR"
};
author = "hazamat";
};
};
class CfgVehicles
{
class O_Soldier_F;
class clothing_csat_tetra_test_co: O_Soldier_F
{
author = "Hazmat";
scope = 2;
displayName = clothing_csat_tetra_test";
nakedUniform = "U_BasicBody";
uniformClass = "clothing_csat_tetra_test";
hiddenSelectionsTextures[] =
{
"\IIIE_Uniforms\Data\clothing_csat_tetra_test_co.paa"
};
};
};
thats my config file
what am i doing wrong
@worldly dragon i think you need to do the same for the uniform in cfgWeapons
๐ do you have cfgWeapons uniform class clothing_csat_tetra_test
No i dont im using the config from the uniform my unit uses and it does not have a cfgweapons
the uniform works but when i modify the config to use my edited textures i cant make it load and to be honest i don't really know what I'm doing
when u wear the uniform is it all white, or does the uniform not load
if the uniform is not configured for the hidden selections then it wont work
i think thats a unit, and its the unifrom/vest that has the texture not the unit?
unit==uniform. your body is the uniform
cfgweapons class defines the inventory object that when you put on changes your character to look like the cfg vehicles uniform/character
but also the cfgVehicles character points to a cfgWeapons uniforms with the default and naked form parameters
๐ฎ oh, ima gonna go read the configs now lol
model = "\LoDR_Characters\Opfor_C\LoDR_Opfor_C_Bodyglove_01\LoDR_Opfor_C_Bodyglove_01.p3d"; /// path to model
modelSides[] = {0}; /// what sides could use this uniform, means civilians and BLUFOR can use it
nakedUniform = "LoDR_OPFOR_C_Bodyglove_01"; /// what "uniform" does this soldier use without any other uniform
uniformClass = "LoDR_OPFOR_C_Bodyglove_01"; /// standard uniform used by this soldier, there is a special one defined later```
from cfgVehicles character class
nakedunifrom and uniformClass point to cfgWeapons uniform object class
class LoDR_OPFOR_C_Bodyglove_01: ItemCore
{
scope = 2; /// scope needs to be 2 to have a visible class
allowedSlots[] = {BACKPACK_SLOT}; /// where does the uniform fit to when not equipped
displayName = "Corporate Bodyglove"; /// how would the stuff be displayed in inventory and on ground
picture = "\A3\characters_f\data\ui\icon_u_b_wetsuit_ca.paa"; /// this icon fits the uniform surprisingly well
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; /// how does the uniform look when put on ground
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "LoDR_OPFOR_C_Bodyglove_Base"; /// what soldier class contains parameters of the uniform (such as model, camouflage, hitpoints and others)
containerClass = "Supply50"; /// what fake vehicle is used to describe size of uniform container, there is quite a lot SupplyXX classes ready
mass = 1; /// combined weight and volume
};
};```
which is this
and here uniformClass parameter inside the ItemInfo class points back th the same cfgVehicles chracacter class as the above snippet is from
which contains the model path that defines what the uniform/character looks like
quick question. i have a resource in config file (rscTitles and subclass rscText) ... i guess there is a way to overwrite the text they say via script?
i don't even know where to begin with this
the resource itself shows up as it should be
let's take the mission end resource as example. you can define it's text in description.ext cfgDebriefing, etc. can the same be done via script "on the fly"?
How do I know if a certain vehicle is one of static/turret ones?
Simulation type or config class inheritance could be something you check.
turrets are using TankX simulation so it might be quite misleading ๐
Could somebody please quickly proofread this short bit of code in the description.ext file for my Exile.Altis.pbo ?
I keep receiving the following error message in my server console log:
File mpmissions__cur_mp.Altis\description.ext, line 23: '.': 'รฏ' encountered instead of '='
Yet this is all that I have added:
class CfgFunctions
{
class ExileExpansionClient
{
class Bootstrap
{
file="bootstrap";
class preInit
{
preInit=1;
};
};
};
#include "ExAdClient\CfgFunctions.cpp"
}; ๏ปฟ
Thanks, Old Sport. Testing now.
something is binarized there that should not have been
@grand zinc , no luck. Do you have any other ideas, by chance?
what's the content of that include file
{
tag = "ExAd";
#include "Core\CfgFunctions.cpp"
//#include "AdminEvents\CfgFunctions.cpp"
//#include "HaloParachute\CfgFunctions.cpp"
//#include "XM8\CfgFunctions.cpp"
//#include "StatsBar\CfgFunctions.cpp"
//#include "VehicleSalvage\CfgFunctions.cpp"
};```
some, but not all , Unsung helicopters are capable of flying upside down in standard helo flight model. Any idea which config value(s) determine this?
more cpp files. Stop using cpp files for includes
That is what the mod ExAd uses. It is prepackaged. ExAd worked before I started attempting to add Exile Scavenge (https://github.com/yukihito23/Exile_Scavenge). Should I convert all included .cpp files in the ExAd mod into .hpp files, then?
yeah
what are you packing that pbo with?
The regular "PBO Manager" from the desktop. It has worked every time before with this mission file.
Check all the files you are including for errors
No errors. They were working before I started adding the Exile Scavenge Framework. I have not changed them (other than reformatting to .hpp just a moment ago).
I am at a loss.
Do you have any other ideas for me, by chance?
Well somewhere in there there is either a stray รฏ or you are trying to #include a binarized file
I just tried changing one thing, and now the error is being reported as line 11 (I know that Arma is not accurate with error report lines). Here is the whole description.ext :
You said you checked all files that are included anywhere in there and there are no errors.
So. If the error that is happening doesn't exist then I don't have anymore ideas
Is there a problem under class RscTitles, perhaps?
If it says line 11 then probably not
it might be in ANY file that's #include'd and in ANY file that that included file does #include. Nested as deep as you can imagine
#include "config.cpp" wtf is this?
config.cpp has nothing to do in a mission
I think that is how vanilla Exile is written.
Ah yeah.. Already heard about the bullshit crap code that Exile is.
Can't do much about that besides not using it I guess
I suppose not.
In the meantime, I am most frustrated that I cannot get this Scavenging Framework working.
Thank you for your help once again, @grand zinc . I may simply not be able to use Scavenging, but that would not be your fault.
Did you check any and all #include files anywhere in there?
Or did you just check some and assume the rest is fine?
I either left everything else alone that is being called or simply uncommented optional classes. The only thing that I can think of is using /* and */ instead of // to block classes. Would that cause a problem like this?
(I am a novice at this sort of thing. And not a programmer. Simply methodical.)
Having some trouble with my CBA Settings Menu.
Settings work fine, however they're not getting added.
I'm using:
class Extended_PreInit_EventHandlers {
class VKN_Settings_preInit {
init = "CUR_MissionStart = call compile preprocessfilelinenumbers 'XEH_preInit.sqf'";
};
};
They've only just stopped working, tried with the full path as well, which is what I used to use, checked PBO name etc. as well.
i.e pboName\Xeh_preInit.sqf
how can i find default arma hud (vehicle bar, weapon bar, ammo, stamina bar etc) to modify?
You seem to be referring to the UI not the HUD as in https://community.bistudio.com/wiki/A3_MFD_config_reference
@astral rivet thank you!
as i understand - MFD - is displays in vehicle.
But i need edit this https://imgur.com/a/k6X6rWL
if you want to make your own HUD layout preset you want; class CfgUIGrids
if you want to change the individual elements you want; class RscInGameUI
if you don't know where to find the original definitions you want an AIO config dump; https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/
@obtuse anchor thank you a lot!!
@hot pine what animationSources can the UVanimations use as of now? Been experimenting with it but seems that not all sources work for it.
Oh. Have not been able to get the clock ones to function
trick is, that model.cfg need to have source somewhere
if there is no even fake animation source in model.cfg for clock24 then it's not going to work
clockHour24 yes
a clockHour24
class Animations
{
class AnimControler_1
{
type = rotation;
source = AnimControler_1;
selection = Controller;
axis = Controller_axis;
minValue = 0;
maxValue = 1000;
angle0 = 0;
angle1 = 0;
};
class AnimControler_2: AnimControler_1
{
source = AnimControler_2;
};
class AnimControler_3: AnimControler_1
{
source = AnimControler_3;
};
class AnimControler_4: AnimControler_1
{
source = AnimControler_4;
};
};``` i.e. I had to make such fake anims to use animateSource which works later on UV Anims
so source animControler_1 could have source = clockHour24 for example
in config.cpp
or would the clockHour24/clockMinute/clockSecond be used in the model cfg instead of the custom sources in your example
nono,
class AnimationSources
{
class AnimControler_1
{
source = user;
animPeriod = 1;
initPhase = 0;
};
class AnimControler_2: AnimControler_1 {};
class AnimControler_3: AnimControler_1 {};
class AnimControler_4: AnimControler_1 {initPhase = 1;};
};
class UVAnimations
{
class Movement_1
{
type = translation;
source = AnimControler_1;
sourceAddress = loop;
section = Light;
minValue = 0;
maxValue = 1;
offset0[] = {0,0};
offset1[] = {0,1};
};
class Movement_2: Movement_1
{
source = AnimControler_2;
offset0[] = {0,0};
offset1[] = {-1,0};
};
class Movement_3: Movement_1
{
type = rotate;
source = AnimControler_3;
center[] = {0.5,0.5};
maxValue = 360;
angle0 = 0;
angle1 = rad(360);
};
class Movement_4: Movement_1
{
type = scale;
source = AnimControler_4;
center[] = {0.5,0.5};
maxValue = 2;
scale0[] = {0,0};
scale1[] = {2,2};
};
};```
ah ok so this is just for custom user sources
if you would like to use i.e. clockHour24 then you would have to replace i.e. animController_4 source with
class AnimControler_4: AnimControler_1
{
source = clockHour24;
};```
๐
after that, UV Animations should be able to fetch clockHour24 value
brilliant I'll test it out
does the animation class have to be in the class P3Dname in model.cfg? as time source did work but I had used it in another p3ds class, not in the one Im testing out now.
I don't remember it honestly
@hot pine no luck with the clock sources. Could not get any of them to work so far. Just to make sure they should work in the latest stable release?
yes
I was using clockSecond/Minute for some experiments with flip book animations before and it was working
or semi working - UV animations doesn't support discreet movement
there will be always transition
hmm will keep trying. The clockMinute source does move a test cube I placed to rotate around the object
Im testing a water plane livening so transition is what Im after
ok so replaced the clockMinute source with custom user source and that does work as it should when run from commandline with animateSource
clockMinute works for me with UV Animations
are you sure you have clockMinute both defined in model.cfg & UVAnimations?
yes. I have a separate part on the object that is moved by clockMinute source
just to test it applies to the model
but the UV animation does not seem to do anything
just tested "time" source again and that does work
the model.cfg animation with clockMinute source does not have to be applied to the same selection that the UVanimation moves, right?
class LoDR_WaterPlane_01
{
sectionsInherit="";
sections[]=
{
"waterSurface_01"
};
skeletonName="LoDR_Water_02_Skeleton";
class Animations
{
class AnimControler_1
{
type = "rotation";
source = "clockMinute";
selection = "testbox";
sourceAddress = "loop";
axis = "Controller_axis";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = 360;
};
};
};```
class UVAnimations
{
// You can name it whatever you like since it's not working with animationPhase or animate command
class WaterSurfaceAnim_trans_01
{
// For now, it's only supported type of animation
type = "translation";
// name of source, either custom one, defined in AnimationSources class or regular model.cfg source
// It can be animated with animateSource & value can be retrieved via animationSourcePhase
source = "clockMinute";
// section name from model.cfg sections[] array
sourceAddress = "loop";
section = "waterSurface_01";
minValue = 0;
maxValue = 1;
// Transformation of UV coordinates
offset0[] = {0,0};
offset1[] = {0,1};
};
};```
no success. Tried applying both UV and model.cfg animations to the same "waterSurface_01" selection and the model.cfg one does animate with clockminute as it has but the UVanimation just does not seem to work.
hmm I'll try differen sourceAddresses
I'll give it another shot later. It would be essential to what Im planning to do
@hot pine when i want to animate wheels with UV instead of animations, i should be able to get away with just 1 section applied to all of them, right? Otherwise that would be 8 sections for 8 wheels which would mean way more draw calls
I think 1 would be enough
is possible to use MFD on building?
but it has different simulation
then no?`
woah mfd on a building
Forgot to ask the question, but what makes a vehicle (tank) go much faster when it turns than when going straight. Only I could think of was turnforce but that seems to make no difference
@narrow crow we use a scripted speed limiter to avoid that abuse
Seemes to be solved on bis vehicles without a workaround
Hi guys does anyone know the best controller profile for arma3?
@narrow crow you need proper damping and moi values
@strange egret one will be enough if you are fine with all wheels being in sync with 1 wheel
Not sure what kind of differential your vehicle has but it can be noticeable
It's a tank so thought didn't have differential but will check dampers and see if I can do something with moi
Since got the acceleration and topspeed fairly ok I would prefer to leave them
that differential thing was target at X3KJ
@narrow crow are you following this scheme for making damper & MOI
MOI = __EVAL(0.5*160*(0.38^2));
dampingRate = 1000.0;
dampingRateInAir = 1000.0;
```?
where 0.38 is wheel radius
you have to iterate many times till you get correct dampingRate(InAir) values. If you are not using diag_mergeConfigFile then you are doomed
yeah mergeConfigfile for sure, but its a bit "trail and error" and guess work
radius is the real distance in the model between center = "wheel_1_2_axis"; boundary = "wheel_1_2_bound"; ?
The struggle is real. ๐
granQ the radius is that of the wheel, ideally taken between axis center and the associated land-contact point for wheeled vics. For tracked vehicles it's the radius of visual circumference
indeed.. i personally would like the old ofp "maxSpeed" to be added with a "acceleration".. that would be sufficient for me ๐
what, visual circumference.. that doesn't even sound logicial ๐
The road wheels of the tank
that didn't go very well, how do you compensate for weight (mine is barely 12 ton)
try dampingRate values (and keep them in sync with dampingRateInAir) from 10 to 3000
you will eventually find correct values
if it's too fast then then increase damping - if it's too slow then lower it
Thank you guys for all help, it is good enough now ๐
@sullen fulcrum supportType should be enough, but do you see it available as a normal vehicle? Meaning if you defined it scope=2 etc
Is it possible to disable part of an MFD on a plane using a config override? Like: I have a plane mod but I want to disable the HUD it has, by using a new addon. For some reason I cannot do that. I tried using the class that holds all the HUD things and making it an empty class in hopes it would override the HUD, but nope
yeah pretty sure it can be done
as you are crossposting anyway I can just answer your question in the other discord right?
That's not how you empty a config. What you are doing is you are ADDING zero elements to the AirplaneHUD class
To empty it you need to delete first, and then (probably in a second config.cpp/seperate mod) need to readd the class as empty, atleast I assume the engine depends on the class atleast existing.
I tried this:
class MFD {
class AirplaneHUD {};
};
I know
I said what you are doing wrong
first delete to empty it, then re-add a empty class
how do I delete a class? I never knew it was a thing
Same answer Chairborne gave you.
delete airplaneHUD; That's how you delete a class
Quick google resulted in this: https://forums.bohemia.net/forums/topic/170633-removing-class-useractions/?tab=comments#comment-2671134
I thought that creating an empty class without defining the parent would empty it. That is how I often broke turrets and such
I think that just breaks its inheritence.
You can always crosscheck using ingame config viewer to see what actually happens
If the class isn't too large you can just delete its members and redefine new members in the same patch.
Be very conservative with the delete "command" in configs. it's essentially throwing wrenches into the config cache builder. Using enough of these can slow down the startup time noticeably.
My CBA settings aren't showing up in the menu.
The class is creating correctly, as shown: configfile >> "Extended_PreInit_EventHandlers" >> "VKN_Settings_preInit"
I run the exact same code as the config.cpp: call compile preprocessFileLineNumbers '\VKN_Functions\XEH_postInit.sqf' in the debug console, runs fine and they're there, it's just not working from the config.cpp.
Anyone have some ideas?
so it's not a problem with cba settings, but your eventhandler not being executed is the actual problem?
Did you follow the cba wiki? https://github.com/CBATeam/CBA_A3/wiki/Extended-Event-Handlers-(new)#extended_preinit_eventhandlers
I think so,
class Extended_PreInit_EventHandlers {
class VKN_Settings_preInit {
init = "call compile preprocessFileLineNumbers '\VKN_Functions\XEH_preInit.sqf'";
};
};
In the config viewer, it shows configfile >> "Extended_PreInit_EventHandlers" >> "VKN_Settings_preInit" too
oh wait hang on - names are different
Why is your preInit script called postInit? ^^
are you sure it's not executed, or have you only observed the settings not being there?
Might wanna add a diag_log to the script to check if it's really not executing.
Where are you checking that your settings are there? editor?
Editor and in-game
but it's most likely the name different
Tested again, still not working.
Logs:
15:32:34 [24669,175.945,0,"XEH: PreInit started. v3.9.1.181229"]
15:32:35 "VKN - XEH Exec"
15:32:35 [ACE] (common) INFO: Parsed Settings Configs [71.0 ms]
15:32:36 CallExtension loaded: ace_medical (E:\Steam\steamapps\common\Arma 3\!Workshop\@ace\ace_medical_x64.dll) [าถ?q76]
15:32:36 [XEH]: One or more children of class Car do not support Extended Event Handlers. Fall back to loop.
15:32:36 "SquadBarDefault: false"
15:32:36 String STR_RHS_FAC_VDV_45 not found
15:32:36 String STR_RHS_FAC_VDV_45 not found
15:32:36 [24669,177.645,0,"XEH: PreInit finished."]
๐ฆ mh
Why not use the natively supported eventhandlers?
https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System#create-a-custom-setting-for-mission-or-mod
It is recommended to execute the function via a CBA XEH preInit event. This way you can make sure that the setting is available in the Eden-Editor.
So I just used what it said
My code is here anyhow: https://github.com/56curious/Help_Repos/tree/master/VKN_Functions
CBA's EH's are more efficient caching wise (or will be next version)
You don't have a pboPrefix in there ?
I tried
pboName\
\pboName\
xeh_preinit.sqf
All didn't work
I did see in the others
\x\ModName\addons\pboName\xeh_preinit.sqf
but
That just confused me
You are using a CBA feature, but you don't have CBA in your requiredAddons
If you don't have a pboprefix then it should fallback to pboname yeah. So that should work
but it works in dbg console, so path is correct
i'll just say the truck has permanent diff lock so all fine
You can hide proxies by animation, sure.
proxy can be part of a animated selection
but i see in models - wheels attached as proxy
Sure, but that proxy is in selection which is by itself setup as bone in model.cfg
in model.cfg you can also animate that bone then
translate, rotate, hide...
@outer sapphire there is no real benefit from making wheels from proxies btw
for some reason life modders do that though
so i can hide part of my model with animate - hide
sure
ty
not just proxy, whatever mesh
in bones - i need write this? "\car\data\wheel" or wheel_1_1?
@hearty sandal I think that only benefit is instancing, change one model, all wheels with change too
well sure
@outer sapphire https://community.bistudio.com/wiki/Model_Config
@astral pagoda don't understand how define proxy as bone ๐ฆ
i see selections in bones
but how i can add proxy to this list?
Just put it in some selection in OB, then write it down in cfgSkeletons in model.cfg
Monkey will explain it better surely ๐
@hearty sandal life modders do it because they import stupidly high-poly car models from 3D warehouse sites that never used to work because they exceeded the vertex normal limit
so making parts in to proxies was to get around that
so once the process was detailed in guides about porting cars from other games, they continue to follow it even if it's outdated
ยฏ_(ใ)_/ยฏ
How do I make a new editor category?
I need to link a lot of animations to each other. As far as I understood, I need to adjust the bones. But I do not understand which of the animations to put the parent and in which sequence to specify
you have to figure out what part moves first and whats connected to it
@hearty sandal I have two similar parts that are mutually exclusive (I made it through hide animation)
so whats the problem?
I'm trying to get an item into game that can be picked up and dropped, but doesn't do anything else. I tried creating it under CFGmagazines, but it doesn't show up in game. Is there another CFG I might want to use instead?
I copied the CFG stuff from the Chemlights as a base
and then used stuff from FakeMagazine
you could first try just the chemlight config and see if that works
fakeMagazine stuff might be breaking it
cfgMagazines would be the place to do it I think
@hearty sandal is possible to make something like this?
{
"bone1", "",
"bone2", "",
"bone3", "bone1",
"bone3","bone2"
};
no
I think CFGMagazines is right, it has chemlights and FAKs, and those are pretty basic examples I think
๐ฆ
you can make this:
{
"bone1", "",
"bone2", "",
"bone3", "bone1",
"bone4","bone2",
"bone5", "bone4",
"bone6","bone3"
};```
and control bone 3 and 4 with same animation source
Ok, my item shows up in the arsenal, but it says it's missing the library
so they hide together
or hide them separately from 5 and 6 that use different animationSource
bone must be existing selection?
not necessarily
if you have bone5 and bone6 selections
the middle ones should work even if they are not defined as selections for them
experiment
thank you!
also got this, do I need to shorten the path to just the icon name or something?
think the file name is this? seeds_corn_icon.paa.paa
picture="FARMA\Objects\seeds_corn_icon.paa";
hmmm
picture = "\A3\Weapons_F\Data\UI\M_chemlight_green_CA.paa";
leading backslash?
also what is the .Library thing? I haven't seen that before
No entry 'bin\config.bin/CfgMagazines/ABFARMA_corn_seed.Library'.
Having fun with hiddenSelections.
hiddenSelections[]={"SkullAquila1","LowResAquila1","8star1"};
I have 4 selections, i left one out so it shows ingame. Instead what happens is the piece that is suppose to be showing is gold (as it should be). And the pieces that are suppose to be hidden are black. https://i.gyazo.com/5823f35832eca6eff0792952417264dc.jpg
I have working hidden selections on other weapons and characters and never have had this problem before
Anyone ever run into this?
not really, but could many minor typos etc
in model.cfg, p3d, in config
my issue now is that i can choose the textures
but once i press OK, it goes back to green
oh, could it be the eventhandlers?
keep running across references to V3 signatures but haven't had much luck turning up a guide to changes, is it all as-was but just based on generating new keys with the latest tool?
@narrow crow can you show your config?
afair it was something about matching textures[] and hiddenSelections[] arrays
full config ^^
and just that part
time for a 4 hour roadtrip, but will check any reply on this, however might not write back in a while
textures[] = {"\sfp_pbv302\data\pbv302_ib77_green_ext_co.paa","\sfp_pbv302\data\302-203_turret_ib77_green_co.paa"}; try something like this
Combed through my entire config/model.cfg/p3d. Checked for any typos, any missing semi colons, any non case matches. Pack with Mikero tools and no errors.
No matter what im doing the pieces that are suppose to be hidden are showing black, and the piece that should be showing is correct (gold)
https://i.gyazo.com/5823f35832eca6eff0792952417264dc.jpg
Named Selections: https://gyazo.com/524090ae4e620ac9a7203a46ab5b0407
CfgWeapons: https://pastebin.com/0szzxDgA
Model.cfg: https://pastebin.com/J3kZUSj8
Still same results: https://i.gyazo.com/5823f35832eca6eff0792952417264dc.jpg
what the hell is that inheritance to arma men :o?
Oh wow ๐ฎ
Just how ive always seen it
This works fine with all my other content, just this one is throwing a shitfit
You don't do that with weapon
You are not supposed to inherit from ArmaMan when making weapon at all
Think this could be causing the issue? It would be odd that all my other stuff is fine and this particular one is having this problem
Might be, but even though your other stuff is like that (weapons in particular), remove it
Inherit from Default instead?
Don't need to inherit from anything
The .rvmat you have on the parts that are showing black
do you have all the files unpacked to your P:\ drive?
yes
Everything is in P:\ML700_Weapons\LongLas\data
example
class Stage4
{
texture="ML700_Weapons\Longlas\data\Misc_as.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
You might need an object with an alpha texture somewhere in the model. put a little cube inside one of the LODs and assign #(argb,8,8,3)color(0,0,0,0,CO)
I would also try to remove "SkullAquila1" etc from bones
hiddenSelectionsTextures[]={}; and try this to hide
I didnt have them listed in the bones originally, did it for testing but ill remove again. If it doesnt fix ill try the hiddenSelectionsTextures[]={};
If you check the weights on the selections that are not properly hiding, is there also the name of some other selections listed?
Sorry im not understanding
in Object Builder, right click the selection names for those parts you are trying to apply the transparent texture to to hide them
and click on the "Weights" menu item
aight, well that shouldn't affect it since MiscUnwrapped isn't defined as a section
so it's not the problem area
@hot pine hiddenSelectionsTextures[]={}; fixed it
My other configs dont have hiddenSelectionsTextures[]={}; so....thanks arma
Is there a train of though that lead you to thinking it could be hiddenSelectionsTextures[]={};
how were you trying to hide them in the first place if not by hiddenselectionstextures?
just hiddenSelections[]={"Aquila1","SkullAquila1","LowResAquila1"};
I didnt have hiddenSelectionsTextures[]={};
hiddenSelections just says what sections can be retextured
it doesn't hide them
hiding them works by assigning a transparent texture
Well somehow worked on my other weapons - shrug -
Maybe there was a hiddenSelectionsTextures buried in the inheritence
probably
But i didnt realize it assigned a transparent texture
So the geo is still in the scene then?
yes
even hide animations still technically have the geo there, they just collapse all vertices in the bone to [0,0,0] so they have no visible surface area
Well i learn something every day
So if thats the case. Is it more efficient/optimized to say have this rifle with say 10 hidden selections for symbols. Or is it better to split it to 2 p3d with 5 hidden selections a piece?
not sure. More sections are usually a bad thing, but I don't think it would use much resources when a completely transparent alpha is assigned to that draw call
I assume more = bad but i wasnt sure if its just a better alternative to have less selections, but more p3d
Generally fine if you reduce the amount of them used with lods
yeah, your lower LODs probably don't need the markings so can cut out the selections
Yeah it goes poof after LOD 3
Interesting. Well thank you for the help @untold temple and @hot pine ๐
what am i supposed to do to make a goggle item a headgear item?
i need to change the item being glasses to it actually being headgear
Hey, I was just wondering if there is any specific trick to making the weapon/gear inventory icons? I've been trying different things but the result are somewhat underwhelming
Anyone here make custom MFD's?
Trying to find out how people plot points[] in an MFD? Trial and error?
adobe illustrator -> exporting points to txt and then parsing it to MFD format
https://pastebin.com/rKgsBxp9 output looks like this
in illustrator
Frikkin genius!!! Thanks @hot pine
I think @wise tusk was also using points but in object builder
I guess you can export that from OB too
no
these days it is usually made by baking it from highpoly model to lowpoly model
this I think explains what it does
AS = Ambient Shadow texture which is pretty much synonym for Ambient Occlusion texture
How to import mod.cpp in the config file ?
what is your output?
don't forget that you have basically to make dot art - any curves won't be exported to mfd
Hmm maybe not the best chat to put this in excuse me.
Have to edit this config a bit.
stupid question: where are rvmats referred to? How does the engine know to use them? I can't find references to them in any of the cpps / hpps
They are referenced in model
when I open the models in Oxygen and click on the "Model Config Editor" it says there isn't one
am I looking in the wrong place?
Select faces in the model and press "e"
heh, that's a pretty misleading name. Thanks both
Also if you have window "Resource library" open, you can see textures and mats there
you can select them via that window
and in "Tools" -> "Mass tex and mat rename" you can see all mapped texs and mats
What is this? I haven't seen libraries mentioned before
No entry 'bin\config.bin/CfgMagazines/ABFARMA_corn_seed.Library'.
someone tried to spawn a magazine that either doesn't exist or is missing a config entry
@sullen fulcrum a vanilla magazine config in the ingame config viewer
It's for my seed item, which shows up in game. That's why I'm a little confused
You can pick it up, drop it etc, has the models and icons working
its still missing the class library inside the corn_seed class
class CfgMagazines
{
class ABFARMA_Magazine;
class ABFARMA_corn_seed : ABFARMA_Magazine
{
ammo = "ABFARMA_corn_seed";
author="Axebeard";
count = 1;
descriptionShort="A packet of corn seeds. Drop on the ground to plant them.";
displayName="Seeds (Corn)";
displayNameShort="Packet of corn seeds";
initSpeed = 14;
mass=2;
maxLeadSpeed = 6.9;
maxThrowHoldTime = 2;
maxThrowIntensityCoef = 1.4;
minThrowIntensityCoef = 0.3;
model="FARMA\Objects\seeds_corn.p3d";
modelSpecial = "";
nameSound = "Chemlight";
nameSoundWeapon = "Chemlight";
picture="\FARMA\Objects\seeds_corn_icon.paa";
quickReload = 0;
reloadAction = "";
scope = 2;
selectionFireAnim = "zasleh";
simulation = "ProxyMagazines";
type = 256;
useAction = 0;
useActionTitle = "";
value = 2;
weaponpoolavailable = 1;
weight = 0;
icon="FARMA\Objects\seeds_corn_icon.paa";
editorCategory = "ABFARMA";
editorSubcategory = "ABFARMA_items";
};
};
it is still missing class library inside it
Where? How do I add that? This is the first I'm hearing about a class library
Is it this part? Do I need to define ABFARMA_Magazine somewhere first?
class Static;
class ABFARMA_dirtmound : Static {```
no
nowhere near that
class CfgMagazines //sources - ["A3_Weapons_F","A3_Weapons_F_Explosives","A3_Weapons_F_Kart","A3_Weapons_F_Mark","A3_Weapons_F_Mod","A3_Weapons_F_Exp","A3_Weapons_F_Jets","A3_Weapons_F_Orange","A3_Weapons_F_Orange_Explosives","A3_Weapons_F_Tank","A3_Weapons_F_Destroyer","A3_Weapons_F_Sams"]
{
class Default //sources - []
{
scope = 0;
value = 2;
type = 0;
simulation = "ProxyMagazines";
model = "";
picture = "";
ammo = "";
count = 1;
displayName = "";
displayNameShort = "";
nameSound = "";
weight = 0;
maxLeadSpeed = 50;
initSpeed = 100;
reloadAction = "";
useAction = 0;
useActionTitle = "";
modelSpecial = "";
class InventoryPlacements //sources - []
{
};
class Library //sources - []
{
libTextDesc = "";
};
descriptionShort = "";
maxThrowHoldTime = 2;
minThrowIntensityCoef = 0.3;
maxThrowIntensityCoef = 1.4;
quickReload = 0;
};```
this is hwo cfgMagazines starts
you can see the class library in there
if you want to make your class inheritance correct
you will make your base class inherit the default values from the Default
Like this?
{
class ABFARMA_Magazine : Default;
class ABFARMA_corn_seed : ABFARMA_Magazine
{```
Right, and the : is the inheritance
yes
So is Default the thing I want to inherit from
yes
Ok, awesome
and you need ot add the default to the top before abfarma_magazine too
so it knows where to look for it
class ABFARMA_Magazine : Default;
class ABFARMA_corn_seed : ABFARMA_Magazine```?
yes
Ok, cool. Thank you so much I couldn't find an answer to that all last night
So in all:
{
class Default;
class ABFARMA_Magazine : Default{};
class ABFARMA_corn_seed : ABFARMA_Magazine
{```
Ok cool
alright here's my predicament, this is the config I have in my description.ext file
{
tracks[]={};
class Music1
{
name = "Music1";
sound[] = {"\music1.ogg", db+0, 1.0};
};
};
class CfgRadio
{
sounds[]={};
class kam1
{
name="kam1";
sound[]={"dubbing\kam1.ogg", db - 100, 1.0 };
title="Kamino to Broadway, shots fired!";
};
class kam2
{
name="kam2";
sound[]={"dubbing\kam2.ogg", db - 100, 1.0 };
title="Requesting support, Broadway do you copy? Over.";
};
class br1
{
name="br1";
sound[]={"dubbing\br1.ogg", db - 100, 1.0 };
title="Kamino, Broadway, we read you, wait one.";
};
class echo1
{
name="echo1";
sound[]={dubbing\echo1.ogg", db - 100, 1.0 };
title="Echo we see explosions at Kamino, gunfire across the island!";
};
class echo2
{
name="echo2";
sound[]={dubbing\echo2.ogg", db - 100, 1.0 };
title="Broadway gimme a report!";
};
class br2
{
name="br2";
sound[]={dubbing\br2.ogg", db - 100, 1.0 };
title="Situation unclear Echo, wait one."
};
};```
The music works fine, I put the first three radio lines into an sqf file and had that execute on a trigger, that works fine. I have the bottom three in a different sqf but when it's supposed to be set off by a different trigger than the first, the HQ modules just say the names of the sounds instead of using the actual sounds, for example: Echo: echo1, Echo: echo2, and Broadway: br2. I've looked through it about 100 times and I'm fairly confident that I have everything correct but I don't know why it's not working.
Im working on a UI config for this server and they want to know if I could make the editor and the arsenal whitelisted to their developers. So I came up with this and it works
class TitleMultiplayer: TitleSingleplayer
{
idc = 1012;
text = "Editor";
x = "0.5 - ( 5 + 10) * (pixelW * pixelGrid * 2)";
onButtonClick = "if (profileName isEqualTo ""Test Profile 1"" || profileName isEqualTo ""Test Profile 2"") then {[(findDisplay 6600),'A3_MainMenu','freeAction'] call (uiNamespace getVariable 'A3_fnc_initDisplay')} else {systemChat ""Not Authorized!""};";
};
class TitleTutorials: TitleSingleplayer
{
idc = 203;
text = "Virtual Arsenal";
x = "0.5 + ( 5) * (pixelW * pixelGrid * 2)";
onButtonClick = "if (profileName isEqualTo ""Test Profile 1"" || profileName isEqualTo ""Test Profile 2"") then {[(findDisplay 6600),'A3_MainMenu','arsenal'] call (uiNamespace getVariable 'A3_fnc_initDisplay')} else {systemChat ""Not Authorized!""};";
};
Well anyone with the them profile name can use the editor and arsenal. Is there anyway to set it to a uid?
I went there and did what it said and it didnt work
for SP you have to cache/store the GUID into profileNamespace
ok, but does this still work in the config.cpp of a mod? Cause that is where it is located.
Using this,
class Extended_PreInit_EventHandlers {
class VKN_Settings_preInit {
init = "call compile preprocessFileLineNumbers '\VKN_Extensions_Misc\XEH_Preinit.sqf'";
};
};
That would be the correct path for it right?
9:01:21 Warning Message: Script \VKN_Extensions_Misc\XEH_Preinit.sqf not found was the error I got
fellas, quick question. am i imagining things or wasn't it possible to have script run if ammo hits something?
i mean, defining it in config
for ammo
i could swear that i've seen something like this
maybe it was in the particles
I was gonna say, perhaps #arma3_scripting might be better help
although config is used, it's still a function
Indeed, my 2 cents
Does the proxy know how to work with selections inside? If I create a selection camo1 in the proxy - will it be part of the camo1 in lod 0?
so the wreck stuff works for proxies that are part of live vehicle?
interesting
do any Vanilla vehicle have this set up?
and could this be used to retex character proxies on the fly?
I think that RHS used it for some time?
@hot pine thank you, it fixed the issue I had on several vehicles
@astral pagoda thank you
when i use setObjectTextureGlobal (camo1 selection) on object - so all proxy will change texture on camo1 selection if exists?
when use CfgNonAIVehicles
Could anyone explain how we should calculate pos10 for HUD in class MFD?
Image from wiki:
https://imgur.com/fmaxRXb
Heyho, ive added a Cfg3DEN attribute section to my suicide bomber mod, copied 1:1 from my interrogation mod
https://i.imgur.com/tTVWRKU.png
Problem, is there a priority class to defined how its ranked, the suicide bomber is all on top and the interrogation(another mod) is on the bottom
What makes object be considered a helipad by the AI? I want to create a new object that would act as a helipad and I looked through the configs all the the way to the bin and I could not find anything special that would tell the AI: yup this is a helipad, try to land on this
inherit from the class helipad If I recall right
yeah, but what exactly makes something a helipad? I'm just curious
if you check the parent configs of the helipad, there might be a setting that does it
exploring parent configs in general can be quite helpfull
(or confuse you even more... or invoke false hopes that get crushed as soon as you try it...)
I said that I looked all the way down to the bin.pbo where the base stuff is and there is nothing special in there
Maybe some engine magic 
I think its reading everything that is class helipad or inherits from it
so engine magic
behold the entirety of the basest helipad class:
class HeliH: NonStrategic{};
There is literally nothing there ๐
no its just the class
{} <- thats where the magic happens
it could be that the code for helipad identification is just like "look for childs of this "
and everything thats inherits from it
@strange egret Its from the data bin, the only stuff deeper are buildings
it was a joke taro
dunno
ร
you show us what magic you have under that cape mr @astral pagoda
Maybe tomorrow at work
a hard hat and a rabbid
class Thing: All
๐ just looking through the config and noticed that
thingx is the supercharged version of that... makes everything fly (literally)... because physx
eh I guess I will just need to spawn a static inheriting from the helipad
you mean a building? Watch out, who knows what helipad class (doesn't) holds in store - i.e. animations not working or some other crooked stuff
I want to make a portable helipad, one that you can create from a backpack, static wapon style
@strange egret That is why I asked what exactly makes helipad a helipad
maybe it would be better with scripting? Place backpack, execute custom script to turn the backpack into a normal (custom shape) helipad
nah men I want a legit thing. Besides we already have a backpack that spawns a static: the tent from patrol ops
at least I think its legit
I want the backpack to work with the AI so you can tell them to deploy the helipad and then pack it up
if you mean by static a static weapon that can function (animate, according to weapon config) - then i would be surprised if you could transform helipad class into one. If you mean static just as in "any static object" - then i guess that could work. But i dont see what would be less legit about having a script place the helipad on it's execution... the vanilla dialog does the same essentially -> delete backpack, spawn weapon
ok AI propably would be a challenge for custom script
I prefer to use engine stuff rather then goof around with scripts
fair enough
besides, you can spawn a working helipad no problem, so it shouldn't be an issue to make the game create the helipad object when using the backpack. As you said: it removes the backpack and spawns the object it is told to
thats what logic would dictate... arma likes to undermine logic at times
e.g. vehicle turret bone names. You can do custom names and whatever you want. Static weapons? Nope... must use default names.
static weapons are "special"... i lost several hours to find that out... so thats why i'm cautious
I wonder if I can spawn multiple objects on assembly, so I can do the proper snake LZ:
UH-60 Blackhawk pilot: Finds snake on fourth pass after snake builds bonfire, pops smoke, lays out VS 17 to mark Landing Zone. Rotor wash blows snake into fire.
Well I was able to make the backpack that lets you deploy the helipad. Sadly you cannot pack it back. I think its missing the interaction memory point or something like that. I did add the assemble info stuff to the static
Hey guys, I was wondering if anyone could point me at some good resources for learning how to write simple replacement config edits? (say, I just want to change a few values in a vehicle or ammo config for example but I don't want to make the changes within the original pbo and repack, I want to overwrite it seperately with a new pbo)
That's definitely the right way (supercede rather than repack) but (ironically) the best way to learn would be to unpack and view the existing config, determine which values you want to change and copy (only) those into a new config. The key thing is to duplicate every aspect of those values' inheritence in the new config (same class hierarchy). Also you'll want to name the original patch (class name in cfgpatches) as a requiredaddon in your own cfgpatches, this ensures yours will load after the original.
Probably there are guides but I don't have any suitable links. Again, you can learn a lot from other addons, look particularly for one that amends something (in vanilla or another mod) rather than adds something completely new.
Cheers mate, I think I understand where to start, I'll take a look at some other addons similar like you say and see how they work! But I understand the principle of what you mean
@sullen fulcrum I think that's why reyhard's pastbin divides it by the image's scale #define SCALE_IMG 2010
So, not sure if this is the best channel for this question, you guys let me know. I'm having an issue creating a composition in 3den. The issue comes with the specific requirements of what I'm looking to do. The composition I'm looking to export contains modules (almost exclusively) but I always want to include it in an addon. As far as I can tell the only way of including a composition in an addon is by adding and entry in CfgGroups. Googling around I found some people recommending using BIS_fnc_exportCfgGroups to do this. And this works up to a point. The issue comes up with the fact that the export function doesn't export attributes or any module sync data. I know if I save it as a custom composition (the one that goes in the A3 documents folder) all the attributes and sync data save just fine. Which brings me to where I am now, I can't seem to find any really detailed documentation on CfgGroups and what all properties can be read from it. Anyone know of some good docs on CfgGroups or have experience defining complex compositions in config? Is this approach that I'm taking even possible?
when configuring the mod files for creating forces in the asset overview, how do i force items to go into uniforms versus going into the vest?
do you mind posting me link to message where I share that illustrator script? I'm not sure if it's up to date
I think I've later automated it and added automatic string parsing to it
@barren umbra HeliH is hardcoded from what i recall
Ive started a guide available in the BIKI: http://community.bistudio.com/wiki/ArmA_3_Replacement_Config_Tutorial So far it explains the general process and the specifics for infantry. Will expand to weapons and vehicles soon; eventually also to sounds. Feedback and comments a...
@graceful steeple commented configs from BI (in older versions of binarize\bin folder). overall its mostly about what parameter the editor uses, but you can just define any custom parameters or classes in config space
anyone knows what RscUnitInfo class is used when turned out/FFV turrets?
it could be that the code for helipad identification is just like "look for childs of this "
It is.
Well I guess I can work with it. The problem is that I do not get the action to "disassemble" the helipad once its put down. I'm not sure if its an issue of the model of the helipad or the class. I did put all the assembly info in there
I am getting an error on my path clearly.
Texture with the SAME path loads in-game using setObjectTexture.
I have tried adding the \ at the start, as well as removing it but I still get
Warning Message: Cannot load texture vkn_extensions_gear\data\backpacks\vkn_prc117g_od_ca.paa. or equivalent.
hiddenSelectionsTextures[] = {"VKN_Extensions_Gear\data\Backpacks\VKN_PRC117G_OD_ca.paa"};
Here is an image link to see the structure. https://imgur.com/a/XDGkWWO
I can't figure out what my problem is.
@barren umbra does your helipad have any geometry? I've noticed the useraction detection gets unreliable if there's no geometry to be seen
@stoic lily cheers for that!
btw
HeliH is need for helicopter AIs to correctly land on helipads. The class name is fixed in the game engine.
@hearty sandal Yeah I just used the vanilla circle helipad as the "assembled" object. I inherited the entire thing and just added the assemble info
It seem to be a model issue, I will replace it with something bigger and see if it helps
how to decrypt such a config? https://gyazo.com/c39f886f8a60132378522087a30d5013
maybe it's binarized?
maybe yes but how to decrypt it?
thanks
Im a litte lost, what proxie/bit of script decides where the iron sights are on a gun
ive tried looking on google but im struggling to find reference to telling the game where the iron sights are
Ah yeah I see it now, thanks very much
If someone has a spare two minutes, could you quickly look over https://discordapp.com/channels/105462288051380224/122121444703338496/549909907436994560 - literally the only thing stopping me from updating :c (apologies if it's too recent to repost)
@pallid snow You might be making an assumption that the PBO name is the root of your virtual path. It can be if you've set it up that way but possibly you didn't. The root of your path is whatever you specified as a prefix when building the pbo.
Correct path would be <prefix>\data\Backpacks\VKN_PRC117G_OD_ca.paa if you have no prefix (no idea if that's possible but it likely is) then the correct path would be just data\Backpacks\VKN_PRC117G_OD_ca.paa
It might be because of default material which is used for MFDs, maybe you can try to play with that
You can try something like
class material
{
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
emissive[] = {1000,1000,1000,1};
};
Where are explosion particle effects defined in A3? I am looking to alter one of them
I recall there being a cfgparticleeffects class? Fastest way to find it is the allinone config dump and look for the name of the effect you want
the effect is self is on the same level as like cfgweapons (so i think thats root?)
iz like dis
class cfgWeapons
{
//blaablaaa
};
class cfgVehicles
{
//blaablaaa
};
//This is the complex effect, atleast thats wat I remember the wiki calling it, it combines cfgCloudlets which is the
//model of the effect, or atleast thats how I think of it and cfgLights which is the lights
class dankExplosionEffect
{
class THELIGHT
{
simulation = "light";
type = "classNameOfLightFromCFGLights";
position[] = {0, 0, 0};
intensity = 0.01;
interval = 1;
lifeTime = 1;
};
class kaboom
{
simulation = "particles";
type = "classNameOfCloudletFromCFGCLoudlets";
position[] = {0, 0, -5};
intensity = 1;
interval = 1;
lifeTime = 1;
};
};
class CfgLights
{
class THELIGHT
{
//stuff
};
};
class CfgCloudlets
{
class Default;
class classNameOfCloudletFromCFGCLoudlets: Default
{
//lots of stuff
};
};
the wiki here helps in understanding wat each attribute means, https://community.bistudio.com/wiki/Arma_3_Particle_Effects , but as for find the values to use, eh trial n error but theres also a mission file that has a particle testor and an eden mod too
oh i gues ill add this for cfgCloudlet. It also defines the drop rate of the particle, color, movement speed, weight, rotation, bounceyness? does it block AI vision, which sprite to use if it can and some randomization
Hello there, I'm currently making a tank for arma and i have reached the point of making the main armament for it, can someone provide me with a base file or a refrence file?
weapon configs would be the place to look for one that you can use as a base if you dont want to use one of the vanilla weapon classes. If you have the development environment set up correctly, you have the weapon files unpacked into P:\A3
or you can look up the latest all in one config dump and look up suitable weapon config from there
Yes i do have all the P drive files extracted, so it shoud be fine there
any idea where i coud find them?
nvm, that was dumm question
๐
well, i got the config dump and i have found quite some usefull stuff, thanks a lot
๐
Allright here's a challange.
Was anyone able to make helicopter turret-launched rockets? I'm trying to make a drone that is firing guided rockets from it's turret, but the missiles keep firing straight forward. I've triple checked the missileBeg and missileEnd names and setup proxies properly. Visually it all looks good: the turret and camera move as they are supposed to, also the missiles follow the cursor. The particle effects also work good and act accordingly to the moving turret. The only issue is that the rocked is always fired straight forward, not where the turret is pointing.
are the missile memorypoints in the turrets gun selection?
yeah, of course
whats the missiles initspeed?
25
whats the thrust time in the ammo class?
are you sure those return true?
believe u have to do
mgun + aamissile
``` for `or`
and then for and
mgun*aamissile
since they return 0 or 1
for example I have this mfd for one of my helis
class WeaponsText
{
condition = "1- mgun";
class WeaponsText
{
type = "text";
source = "weapon";
sourceScale = 1;
align = "right";
scale = 1;
pos[] = {{0.032,0.84},1};
right[] = {{0.087,0.84},1};
down[] = {{0.032,0.885},1};
};
};
and if I remember thats from the black wasp jet
@sullen fulcrum
lol
yea
is it possible to make a marco that replaces parts of a class name? so for example say like
class myModName_wateverAfterThis
{
};
``` replace all places where `myModName` is with idk, `namenai` for example?
@sick zephyr use pylons
oh okay ill go see that then, I had a feeling I couldnt replace parts of a class name, ill try that
yeah no macros cannot replace or remove stuff
Hey everyone, Im trying to put all of my sounds in my modpack.
So I created a new pbo, with a config.cpp
and in that config.cpp I added:
class CfgSounds {
sounds[] = {};
class dring {
name = "dring";
sound[] = {"uni\dring.ogg", 2.0, 1};
titles[] = {};
};
};
but I got this error when doing playSound "dring";
15:38:15 Sound: Error: File: uni\dring.ogg not found !!!
Found the fix. I needed to create a $PREFIX$ file with the name of the folder in it lol
Nope
Not easily at least
You can make polygon type filler but it can only consist from 4 or 3 points
So you would have to create multiple of those
You can also use pictures for that
beware that using more than 20 pictures might cause some performance issues
drawing those is quite costly so it's better to use just as few as possible of them
Honestly, I'm not sure
When that feature was implemented I was instructed to be careful about amount of it
but we didn't do some measurements after all
@sullen fulcrum I guess your polygon is inverted
I think it goes like that {TL_X,TL_Y},{TR_X,TR_Y},{BR_X,BR_Y},{BL_X,BL_Y} B = Bottom, T = Top, L = Left, R = Right
I'm getting it top of my head so feel free to verify that
Quick question
does the randomization of helmets only work when you dont assign any helmet in llinkedItems?
since i would like to have both but from my testing , it doesnt appear to be working
in vanilla it works with some helmet linked
hmm so what it can be? in that list there shouldnt be the one used in linkeditems?
I made a UI element but one of my friends using it complained it's partly off screen (he uses a different interface size setting) despite me thinking I configured it correctly with safeZones. Any ideas what I am doing wrong? https://pastebin.com/fMLSnY4X
The AddOn Builder in ARMA Tools seems to be compiling my add-on based on a previous file path configuration...
only renaming my folders resolves this
this is odd...and ill try to explain this as best i can
i had a config file in the main folder under "FIle Name A"
despite moving this config file into a folder, the Add-On Builder kept building my add-on with the config file in the primary folder
after i renamed my folders, the Add-On Builder built the add-on with the config file in the right sub folder
every time I name the main folder to "File Name A," the Add-On Builder keeps building the add-on as if the config file is in the main folder
ive never seen anything like this
Things like this are why you don't use Addon Breaker. Be a smart modder and use Mikero tools. @candid flower
Never heard of it until now...
a question about CfgSounds (and CfgMusic and CfgRadio)
// filename, volume, pitch
sound[] = { "fx\wolf1.ogg", 1, 1 };
^ I saw back in OFP days stuff like "sound.ogg", db-40, 1
what is (or was) this db value?
The decibel (symbol: dB) is a unit of measurement used to express the ratio of one value of a power or field quantity to another on a logarithmic scale, the logarithmic quantity being called the power level or field level, respectively. It can be used to express a change in v...
Special config parser voodoo is what that is.
db<number> results in 10^(<number>*(1/20))
is it all relative to the current sound level of client or (as it seems with your example ded) just use 1 db as a reference?
as it seems with your example ded huh? no it doesn't. It just produces a number. Not relative to anything
soooโฆ both db+40 and db-40 would be returning same thing, and db alone would beโฆ 1/20 ^10?
Uh.. maths in head uh.. yes. Think so
Not sure if db alone is valid.
Think it would need to be db1
how can you make helicopters (or vehicles using helicopter simulation) better at slowing down?
anyone here know if i can multiply using the SIZEEX_PURISTA 3den macro
I have some sort of multiplier working with my new dialogs,
but it returns a string
@barren umbra I would increase bodyFrictionCoef, atleast thats what I do and it has the desired effect of increasing deceleration
so im learning that certain uniforms are restricted from usage on certain sides
I'm trying to get this BLUFOR uniform to be worn by a faction on the Independent side
the mod syntax this uniform is being drawn from indicates modelSides[] = {"TCivilian", "TWest", "TEast", "TIndependent"};
however, this uniform absolutely will not show up on Independent...and I'm looking for a way to enable this
ive been wracking my head against the wall for days
im now trying to create a new uniform using the original for inheritance and applying side = 2; i accidentally made a 'soldier' of the uniform when i put the syntax under cfgVehicles instead of cfgWeapons, and the uniform DOES appear in the list of uniforms in the Arsenal
but for the life of me, i absolutely cannot get Independent soldiers to wear it
....any ideas? this one thing is holding me up ๐ฆ
@candid flower model sides expects numbers inside
thats interesting because the mod syntax the uniform is coming from is using the syntax i posted...
Twest is a macro which switches to 2 if proper define is present
oh shit, that might be it then
im not using macros....
no wonder it cant read it
so then it should be modelSides[] = {"2"}?
because I tried side = 2; and that didn't work ๐ฆ
although i feel like im getting close....I'm getting this sort of error now...
no, "2" is a string
2 is a number
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define TEmpty 8
#define TAmbientLife 9
modelSides[] = {TEast , TWest, TCivilian , TGuerrila };
ok i see that
so it should then be modelSides[] = {2};
๐ฆ that didnt work
nothing I try or have found on forums or wikis seems to be able to override uniform restrictions at the config level
if anyone has any other ideas or wants to look at my configuration, id appreciate that
im really at my whit's end....and this is causing me obnoxious delays
Well you could try uploading your config to pastebin or smth like that
What does the config viewer show in game? Does it show proper numeric values? Or still the default ones?
Oh nvm, you just used plain numbers this time ๐ค
thank you
for reference, the uniform I'm trying to use is coming from DHI's US Military Uniforms mod
class O_Soldier_base_F;
class nikoomba: O_Soldier_base_F{
_generalMacro = "Nikoomba";
scope = 2;
side = 2; //Independent
displayName = "Nikoomba"; // In-game name of unit
author = "[TLS] Commander A9";
faction = tmassah_militia; // Puts unit under new faction
vehicleClass = "tmassah_militia_units"; // Puts unit in the vehicleclass
icon = "iconManOfficer";
nakedUniform = "U_BasicBody";
uniformClass = "usm_bdu_odg"; // Uniform Class and this uniform only works on BLUFOR
linkedItems[] = {"LOP_V_6Sh92_Radio_OLV", "usm_bdu_cap_odg", "ItemMap", "ItemCompass", "ItemWatch", "ItemGPS", "G_Aviator"}; // Items added to the unit.
respawnLinkedItems[] = {"LOP_V_6Sh92_Radio_OLV", "usm_bdu_cap_odg", "ItemMap", "ItemCompass", "ItemWatch", "ItemGPS", "G_Aviator"}; // Items added to the unit. Should be identical to the linkedItems section.
Items[] = {"ACE_Cellphone","ry_canteen_item","ACE_EarPlugs"};
RespawnItems[] = {"ACE_Cellphone","ry_canteen_item","ACE_EarPlugs"};
weapons[] = {"CUP_hgun_M9","Throw","Binocular"}; // Weapons added to the unit.
respawnweapons[] = {"CUP_hgun_M9","Throw","Binocular"}; // Weapons added to the unit. Should be identical to the weapons section
magazines[] = {"CUP_15Rnd_9x19_M9","CUP_15Rnd_9x19_M9","CUP_15Rnd_9x19_M9","CUP_15Rnd_9x19_M9","CUP_15Rnd_9x19_M9","HandGrenade","SmokeShell"};
Respawnmagazines[] = {"CUP_15Rnd_9x19_M9","CUP_15Rnd_9x19_M9","CUP_15Rnd_9x19_M9","CUP_15Rnd_9x19_M9","CUP_15Rnd_9x19_M9","HandGrenade","SmokeShell"};
};```
now the issue is that the uniform, "usm_bdu_odg," does not show up when this unit is assigned to the OPFOR or Independent because it appears this uniform only works when the soldier is assigned to BLUFOR in the config file
I am now attempting to essentially create a new uniform of the exact same model type using inheritance from the original uniform
class UniformItem;
class usm_bdu_odg;
class NikoombaUniform: usm_bdu_odg{
scope = 2
modelSides[] = {2}; // This still isn't showing up on Independent, but there is no error
displayName = "Nikoomba's Uniform";
author = "[TLS] Commander A9";
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = "NikoombaUniform";
containerClass = "Supply40";
mass = 40;
};
};
};```
of course, even when i change the uniform name on the soldier to match the name of the 'custom' inherited uniform, it still doesnt work ๐ฆ
Creating the uniform as an independent vehicle results in a 'soldier' named 'Nikoomba's Uniform' being created...but that's not quite what I'm looking for
so...im running out of ideas....
Big pieces of code are better to be embedded into blocks like this
'''sqf
code
'''
which will result in
code
but ' is the one above tab
anyway, try to go to arma config viewer and make sure that all the properties are shown properly there
the config viewer which is in the editor or debug console
That's the best I can tell now ๐คท I'm really not familiar with configs much, sorry, but it's worth checking your stuff there for sure
ok, thank you
๐ฆ '''-''' doesnt seem to work either for Discord...
'''sqf code'''
oh...I see...
even running a "force" command in init didn't fix it
uniforms are kinda like an infine loop
the cfgVehicles class defines what the uniform character looks like
and uses the cfgWeapons uniforms class
and the cfgWeapons uniform class defines what the uniform inventory item looks like AND also what character model the uniform uses
i did see a read on that...
The Arma3 samples provide quite good sample of all uniform related configs
perhaps, but im absolutely out of ideas...
ive been at this for a week and literally all day today....and i cant figure it out
well from above it looks like your new uniform is not connected to the cfgVehicles character
since it inherits from the usm_bdy_odg it will retain the connection it has
adn your character is using the usm_bdy_odg too as default uniform
well that was the idea
the whole point is to try to get a character who is on Independent to use the usm_bdu_odg uniform, which appears to be a BLUFOR uniform....however, according to the DHI mod syntax for this uniform, it allows for Independent usage...but its not showing up
so....my brain is mush right now...
and I keep getting a 'no entry' error when trying to deploy a soldier wearing the uniform which was established under a cfgVehicle configuration...so....im confused....
where is it not showing up?
and no entry means likely that you have messed up the inheritance
the uniform does not show up on soldiers who are deployed as Indepents
but it DOES show up when they are deployed as BLUFOR
wonderful :/
as in no entry means it can read some necessary config entries
it might be uswful if you to know exactly what errors you get as those usually can then be traced to where the problem is
I would however suggest you take a break and do something fun before trying it again
and if you have not already, open up the sample characters config and look how its built
well i feel like im getting closer...and i feel like you know what you're talking about so...would you care to lend a hand?
I do know thing or two but unfortunately it is almost 6am and Im going ot bed in a few
:/
Also did you get the Mikero tools set? I recall it was you I suggested it to. PBOProject is Mikeros replacement for Addon Builder and does give you a lot better debug info on the most obvious config errors.
installation guide can be found here
oh not more of these things...
these 2 links provide well proven methods of setting up the development environment and tools in a properly working way.
You are welcome to use Addon Builder
but it does let through all kinds of errors
Im not saying PBOProject would magically pick up whats wrong with your config as it cant understand everything you want to do
...all i want to do is make a uniform usable by more than one faction...
and what appear to be the most obvious syntax configurations arent working...
youll pardon me if i wonder why this has to be so frustrating...
class UniformItem: InventoryItem_Base_F
{
type = UNIFORM_SLOT; /// to what slot does the uniform fit
};
class U_Test_uniform: Itemcore
{
scope = 2; /// scope needs to be 2 to have a visible class
allowedSlots[] = {BACKPACK_SLOT}; /// where does the uniform fit to when not equipped
displayName = "Test uniform"; /// how would the stuff be displayed in inventory and on ground
picture = "\A3\characters_f\data\ui\icon_U_BasicBody_CA.paa"; /// this icon fits the uniform surprisingly well
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; /// how does the uniform look when put on ground
class ItemInfo: UniformItem
{
uniformModel = "-";
uniformClass = Test_Soldier_base_F; /// what soldier class contains parameters of the uniform (such as model, camouflage, hitpoints and others)
containerClass = Supply90; /// what fake vehicle is used to describe size of uniform container, there is quite a lot SupplyXX classes ready
mass = 80; /// combined weight and volume
};
};```
from the sample config
this at least is wrong
should be the unit in cfgVehicles that is the uniform
also if you dont paste the exact errors you get here, no one can help you debug them
ok, ill take a look when im finished with my next attempt
there is no physical character for the nikoombaUnifrom if you dont point it to use some character as a model
so it just cant work
i think i get it...
so i need to name "Nikoomba" since he's wearing the uniform
i thought I tried that..
another one of my objectives: attach the unit insignia to the soldiers' config file entries...having some issues with that try as i might...
Hey guys, I've been setting up pylons lately but get this weird error:
Warning Message: 'count/' is not a class ('hardpoints' accessed) when opening unit properties in 3den editor
Here's the cfgMagazines where the count is used:
class TIOW_Tau_Missile_Pod_Mag : VehicleMagazine
{
scope = 2;
ammo = "TIOW_Tau_Missile";
count = 1; //was 3
displayName = "Tau AT Missile";
descriptionShort = "Tau AT Missile";
displayNameShort = "AT Missile";
initSpeed = 0;
maxLeadSpeed = 30;
};
class TIOW_Tau_Missile_Pylon : TIOW_Tau_Missile_Pod_Mag
{
displayName = "Tau Missile";
model = "40k_tau\Drones\Missile.p3d";
//count = 1;
hardpoints[] = {"TIOW_TAU_MISSILE_HARDPOINT"};
pylonWeapon = "TIOW_Tau_Missile_Pod";
initSpeedY = 0; // Y, minus for down speed
initSpeedZ = 0; // Z, aside missile eject speed
initSpeedX = 0; // Z, aside missile eject speed
};```
Another issue that appears and might be connected is that the missiles don't disappear from the model when fired
Intrestingly enough, when I don't equipm them in via the pylon system (leave pylon blank, unarmed) they don't appear on the model, so I can assume that the proxy are set up properly.
are you it's this magazine which is causing that error?
I would expect so, I've searched the whole config and the property "count" is only there
Hi all, i want to show the headgear, the backpack and the vest with a ghillie, i search in the config.cpp but i can't find the line or a link to show the gear or not.
If anyone can help me thanks !
IIRC the ghillie models don't have proxies for some gear
so nothing you can do via config
Ah also there is no way to show them ?
if there is no proxy, they cant be shown. so no way to do that
vests have special parameter for hiding
Yeah but if i understand without proxy the game can't place the vest
Vests should show. It's just headgear and rucks that don't have the proxy by the looks
that's parameter in ghille config - it's hidding "ghillie_hide" section from vests & backpacks
at least on the marksman ghillies I tried
Ohhhh, i already have a ghillie with a proxy for the backpack
Also i only have to put the line in the config of the ghillie right ?
And they will show the vest and the headgear or only the vest ?
If you create your own mod and load it for testing in the virtual arsenal and it loads with no error messages but doesnt work at all, did you mess up with the script? asking for a friend
could be a config issue yes
is it possible to configure a 'rank' assigned to a soldier entry? i thought i saw something like that
also, im having some issues trying to get my insignias to show up...it looks like theyre configured properly according to some wikis ive read, but theyre not appearing automatically without me having to force an init command directed to an image in the mission folder rather than the config file
But I know there's a way to write init commands in the config file for patches and flags...i just forgot how to write them. i think thats what im going to have to do, and if thats the case, i can live with that
so on like the ghosthawk and blackwasp, and even the driver seat of the nato tank ,those displays that have the altitude meter or the screen that has the KMPH and RPM for the tank ,are those config or model stuff.
Like this https://imgur.com/a/uIh1D6g
{ "Male01PER",100,"Male02PER",100,"Male03PER",100,"CUP_D_Male01_TK",100,"CUP_D_Male02_TK",100,"CUP_D_Male03_TK",100,"CUP_D_Male04_TK",100,"CUP_D_Male05_TK",100,"PerianHead_A3_01",100,"PerianHead_A3_02",100,"PerianHead_A3_03",100,"AfricanHead_02",100,"AfricanHead_03",100
};```
I was hoping this attachment at the end of my soldier cfgVehicles entries would limit the randomization of heads and voices to these specific categories...but that does not appear to be the case
...is the side of the given soldier also affecting his face and voice?
because with the codes I entered above...everyone suddenly assumed the 'Default' face that came from a mod, apparently... :/
@toxic solar mixed
dynamic text is mostly MFD
more sophisticated graphics are just texture
ref: magazine proxies - any thoughts on how to best handle a ppsh41?
it can take both 71 round drum and 35 round banana clip when we add proxy magazine models
we can resolve the handanim by having the soldier hold the weapon with his left hand just in front of the trigger guard, so not on the drum or banana mag itself.
but not sure how best to approach the character reloadmagazine animation as the hands will be confused about position, as the drum and clip are very different shapes... eventhandler? has anyone tackled this, for example having an M249 able to use stanag mags and a box? or an AK / RPK using a drum or a banana clip?
@livid heath you can try defining reloadAction in magazine
aha really?
class rhsusf_100Rnd_556x45_soft_pouch : rhs_mag_30Rnd_556x45_M855A1_Stanag
{
AUTHOR_MACRO
INVENTORY_PICTURE(rhsusf_100Rnd_556x45_soft_pouch)
ammo = "rhs_ammo_556x45_M855A1_Ball";
count = 100;
descriptionshort = "Caliber: 5.56x45mm M855A1 NATO<br />Rounds: 100<br />Used in: M249";
displayname = "100rnd M249 Softpack M855A1";
displayNameShort = "M855A1 EPR";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"rhsusf\addons\rhsusf_weapons\mag_proxies\data\stockpouch_m81_co.paa"};
model = "\rhsusf\addons\rhsusf_weapons\magazines\rhs_softpouch_mag";
modelSpecial = rhsusf\addons\rhsusf_weapons\mag_proxies\rhs_mag_556x45_m249_pouch_100rnd;
reloadAction = rhs_GestureReloadM249;
mass = 26.9;
tracersEvery = 0;
lastRoundsTracer = 0;
//initSpeed = 915;
};```
Thanks, so how does mag reload switch phase affect this? I imagine the anim is started when you hit reload based on the current magazine? And then it plays through to the conclusion of the reload mag phase? Meaning it will still not look right on inserting the new mag
After doing some editing from AiO confgi dump i got my custom weapon and ammo working, but i have run into an interesting issue. When i fire the weapon it doesnt subtract from the ammo count. Any idea where the issue might be?
Also i need some help with changing the muzzle velosity and drop off, ty
Also what is the "acceleration" of the round
@hot pine oh okay so for example on the Nato tank ,the speed indicator is a texture, while the arrow for it is rotated via MFD and if it for example wanted to display the number it would also be an MFD like it would be on a pilots HUD say on the blackfoot
Is there a way to add flaps to a vehicle with a helicopter simulation. Alternatively does the gearsUpFrictionCoef works on helicopters?
I have a really fast helicopter that has troubles slowing down. The body friction coef might be a solution, but then the aircraft is no longer fast (and its supposed to be)
@toxic solar arrow is model.cfg, yes, number need to be MFD
oh its a mode.cfg, idk too much about that ๐ ill go look into it , thank you
Hi guys. I was so sure there was an animationSource for engine on/off, but cant seem to find it. Or am I remembering incorrectly?
Hey currently trying to create a new turret that inherits from the nato praetorian B_AAA_System_F, but I can't seem to get it to shoot at infantry. I have defined 64 in the aiAmmousageflags but I seem to be missing something else
have u set allowAgainstInfantry=1
still not firing at infantry :L
@fathom thorn RPM source can be used for that
AFAIK the RPM is always greater than 0 when the engine is on
I've set all of my soldiers to utilize O_Soldier_F as their base inheritance model, hoping to force them all to have Persian heads and voices...but it's not working quite right....some BLUFOR and Independent are still utilizing Default faces provided by a mod I'm using...could this mod be somehow overriding face randomization? ive never seen it do that before
boy, itd be really nice if there was a master list somewhere...
using multiple mods can definitely cause major issues especially when mod makers overwrite old classes or use same named classes
indeed. however, I got it
identityTypes[] = {"LanguagePER_F","Head_TK","G_IRAN_default"}; based on original inheritance of O_Soldier_F, as specified in the soldier cfgVehicles entry, results in Persian heads, names, and voices
now if i can specify an EXACT head in config rather than just in scenario, ill be even better ๐
@untold temple thanks ๐
Looking to tweak the appearance of my AI command bar, only thing I haven't been able to track down is the unit role icons (outlined in pink here; https://imgur.com/a/Qo4dc71 ). The class CfgRoles has members; Default, MissileSpecialist, Crewman, SpecialOperative, Grenadier, MachineGunner, CombatLifeSaver, Rifleman, Sapper, Marksman, Assistant, Unarmed which match the names used for the unit 'role' values. Problem is all of them (in AIO cfg and in-game cfg viewer) have the same value for icon "\a3\ui_f\data\gui\cfg\ranks\sergeant_gs.paa" which denotes a rank rather than the role - so appears to be a placeholder only. Anyone have any idea where I might look for the actual/effective icon paths?
CfgRoles is, AFAIK, used only for the new respawn system BI introduced.
Thanks, figured it might be the wrong thing but can't find the right one either in config or by looking through UI data paa's.
What you are looking for is called "picture"
"Picture" is used in config.cpp to display the 128 x 64 graphic file of the unit in the HUD and the bottom of the screen while in game. A .pac file can be used also. If using a .pac make your alpha channel pink - RGB 255, 0, 255. Pink is invisible in .pac file.
Ignore the .pac stuff, thats from OFP.
๐
Icon = is used for the 2d map and in 3den as the symbol.
Okay, will take another look at picture, I thought that was the 'special role' in the 3rd CB panel (i.e. have configured new pictureHeal etc.)
Ah yeh, that is exactly it. To indicate a medic as medic, or an AT gunner as such.
Hmm... unit role icon is separate to that. ๐ฎ
Oh, yes, that actually makes sense that it is defined by the currently equipped weapon ๐
@obtuse anchor do you try to hack in the old OFP style again, or just more cosmetic changes to the Arma one?
cosmetic/functional changes to A3 one, generally flatter (less gradients, drop shadows, outlines) and easier to read; https://imgur.com/a/3eecWbi - part of a wider HUD restyle
to improve the readability of it certainly makes a lot of sense - the current visual design is rather terrible
Those fire mode icons also made no sense
The red square with a line through apparently means "fire at will", and not "hold fire" as I first assumed.
pretty sure it means hold fire but then there are 2 other states which paint the tile in solid colours (ignores the texture) if configured, haven't quite got my head around the combination of commands that causes them.
turns out CfgWeaponIcons isn't it, all the icons are there in their own neat config class but the icon used is UIPicture set on each weapon class (sigh so only thing to do is respec all of them).
How do I define a weapon to be compatible with a magazineGroup in cfgWeapons?
I've tried
magazines[] = {"magazineName1", "magazineGroup"};
but am only getting the magazine deffined, none of the rest
magazineGroups don't belong into the magazines array
They belong into the magazineWell array
Ok gotcha, means wherever I found that it bellongs ins "magazines" is eihter outdated or wrong : P
Probably magazineGroup (a system that tried to do what magazineWell does now, but never got fully implemented and was always broken)
Where did you find that stuff? If on the Wiki then I'll remove that
Not sure. Some random youtube tutorail probably, heard it once and got it stuck in my head
@grand zinc found it, it's in the official arma 3 sample example Test_Weapon_01
magazines[] = {30Rnd_test_mag_Tracer, test_mag_group}; /// original custom made magazines and a group of several standardized mags
Well.. Can't fix that one ๐
Yeah figured, said incase somebody has similiar issues again
How do you get a particular item DLC info? Like color and name? Thanks
You mean classname?
"color" ? What color?
dlcColor ?
should be cfgPatches entry or in cfgMods right?
I have weapon class 1 with in-built optics sight and defined class OpticsModes (inherits from Rifle_Base_f). Now i want to add sub-class 2 with iron sight that inherits from class 1 all properties except optics.
Do i need to delete OpticsModes or just redefine it with new iron sight class?
I wouldn't swear to it but I imagine you'd either redefine class OpticsModes (without inheriting from the original) specifying both optic modes or inherit from the original and add just the additional mode. Don't think it should be necessary to delete it.
I gave up and made 2 base classes to inherit with or without opticsModes. Anyway - thanks, @obtuse anchor ! ๐
Hello!
Is it possible to make a object float in water via config?
i've tried copying the balloon one but my object sinks
Dedmen told me its totally possible but i've copy-pasted the ballon one and it does not float (Balloon: https://pastebin.com/PJhv9rem)
Do you spawn it with createVehicle?
yes
both of them
class Land_Balloon_01_air_F;
class test_f: Land_Balloon_01_air_F
{
_generalMacro = "test_f";
displayName = "Test";
model = "\test\test_f.p3d";
};
model = "\test\test_f.p3d"; There might be things required in the model to support buoyancy
Atleast a model property in geometry lod I think
let me see
Omg hahaha the baloon has a property "buoyancy" set to 1 there
Im retarded
Thanks!!!!
I want to create a module that has customizable area like marker or the 'hide terrain objects'. But 'hide terrain objects' is only marked as a thin frame on the map. Is there any way to display it like a marker, with some color fill?
No entry 'bin\config.bin/CfgMagazineWells.357_revolver_group'.
in my cfgWeapons
class python_main : Pistol_base_F {
magazines[] = {"mag_357_round_Classic_JHP"};
magazinewell[] = {357_revolver_group};```
and cfgMagazines
class mag_357 : CA_Magazine {
scope = private;
picture = "\Python\textures\magicon.paa";
count = 6;
tracersEvery = 0;
lastRoundsTracer = 0;
magazineGroup[] = {"357_revolver_group"}; /// all magazines in the same group may be used in weapon that has the group defined as compatible
};
class mag_357_round_Classic_JHP: mag_357 {
scope = public;
displayName = "Six .357 Classic JHP bullets";
ammo = "357_classicjhp";
initSpeed = 442;
descriptionShort = ".357 Magnum Classic JHP bullets.";
};
class mag_357_round_Quik_Shok_JHP : mag_357 {
scope = public;
displayName = "Six .357 Quick-Shok JHP bullets";
ammo = "357_quikshokjhp";
initSpeed = 429.5;
descriptionShort = ".357 Magnum Quick-Shok JHP bullets, improved fragmentation and reduced penetration.";
};
class mag_357_round_Semiwadcutter : mag_357 {
scope = public;
displayName = "Six .357 Semiwadcutter bullets";
ammo = "357_semiwadcutter";
initSpeed = 376.4;
descriptionShort = ".357 Magnum Semiwadcutter bullets, improved penetration and reduced speed.";
};```
Only the mag_357_round_Classic_JHP is showing up and throws me the No entry I psoted above
@kindred viper now that youre at it and hopefully dont have too many configs to fix, you should start ALL your classes with your own custom TAG_ prefix
like the mag_357 is very very generic name
someone else might come up with it
but if its T00T_mag_357 it will never conflict with someone elses by accident
Thanks for the heads up, completly forgot about that!
Also I gave up on the MagazineWell and just crammed all the mags in the "Magazines"
magazineGroup is not used
magazineWells are separate config class
when in doubt, use the AllinOneConfig dump to comb through the vanilla configs
Gotcha. Will try that out with the next weapon seing how I am done with this one, but thanks anyway!
Is there any info on the assembleInfo and what each value does?
class assembleInfo
{
primary = 0;
base = "";
assembleTo = "";
dissasembleTo[] = {};
displayName = "";
};
@kindred viper
magazinewell[] = {357_revolver_group};
That is an array of strings. So do
magazinewell[] = {"357_revolver_group"};
No entry 'bin\config.bin/CfgMagazineWells.357_revolver_group'.
Well did you create a magazine well in CfgMagazineWells?
magazineGroup[] = {"357_revolver_group"}; That is magazineGroup, the old deprecated system that never worked, which I already told you.
Ignore all the magazineGroup stuff. Only magazineWells is valid.
@barren umbra apparently not on wiki
assembleTo = ""; CfgVehicles class of final result that will be spawned.
displayName = ""; obvious
dissasembleTo[] = {}; obvious, array of backpacks that will be spawned on ground when you disassemble. Can only be either 1 or 2 elements, not more.
base = ""; I thought that is an array? That is the other part that you need. Ah, if you put that as array then it's a "OR" list of other things you need.
The thing on the ground that you are aiming on has the assembleInfo class in it. And one of the base backpacks you need to have on your own back to be able to assemble the thing.
primary = 0; Primary part get's combined with non-primary (secondary) part. Two primaries can't combine, two secondaries can also not combine.
For a mortar for example you'd make the mortar itself primary, and the baseplate secondary. Or the otherway around, whatever floats your boat.
@grand zinc Thank you! I didn't notice until now that my cfgMagazines had "magazineGroup" instead of "magazineWell", so I changed that and it all works now! I think I might need glasses
cfgMagazines had "magazineGroup" instead of "magazineWell" No magazineWell in CfgMagazines is also wrong
I already linked you to the wiki page that explains how to do all that stuff
https://discordapp.com/channels/105462288051380224/122121444703338496/552506745294159882
Just said the same earlier. ๐
Yeah I did all of that, I already said ".. it all works now! "
When there are a hundred messages to read. I start to write my reply before I get all the way down.
And then when I wrote a big reply and I see it's already answered, I don't want to let my writing go to waste ^^
Understandable, thanks for the help either way !
๐ ๐
Ok I got my backpack and static to work, but AI soldiers are not able to tear down the static. They can assemble it, but only player can dissemble it for some reason. The marksman DLC Remote Designator has the same issue, so I think its some funny business going on in the engine. Although I do remember that the scripts for assembling stuff can be extracted.
I have 1 backpack setup meaning, there is no second one needed to assemble my new custom static
I made this loading/side selection ui and have set up a config file for it to edit the pictures and text on it without editing the code itself. Someone was helping me with this and said to use missionConfigFile. Problem is this loads before you are in the server and cant get the info from the description.ext, so would I just use configFile?
class Logo: RscActivePicture
{
text = "getText (missionConfigFile >> ""Test_Settings"" >> ""TestMenu_Settings"" >> ""menu_logo"")";
tooltip = "";
color[] = {0.9,0.9,0.9,1};
colorActive[] = {1,1,1,1};
shadow = 0;
x = "0.5 - 5 * (pixelW * pixelGrid * 2)";
y = "safezoneY + (3 - 0.5 * 5) * (pixelH * pixelGrid * 2)";
w = "2 * 5 * (pixelW * pixelGrid * 2)";
h = "1 * 5 * (pixelH * pixelGrid * 2)";
url = "";
onButtonClick = "";
onSetFocus = "(_this select 0) ctrlsettextcolor [1,1,1,1];";
onKillFocus = "(_this select 0) ctrlsettextcolor [0.9,0.9,0.9,1];";
onLoad = "(_this select 0) ctrlshow !(395180 in getDLCs 1)";
};
class LogoApex: Logo
{
text = "getText (missionConfigFile >> ""Test_Settings"" >> ""TestMenu_Settings"" >> ""menu_logo"")";
x = "0.5 - 6.25 * (pixelW * pixelGrid * 2)";
y = "safezoneY + (3 - 0.37 * 6.25) * (pixelH * pixelGrid * 2)";
w = "2 * 6.25 * (pixelW * pixelGrid * 2)";
h = "1 * 6.25 * (pixelH * pixelGrid * 2)";
show = 1;
onLoad = "(_this select 0) ctrlshow (395180 in getDLCs 1)";
};
My config file looks like this
#define true 1
#define false 0
class CfgPatches {
class menu_config {
requiredVersion = 0.1;
requiredAddons[] = {};
author[]= {};
};
};
class Test_Settings {
class TestMenu_Settings {
menu_logo = "Test_UI\addons\main_menu\pics\mm_Menu_Logo.paa";
website_url = "";
};
};
@robust path @grand zinc No I meant the class itself. dlc entry of any class from CfgVehicles|CfgWeapons|... has a path that leads to CfgMods >> DLCClass that class has attributes of that DLC color scheme, name, picture, etc.
But thanks.
maybe like what they do for gloves from IFA3
where its under the NVG slot(or the glasses slot I forget)
@clear zealot #rules no cross-posting allowed. You got your answer in #arma3_model so I deleted your post here for you so you stop violating the rule. Please have a read of #rules and follow them in the future.
Hey guys, do you know what value in a building config defines size of marker placed on map placed via terrain editor? I want to mark buildings placed via 3den. My solution to take boundingBox value to determine the size was failure as bounding box seems to be bigger then actual building. Many buildings overlap and makes cluthered map.
I remember seeing markerSize somewhere in a config apparently they don't exist.. Where have I seen that then, maybe model config or model property
There is featureSize in config. maybe that?
can it be mapSize?
It's config value. Could be mapSize yeah
Where is it defined the weapon slot a weapon takes up. Can it be found in the Arma3_AIO_Config? I'm trying to make a pistol take up the primary weapon slot.
Then it will become a rifle
Weapon slots are defined by their โtypeโ and use animation states based on that too
I'm doing a pilot suit retexture, does anyone know how to edit it's GForce Protection? Ace's GForce stuff, that is. Managed to get it to work but it has 0 GForce Protection
We can't use magazineWells for Throw right? because every grenade needs it's own muzzle?
Well you could if you like switching between grenades via the action menu rather than the keybind
I don't think you have ever option to switch magazine via action menu
in OFP you did, didnt you?
Help with gforce pls?
Amazing, thanks!
Hello i want to know how i can change the layout of the map when i press m for
example from this https://prnt.sc/mvo34a to this https://prnt.sc/mvl77p
is there a way to make a soldier always deploy with a specific face and voice? i tried identityTypes[] = {"insert voice and face type here"}; but this isn't producing the faces I want - it's actually giving me the "default face" instead ๐ฆ
id look at CUP's Razor team cause thats the only unit I know that has a constant face when spawned XD
identityTypes[] = {"CUP_Miles"};
class EventHandlers: EventHandlers
{
class CUP_Units
{
init = "[(_this select 0), """"Miles""""] call CUP_fnc_setIdentity;";
};
};
``` they have that so i guess they use a script to set it
@candid flower
Story characters also have this
Hello i want to know how i can change the layout of the map when i press m for
example from this https://prnt.sc/mvo34a to this https://prnt.sc/mvl77p
Since you've been told a couple of times you need to study the configs, have you done that at all?
i have been studying the configs, HorribleGoat - don't worry - ill learn all the secrets XD
Not you. The other guy. You've been hard at work on your own.
oh - very good XD
its a struggle, but it reminds me of the old days of C++ ๐ thank you ๐
evening all, is it possible to code a stun grenade that flashes 6 times in quick succession?
id like to impliment it with out ace, that soemthing id have to script?
I assume so yes. Don't think ACE would add that via script if it was possible in vanilla
need to find me a scripter cant do that stuff for toffee
In jets for physx wheel to work we need simulation="airplaneX"; is there something similiar to do in helicopters?
physx wheels are working for helicopter but since it's unofficial features it's unfinished
it's missing i.e. braking option
But my suspension isnt working either. I must have did some error but my damper animation source doesnt change so I thought there was some config part to add
Well except for class Wheels
does weapon parameter burstRangeMax have influence in vanilla? on AI only i assume?
I think it also works on players @strange egret
what does it do exactly?
@wise tusk are you using helicopterrtd simulation?
@strange egret randomize burst from burst to burstrangemax
interesting
random runaway malfunctions
@hot pine Yes, animationSourcePhase still returns 0
Ok got it working
do share. might be useful knowledge
Issue was with naming, it gived me error that Wheel wheel_1 not found. I think it was becouse in LandContact LOD I had points named wheel_1_dumper instead of just wheel_1
is there a specific variable for containers (like ammo boxes, etc) that determines if it can be sling loaded?
I can sling load the vanilla ammo boxes, but not those custom for my faction
I'm trying to create a weapon with a digital ammo counter display. The weapon has a 99 round magazine, I have all the ammo numbers as named selections on the model.
However I'm having troubles warping my head around how can I use the revolving animation source to display only the number of bullets currently in the magazine. I need to hide every other number and display only the one I need.
You could try uv animation? All numbers in an atlas texture and move the uv space in increments
are UV animations even working with weapons?
only the Kart is using them so far - and my quick experiment of animating the camo1 section of a gun was fruitless
@hot pine Thanks, is that per individual digit right? I wanted 00 to have different texture coordinate (different color to better show you are out ammo)
use isempty for that?
yeah, but it might interfere with rest of the digits.
parent all the other digits to one bone, hide that bone, unhide the 00 bone
I think I'm seeing how this whole thing is set up. I might be able to have custom 00, but I will try to get it working first
OK it works, the only issue now is that 0 ammo the display is 90 instead of 00, it works fine once you start shooting though
ok the second 9 (xx9x) gets displayed on no ammo for some reason instead of a 0 (xx0x). I checked the model and stuff appears to be correct
Hey,
I'm trying to make a menu and everything is good so far but I've encoutered one problem: I'd like that a drop-down menu pops when you hover the mouse over a certain area. For now the hover thing works but here is the catch: the onMouseEnter is only triggered when the control is focused so when I hover my mouse over the area, the menu drops but the hover area is still focused. If I change focus to a button below everything just bugs. Also, I should mention that I work on the RscDisplayMain. Here are some links so you can get a better view at how it's done.
PS: And I don't know if GUIs are #arma3_config but it seems to be the most apropriate channel for that ๐
EDIT: Also , I know I could use inArea but it's not dynamicaly scalabe as after getting this issue fixed, I'll need to apply the effect on all main buttons :/
@stable sandal better would be #arma3_scripting
AFAIK onMouseEnter only triggers once
at least the scripted version
so you may have to use onMouseMoving and handle the states and position checking yourself
https://community.bistudio.com/wiki/User_Interface_Event_Handlers
@hot pine Thank you for the digital counter config, but its not perfect: at 10s (10, 20, 30 etc) the counter goes to a value of ten less (when you hit 80 it shows 70 and so on), then it goes correctly when it gets from that (79 is displayed correctly).
I'm not trying to figure out a way to fix the 10s not working properly
@barren umbra have you correctly adjusted it for 2 digits?
how exactly?
It kinda works the xxx1 values work fine, only the xx1x need some convincing to work properly. I'm currently fudging the values and got it working up to 80 then it kinda breaks
YEAH! Got to to work proerly. I had to change the values from 10~90 to 0.045,0.945 for hide and unhide values and that solved the issue
When I added class Wheels my rear wheels spin when my front wheels spin(and only rear are touching the ground)
Why is that?
I got 15 mb. log with that error
20:10:03 Error: the_girl\pitgirl\the_girl.p3d: Opposite edge to P(43209, 42169) was not found - shadow geometry is not closed.
20:10:03 Warning: the_girl\pitgirl\the_girl.p3d: Degenerated triangle found on source triangles (43205,43211,43210)
when i spawn object - arma is lag, and don't work
Hey guys i have a question:
should i add the addon class into a cfg patches if i am adding custom parameter to it?
for example
class cfgVehicles {
class Wheeled_APC_F;
class rhs_btr_base: Wheeled_APC_F
{
kka3_intercom[] = {"rhs_tsh4","rhs_tsh4_ess","rhs_tsh4_bala","rhs_tsh4_ess_bala"};
};
requiredAddons[]? yes
yep