#arma3_config

1 messages Β· Page 96 of 1

hard jolt
#

im just copying it from others configs and not sure if patching includes adding classes. I think arma will get parameter without mentioning

untold temple
#

well strictly speaking, if it's a completely new param, it'll probably just merge the two configs so long as the classes and inheritance match. So the load order might not matter so much. But it's best to make an established load order to add your param after the config for that vehicle is loaded in to the game. And it'll stop people running the addon without the classes it depends on, which would throw out a bunch of other problems

hard jolt
#

thanks thats what i thought aswell

outer sapphire
#

is possible to use hiddenSelections on Uniforms?

#

when i try use that - and define in config hiddenSelectionsTextures - i getting default texture - defined in model

untold temple
#

then you're probably not defining it in the right place

outer sapphire
#
#define IT_INFO(X) class ItemInfo: UniformItem {uniformModel="-";uniformClass= X ;containerClass="Supply250";mass=40;}
    class girl_uni_1: Uniform_Base
    {
        scope=2;
        displayName="Uniform_girl";
        picture="\girl_cloth\pitgirl.paa";
        model="\girl_cloth\the_girl.p3d";
        hiddenSelections[]={
            "1body_texture",
            "1head_texture",
            "1face_texture"
        };
        hiddenSelectionsTextures[]={
            "\girl_cloth\tex\the_uniform_1.paa",
            "\girl_cloth\the_hear_1.paa",
            "\girl_cloth\tex\the_skin_1.paa"
        };
        IT_INFO("girl_1");
    };
#

@untold temple

untold temple
#

and is that in cfgweapons or a unit in cfgvehicles?

outer sapphire
#

class cfgWeapons

untold temple
#

uniforms are character models once worn

#

all the hiddenselections stuff is defined there

#

the cfgweapons thing is just for the sake of inventory really

outer sapphire
#

it turns out - I can not do multiple textures on one model of the uniform?

#

hm....

astral pagoda
#

huh?

outer sapphire
#
// Example from biwiki

class cfgWeapons
{
    class UniformItem;
      
    class U_B_soldier_new: Uniform_Base
    {
        author = "Splendid Modder";
        scope = 2;
        displayName = "New Uniform";
        picture = "\A3\characters_f\data\ui\icon_u_b_soldier_new_ca.paa";
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d";
        hiddenSelections[] = {"camo"};
        hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\b_soldier_new.paa"};
         
        class ItemInfo: UniformItem
        {
            uniformModel = "-";
            uniformClass = B_soldier_new;
            containerClass = Supply40;
            mass = 40;
        };
    };
};
astral pagoda
#

you can

outer sapphire
#

@astral pagoda i need define all hiddenSelections in character too?

#

or i can define my own hiddenSelections on uniform class only

hard jolt
#

afaik hidden selection should be defined in model.cfg

hearty sandal
#

ok so

outer sapphire
#

yes, they defined

hearty sandal
#

the character cfgvehicles class is what it looks like in game and walking

outer sapphire
#

lol

#

not defined

#

πŸ˜„

#

sorry

hearty sandal
#

and thats where you set up hidden selections for that uniform/character

#

in the cfgweapons class you control what the uniform item looks like in inventory or unequipped on the ground

outer sapphire
#

@hearty sandal as i understand - hiddenSelections in cfgVehicles - is for "naked" character?

hearty sandal
#

and yes all texture sections must be listed in the model.cfg

#

no

#

each uniform has a cfg vehicles class

#

and each uniform can be their own unit

outer sapphire
#

understand

hearty sandal
#

basically you just swap what unit you look like when you swap uniform item

#

and the head proxy and identity system just keeps the flesh parts looking like you

outer sapphire
#

but if i have 3 selections, and another character take that uniform - is can to be problem?

hearty sandal
#

what selections?

outer sapphire
#

body, head and face

#

textures

hearty sandal
#

I dont understand

outer sapphire
#

sorry for my poor english

hearty sandal
#

its alright

#

normally a unifrom does not contain head model

#

it has a head proxy

#

that the game engine then loads according to the identity of the player/npc

#

and if there is skin parts like hands

#

those should be copied from the sample man

#

so that the skin color change works

outer sapphire
#

on ordinary characters, only camo is defined, hidden selection, and in my character 3 selections will be described. In multiplayer, it may happen that another character takes this uniform. I can not understand - whether the textures - prescribed for this uniform in hiddenSelections - will be displayed on this character correctly

hearty sandal
#

it will be if the uniform class in cfg vehicles for that item has the textures configured

#

just like if you pick up an any uniform in game

outer sapphire
#

understand, thank you a lot! πŸ˜ƒ

hearty sandal
#

good luck

outer sapphire
#

ty

hard jolt
#

holy cow with that required line i get animations messed up - people are swimming in the air!

requiredAddons[] = {"rhs_c_rva","rhs_c_pts","rhs_c_mig29","rhs_c_mi28","rhs_c_btr","rhs_c_bmp3","rhs_c_bmp","rhs_c_bmd","rhs_c_a2port_air","rhs_c_troops","rhs_c_a2port_armor","rhs_c_2s3","rhs_c_a2port_car","rhs_c_a3retex","rhs_c_air","rhs_c_sprut","rhs_c_t72","rhs_c_tanks","rhsgref_c_air","rhsusf_c_troops","RHS_US_A2Port_Armor","RHS_US_A2_AirImport","rhsusf_c_ch53","rhsusf_c_f22","rhsusf_c_m1a1","rhsusf_c_m109","rhsusf_c_m113","rhsusf_c_m1117","rhsusf_c_melb"};
#

i have tried to add only last and only first class and no difference

#

and its rather trivial thing to do, i have never got that

hearty sandal
#

ummm

#

youre supposed to add the cfgPatches class names to that list

#

@hard jolt

hard jolt
#

well i believe they all are*

cosmic pond
#

πŸ€”

hearty sandal
#

so each of those items has their own pbo?

hard jolt
#

i have copied it out of every config file i mentioned in cfgvehicles

hearty sandal
#

I dont understand what that means.

#

what is it you are doing?

hard jolt
#

i am adding new paremeter to specific vehicle base classes

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"};
    };
    class rhsusf_M1117_base: Wheeled_APC_F
    {
        kka3_intercom[] = {"rhsusf_cvc_helmet","rhsusf_cvc_alt_helmet","rhsusf_cvc_green_helmet","rhsusf_cvc_green_alt_helmet","rhsusf_cvc_ess","rhsusf_cvc_green_ess","BWA3_CrewmanKSK_Fleck_Headset","BWA3_CrewmanKSK_Tropen_Headset","usm_helmet_cvc","CUP_H_BAF_Crew_Helmet_DDPM","CUP_H_BAF_Crew_Helmet_DPM","CUP_H_BAF_Crew_Helmet_MTP"};
    };
    
...
hearty sandal
#

oks so what pbo is M1117 in?

hard jolt
#

rhsusf_c_m1117

hearty sandal
#

and is that also the name of the cfgPatches class?

hard jolt
#
class CfgPatches
{
    class rhsusf_c_m1117
    {
...
class CfgVehicles
{
...
class rhsusf_M1117_base: Wheeled_APC_F
#

its really strange because i did that stuff many times

hearty sandal
#

so what is it your config patch is supposed to do?

hard jolt
#

i am adding the array parameter for script

#

requiredAddons[] = {"A3_Functions_F"};
with that line everything works fine

grand zinc
#

your mod might be loading before Wheeled_APC_F is created

#

inheriting from a class that doesn't exist yet doesn't work that well

hard jolt
#

hm thanks

#

looks like i should add all main configs from vanilla

grand zinc
#

Always put everything that you depend on in requiredAddons

hard jolt
#

ie soft armor air

grand zinc
#

no

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there is one CfgPatches from vanilla that depends on all other vanilla things

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you can just requiredAddons that one class and get everything from vanilla

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A3_Data_F_Tank_Loadorder

hard jolt
#

Huh

#

requiredAddons[] = {"A3_Functions_F","A3_Anims_F","A3_Data_F_Tank_Loadorder","rhs_c_rva"...,"rhsusf_c_melb"};
no luck yet)

grand zinc
#

so with just functions f it works. But with functions f and some others it stops working?

astral pagoda
#

Can't you just load rhs main? it already has required addons for all rhs stuff

hard jolt
#

yep people start to float

#

even functions + anims

grand zinc
#

check in ingame config viewer if the configs you edited are as you expect them to be

hard jolt
#

Well, i ve decided to move that config away from the animation addon, works fine for a moment) Thanks for your help

hearty sandal
#

oh never pack anything else with animations

#

also

#

do you pack with mikeros pboProject?

hard jolt
#

yep

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oh no sorry

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i pack with the mikero makepbo

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i use pbo project for binarisation but it is a pain

hearty sandal
#

does it output same errors as pboProject?

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why pain?

hard jolt
#

it requires to have all the resources mentioned on p drive

#

like rvmat textures and all the stuff

hearty sandal
#

perhaps you are missing something that you would actually need

hard jolt
#

its good when you are packing transparent glasses, but not very handy for quick model fixes

hearty sandal
#

it is possible your issues come from this method

hard jolt
#

ok ill try pbo project

#

Looks like the problem is in the animation

elfin temple
#

I'm a bit of a noob in ArmA modding, can you simply re-declare vanilla classes in a mod config to alter some of it's properties without making a separate item? Such as editing vanilla weapon and vehicle stats and have it replace the actual item?

astral pagoda
#

Sure you can πŸ˜„

hearty sandal
#

@elfin temple while you can do that, you will not be able to use such modifications outside singleplayer or your own server.

#

just so you are aware

elfin temple
#

what about with other people with that mod?

#

in mp

hearty sandal
#

sure

#

but only on the server where it is enabled

elfin temple
#

yeah, it's for our unit mods, so we can accelerate the boats for example and stuff

#

thanks for the info

#

One more thing, in that case, it it required to re-declare all variables/fields or is it enough to just put the changes in

fervent kernel
#

guys i need some help, i wanna set ace scripts in my server, i already make what i want on my pc scripts and i saved all that scripts but now how i can paste that scripts into the server and make server read that ace settings ?

outer sapphire
#

trying to use that example from biwiki

#
/// Sample uniforms configured with a macro ///

#define UNIFORM(NAME,DN,PIC,TEX,SOLDIER,LOAD,WEIGHT) \
    class ##NAME##: Uniform_Base \
    { \
        author = "Splendid Modder"; \
        scope = 2; \
        displayName = ##DN##; \
        picture = "\A3\characters_f\data\ui\icon_##PIC##_ca.paa"; \
        model = "\A3\Characters_F\Common\Suitpacks\suitpack_original_F.p3d"; \
        hiddenSelections[] = {"camo"}; \
        hiddenSelectionsTextures[] = {"\A3\Characters_F_New\BLUFOR\Data\##TEX##.paa"}; \
        \
        class ItemInfo: UniformItem \
        { \
            uniformModel = "-"; \
            uniformClass = ##SOLDIER##; \
            containerClass = Supply##LOAD##; \
            mass = ##WEIGHT##; \
        }; \
    };

class cfgWeapons
{
    class Uniform_Base;
    class UniformItem;
      
    UNIFORM(U_B_soldier_new,"New Uniform",u_b_soldier_new,b_soldier_new,B_soldier_new,40,40);
    UNIFORM(U_B_soldier_new_2,"New Uniform 2",u_b_soldier_new_2,b_soldier_new_2,B_soldier_new_2,60,60);
};
#

but i getting message -###INDEX## not found

#

that my example

#
#define CLOTH(INDEX) class girl_##INDEX##: girl_1        {scope=2;uniformClass="girl_uni_##INDEX##";model="\the_girl\pitgirl\models\the_girl##INDEX##.p3d";}
#

really don't understand - why my config is not work

#

@hearty sandal, can you help, please?

hearty sandal
#

I would not use the Macro example if you dont know how to use it. Just write the config normally

astral pagoda
#

Exactly

sick zephyr
#

Hello there, can anyone confirm if those values work at all in A3?

        maxHeight = 50;    // Max height above sea level.
        avgHeight = 5; ```
#

I've applied them to my drone but they will just fly like a vanilla drone

#

Base class is B_UAV_01_F

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The idea is to set altitude limit for the unit

light shore
#

Sorry if this is the wrong channel... I have gotten my dialog to appear when called, but, none of my text is showing up in the buttons or anything.

lofty zealot
#

where have you set the text? SQF or config?
what appears instead (image at best, imgur etc.)?
code (pastebin.com etc.)?

stoic lily
#

how is defined in what positions AI enter a vehicle?

#

that said the order doesnt correspond really to the prio either..

#
    class GetInCommander: None
        priority = 5.9;
    class GetInDriver: None
        priority = 5.8;
    class GetInGunner: None
        priority = 5.7;
    class GetInPilot: None
        priority = 5.6;
    class GetInCargo: None
        priority = 5.5;
    class GetInTurret: None
        priority = 5.4;```
#
    class MoveToGunner: None
        priority = 1.5;
    class MoveToCommander: None
        priority = 1.4;
    class MoveToTurret: None
        priority = 1.3;
    class MoveToPilot: MoveToDriver
        priority = 1.2;
    class MoveToDriver: None
        priority = 1.1;
    class MoveToCargo: None
        priority = 1;```
hot pine
#

priority* distance afair @stoic lily

fathom thorn
#

hi guys. the engine on my tank sometimes shuts off when idle. is this some config setting? I'd like to leave it on

stoic lily
#

@hot pine thanks reyhard. will check

barren umbra
#

is it possible to animate a piece of gear on a soldier using scripting? I want to animate the night vision goggles so they are lowered (like when you are using night vision), I want to use the aperture to create a full color night vision effect (like in TPW mods), but since its just some PP magic on normal vision, the NVGs are not lowered.
So if there was a way to trigger the googgle lower animation it would be great. From what I seen the NVGs are actually 2 separate models that get swapped when they are in use or not

hearty sandal
#

no that cant be done

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all gear moves only with the .rtms

barren umbra
#

Well I guess I will simply create a new NVG's with will completely 2 separate thing sand just swap them around

hearty sandal
#

that would work

barren umbra
#

A3 does this pretty much like that anyway, just engine side.

strange egret
#

does anyone know if its possible (and if so how) to modify what category is expanded by default in Eden editor? When you open Eden, you get Nato->Men automatically expanded. Id like to change that, because its annoying (its so long)

obtuse anchor
#

I'd very much like the same if it can be done.

stoic lily
#

class Cfg3DEN seems to be its GUI definitions or its configuration

mossy geyser
#

can i use bankrev in the arma 3 tools collection to view the source code of addons i have installed? or is there a different/better tool?

grand zinc
#

you can use that yes

#

there are many other pbo unpackers. But bankrev should be good enough

mossy geyser
#

thank you

#

how long roughly will it take to process a file?

grand zinc
#

between half a millisecond and a couple hours

#

depends on filesize

mossy geyser
#

oof

#

this file is 24mb

#

and it has been going for i think 20 minutes now rip

grand zinc
#

Might be that the author protected it to make sure you can't properly unpack it

mossy geyser
#

i think that was the case, it worked with a different addon

#

If i want to make a faction addon using equipment from the base game or other mods, will i need to include anything other than the config file?

grand zinc
#

You cannot copy other peoples stuff into your addon

#

you can reference their files. But you cannot just take their stuff and repack it. That's stealing

mossy geyser
#

i don't want to upload files as my own or repack other addons, i want to use equipment that already exists to create units with a loadout of my choice. That said, i'm a noob and i don't know the best way of going about it so i assumed creating an addon would be a way of doing it.

#

could you explain what you mean by referencing other files?

grand zinc
#

You just use other mods classnames then, in your units configs

tawny grove
#

Would anyone be able to help me debug why some units don't show up as placable under Zeus but do in the editor? I've got some units that do show up and then some others that don't and I'm trying to work out why. Configs here:

https://termbin.com/bjxk -> shows up under 16AA Units (BFAs) in Zeus and editor
https://termbin.com/8ynl -> shows up under 16AA Units in Zeus and editor
https://termbin.com/wyz1 -> shows up under 16AA Units (BFAs) in editor but not Zeus

You'll probably want a difftool to be able to make sense of it...

grand zinc
#

CfgPatches correct?

tawny grove
#

what does that mean? πŸ˜ƒ

grand zinc
#

CfgPatches class in your config

#

it has a units entry that has the classnames of your units

tawny grove
#

aha!

#

no, they aren't there

#

I'll give that a go. Thanks!

tawny grove
#

yep, that worked, they show up now. Thanks so much ❀

toxic solar
#

where is textureType for fire modes defined? I forgot where they where and I wanted to see if there was a texture for 2 fire burst

hearty sandal
#

firemode texturetype?

#

as in something that switches textures when firemode changes?

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on the weapon?

untold temple
#

No it’s the little tape in the UI that shows a graphic representation of the current fire mode

#

Like γƒΌ for semi γƒΌγƒΌγƒΌ for burst

barren umbra
#

is it possible to slave one turret to another so its turning the same way, but without editing the model.cfg? Just the turret config

toxic solar
#

yea I mean the little dashes at the top, sorry for late response

untold temple
#

cfgInGameUI>>>cfgWeaponModeTextures

candid flower
#

how do you create a soldier who is armed with a weapon that has a variety of attachments?

#

it appears it is more effective to simply create a 'new weapon' that has those attachments by default, then assign said 'custom weapon' to the individual soldier...im having some issues getting this weapon to appear...i'll keep plugging away at it

shy matrix
#

Hi everyone! Who can explain to me about setting mass of magazine if cfgMagazines? I am confused by two params "mass" and "weight" with different values in the same magazine config.

stoic lily
#

weight is unused (edit: outside helicopters)

hot pine
#

It's not obsolete

#

It's for rtd helicopters

shy matrix
#

Sorry for my inaccuracy. I'm work with magazines for mortars.

shy matrix
#

@stoic lily, @hot pine thx

narrow crow
#

anyone got this error message before?

#

Dimensions in class sfp_81_rbs55 should be an array of size 2

#

just a static weapon

hot pine
#

you can ignore it

#

code is expecting vehicle in vehicle bounding boxes

narrow crow
#

but I want to remove it, make a "clean" report file :p

hot pine
#

you can't

#

or well, if you add ViV then probably it will be without that .rpt error

narrow crow
#

i will add that then πŸ˜ƒ

hot pine
#
        dimensions[]                = {"BBox_1_1_pos", "BBox_1_2_pos"}; // Memory-point-based override of automatic bounding box```
narrow crow
#

thank you

hot pine
#

game is checking those dimensions even though canbetransported is set to 0

#

it's engine bug but well, if you want to keep it super clean then go ahead πŸ˜‰

stoic lily
#

dimensions[] = {}; good enough?

hot pine
#

I don't think so

#

If I would be an RV engine, I would still throw " should be an array of size 2" error πŸ˜›

burnt roost
#

I got a question for someone who is hopefully more knowledgeable about uniform, vest, backpack, and headgear configs. I'm attempting to query by script what the side of the equipment is. Ie, is the player wearing Civilian gear, BluFor gear, etc. The value put in for side for most gear seems to be 3... which is civilian... and I'm pretty sure BluFor uniforms are not civilian. BIStudios seems to have a way to query it when they prevent you from being able to put on a civilian uniform as a BluFor.

#

I did have a thought about it being inheritance related, but I have not tested that yet.

candid flower
#

you know i tried something like that @burnt roost

#

i tried to get a BLUFOR uniform onto an Independent soldier, but it failed because that particular uniform is locked to BLUFOR

#

when creating the uniform, the "modelSides[] = {0,1,2,3};" MAY help make the uniform useable by all personnel, but im not sure

#

creating a uniform is tricky because you have to make the uniform as BOTH a vehicle AND a weapon...

#

but someone more experienced with making uniforms might be able to answe this

#

@simple trout has made a number of really kickass uniforms for his DHI mod. maybe you can pick his brain?

#

also, for future reference, editorPreview = ""; creates the unit portrait in the Forces overview πŸ˜› not 'picture' or 'portrait' XD

burnt roost
#

@candid flower thanks! I will investigate the modelSides

burnt roost
#

hmm, modelSides does not seem to be available in the config definitions for uniforms so that is not going to work for me.

hearty sandal
#

model sides in the units cfgVehicles class if I recall right

candid flower
#

indeed

#

creating uniforms is....odd...in my view

burnt roost
#

yeah... looks like I will probably have to build a manual list of all the gear which is not fun

strange egret
#

side=X; and modelSides in cfgvehicles tells you the side

#

if you take the uniform item (cfgweapon) you can extract the class name of the cfgvehicle

candid flower
#

while were discussing creating things, im having trouble getting a weapon loaded with attachments to show up on a soldier. ive tried creating a new weapon based on dependencies, but only the rifle is showing up, not the attachments...

class CUP_arifle_M4A1_black;
    class GDIM4: CUP_arifle_M4A1_black // Should otherwise be scope 2 and displayName "M-4 (M68,AN2,S)"
    {
        class LinkedItems {
            class LinkedItemsOptic {
                slot = "CowsSlot";
                item = "CUP_optic_CompM2_Black";
            };

            class LinkedItemsAcc {
                slot = "PointerSlot";
                item = "CUP_acc_ANPEQ_2";
            };

            class LinkedItemsMuzzle
            {
                slot = "MuzzleSlot";
                item = "CUP_muzzle_snds_M16";
            };
        };
    };```

-Issue Resolved - there appears to be something wrong with the rifle I initially chose: the CUP M4A1...which means bad bad bad things...
simple trout
#

@burnt roost The vehicle/weapon class thing is confusing but essentially the vehicle class of a uniform is actually a character and not a uniform or an "item" like backpacks, vests or helmets.

burnt roost
#

Thanks X3KJ and Tim! I will look into that.

toxic solar
#

Can pylons work on tanks in the same way they work for helis

outer sapphire
#

i'm trying change model for object, write

#
requiredAddons[]=
{
    "A3_Structures_F_Ind","A3_Structures_F_Civ_Garbage"
};
#

but when i try that set model = "";

hearty sandal
#

@outer sapphire I dont think changing vanilla objects is wise

#

why do you try to do so?

grand zinc
#

Also use the tanks loadorder to make sure you are loading after ALL vanilla pbo's, and not just some

outer sapphire
#

@hearty sandal I want to remove some unused objects

hearty sandal
#

From where?

#

vanilla objects?

#

Im not sure if you are on the right track here

outer sapphire
#

@hearty sandal
I do not know how to edit map altis, for this I am looking for another solution to the problem of unnecessary objects at the mod level

hearty sandal
#

well you cant edit the Altis map. That would be impossible

#

and I dont think you can hide objects like that either

#

what you are trying to do is likely not possible at all

#

if you need to hide some specifc objects you should use the hide object module

outer sapphire
#

i used, but that takes my fps 😦

hearty sandal
#

I think what you are trying to do is impossible

#

and not how terrains are meant to be used

outer sapphire
#

@hearty sandal i used that to change building model on map

#

works

#

just changed model

#

and defined

#

but when i trying remove model - getting problem - nothing is changed

#

@grand zinc used tanks loader, but nothing changed 😦 that pbo loading

hearty sandal
#

thats what I meant

#

you cant remove them like that

#

even if you can change the model

#

you cant remove it

outer sapphire
#

hm...

#

if i use model with 1 poly?

#

πŸ˜„

hearty sandal
#

possibly.

#

but you do understand that the model can not be used in the editor anymore either

outer sapphire
#

yes, i understand that

hearty sandal
#

and you are not supposed to rebuild whole terrain in a mission

outer sapphire
#

i will define objects with another class if they needed

hearty sandal
#

if you place too much stuff in editor that will also eat your fps

#

just saying you are going about the whole mapping thing the wrong way

grand zinc
#

didn't mean literally "tanks"

#

I meant the tanks loadorder thingy that I don't remember the exact name of

outer sapphire
#

@grand zinc i understand πŸ˜ƒ

#
requiredAddons[]=
{
    "A3_Data_F_Tank"
};
grand zinc
#

Yeah not that

#

I'll look it up

outer sapphire
#

@hearty sandal I understand it πŸ˜ƒ I just want to make a temporary option to increase the FPS, while I don't know the mapping

grand zinc
#

A3_Data_F_Tank_Loadorder

outer sapphire
#

Is it necessary for model to make model.cfg?

hearty sandal
#

no

outer sapphire
#

@grand zinc ```cs
requiredAddons[]=
{
"A3_Data_F_Tank_Loadorder"
};

grand zinc
#

ye

outer sapphire
#

ty

#

ah, nothing changed 😦

grand zinc
#

check if ingame config viewer shows what you expect

tiny shale
#

In filezilla, where would I find the server root file

#

More specifically I'm trying to get the ban.txt file

grand zinc
#

Depends on where your arma server is installed

tiny shale
#

Ok where would I go then\

#

My b

#

And also it is a dedicated

grand zinc
tiny shale
#

Two Things:
1:I'm temporarily taking this job so I'm learning all this XD
2: It is dedicated so I thought I'd have to go through the server panel/FTP thing

#

But ye I'll move to the other channel now

outer sapphire
#

@grand zinc magic of arma πŸ˜„ ```cs
model="\A3\Structures_F\Civ\Garbage\GarbageBags_F.p3d";

#

default model path

grand zinc
#

Β―_(ツ)_/Β―

undone quiver
#

Which soldier base class is best to base the rest of your units off of when making new units?

#

I mean is there anything lower then B_Soldier_F?

outer sapphire
#

hm...

#

now path changed currently

#

but model still default xD

#

i think problem in loader

#

is load after map initialization, i think

#

hm...

#

no

#

problem not in loader

#

another building working fine

#

😑

strange egret
#

@undone quiver all in one config, crtl + f ...

outer sapphire
#

i don't know what's going on 😦

#

in config - model custom, but on map i see vanilla model

#

on buildings is works fine

#

but when i try modify something another - got vanilla models

#

and that model i can't find in config

#
hint str ("getText (_x >> 'model') isEqualTo ""\A3\Structures_F\Civ\Garbage\Garbage_square3_F.p3d""" configClasses (configFile >> "CfgVehicles"));
#

return

#
[]
#

but when i near object - run that code:

#
(nearestTerrainObjects [player, [], 5])#0
#

is return

#
Garbage_square3_F.p3d
grand zinc
#

but on map i see vanilla model the model might be hardcoded into the terrain.

#

not all things on terrains have config classes that you can edit

outer sapphire
#

understand 😦

#

@grand zinc maybe is possible to redefine path? with prefix

grand zinc
#

Oof..

#

Not without copying tons of BI files which.. no.

outer sapphire
#

understand

#

thank you

hot pine
#

only objects with class = house (or houseSimulated) can be potentially replaced on map via config

#

Garbage_square3_F is missing that since there is no reason to simulate that asset

outer sapphire
#

@hot pine is not possible to change with model $PREFIX$ if i set ```cs
\A3\Structures_F\Civ\Garbage\

#

and place my changed models there

hot pine
#

you could try doing it, I remember I did something like with ponds once and it was somewhat working

grand zinc
#

prefix conflict replaces the whole other folder with yours. So if you want to keep some stuff. You'd have to copy it into your pbo

outer sapphire
#

Should the prefix be the same as in the replaced one? Or you can specify the path to the folder I need?

grand zinc
#

I don't know. Try out.
I just know same prefix replaces whole pbo (that was a fun bug to find...)

stoic lily
#

subpath prefix works (somehow)

#

BI used that for plants2 for example. also some of the larger terrain

#

probably load order is important though

outer sapphire
#

@grand zinc @stoic lily @hot pine thank you! Variant with prefix works with replace pbo

#

Subpath don't work for me, tryed a lot of variants

obtuse anchor
#

I've used subpath replacement successfully (to replace muzzleflash tex). Don't know if it's the difference in terms of load order but it doesn't seem to hurt also having a config.cpp with CfgPatches.

#

Prefix a3\data_f\proxies\muzzle_flash\data to replace just that virtual-folder from data_f.pbo.

#

Then just the following in a config.cpp;

#

`class CfgPatches {

class ANZINS_MuzzleFlash {
    Units[] = {};
    Weapons[] = {};
    RequiredAddons[] = {"a3_data_f_sams_loadorder"};
    RequiredVersion = 1.88;
    Version = 1.00;
    Author = "Defunkt";
};

};`

outer sapphire
#

@obtuse anchor i'm trying to do that with models

#

i think find problem

#

@obtuse anchor thank you a lot!!! is working fine! πŸ˜ƒ

cold raft
#

Hello, I'm wondering if anybody may be able to assist me. I am attempting to use the init event handler in cfgvehicles to addaction to a crate. I have my addaction string of code working in the init box in editor, but when porting that to the config I am receiving errors, missing characters that are there. I suspect this is due to the quotation marks in the string, so Would anybody be able to point me in the direction of info on config.cpp string sanitation or escape characters. Would be greatly appreciated.

#

I attempted a search but was probably far too vague to find anything useful.

gritty rune
#

@cold raft is your config somewhere to be seen?

cold raft
#

Yup, sorry was just figuring out how to code block

#

This is the event handler, the issue is definitely here and I'm sure it's wrong

init="this addAction ["<t size='1.25' color='#FF9933'>Open Arsenal</t>",{["Open",true] spawn BIS_fnc_arsenal;}, [], 2, true, true, "", "true", 25];";
};```
#

Works in editor but I'm failing the transition to config

gritty rune
#

@cold raft you cannot use " within "

cold raft
#

I figured that was the issue, any way to escape the character?

gritty rune
#

you can replace the inner " with ""

#

not sure if the overall approach is sound, usually an action is added via userAction to a specific object via config

#

e.g. addAction is a local effect command, so if you spawn your object on a server, there will be no visible addAction code in your object

#

or is it for single player only?

cold raft
#

Well alright then... That is my exact use case... So what should I be using?

gritty rune
#

here is a sample from the Nimitz: ```sqf
class UserActions {
class LandingStats {
displayName = "Show Landing Statistics";
position = "engine";
radius = 5;
condition = "true";
statement = "[this] call ttt_fnc_showLandingStats;";
onlyforplayer = 1;
};
};

cold raft
#

Well using the double quotes got rid of the error, so thats exactly what I needed thank you! unfortunately the action doesnt show, so I'll just scrap that bit and look into UserActions

#

Thank you!

cold raft
#

@gritty rune I've got it all transferred to UserActions and it's working great! Thanks for your assistance!

#

Now to go back and update a few configs...

gritty rune
#

have fun πŸ˜ƒ

cold raft
#

Hello again, does anybody know the best way to find a memory point name on a vanilla Arma 3 model? It may not even have one for all I know.
I am adding a user action, see above, and it is nagging for a memory point for position.

cold raft
#

Maybe there are generic memory points that I dont know about, any help would be wonderful. Not sure configs is the right place to ask

hearty sandal
#

I cant remember if the position argument of the action can take model space coordinates though so you could try that.

cold raft
#

Thank you for the advice, I was able to get a list of the NamedSelections on a few items I'm working with, but a couple have none at all. It appears position will only accept a string according to the wiki, so I sent it an empty string "" and it actually worked. Stopped providing an error and defaulted to model origin. Could have tried that earlier, but it didn't occur to me until I checked what would be accepted...
Thanks again for your help

pallid snow
#

I would use delete className; in cfgInsignias to remove say, an insignia from the game right?

grand zinc
#

yes

#

might also set it's scope to 1. I assume that should work too

pallid snow
#

Oh yeah forgot about that route, it's better to do that than use delete right?

grand zinc
#

yeah

#

delete might mess things up if they expect that class to exist

pallid snow
#

Yeah thought as much, cheers πŸ˜„

livid heath
#

hiya. is there a way to disable a pistol class weapon from being shown in the holster? thanks

untold temple
#

use the scaling parameter to make it really teeny tiny

#

holsterScale = 0;

livid heath
#

thanks dtm, that's awesome.

velvet mesa
#

HellO!

#

I have a problem since yesterday 😦 Whenever I try lo load my map, Arma3 crashes 😦

#

This is last line of RPT before explidong

#

17:59:24 Error: can't resize AutoArray to negative size!

hearty sandal
#

what did you change last?

velvet mesa
#

Nothing

#

Literally nothing

#

Γ§

#

Maybe a mod that is placed inside is broken now?

hearty sandal
#

possibly

velvet mesa
#
binarise crashed```
#

oh

#

Now I cant pack my map

astral pagoda
velvet mesa
#

MAaybe ΒΏ?

sudden scarab
#

hey all am trying to make a costom ui panel carmra for a gun sytem on a vic i have the panel art work done in paint shop but dont know how to get this panel to show inside the carmra system any help is more than welcome at this point.

#

i be leave its an optic art work that shows when you are in the camra posion

sudden scarab
#

anyone?

obtuse anchor
#

you'll get more help if you take more time over describing where you're at and, more importantly - because it shows you don't expect to spoon-fed, what you've tried already and what specifically you're stuck on. probably like most people, i don't have the time or inclination to knock up a tutorial describing every step of the process from where you appear to be right now (knowing nothing). look at the vanilla game or similar other mods and work out how they do it. more than likely you'll want to start with an AIO (all-in-one) config - a dump of the game's whole configuration tree; https://forums.bohemia.net/forums/topic/191737-updated-all-in-one-config-dumps/ - assuming it's an existing vanilla vehicle you want to mod you'll probably find the optic definition inside class RscInGameUI.

sudden scarab
#

indded it is not a Vanilla mod its one made within are comunity but basicly we are trying to ghet something simualer to this https://youtu.be/Kigx15FEPfg?t=1162 with te fancy art inside the camra view

#

we have done the wepon system but we caint make the fancy screen work we made the screen in paint shop but to the life of us we caint get it to work or how

toxic solar
#

so I noticed that on the MX rifle that the recoil defined in say the semi auto mode is this

recoil = "recoil_single_mx";
recoilProne = "recoil_single_prone_mx";

and the recoil defined outside of the fire mode class (not sure what to call it) is defined as

recoil = "recoil_mx";

and if I go to cfgrecoils I see that the recoil defined in the fire mode are arrays and the recoil defined outside of the firemode is a class. I read the cfgrecoils page on the wiki and it says that the array recoils is just there fore legacy. My question is why is it that the recoil in the fire mode is still an array and is there any reason besides legacy reasons. I was trying to change a recoil for a certain fire mode and it wanst working so I figured there must be a reason

stoic lily
#

BI forgot/didnt care to clean up

woven flax
#

When making a custom reload sound, anyone ever have it where the sound can be heard from half across the map?

stoic lily
#

@woven flax #arma3_audio is better suited (check the "volume" parameter)

woven flax
#

Ty

toxic solar
#

oh okay , ill try again with the recoils

sudden scarab
#

hey all am trying to make a costom ui panel carmra for a gun sytem on a vic i have the panel art work done in paint shop but dont know how to get this panel to show inside the carmra system any help is more than welcome at this point. am trying to do this please see video timestamed his https://youtu.be/Kigx15FEPfg?t=1162

outer sapphire
#

on my house i getting bis_fnc_buildingpositions = [] where i can define that positions?

toxic solar
#

are helicopters effected by gearsUpFrictionCoef? ive tried setting it to .1,1,100 and it doesnt seem to make a difference.

topaz veldt
#

Im having a issue where my helicopter "rotor" and "back rotor" are not animating when turned on. I double checked to make sure the selection names are ok so it seems to be a config issue(?). Would appreciate any help. https://pastebin.com/u9Z8Xhv2

hearty sandal
#

I strongly suggest you use better folder and file naming

#

and choose your own TAG_ prefix that you apply to all your models and textures

#

also for model to animate you also need a model.cfg for it

topaz veldt
#

It's only a temporary thing since i was following a tutorial, i want to get it working first so i know how to do it @hearty sandal . Also can't you just define cfgmodels in the config as i did?

#

Just tried porting the cfgmodel class over to a seperate file and it still does nothing

hearty sandal
#

no

#

you need model.cfg file that defines the skeleton and animations of a model

#

just like in the samples

#

dont start inventing your own ways to do things

#

that will not work

topaz veldt
#

Well i did that

#

And as i said, it still doesn't work

sullen fulcrum
#

Must have done it wrong

hearty sandal
#

indeed.

#

did you set the cfgModles class for your model to have the same name as your model?

#

ah its in your pastebin

#

your model.cfg class is called R22

#

but your p3d is called umbrella

#

this is why you should immediately start using proper naming

#

even for tests

#

so that you learn to put them right everywhere

charred abyss
#

Hey everyone, I imported my first weapon today but I'm somehow to stupid to get a custom firing and reload sound in the config, can someone help me out?

topaz veldt
hearty sandal
#

the things you see on this server... πŸ™ˆ

#

this is good bedtime reading for you

topaz veldt
#

I animated objects like houses and vaults before, but i got rusty after 6 months of being mia

hearty sandal
#

then its even better reading

topaz veldt
#

Sounds good ty

sharp pagoda
#

Hey guys, I have a weird bug where the magazine that i have made doesnt subtract ammo when the weapon is fired (vehicle weapon). Any idea what is causing that

sharp pagoda
#

another rock that im trying to get over is that the tank is ment to have only 2 crew members, i need to remove the commander slot and AI. i tried hascommander = false; but it doesnt seem to work

hearty sandal
#

how many crew does it have now?

#

and why have you configured it so in the first place?

topaz veldt
#

What is the config property that defines how fast a helicopter "charges up" before it can take off?

sharp pagoda
#

currently it has 3 crew members, gunnder, driver and commander. I'm using the tank sample config and editing it as i go

hearty sandal
#

@topaz veldt I beliebe you would need to tweak the envelope[] = array

#

then remove the commander turrert @sharp pagoda

#

then it wont have that seat anymore

sharp pagoda
#

have done that,, currently the only turret is the main turret

hearty sandal
#

check the ingame config viewer that youa re not actually still inheriting the commander turret

#

and remove the commander proxies from the p3d

sharp pagoda
#

i did some checking and i found one proxie, removed it. I didnt see any inheretence with the config viewer. Commander is still there :/

topaz veldt
#

Hmm it seem's the envelope property has nothing to do with the chargeup time @hearty sandal

hearty sandal
#

@topaz veldt whats your envelope now?

topaz veldt
#

I just tried some extreme values going off of the wiki, both really low and really high. It definitely had a effect but not on the chargeup time

#

I'm wondering if there even is a way to affect chargeup time

hearty sandal
#

Id say yes, just dont remember what it was if envelope tweaking didnt do anything

hot pine
#

@topaz veldt do you mean startup duration startDuration = 3; /// faster start-up than roflcopters

#

@sharp pagoda

{
class MainTurret
{
class Turrets {}; // <- disables commander turret
};
};```
topaz veldt
#

@hot pine Thank you very much, that is what i meant yes!

hearty sandal
#

@hot pine is that startDuration value in seconds or something like that?

topaz veldt
#

i think seconds yes

sharp pagoda
#

@hot pine Just tried it, sadly the commander is still there

hot pine
#

post config then

sharp pagoda
#

Here is my cfgVehicle

hot pine
#

@sharp pagoda you have put it in wrong place

#

take a look at example again

sharp pagoda
#

oh yes i see

#

@hot pine Thanks, that worked. Moving swiftly on, Whenever i fire the main weapon, ammo isn't subtracted. I.E: i have 46 shots, I fire, it still stays on 46.

https://pastebin.com/2Z6gzmr0

#

Here is the 3 classes that may be causing that

hot pine
#

top down? πŸ˜„

#

didn't knew french tanks were so advanced πŸ˜›

#

anyway, try using 120mm magazine for that cannon first

#

you will be able to narrow down where the issue is

#

if it's working fine with 120mm shells then it means magazine or ammo is wrong

#

if not, then it's most likely something with weapon itself

sharp pagoda
#

@hot pine I think the problem is with the main gun, since when i try to use the 120mm shells it just says 0 on the ammo count

hot pine
#

well, if you switch magazine in cfgWeapons you need to make sure that proper magazine is present in cfgvehicles too

#

I guess you just changed magazine in CfgWeapons, right?

sharp pagoda
#

that ................ i may have forgotten

#

@hot pine mnope still says 0 πŸ€” πŸ€” πŸ€”

hot pine
#

can you share config again?

trim halo
#

Hello! I have been trying to make a wheelchair (yes a wheelchair!) go faster (It currently goes about 12-14 km/h) I would like it to go 200 km/h. I canΒ΄t figure it out my self, I have tested to use "limitSpeed" and "setVelocity" but the problem is that I am not really so good at scripting so I would like to get some help to get it the script to work. Thanks!

sharp pagoda
hot pine
#

@sharp pagoda I mean the one which is not working after changing it 120mm shells

#

with both CfgVehicles & Weapons?

sharp pagoda
limber lotus
#

class LightingNew
{
class Lighting0 {
aperture(4,4,8);
rapify x64UnicodeVersion 1.79, Dll 7.16 "config.cpp"
In File Milky\MagneticIsland\config.cpp: circa Line 214 Expected ]={

#

anybody know how to fix this. when using pboproject i get that error

stoic lily
#

aperture(4,4,8);

#

is a macro

#

the definition is missing in your config

fathom thorn
#

Hi guys. I'm having a problem with my tank gaining alot of speed when turning.
My maxSpeed 37km/h, but when turning while at this speed, it suddenly speeds up to over 100km/h.

I've tried messing around with tankTurnForce values but it doesnt seem to do anything. I've also been reading on the Arma_3_Vehicle_Handling_Configuration page but I just dont understand what all these settings do. Can anyone help me out?

hot pine
#

@fathom thorn wrong damping, dampingRateInAir & MOI values

fathom thorn
#

ok thanks, gonna try to tweak those settings

icy pelican
#

Is there a way to edit the carrying capacity of a backpack or the weight of an item without having to create a whole new mod and PBOing it?

grand zinc
#

no

icy pelican
#

what a sad time it is for me then

high sable
#

Hey guys, Im having an issue getting an Item to show up in a arsenal box but it shows up in the standard VA you can access from the main menu.

lethal bobcat
#
            soundClick[] = {"\A3\ui_f\data\sound\RscButtonMenu\soundClick",0.09,1.0};
            soundEnter[] = {"\A3\ui_f\data\sound\RscButtonMenu\soundEnter",0.09,1.0};
            soundEscape[] = {"\A3\ui_f\data\sound\RscButtonMenu\soundEscape",0.09,1.0};
            soundPush[] = {"\A3\ui_f\data\sound\RscButtonMenu\soundPush",0.09,1.0};
            textureNoShortcut = "";

Instead of a path to a click sound - can I use the class name from CfgSounds as well? If yes? How exaclty would that like like? soundClick[] = {"MySoundClass"} ?

grand zinc
#

I doubt it. If it takes a filepath, then it will only take a filepath

lethal bobcat
#

hm ok

opal mural
#

Anyone good with extDB3?

#

[22:56:22:345451 +01:00] [Thread 4996] extDB3: Config Error: : No such node (.IP)

#

Keep having that error and I cant find the root

grand zinc
#

There was someone here with same error just last week..
I found several results for that error on google back then

high sable
#

Anyone good with getting a magazine to appear in the Item Storage of a box if youre trying to make a whitelisted Virtual Arsenal box? Im having an issue getting a magazine to appear in an arsenal box, even using scope = 2;

unborn hull
#

I'm having problems with my CfgSfx : I can't get those old sounds from OFP to work.
(No I don't want to use those from CUP because they don't sound the same)

class CfgSFX
{
    sounds[] = {};

    class OFPSEAGULL {
        sounds[] = {"seagull1","Seagull2","Seagull3","Seagull4","Seagull5"};
        name = "OFPSEAGULL";
        seagull1[] = {"sfx\gulls1.wss",db+0,1,0.15,0.1,0.5,5};
        seagull2[] = {"sfx\gulls2.wss",db+0,1,0.2,0.1,0.5,5};
        seagull3[] = {"sfx\gulls3.wss",db+0,1,0.15,0.1,0.5,5};
        seagull4[] = {"sfx\gulls4.wss",db+0,1,0.24,0.1,0.5,5};
        seagull5[] = {"sfx\gulls5.wss",db+0,1,0.2,0.1,0.5,5};
        empty[] = {"","","","",0.2,2,20};
    };
};```
Can some one spot what's missing/not good in this ?
hard chasm
#

have no idea whether that's the problem or not, but you are very foolish to use FULL_UPPERCASE.

#

that is the preseve of #defines, and OFPSEAGULL can or will be, translated to something else entirely

#

also, either you have P:\sfx\gulls1.wss, or, you don't

unborn hull
#

@hard chasm set all to lowercase but this did not solve issue.
This is from description.ext not from config.bin.
Sounds are stored in missionfile.abel\sfx\

grand zinc
#

db+0 you are setting it to 0 volume?

#

try 1 as volume

unborn hull
#

so soundVolume would probably be better set at a number and not a db value ?

grand zinc
#

are you getting errors in RPT when you try to play the sound?

#

empty[] = {"","","","",0.2,2,20}; huh?
Very different datatypes versus the wiki page
empty[] = {"", 0, 0, 0, 0, 0, 0, 0};

#

you are giving empty the soundVolume as a string, that doesn't work

unborn hull
#

I copied/pasted from the OFP bin so yeah, most need adapting

grand zinc
#

You are also setting max distance in meters to 0.1 You can only hear the sound 10cm from it's origin

unborn hull
#

ah is that what that is !

#

thanks hadn't understood it that way

hot pine
#

@grand zinc db+0 == 1

unborn hull
#

Ah ouf... that's what I thought also but didn't want to contradict 😦

#

okay so I moved a few things but it's still not working

#
class CfgSFX
{
    sounds[] = {};

    class ofpseagulls {
        sounds[] = {"seagull1","Seagull2","Seagull3","Seagull4","Seagull5"};
        name = "ofpseagulls";
        seagull1[] = {"sfx\gulls1.wss",    1,    1,    50,    0.5,    0.2,    2,    4};
        seagull2[] = {"sfx\gulls2.wss",    1,    1,    50,    0.5,    0.2,    2,    4};
        seagull3[] = {"sfx\gulls3.wss",    1,    1,    50,    0.5,    0.2,    2,    4};
        seagull4[] = {"sfx\gulls4.wss",    1,    1,    50,    0.5,    0.2,    2,    4};
        seagull5[] = {"sfx\gulls5.wss",    1,    1,    50,    0.5,    0.2,    2,    4};
        empty[] = {"", 0, 0, 0, 0, 0.2, 2, 4};
    };
};```
#

also i'm executing the sound through the playSound command... maybe that's the issue

grand zinc
#

Oh it's 10^x not x^10 🀦

#

playSound uses CfgSounds, not CfgSFX

unborn hull
#

Ok so that's the issue.

#

so I guess it'll be playSound3D ?

woven flax
#

anyone ever used turn in/out for FFV positions on a helicopter?

strange egret
#

BI did... littlebird

#

oh wait no its permanent

somber meadow
#

with animationSourceHatch, is there anyway of changing the animPeriod?

simple trout
#

Has anyone been able to set up a proper underwear model in the config?

hearty sandal
#

yes?

warm kite
#

is there a way that I can check config files for the exact error instead of the error message I am getting in the launcher? quite new to config editing

bold elbow
#

is there a way to switch between 2 different hand animations when the weapon is deployed/undeployed?

grand zinc
#

@warm kite "in the launcher" ? you mean when you start Arma? That is usually a exact error

sharp pagoda
#

hey guys, is there a way to make a tank less mobile I.E it turns its hull and turret slower

sharp pagoda
#

nvm, i fixed it XD

warm kite
#

@grand zinc yh sometimes the error is just not helpful :D I managed to figure it out after some triple checking

toxic solar
#

for cmImmunity, if the ammo and weapon have diffrent values, which is considered?

gritty rune
#

The unsung planes do not show up as option when Zeusing and using the CAS module. any ideas what has changed there? Probably in the last year πŸ˜‰

tiny sky
#

Does anyone know how to set the default weapons on a dynamic loadout pylon? I have attachment="whateverweapon"; in the pylon code for all the pylons and Biki says that should make it the default. And I have a default class in the premade loadout sections, but the helicopter still spawns with no weapons (there's also an "empty" premade, if that matters)

untold temple
#

Is the magazine compatible with the handpoints you made?

#

and whateverweapon should be a magazine class rather than a weapon one. In case that's what your placeholder name implied you were trying

tiny sky
#

Yeah, it’s the same magazines that are in the default loadout

#

That’s what I meant

pallid snow
#

with class Header { from the description.ext, are you able to make your own custom game types or is this blocked for the obvious reason of it not showing up for people without the mod.

sharp pagoda
#

Making FFV slots on a tank and i have hit this error when trying to load: File PZD23_R35\CfgVehicles.hpp, line 220: / CfgVehicles\R35.transportSoldier: Member already defined

#

heres my CfgVehicles

grand zinc
#

Well.

hot pine
#

@sharp pagoda transportSoldier is defined 2 times

grand zinc
#

Exactly what it says. transportSoldier defined twice

#

L224 and L52

sharp pagoda
#

yep, the line 220 thing confused me

hot pine
#

afair comments like this /* hiddenSelections[] ={"Camo1","Camo2"}; hiddenSelectionsTextures[] = {"A3\armor_f_gamma\MBT_01\Data\MBT_01_body_CO.paa","A3\armor_f_gamma\MBT_01\Data\MBT_01_tow_CO.paa"}; */ are treated as a single line

grand zinc
#

there is a preproc bug if you have a block comment after a #include that messes up line numbers

#

or other way around.. include after block comment

maiden lodge
#

does the min/maxGunElev affect artillery capabilities and can it be modified dynamically?

#

as in limiting the gun elevation under certain conditions through scripting

strange egret
#

nope , cant script limit it

#

yes it affects arty capability if you mean artillery computer and ai

sharp pagoda
#

Continuing on my glorious proxy learning experiance. I want to linl the proxies that i have made to their corresponding seat. I.E: Driver proxy with index 1 set to the driver seat. I know that it needs to be done with the memory lod but im not sure on the proces

untold temple
#

Nothing to do with the memory LOD

#

driver proxy is a driver proxy when it points to a model called DRIVER

#

and its index is the number after the name of the proxy

#

all cargo proxies end with the word CARGO, etc. etc

#

mem points are just to define where you get in to the vehicle from the outside, for a given crew seat

sharp pagoda
#

hmm okay, what do we do if we have more than say 2 cargo seats

untold temple
#

one seat should have index 0 and the other index 1

#

you might need to manually alter the indices using the rename window, if they are not pathed to the same model

#

but making custom proxies isn't really worthwhile, you may as well use the generic ones that BI made

sharp pagoda
#

yeah im using pretty much generic arma vanila ones

#

also from where can i get the Action for the specific proxy. Like driverInAction or CargoAction

#

or that doesnt matter when im using a proxy

untold temple
#

doesn't matter. The action is defined by the config, not the proxy

#

not really sure how to find the action name that corresponds to the visual representation of the character model on the proxy. Best hope is that the proxy name has some indication of what BI vehicle it came from and you can check the actions used on that vehicle in the config viewer

sharp pagoda
#

hmm it probably is linked somewhere, thanks

#

Im also getting a weird thing where i can change seats from driver and gunner to cargo

#

and that isnt supposed to happen

#

and i cant access cargo from outside

hearty sandal
#

the proxy in the model defines the location for it but its the Action parameters in the config that define what it looks like in game. Using same proxy as you set the action to makes it of course simpler to align the proxy as you want but its not mandatory.

Proxies can be found in P:\a3\data_f\proxies

#

seat changing is controlled with compartments arrays in different parts of the config. Each turret has it and the root class has it. Examples I think you can find in the cfgVehicles config reference in the wiki

#

and if you lack cargoGetIn/Out actions or memory points for them its unlikely you can get in to those seats

sharp pagoda
#

I have added memory points for getting into the cargo seats and positioned them where they shoud be. I think the issue here is the compartments

hearty sandal
#

are you sure your memorypoints are named the same in the config?

sharp pagoda
#

memoryPointsGetInCargo = "pos cargoL";
memoryPointsGetInCargoDir = "pos cargoL dir";

#

same on my Memorylod

hot pine
#

It's not an array

#

Nvm, it can be also string

sharp pagoda
#

i havent defined compartment for my turret btw

#

but i think all shoud be accessable from the outside

hot pine
#

you can post you whole config again - maybe mistake will be visible there

sharp pagoda
#

New day, new coding problem :D. I fixed the 2 driver and gunner proxies and im currently doing the 2 FFV. 2 probelms rn. First they can only be accesssed from inside, when they shoud be only from outside. Second is that they dont go to their coresponding Proxy positions

#

Heres my cfgVehicles

#

This is how it should look like ^

#

this is where it places me when i got passsenger ^

hot pine
#

how it looks in 3rd person view?

#

proxyIndex = 4; you have just 2 cargo proxies, how the hell you have proxyIndex = 4?

#

FFV turrets are using Cargo proxy

sharp pagoda
#

yeah i have 4 proxies XD

#

prxies 3 and 4 are cargo

hot pine
#

can you show named selections of model?

sharp pagoda
#

also the action doesnt shows "Passenger seat" instead of "Paasenger (Left)" that i have assigned

hot pine
#

transportSoldier = 2; - that is only for non FFV seats

elfin temple
#

Is there a tutorial for making Zeus modules? I have scripting experience but I find the BIKI docs lacking in this department. I made a module but it's not visible in zeus mode, only in eden.

grand zinc
#

Make sure it's in your CfgPatches units entry

#

All the modules I've made I just looked at how other mods like ACE were doing it

elfin temple
#

Yea, I took apart the achillies mod to try and see how it's done but there's walls-o-text so I'm struggling.

grand zinc
#

ACE is easier to read than achilles.
But besides the first couple lines everything is the same anyway.
Once you got the params part of your script done you're basically set.
And you probably want to deleteVehicle your module at the end when it's done

#

Things not showing up in zeus is probably a seperate issue. Make sure your scope in CfgVehicles is correct, and that your CfgPatches entries are also existing and correct

elfin temple
#

good idea about the delete. Yea I don't have a problem with the script itself it's getting it config'd properly

#

I'll try to pick apart ace

grand zinc
#

Seems like with zeus modules scopeCurator is actually more important than scope

#

scope=1 and scopeCurator=2
scope hides in 3DEN, scopeCurator shows in zeus

elfin temple
#

roger, thanks!

sharp pagoda
#

Well removing the transportSoldier = 2 did get rid of the passenger seats, but i still cant access the ride on back seats

#

Coud it e something to do with gunnerCompartments = Compartment2;?

hot pine
#

Can you for example add passangers to those 2 seats via i.e. virtual garage?

#

I'm wonder if animation is valid

sharp pagoda
#

the option add them is there

#

with correct names

#

but adding them on isnt doing anythung

#

yeah the animation isnt correct

#

but shouldnt i still be able to access these seats from outside

#

uuuum okay XD. Changed the animations and none seem to work, but i just noticed something

#

The guy on the left is the passenger

#

This si what happends when you spam the button ^ XD

hot pine
#

so animation is wrong probably

sharp pagoda
#

coud it be proxy aswell?

hot pine
#

try gunnerAction = "passenger_inside_3"; & gunnerInAction = "passenger_inside_3";

sharp pagoda
#

well, the men of horror are no longer apearing, but i still go to that position

hot pine
#

and can you see those characters?

sharp pagoda
#

nope

hot pine
#

try using splendid camera

sharp pagoda
#

nope i cant see the charecters

hot pine
#

and is the checkbox ticked in in Virtual Garage?

sharp pagoda
#

yeeeeep

#

i also did it in editor

#

added 2 guys to the tank

#

but again nothing

#

coud it be the proxy?

#

im using the heli light cargo

hot pine
#

try to raise that tank to see if somewhere underground

sharp pagoda
#

mnope, they arent below nor anove

hot pine
#

And if you control those characters?

#

What is your cfgpatches?

sharp pagoda
#
class CfgPatches {
    // Avoid confusing users by keeping class name match the PBO name and path.
    class R35 {
        // List addons defining config classes you want to use, define new vehicles available in editor and weapon classes
        requiredAddons[] = {"A3_Armor_F_Beta"};
        units[] = {"R35_Captured_German"};
        weapons[] = {};
    };
};
#

@hot pine

hot pine
#

use A3_data_f_tank_loadorder instead of a3_armor_f_beta

#

btw

    class Tank_F: Tank {
        class Turrets {
            class MainTurret:NewTurret {
                class Turrets;
            };
            class CargoTurret;
        };```
#

cargo turret doesn't exist in that context

#

try

        class CargoTurret;
        class Turrets: Turrets {
            class MainTurret: MainTurret {```
#

@sharp pagoda

sharp pagoda
#

yep, moving the CargoTurret class worked

#

[happiness noise]

#

i also want my gunner to be able to fire and use binoculars when he is turned out, is it on the same basis or is there more to it

elfin temple
#

To make a zeus module you place on a unit during a live zeus mission, you have to design the UI using the UI editor correct?

#

And put that in config @ curatorInfoType="";

#

if you want to change module variables that is

sharp pagoda
lethal bobcat
#

is it possible to rotate GUI / Dialog fields?

#

I have never seen one yet I am sure

opal crater
#

Only pictures tho. (according to wiki at least)

soft pasture
#

is there any none scripted way to have a turreted machine guns movement/firing arc limited but its actual CCIP camera able to move freely?

#

so for a aircraft with a fixed or semi fixed cannon like the ka-52 can move its cannon within a limited arc, but its CCIP can move 360? and it can fire is missles in a larger arc?

#

also is it possible to make a ammunition alternate between HE/AP rounds without a scripted method?

hearty sandal
#

camera and gun can be animated separately. must be done in p3d/model.cfg and config.cpp level thouhg.

#

Alternate bullets I think cant be done withouth scripts? Could be wrong.

#

I recall hearing RHS might do something like that?

#

maybe

hot pine
#

yeah, I have things like that done in RHS Ka-52

soft pasture
#

@hot pine was it done scripted? or do you mean you where able to do it using the p3d and the config?

hot pine
#

p3d and config

soft pasture
#

oh cool

#

what about the ammo?

hot pine
#

you can use submunition

soft pasture
#

and that will alternate the type of ammo?

hot pine
#

you can set probability for different bullets

#

but it's not 100% precise since you are defining probability, not exact order

soft pasture
#

ic that is very helpful thanks, is the RHS configs viewable if i download the RHS mod?

#

@hot pine the method you used for the KA-52 does that method break ai aiming? or can AI use the guns and missiles on it successfully?

sharp pagoda
hearty sandal
#

what gives it and whats the exact error?

#

sounds more like a bad config.cpp

grand zinc
#

It's giving you that in config.cpp not model.cfg model.cfg doesn't have model entry

sharp pagoda
#

this is my config.cpp

#include "CfgPatches.hpp"
#include "CfgFactionClasses.hpp"
#include "CfgVehicleClasses.hpp"
#include "CfgVehicles.hpp"
#include "CfgAmmo.hpp"
#include "CfgMagazines.hpp"
#include "CfgWeapons.hpp"```
hearty sandal
#

would it be safe to say your config-fu is not very strong?

sharp pagoda
#

still learning quite a lot of things so yes

hearty sandal
#

just to get a feel of the baseline

#

unfortunately I dont have time for that deep debug right now so hopefully someone else can help you out

grand zinc
#

Send full config

#

these #include's only tell us "there is stuff elsewhere"
But that doesn't bring us any closer to actually seeing "stuff"

sharp pagoda
#

yes i know, thats why i was confused when you said config.cpp XD

gritty rune
#

can anyone enlighten me why 'call' in the init eventhandler wouldn't work for JIP on dedicated server? sqf init = "_this call uns_air_fnc_csj_uh1gun_init; _this call uns_air_fnc_csj_uh1gun_init_UH1; _this call uns_mbox_fnc_wipers_off"; init = "_this spawn uns_air_fnc_csj_uh1gun_init; _this spawn uns_air_fnc_csj_uh1gun_init_UH1; _this spawn uns_mbox_fnc_wipers_off";

#

first line is broken, second works

#

no sleeps in the scripts

grand zinc
#

wat πŸ€”
Any errors? or just no effect?

gritty rune
#

no effect, we initialize the skins there, and when JIP on dedi the skins were gone. When I use spawn they are present

#

not sure I believe what I'm seeing

grand zinc
#

skins gone?
setObjectTexture?
Did you try adding logging to the function to see if it's being called.
Maybe the code is executed, but skins are reset later.
call runs immediately at init EH the init might not be completely done yet.
spawn runs next frame or even later

gritty rune
#

didn't try to log anything yet

grand zinc
#

Yeah I heard of problems in the past of trying to do things EXACTLY at object init. Because Arma initializes some things later, and not immediately

gritty rune
#

let me try that logging

gritty rune
#

nothing is logged with call in place, trying now with spawn

hot pine
#

I think locality of vehicle is not determined yet when JIP player is joining

#

shouldn't that script be executed only on server though?

sturdy marlin
#

Is the CfgInventoryGlobalVariable maxSoldierLoad = 1000, hardcoded?

gritty rune
#

vehicle not local means the script exists

grand zinc
#

Soo.. It is being called on the call and on the spawn?
I guess really is the delay thing then

gritty rune
#

exits

#

seems with call it's executed on server and client, with spawn just on the client

#

still pretty unclear to me what's happening there.

grand zinc
#

I'm confused now πŸ˜„

gritty rune
#

@hot pine the init script should be executed on the system where the vehicle currently lives, or? The old Unsung scripts executed the init scripts again and again on each system, this is why I check for !local and exit then

hot pine
#

probably this thing is missing for JIP

#

I could take a look at it at some point but no promises

gritty rune
#

thanks, I guess using spawn is a valid work around for the time being

sharp pagoda
#

well, i fixed my hatch problem, but a new one occured that at least i have a slight clue of what it is

#

i think its physX, but im not sure

#

what parrameters would affect this?

maiden lodge
#

@hearty sandal I finally got my mod packed and with correct glass. With Mikeros tools though

#

thanks for pointing in the right direction

hearty sandal
#

πŸ‘Œ πŸ‘

#

brilliant

gritty rune
#

a plane with a player pilot drops bombs one by one, but when manned by AI and using bis_fnc_fire or fire, it drops all 8 bombs at once in a compact pattern. Is this some sort of AI fire mode of the weapon? Anyone aware how to fix this?

gritty rune
#

seems to be in the modes for the weapon, I set it to non existing Single mode, I get a pop up but the bombs drop single: modes[] = { "Single" };

hot pine
#

Why don't you check what firemodes you have with config browser?

sharp pagoda
#

I got my FFV positions and crew positions working, but they dont seem to be killable

#

they act like there arent any hitboxes for them and bullets pass straight through

untold temple
#

Crew proxies also need to be in the fire geometry LOD

gritty rune
#

I checked, there was only LoalAltitude mode and it resulted in all 8 bombs being dropped in a compact pattern.

gritty rune
#

finally tracked down why the bombs are dropped as compact pattern: ```sqf
class Pylons1 {
hardpoints[] = {SAB_SW_BOMBS_B_B};
displayName = "Bay 1";
attachment = "sab_8rnd1000_bomber_mag";
priority = 5;
maxweight = 8000;
UIposition[] = {0.1, 0.15};
bay = 1;

                };
#

if you set bay = 0; the bombs drop one by one, if set to 1, they drop in a cluster

gritty rune
#

yax solved it. The bay has an opening time: bayOpenTime = 3; the fire / bis_fnc_fire then stacks the bombs and releases them at once when the bay is finally open. Doing a first fire, then sleeping 3.2 seconds, the releasing the remaining 7 and it works fine

lethal bobcat
#

I have a Picture Control in my dialog. The picture has 256x256 at all. But due alpha channels there is only a specific part visible. When I add a clickHandler on that - is there any way to say that only the "visible" part should be clickable?

toxic sun
mystic hazel
#

Hey guys im trying to get my Frigate model in and i seem to run into No entry "bin\config.bin/CfgVehicleClasses.OptreShips Any ideas and it doesnt spawn

light shore
#

Does anyone know why PAAs for RscPicture have to be square? Seems kinda stupid how you make the GUI classes in 16:9(1920x1080), create the custom image/UI background in 16:9(1920x1080) and then have to convert it to the closest square of 2048x1024 to see it properly in-game. Surely there's another work around for the broken paa when using 1920x1080?

obtuse anchor
#

Not broken, that's just how GPUs require image data (dimensions a power of 2).

#

Make it 2048 x 2048 if you're worried about the small upscale (1024 > 1080).

#

Generally a good idea to work at a higher resolutions when creating source images (so you always size down), say; 3840x2160.

bold elbow
#

Im having this weird issue where my weapon does not aim down the specified cameraDir position, which when I aim down the sights now my camera is in the middle of the weapon. I also cannot zero my weapon anymore. I feel like its my weapon config because everything else checks out but I can't identify whats the issue. Everything else is working as it should

https://pastebin.com/rHhKUevK

#

It was working previously but I dont have access to my old files due to having to reformat my computer

#

also using pboproject which gives no errors on compiling

shy matrix
#

Hello everyone! How i can setup mass of magazine in cfgMagazines? I set attribute "mass"=50, but in the game my magazine have different mass.

untold temple
#

How do you know it’s different ingame? What are you using to check?

shy matrix
#

Current load of player in inventory

untold temple
#

ACE mass value?

shy matrix
#

Yes, i think

untold temple
#

The config value doesn’t actually mean real world mass

#

ACE just made up a formula to convert it to something roughly similar

#

Your best bet is to find another object of similar ingame mass and use config viewer to discover the actual config mass

#

Or find where ACE published the formula. I can’t remember it exactly but you can work backwards from it

shy matrix
#

Ok, thx for your help, @untold temple

bold elbow
#

Hey all an update to my issue, it really seems like just my ADS/zeroing is the only thing that is affected. Checked memory points in O2, they are in the correct positions and are named correctly. At this point I am quite clueless of how to go about this

untold temple
#

does the model have autocenter 0 in geometry LOD?

bold elbow
#

@untold temple yes it does

#

it's strange because for example, my deploy bipod works just fine. Only zeroing is affected

#

it's as if the config is not linking to the memory point

untold temple
#

the points selections only have one mem point when you check them in OB, right? It's not taking the average between two points accidentally

bold elbow
#

Yes it says Selected points: 1 when i select my cameraDir mempoint

#

i've tried renaming the points as well, that doesnt work

hot pine
#

and are you sure eye_100 etc exist?

bold elbow
#

Yes

#

if anyone would like to take a look at the files, here it is

#

I cannot see where the error is, especially since it was working fine previously

fathom thorn
#

hi guys. if using multiple sections that use the same texture, but having different rvmats, will that count as 1 or multiple drawcalls?

#

will it load the texture once, or multiple times?

untold temple
#

multiple

#

section = draw call

#

texture should only be loaded to memory once, but it'll still be rendered on a different call for each of those sections

bold elbow
#

....

#

apparently nothing was wrong, just that I hadnt defined weaponslotinfo and there were sights attached to my weapon but was invisible, so camera was locked to center pivot. Didnt even notice they were attached, welp there goes my saturday facepalm

candid flower
#

So i'm having a minor issue with backpacks and EventHandlers codes. I've created custom backpacks loaded with the ammo that I need for a given soldier, but I thought I might try bypassing that by using EventHandlers syntax to load a soldier's backpack in his CfgVehicles entry in the config.cpp file:

            {
            init="(_this select 0) addItemToBackpack ""CUP_200Rnd_TE4_Red_Tracer_556x45_M249""; (_this select 0) addItemToBackpack ""CUP_200Rnd_TE4_Red_Tracer_556x45_M249""";
            };
        };```

However, even with these codes applied, while the loadout properly appears on the soldier model added to a scenario from the Forces overview list, if this soldier isd controlled by AI, and is killed and then respawns, his backpack is empty...

I'm trying to figure out why...
lethal bobcat
#

I have a Dialog Control for a static text that appears to be behind all the other controls. What property do I need to change to have a control at the front?
This is the control:

    class CoopR_TaskBoard_Document_Recon_Label
    {
        type = 0;
        idc = GUI_ID_TASKBOARD_DOCUMENT_RECON_LABEL;
        x = safeZoneX + safeZoneW * 0.348125;
        y = safeZoneY + safeZoneH * 0.39222223;
        w = safeZoneW * 0.0625;
        h = safeZoneH * 0.03666667;
        style = 0;
        text = "Recon Tasks";
        colorBackground[] = {0.6353,0.3569,0.2627,0};
        colorText[] = {0,0,0,1};
        font = "PuristaMedium";
        sizeEx = (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1);

    };
idle matrix
#

I've made some reskins for the T-100, and I'd like to use edited rvmats with them, but I have no idea how to get the rvmats in while still retaining the original rvmats for the original skins. Does anyone know how to properly apply custom rvmats?

hearty sandal
#

yes

#

hidden selection textures/materials in configs

idle matrix
#

how do I use that in a texturesource class though?

#

I'd rather not make a new vehicle class for every reskin I make, and I also kinda want them to be useable on the vanilla vehicle

untold temple
#

better to use texturesources than hiddenselectionsmaterials in fact

idle matrix
#

I do use those

#

Applying skins is easy to me

#

it's the custom rvmats that are an issue

untold temple
#

you make a separate array materials[]

idle matrix
#

in the skin's texturesource class?

untold temple
#

along with the usual textures[]= yes

idle matrix
#

Thanks, I'll give that a try.

#

It works, but now I have the slight problem of the damaged and destroyed textures not showing up

#

this is a screenshot of a destroyed T-100

#

the turret is gone because of ACE, which isn't the cause, so don't worry about that

untold temple
#

destroyed state will show up is you add your .rvmats to the vehicle's class damage, but damaged state doesn't work

#

unfortunately it's one of many limitations using custom .rvmats

idle matrix
#

so there's no way around that? that kinda sucks, as I have a bunch of skins that are rather dark and the normal rvmats make them look far too shiny

untold temple
#

no way around it AFAIK

idle matrix
#

I had also applied custom rvmats to some warrior reskins I made, but while those do get damaged and destroyed textures, when destroyed it switches back to the original AAF skin

#

rvmats are weird

fathom thorn
#

@untold temple ok thanks for feedback

#

@idle matrix you can always script your way around it with setObjectMaterial and using eventhandlers

lethal bobcat
#

I have a Picture and a Text Control over it. At first everything is fine - the Text renders over the picture and is visible. As soon as I click the picture (it's configured as a button) the Text label goes behind and isn't visible anymore. Is there a way to avoid the clicked element to kinda have to topmost rendering layer?

elfin temple
#

Can we access BIS vanilla configs for the definition of objects and items and if yes where? I mean like when you open a pbo eg. characters the config does not contain actual equipment definitions like uniforms, vests etc with values.

astral pagoda
#

Looking at some tide configs, they use minTide parameter, but there is nothing like this in engine πŸ˜„

hearty sandal
#

@elfin temple BIS or BI?

#

As in first makes VBS and second Arma

#

Look up allInOne config dump if Arma configs are what you are looking for.

elfin temple
#

BI, my bad

#

Arma is what I'm after

#

But where exactly are they?

#

I'm just interested

#

Found the all in one, should be very useful, thanks for the tip πŸ‘

hearty sandal
#

πŸ‘Œ

stoic lily
#

is it necessary to put toolkit into a backpack for soldier equipment?

hot pine
#

Nope

little warren
#

is there a config command to update the ACE ballistic protection on helmets? the basic armor=16; isn't changing the protection

grand zinc
#

ACE doesn't do anything with ballistic protection on helmets. That's all vanilla
I remember kiory's stream doing a face mask and having serious problems getting the protection to work alright

copper thunder
copper thunder
#

thanks, dont suppose you know the armor and passthrough number for V_PlateCarrierH_CTRG

hot pine
#

search in google for all in one arma 3 configs

smoky kernel
#

how important is it to config using external base classes (base classes that were defined by the base game) ?
i.e is it wrong/not recommended to use "house" on simple non-interactable custom objects, instead of using lets say "static" or "nonstrategic"? or when creating a building, what is the difference between house / structure / building ?

I'm not sure what is the whole purpose of pre-defined by the game base class names.

grand zinc
#

In scripts people can use script commands to find all objects of a certain type

#

if they search for "House" they'll get everything that inherits from "House" and they probably expect to only get houses, not props or cars.

hearty sandal
#

There may be different simulation types in use which can affect performance and behaviour

smoky kernel
#

Ok, so its a prep work for possible scripts that will use commands like iskindof typeof etc...

#

More interesting what HorribleGoat says... Any read material on this?

#

Biki not even scratching the surface

grand zinc
#

All inheritance does is inherit config entries from the classes you inherit

#

you can also create vehicles with zero inheritance by just copying every single entry that you would otherwise inherit

#

The main difference of the base classes are usually simulation types.
ThingX has physx, Thing doesn't.
Houses are static and aren't supposed to move, while cars can drive

scarlet oyster
#

you can also create vehicles with zero inheritance

#

In theory, but not in reality: However some hardcoded stuff still exists that requires your vehicle to absolutely postively having to inherit from one of the baseclasses, as they are linked in the engine (Car, Tank, Man, House, etc)

#

I.e a house not inheriting from class house at some point does not work fully.

#

Very very similar how the engine knows about magic HeliH and it acting as a helicopter magnet without any other extra configuration parameters.

#

This is one of the engine code abominations that we keep dearly to our hearts and store it right next to Autocenter.

strange egret
#

next to autocenter, which means center of origin will be at e^(pi x voodoo) and bounding box will approach 1+i x ∞

dire python
#

Hello! I'm trying to display text on a laptop display, but it does not work. No errors. There is only a laptop without text. Tell me how to do it)

class testObject
{

    idd = 9999;
    enableSimulation = 1;
    enableDisplay = 0;

    onLoad = "";
    onUnload = "";
    onChildDestroyed = "";
    class Objects
    {
        class abc
        {
            access = 0;
            idc = 123;
            type = CT_OBJECT_CONTAINER;
            style = ST_LEFT;
            blinkingPeriod = 0;
            model = "\A3\Structures_F\Items\Electronics\Laptop_unfolded_F.p3d";
            scale = 0.5;
            x = 0.5;
            y = 0.5;
            z = 0.2;
            xBack = 0.5;
            yBack = 0.5;
            zBack = 1.2;
            enableZoom = 1;
            zoomDuration = 0.5;
            inBack = 0;
            direction[] = {0, -0.35, -0.65};
            up[] = {0, 0.65, -0.35}; 
            tooltip = "CT_OBJECT";
            tooltipColorShade[] = {0,0,0,1};
            tooltipColorText[] = {1,1,1,1};
            tooltipColorBox[] = {1,1,1,1};

            class Areas 
            {
                class disp
                {
                    selection = "camo"; 
                    class Controls
                    {
                        class text:RscText
                        {
                            idc = 1100; 
                            type = CT_STATIC;
                            x = 0; 
                            y = 0; 
                            w = 0.5; 
                            h = 0.5; 
                            colorBackground[] = {1,0,0,1}; 
                            text = "Text"; 
                            sizeEx = 2; 
                            colorText[] = {1,1,1,1}; 
                        };
                    };
                };
            };
        };
    };
};
candid flower
#

@dire python the laptop object you are working with...does it have the ability to display custom imagery?

dire python
#

@candid flower I can change the display image with setObjectTexture [0, ””]

sick zephyr
#

Is it possible to limit tank's manouverability (turning speed) without physX simulation?

hot pine
#

for simulation = tank;? @sick zephyr

sick zephyr
#

well

#

There is no physX

#

so is there a simulation?

hot pine
#

?

sick zephyr
#

I inherit from tank base, yes

hot pine
#

so which simulation are you using?

#

could you check with configviewer?

sick zephyr
#

simulation = "tank";

#

yeah, it's simulation tank

hot pine
#

try turnCoef

fair hearth
#

Anyone got any suggestions for why a new weapon I've create does not appear in the arsenal?
I've set scope = 2 and have listed it in weapons[] in the mod's CfgPatches.
It's largely inheriting data from a vanila weapon and when comparing the configs in the editor's config viewer, the only differences I can see are the ones I've deliberately changed.

untold temple
#

baseweapon?

fair hearth
#

LMG_Mk200_F

untold temple
#

@fair hearth then you need to change it to the classname of the weapon you want to appear in Arsenal

#

Otherwise the game treats them like a variant of LMG_Mk200_F

#

like if you were simply making a Mk200 class with linkedItems

fair hearth
#

I'm shocked at the fact I've stuck quite a few weapons in game and never known that!

#

(Many thanks!)

candid flower
#

@dire python unknown

solemn mirage
#

Hello here.
What parameter define show/hide throttle percentage on airplane HUD?

untold temple
#

The UI HUD or the physical HUD in the aircraft cockpit?

deep narwhal
#

hello my brothers, is there a guide to setting up landing autopilot correctly in the map config

cursive thorn
solemn mirage
untold temple
#

That is from the cfgIngameUI class that is associated with the vehicle via the infoType config parameter. It'll have a bunch of dialog controls

sharp pagoda
#

Im making the PhysX part of my tank now and i reached an interesting point. Currently it has a T-72 engine and the weight of the vehicle is around 11 tons, yet all it goes is 1 kph

#

Any idea what coud be causing the problem

#

This is my config

stoic lily
#

@sharp pagoda did you watch the YT guide from El Tyranos yet?

sharp pagoda
#

yeah i looked through it. What part do you have in mind?

fathom thorn
#

hi guys. I have a tank with 1 driver pos and 3 gunner pos. when spawning in eden with crew everything is fine, but if I place an empty one and try to move crew inside it will only have room for the driver and 1 gunner

#

"No space in target vehicle"

#

the gunner that is allowed inside is the commander and is controlling the main turret. the two other seats are turret inside the main turret

hearty sandal
#

how many proxies does it have?

fathom thorn
#

3

#

the driver dont have a proxy

hearty sandal
#

that might mess it up

fathom thorn
#

okey gonna add one for the driver see if it helps

#

proxies Im using are
proxy:Commander.01
proxy:Gunner.01
proxy:Gunner.02

fathom thorn
#

didnt help :\

hearty sandal
#

are there driver/gunner actions for all the seats?

fathom thorn
#

useractions?

#

driver has the same actions as the commander except one

#

the other two gunners has no extra userActions, only default ones

#

just tried giving them userActions too. didnt help

hearty sandal
#

no just the DriverAction GunnerActions

fathom thorn
#

oh.... you mean these?
driverAction = "Driver_MBT_03_cannon_F_out";

I thought you were talking about class UserActions

hearty sandal
#

those actions exactly, not usesractiosn

tender folio
#

Anyone know what would cause an Unknown Module CTD when equipping a weapon?
It occurs specifically when adding the weapon to the player's inventory via any scripted means.
Placing the weapon itself or picking it up seems to cause no issue.

#

Also, its a launcher

#

Base class inherits from launch_RPG32_F

#

furthermore, it seems to only occur the first time the weapon is loaded into memory with ammo

hot pine
#

@tender folio what about magazine config?

tender folio
#

fwiw, the crash occurred after changes to the .p3d

#

no config changes occurred

quasi sonnet
#

If I wanna add a new flag. How do I change the actual flag texture in the config? hiddenSelectionsTextures[] = {}; just works for the complete pole

hot pine
#

@tender folio pretty sure you are using modelSpecial with skeleton/animations

#

that causes those crashes

#

either use magazine proxies or try to do animations without modelSpecial

tender folio
#

think its inheriting from the rpg32?

hot pine
#

modelSpecial = "\OPTRE_Weapons\Rockets\M41_launcher_loaded.p3d";

#

it's not RPG32

tender folio
#

is that already in the config or are you saying I should add it?

#

as of right now no animations or model changes are intended

hot pine
#

you should remove it

#

or remove animations from M41_launcher_loaded

tender folio
#

ah i see in the mag cfg

#

thx chief

night ocean
#

I'm running into problems trying to get a texture to appear in game. I'm not sure where I'm going wrong with it, can someone point me in the right direction? (This is my first attempt at this) https://pastebin.com/przZYKtE

grand zinc
#

class KMDR_U_B_soldier_new { where is your inheritance?

night ocean
#

I guess I don't have one....would that be something like B_Soldier_F?

grand zinc
#

look at other existing uniforms

#

I assume something with U_B_soldier..

night ocean
#

Ok, I assume because it's an "Inheritance" it goes above what I put?

grand zinc
#

You used inheritance in line 33

night ocean
#

Ok, so I put in the uniform there I'm guessing. Sorry for the stupid questions, it's melting my brain a little

night ocean
#

Where it says "Uniform_Base" on line 33, is that what gets replaced with this "U_B_CombatUniform_mcam" or am I totally missing the mark

grand zinc
#

You need to add inheritance to your CfgVehicles class on line 16

#

The CfgWeapons class looks correct to me

night ocean
#

Well there are no more config errors, but now the guy's body disappears. It never rains but it pours πŸ˜‚

tender folio
#

is there anything besides scopeCurator or the units[] array in cfgPatches that would prevent units from showing in zeus?

untold temple
#

scopeCurator is for Zeus, not the editor

#

editor uses normal Scope

tender folio
#

meant zeus

untold temple
#

can't think of anything unless perhaps there are missing commas in the units array

tender folio
#

weird

#

i have a units pbo with several different folders for different factions within

#

every other faction shows fine except one

#

and i cant seem to find the difference

hot pine
#

did anyone ever used animateTextures[] property?

hearty sandal
#

I dont recall anyone mentioning at least

idle matrix
#

It sounds interesting though

narrow swallow
#

Didn't someone put an animated gif on a car? or was that a different method?

hearty sandal
#

I think it was a script driven method

untold temple
#

I used it for the GAU-21 belt on our CH-53, or is animateTextures[] something else?

hot pine
#

something different

#

seems like something similar to flipbook animations of moon

untold temple
#

oh aye, the other thing is uv animations

hearty sandal
#

@hot pine do you happen to have any info on how it could be used?

night ocean
#

My config is still busted somewhere. It's not giving me any errors any more, it's just making the body invisible except head and wrists. I'm tempted to go back to the beginning and start from scratch. https://pastebin.com/5We55Hsi

grand zinc
#

texture not found maybe? is pboprefix correct?

night ocean
#

As in Myaddon\addon\texture ?, I think so

grand zinc
#

Did you set the pboprefix? If you thing that's just your @mod foldername then you're wrong.

#

In addon builder you can configure it in the options. And Mikeros tools read from $PBOPREFIX$

night ocean
#

Aaah ok, that might be my issue then

hearty sandal
#

actually Mikeros tools dont need probprefix anymore

grand zinc
#

Well they can't grab the prefix that you want out of thin air

hearty sandal
#

thats just what I've been told Β―_(ツ)_/Β―

night ocean
#

Build Failed. Result code = 1