#arma3_config
1 messages · Page 97 of 1
hi guys. anybody know what causes the lights in my house objects are visible behind walls?
the orbs are glowing
idk - but tis is what is called "flare" in the configs. So you could remove them in reflector class if you cant find a way to fix it...
okey I'll take a look
it worked ty @strange egret
@here How do I make it auto load a mpmission on bootup?
It is on a Debian 9 Linux Ded server in LGSM
I have the start up parameters
-ip=${ip} -port=${port} -cfg=${networkcfgfullpath} -config=${servercfgfullpath} -mod=${mods} -servermod=${servermods} -bepath=${bepath} -autoinit -loadmissiontomemory -filePatching
Persistence is active
I followed everything I was susposed to do to make it work and it still loads into the creating mission selector screen.
Can anyone help?
Only thing I found is:
// Server Mission Start
// minimum number of clients before server starts mission
voteMissionPlayers = 0;
Should I add this in (found on site):
// MISSIONS CYCLE (see below)
class Missions {};
https://community.bistudio.com/wiki/server.cfg
https://community.bistudio.com/wiki/server.cfg#Mission_rotation
the server will automatically select a mission when at least one player is connected
If so, should I add it to the arma3server.cfg or arma3server.server.cfg?
whatever is your serverconfig
In the class missions do I need just the name or the path
It is located in the mpmissions
how do i know what to put in hiddenSelections[]=?
ex. I was retexturing the vanilla guerilla uniform which has hiddenSelections[]={ "Camo","Insignia" };
but my texture only gets applied if I do hiddenSelections[]={ "Camo1","Camo2","Insignia" };
which is not what I see in the config viewer
how do i know what to put in hiddenSelections[]=? The mod makers puts stuff into there
If it is wrong. It's a bug in the mod. Or vanilla in this case?
this is purely a vanilla item
I though the config viewer was supposed to help with that
K then either report it on the #arma3_feedback_tracker website.
Or poke one of the BI designers that we have here who can probably make a quick edit in a few minutes ^^
or i just don't understand how hiddenSelections[]= work
hiddenSelections just tell the arma config, which selections that the model exports can be retextured
For that you need to know what the model does export
where are you getting that hiddenSelections from?
config viewer in game is hiddenSelections[]={ "Camo","Insignia" };
from where?
but actually only works with hiddenSelections[]={ "Camo1","Camo2","Insignia" };
class is I_G_Soldier_SL_F
you can use https://community.bistudio.com/wiki/selectionNames to get all selections from model
roger thanks, how would I use that command on a weapon?
hm, I think you would have to rely on cfg for that
selectionNames primaryWeapon player?
Ok, so I cannot, for the life of me, figure out why my units are suddenly not showing in Zeus
this is my base config
this is unitsWoodland.hpp
I've tried moving around definitions, changing scopeCurator, moving the files to a different pbo, everything
no luck
any help would be greatly appreciated
@tender folio https://forums.bohemia.net/forums/topic/215209-fix-how-to-enable-your-items-to-list-in-zeus/
So thanks to Commy on Arma 3 Discord, we have finally been able to fix the issue whereby Zeus would not show some of our units, objects or buildings Heres how to ensure your items show up in Zeus 1. make sure each item has scope = 2; scopecurator =2; 2. make sure in the cfgpa...
Jesus Christ they really aren't making it easy are they?
It looks like the only thing I haven't done is preload the add-ons via cfgaddons so I guess I'll try that next
Does BIS_fnc_ORBATSetGroupParams still work correctly? I cannot get it to work. I have an ORBAT constructed but I want to insert player names into the "Commander" field later on.
The examples I can find don't appear to run correctly, and it complains about argument types.
In one case, where the Wiki asked for string/number but ingame it requires a cfg path.
hey there, quick'n'dirty question : I edited an object from an addon in order to set its scope to 1. Then I created another object inheriting from the first one and set its scope to 2. Problem : both items are now visible in arsenal. If I remember correctly, setting scope=1 to a backpack must hide it in the arsenal. Am I wrong ?
correct. scope=1 should hide it
but I remember something about vanilla arsenal being bugged in that regard
maybe scopeArsenal = 0 not sure if that exists in vanilla too
Otherwise did you doublecheck your requiredAddons? and if your change applied in the ingame config viewer?
🤔 you're right sir, there is indeed a scopeArsenal parameter (and also a scopeCurator apparently). However I have no memory of dealing with anything like that, when I tried to hide things from the arsenal. However, as far as I remember, I always hid weapons, and I'm now dealing with a backpack, which is a vehicle. This might explain some things
Hey ! Probably a stupid question here but IDK, neurons don't get the connexion to the solution.
- CarX vehicle
- has turret with gunner visible ext/int with turn-in option to protect himself
- only turnout can can shoot
- when in third person no free view, player can move mainTurret and not mainGun. So... it makes the turn-in proxy move when it should not because he is not actually manning the gun, so he is mouving out of his seat.
- turret can't be rotated in FPS (free view or aimed)
--
https://paste.ubuntu.com/p/5mChMNZWhH/
inherited from car_F mainturret
@fair kelp keep on one channel to avoid spam kick.
possibly #arma3_questions would be the most appropriate
So I'm trying to make an intro for the main menu screen yet I can't get it to play;
class CfgMissions
{
class Cutscenes {
class stratis_testIntro // Class referenced in 'cutscenes' property in CfgWorlds
{
directory = "\D_UI\missions\intro.Stratis"; // Path to scenario with the scene
};
};
};
in CfgWorlds cutscenes[]={"stratis_testIntro"};
the folder \D_UI\missions\intro.Stratis has a mission.sqm & initIntro.sqf in
My SQM has the stuff done on the intro phase
Oh nvm, directory didn't like the leading \
Now, is there a way I can make it so only my intro can be played?
@wheat mural From what I've heard, it's random
In class "VKN_Police_Coveralls" is abstract config class "VKN_Dummy_B_Police_Coveralls" and can't be used with uniform.
What on earth does that mean?
abstract? missing inheritance?
cfgVehicles
class rhs_uniform_m88_patchless;
class VKN_Dummy_B_Police_Coveralls: rhs_uniform_m88_patchless {
model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver";
author = "Jonmo";
scope = 1;
displayName = "[VKN] Greek Police Coveralls";
picture="\VKN_Misc\VKN_Logo_Inverted.paa";
hiddenSelections[] = {"camo1","camo2","camob","insignia"};
hiddenSelectionsTextures[] = {"\VKN_Gear\data\Uniforms\VKN_Police_Coveralls.paa"};
uniformClass = "VKN_Police_Coveralls";
};
cfgWeapons
class rhs_uniform_flora_patchless;
class VKN_Police_Coveralls: rhs_uniform_flora_patchless {
author = "Jonmo";
scope = 2;
displayName = "[VKN] Greek Police Coveralls";
picture="\VKN_Misc\VKN_Logo_Inverted.paa";
hiddenSelections[] = {"camo1","camo2","camob","insignia"};
hiddenSelectionsTextures[] = {"\VKN_Gear\data\Uniforms\VKN_Police_Coveralls.paa"};
class ItemInfo: UniformItem {
uniformModel = "-";
uniformClass = "VKN_Dummy_B_Police_Coveralls";
containerClass = "Supply90";
mass = 125;
};
};
I'm an idiot
😂
Using two cfgWeapons classes
instead of inheriting the RHS unit and using that
To the game, nobody is "wearing" it
Think I can remove the cutscenes from the other maps so then only my intro is the one available to ‘randomly’ choose 😉
@pallid snow why is the uniform model "- "
'sup
I'm trying to set armor for a balistic mask but I think the class HitFace does nothing/doesn't work.
I tried this :
class G_C_Masque_Balistique : H_Cap_blk
{
scope=2;
author="Artyom";
model="\HL_Equipements_Crm\masque_balistique.p3d";
displayname="Masque balistique";
picture="\HL_Equipements_Crm\data\ui\icon_h_c_Masque_Balistique_ca.paa";
hiddenSelections[]={"camo1","camo2"};
hiddenSelectionsTextures[]={"HL_Equipements_Crm\data\masque_balistique.paa","HL_Equipements_Crm\data\sangles.paa"};
class ItemInfo: HeadgearItem
{
mass=10;
uniformmodel="\HL_Equipements_Crm\masque_balistique.p3d";
modelSides[]={3,1};
armor=1000;
passThrough=0.1;
picture="\HL_Equipements_Crm\data\ui\icon_h_c_Masque_Balistique_ca.paa";
hiddenSelections[]={"camo1","camo2"};
hiddenSelectionsTextures[]={"HL_Equipements_Crm\data\masque_balistique.paa","HL_Equipements_Crm\data\sangles.paa"};
class HitpointsProtectionInfo
{
class face_hub
{
hitpointName="HitFace";
armor=6;
passThrough=0.5;
};
};
};
};
result : doesn't work 😦
So I tried this :
class G_C_Masque_Balistique : H_Cap_blk
{
scope=2;
author="Artyom";
model="\HL_Equipements_Crm\masque_balistique.p3d";
displayname="Masque balistique";
picture="\HL_Equipements_Crm\data\ui\icon_h_c_Masque_Balistique_ca.paa";
hiddenSelections[]={"camo1","camo2"};
hiddenSelectionsTextures[]={"HL_Equipements_Crm\data\masque_balistique.paa","HL_Equipements_Crm\data\sangles.paa"};
class ItemInfo: HeadgearItem
{
mass=10;
uniformmodel="\HL_Equipements_Crm\masque_balistique.p3d";
modelSides[]={3,1};
armor=1000;
passThrough=0.1;
picture="\HL_Equipements_Crm\data\ui\icon_h_c_Masque_Balistique_ca.paa";
hiddenSelections[]={"camo1","camo2"};
hiddenSelectionsTextures[]={"HL_Equipements_Crm\data\masque_balistique.paa","HL_Equipements_Crm\data\sangles.paa"};
class HitpointsProtectionInfo
{
class Head
{
hitpointName="HitHead";
armor=6;
passThrough=0.5;
};
};
};
};
And it worked perfectly.
Sooooo, I just want to be sure if the problem is me or the class HitFace 😬
I used this as reference : https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
Why is the class you are using called class face_hub?
@untold temple because it's his name 🙄
But it's not a recognised class in class HitpointsProtectionInfo
class HitFace
{
armor = 1;
material = -1;
name = "face_hub";
passThrough = 0.1;
radius = 0.08;
explosionShielding = 0.1;
minimalHit = 0.01;
}
It's used like the others :
(that's from character_f/config.cpp)
So it's well defined
HitpointsProtectionInfo classes are supposed to match the hitpoints classes they are modifying AFAIK
e.g. ```C
class HitpointsProtectionInfo {
class Head
{
hitpointName = "HitHead";
armor = 6;
passThrough = 0.5;
};
class Face
{
hitpointName = "HitFace";
armor = 6;
passThrough = 0.5;
};
};
That seemed to work for our Altyn helmet when I did it
I can try this but it's weird that the class name doesn't match with the arma's config 🤔
I'm trying this and I'm keeping you informed
Stuff like the Apex Viper helmet, CTRG helmet, fighter pilot helmet all have it as class Face
Mmmmh, u right.
It seems that the documentation of the wiki led me on a false track.
propably outdated information
I almost forgot to thanks u @untold temple :p
also take care, face_hub is the name of the hitpoint in hitpoints lod AFAIK
samples don't have it
it has been added "recently" so it's not in most uniforms models out there, if it's not there it's not going to work properly either
face_hub is also a bone in the man skeleton all facial stuff is parented to
Hey gents, just wondering if anybody could help me set up config.cpp and model.cfg files for a rifle and sidearm, i've been away from arma for quite sometime and my knowledge of coding is lacking to say the least. I've been over the BI forums and the relevant config articles but for the life of me can't get it working any help would be appreciated.
what era are we talking?
probably best to take a mod config for such weapons as reference (RHS/CUP/etc)
current weapons, i've had a look at RHS and how they've structured their configs, however as far as i've looked all of their rifles are structured in one config file
how to structure the classes is what i'm struggling with
well best pastebin what you have and state your issues explicitly
use eliteness lintcheck if you have issues getting the config structure right
anyone know how you setup IK for a gunner's hands on a turret?
@craggy robin have you looked how Arma 3 samples do it
Hey guys not sure if this is the right channel but I am wondering how I make custom Zeus sounds using config as I have been able to add music but I dont know how to make sounds like alarms etc
could anyone help me with this? idk why it isnt showing up https://pastebin.com/raw/xv04ZAT2
Its just a test Mod rn for vests but it doesnt show up in game
Vests don't have vehicle part?
reads up on wiki
Wellll.. That's that then XD
Next try.
Your CfgPatches weapons entry is missing (now someones gonna tell me that's not required for vests)
Next try.
Try adding scopeArsenal=2 to your vest class to make sure it's allowed in arsenal.
LOAD(40,100) /// macro from basicdefines_A3.hpp
You never include basicdefines_A3.hpp in your file so that macro won't be defined?
Why do you change values in VestItem and Vest_Camo_Base classes?? Don't edit base classes.
Are you trying to make a new vest or a retexture?
If retexture you don't need to change the ItemInfo subclass.
class V_PlateCarrier1_blk; // External class reference Why do you have a base class reference that you never use?
Looks like your code should be using that instead of Vest_Camo_Base
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Vest_configuration here is a example for a vest config.
sorry i had to go out for a bit but this is a retexture of a vest that is being put into a mod
Don't need to make it so complicated then
class CfgPatches {
class avicii_vests {
units[] = {"TRG_Staff_Vest"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Data_F_Tank_Loadorder"};
};
};
class CfgWeapons {
class V_PlateCarrier1_blk; // External class reference
class TRG_Staff_Vest: V_PlateCarrier1_blk {
scope = 2; /// scope needs to be 2 to have a visible class
hiddenSelectionsTextures[] = {"\avicii_vests\images\trgstaffvest_co.paa"}; /// what texture is going to be used
displayName = "TRG Staff Vest"; /// how would the stuff be displayed in inventory and on ground
};
};
ok
my friend just sent me that config and he told me just to edit it and didnt really help 😄
I willt ry it later i gotta do something first
@hallow blaze if it helps, I recently retextured a pack of vanilla vests, here's my config for one similar to yours , fully working and visible in the VA.
is hiddenSelections[Textures] definition in itemInfo subclass of vests and helmets required [to allow reskinning]? what does it do?
Hey I'm still stuck, can someone help me make this Zeus mod. When it comes to making sound like alarms I got no idea on how to do it, can someone help me?
@echo trench probably better ask in #arma3_audio
For vehicles is there a way to off center the aiming reticule? https://i.gyazo.com/14b616a1f9a4e7e61eb8aa6ae9021db1.jpg
My dashboard is a bit in the way. I can either raise they players height, or move the reticule. Which is more viable?
Hey guys, I keep getting this error 'No entry 'bin\config.bin/CfgWeapons/1715_test_pistol.bullet1'
What do I need to do to get rid of it?
Okay @simple trout , well it seems that bullet1 is not defined until class Pistol_Base_F so you should inherit from that instead of class pistol or redefine the soundBullet[] array
ok, awesome, will adjust. I'll post back later. Thank you!
Yup, it works! Thanks!
Stupid question, does anybody have an idea if it is possible to make a RscStructuredText control that does NOT do word-wrap? i.e. it cuts off the text at the edge, even if it is inside a word?
probably a stupid question but can you animate a backpack
(backpackcontainer player) animatesource["source_openholder",1,true]
well, you could animate it but you cannot make modifications to skeleton
since it will most likely break a lot of stuff
i think i forgot to add class AnimationSources so might just be a me durp moment
nope cant animate backpacks
works as vehicle so i can work around that
https://gyazo.com/ecfa7ca5c4a9f741131d980fd1bc5954
yer i know that what my question was to do custom ones and that you cant but all good thanks fo rthe advice
Never got it to animate myself. Doesn't it follow man animations?
Or can you actually animate man parts over the RTM if you wanted?
In model.cfg
@woven flax You tried messing with the ViewPilot class?
@undone quiver I just moved the seat up a bit higher
That works as well. https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#...AngleX.2FY
For future reference, it says car class, but works in aircraft.
Whats that exactly?
You know how you hold shift+wsda you can move your head up and down as if your leaning?
Yes
It basically is that, only sets sorta the default.
ahh ok
So in this case with the valk, the pilots head is sorta buried in the cockpit in TIOW. I used that to make them look up. Weapons systems don't seem too effected by it(not 100% sure, just my one use of it shown none).
I see, well if i run into another issue where the model cant easily be adjusted ill look into doing that
Thank you 😃
so i have a piece of code kju gave me that should make my vehicle select a certain texture base on the terrain thats loaded but im gertting an error everytime i try to compile it. can anyone help with this?
init = "if (worldName = 'iron_excelsior_Tobruk') then {_this setObjectTexture [0,"Bf_109e_retext\textures\tobruk1.paa"];};";
its mostly this part and im not sure how to set it up in the config file, like where to place it
you are trying to use quotes inside quotes
you already fixed it correctly on worldName by using single quotes instead of double quotes
do the same on the other quotes for the setObjectTexture
A quote starts and ends a string. So you are doing
"if (worldName = 'iron_excelsior_Tobruk') then {_this setObjectTexture [0,"
Bf_109e_retext\textures\tobruk1.paa
"];};"
While you should be doing
"if (worldName = 'iron_excelsior_Tobruk') then {_this setObjectTexture [0,'Bf_109e_retext\textures\tobruk1.paa'];};"
okay, i thought it would have to have been set up like the command itself with the normal quotes
and then where in the config would i place it? one sec i'll send the config
ope
cant send it here
i sent you the config in dm, i dont think its set up in my config as its a retexture of a mod. i didnt make the configs and im not very smart with em
class Eventhandlers {init = "...";} inside your vehicle
inside the base vehicle or in the custom classnames for the vehicles i added?
aight. i'll give it a shot real quick
well the config compiled right, now im loading to see if it actually works
its missing a bool argument i think? im not sure where to put it
error if: type string, expected Bool
thats what im getting
im lost again. lol. like i said im like absolutely no good with configs
that's scripting not config
welp im no good at either which explains why im so lost. im just a texture artist and my modding partner did all the configs and stuff. and he recently had to take leave and so im stuck on my own trying ot learn what i can
so how do i go about making it work then in my config file?
in the world name part?
init = "if (worldName == 'iron_excelsior_Tobruk') then {_this setObjectTexture [0,'Bf_109e_retext\textures\tobruk1.paa'];};"
so thats whats under my event handlers
look right?
ye
kk one sec and i'll update the situation
got a generic error in expression or somethin, cant remember cause i relaunched with a config edit
well didnt get an error but it doesnt appear to have applied the texture either
Can anyone point me at a good guide on creating a unit config? Trying to create a small faction that uses old VSM 2.0 for my PMC unit so I won't have to handpick loadouts in Arsenal everytime I build a mission.
Best guide to explaining everything the config needs/does.
Videos give you a LOT of info, when you only need a small portion. But teaches you the basic mod set up.
Doing finishing touches on the R35 and i have to fix some things. 1) FFC only when turned out, I.E. The people who are riding on the back can only fire when they have turned out. 2) i made my sound.hpp file and linked it via config.cpp, but there seem to be no engine sounds what so ever
Also dissable turnout for a FFV passenger
Fixed my FFV issues with the turnouts. Only thing left is the sound.hpp
@undone quiver Appreciated
Hi guys, does anyone know how I might go about adding different ammo types to a configurable pylon menu on aircraft? So say, I have one addon with a certain number of available ammo types to mount on an aircrafts pylons, but I want to mount ammo from a different addon on that aircrafts pylons.
you probably need to make a new compatibility addon that adds a new class of the said aircraft that is configured to use weapons from both addons
Ah right okay
Do you think I can probably work out the formatting by inspecting the config of one of the addons?
Might be a good idea to start here https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts
Cheers, will take a look
Hey lads, how would one get a random image in RscPicture? I tried defining my array via #define BACKGROUND_IMAGE ["__Blah__"] and then using text = __EVAL(selectRandom BACKGROUND_IMAGE); but it's just a black screen.
by using ctrlSetText
But in the instance of it's use, i cannot
Anyone know where I can find documentation to add RHS radios to a vehicle?
http://radio.task-force.ru/en/ appears to be down
@woven flax you mean TFAR radios?
Yep went derp
perhaps tfar discord
But think I answered my own question, other docs here https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-For-developers
👍
@woven flax if you want support for TFAR 0.9 and 1.0 you need to use the tf_ classnames and not the tfar_ ones in the vehicle config
the classname list on github is already 1.0
@grand zinc Ty I am attempting to us tf_hasLRradio currently. But will need to wait to test till later 😃
that will only work if it inherits a radio class from somewhere I think. Which all vehicles probably should
Hey, I'm making a uniform config and I seem to have messed up the ground holder config as I get No entry ‘bin\config.bin/cfgvehicles/uniformitem.scope’. and
No entry ‘bin\config.bin/cfgvehicles/uniformitem.side’. when i start Arma, but I'm not sure what they mean, because scope is defined, and I don't see why side is needed.
Could anyone point out what the errors mean or what I did wrong? It'd be a huge help!
uniformitem doesn't have entry scope
and
uniformitem doesn't haven entry side. Pretty easy to understand
Thanks @sudden garnet, that fixed the problem!
uniformitem is cfgweapons I think
it is, I thought i needed a config in cfgvehicles for a ground holder but I was mistaken
Hi there, I'm attempting to do a small retexture mod for some jets and I've kind of stone walled myself when it comes to the config. Every tutorial I can find just doesn't handle vehicles and I have no clue how to code that. Is their any tutorials you guys can point me to?
have you looked into the actual configs of those jets? and possibly the Arma 3 sample plane?
I think BI forums have quite a bit of threads about retexturing too
So I have multiple turrets, one is facing backwards, but is always shooting forwards.
Ive added all the different mempoint sources i could find.
https://pastebin.com/hRNQqzWg
https://pastebin.com/TB9VREb8
Is there a command or a mempoint im missing?
For context this is a rear mounted turret like a Chinook m240 on the ramp.
If I recall right all turrets basically need to be made to point forward at first
and then their direction and all that is set in the configs
or your turret directional memorypoints are the wrong way
ok i finally managed to get a look at the normal config. was an idiot and forgot that i'm not a computer and cant read binary.
does anyone know where i would edit the base sprite sheets in the config. Trying to create my own smoke effects. 💩
You Never do something in base classes. That’s why they are base classes
@austere quail check https://forums.bohemia.net/forums/topic/221163-emitter-3ditor
plus
https://community.bistudio.com/wiki/Arma_3_Particle_Effects:_Config_Parameters
https://community.bistudio.com/wiki/ParticleArray
https://community.bistudio.com/wiki/setParticleParams
https://community.bistudio.com/wiki/ParticleTemplates
https://community.bistudio.com/wiki/drop
http://killzonekid.com/arma-scripting-tutorials-set-timeout-interval-file/
https://www.ofpec.com/editors-depot/index.php?action=details&id=38&page=0&cat=xyz
https://www.ofpec.com/editors-depot/index.php?action=list&cat=sc&type=fx
https://steamcommunity.com/id/aliascartoons/myworkshopfiles/?appid=107410
http://www.kylania.com/ex/?p=128 (Eagle Wing Effects)
https://arma3.com/news/report-in-borivoj-hlava-design
https://forums.bohemia.net/forums/topic/146807-arma-3-particle-effects-documentation/
https://forums.bohemia.net/forums/topic/155782-delete-fire-effect/```
I'm having a problem with loading a map onto our server. The error reads,
No Entry Bin\config.bin/cfgWorlds.Prei Khmaoch Luong
Any ideas guys, using vilayer host
Please pm me if possible
Ok I'm lost @grand zinc
In work shop it doesn't say any requirements 🤔
I've tried using CUP terrains core
Well if you want to play on the terrain, you need the terrain itself
Hmmm @grand zinc surely that comes with the download?
you are having a problem with your server aren't you?
I believe so
So one would assume the error is serverside
Does the name in the parameter really 1to1 match the foldername?
PKL has some unicode characters in the name if you got it from workshop
Aye
Stuff that you dont have on your keyboard
the name in the parameters needs to exactly match the name of the mod directory
try removing the spaces
Ok mate
So @grand zinc I subscribe to the map it goes to my arma directory. I then upload this to the vilayer server via filezilla. Should I rename this by removing spaces?
I then make a pbo and upload this to the vilayer server. I load my map into the cfg.
I set in my server mod parameter @PreiKhmaochLuong; ?
Should my mission template also remove spaces. Because in the cfg in the template="mission.prei_khmoack_luong"
Should the I remove the underscores?
Rename the modfolder and your server start parameter, nothing else
yea
Ok will give it ago in a bit 👌
Ok quick question. I made a retexture and it still takes the old texture. I checked the path manually and the path is correct. (this is a macro that writes the quoted path in it)
class U_Tank_green_F;
class KAT_Tank: U_Tank_green_F {
displayName = "KAT Tank";
hiddenSelections[] = {"camo","insignia"};
hiddenSelectionsTextures[] = {QPATHTOF(data\U_Tank_crew_F_CO.paa)};
};
100% sure vehicle supports hidden selections. and that name is really camo?
100% I copy pasted the lines from the config of the base class
I added a soldier because a friend said there is a need of this, but doesn't worked too
Well if base class hiddenSelections name is wrong, it will just use the texture in the model. so might not notice it
But then i do it with seObjectTextureGlobal and then selection 0 it works fine
😃
┬─┬ ノ( ゜-゜ノ)
I really have no idea
https://pastebin.com/GErpGzKm (config.cpp)
https://pastebin.com/mZs44pNR (model.cfg)
https://pastebin.com/L88FbZmr (Model Sekeleton)
https://gyazo.com/7e40b210c4a6ce616da3eca4b91c37bc
Weapon animated fine when not aiming down the sight. Moment I enter the sights the weapon does not aim up and down. Additionally it appears the muzzle flash goes off the main model. Does anything in these configs seem wrong?
so far i only see that
memoryPointGun = "S_machinegun";
memoryPointGunnerOptics = "S_gunnerview";
are not in the skeleton
i feel like its a model setup related issue, not config related
do you use proxies anywhere (not including crew positions etc)?
ok. memorypoints and animations are clearly working (camera moves properly). Bullets also shoot in right direction), even in gunnerview i assume? To me this indicates that one LOD is different than the other. only logical explanation i can see
Yes camera moves, Bullets shoot in correct direction when on the gun. Only LODs the model has that are visual are LOD0 and ViewPilot
ViewPilot is straight copy paste of LOD0
you dont specify that its supposed to use pilot view
try adding
LODTurnedIn = 1100;
LODOpticsIn = 1100;
hm ... then you need error isolation steps...
only thing i can think of to try is
LODTurnedIn = 0;
LODOpticsIn = 0;
LODTurnedOut = 0;
LODOpticsOut = 0;
(=use visual lod for eliminating lod differences )
if that fails copy doorgunner config of some vanilla thing and adjust memory things, see if config was problem. if thats not it its your modelcfg
And to confirm these LOD go into the config in the turret itself right?
yes
Thank you, i will keep working at it
gun memorypoints dont need to be in skeleton
but they need to be part of the guns named selection to move with the animation
one of the two methods
Need some help with getting units to appear in Zeus with a vanilla reskin mod I'm doing. Some of the units are in the curator list, others are not. Specifically, I have created a blufor faction where the Strider, Nyx, Polaris, Zamak Trucks, Kuma, Nyx, F/A-181, Orca, and Mohawk are to be available. So far only the Strider, Polaris, and Zamak Trucks are appearing in my list in Zeus, with the Nyx, Kuma, F/A-181, Orca, and Mohawk missing.
What I've tried thus far with my config.cpp:
-Checked names of the units[]={}; and the class names of the units under CfgVehicles. No misspellings are to be had.
-'scope=2' is present for all units, which is to make them public. Also tried scope = public with no success.
-Adding 'scopeCurator=2' has not yielded different results
-Changed the order of the 'requiredAddons' portion of CfgPatches, with no change in results at all.
To be clear, all units are available in the editor. Just not in Zeus.
I actually just got it figured out. The vehicles were all correct, just transposed two portions of the class name for the crew, which is shared across all those vehicles. Working correctly now.
Back in here again... with pretty much same issue.
Rebuilt the config again 5 times at this point.
The weapon animation, and the...muzzle/camera arent synced.
The config/model are referenced by the Ghosthawk.
https://gyazo.com/57014f5bb13b0ed5a92a42344040ec3b
https://pastebin.com/9UHHcF80 (Turret Config)
https://pastebin.com/4nkVFze2 (model cfg, this weapong stats at MainTurret2 line 117
Im completely stumped and burnt at this point. Anyone ever seen this issue?
Do the muzzle flash and camera memory points for the gun (view, muzzle all those sorts of things) belong to more than one bone?
like is the muzzle flash proxy both in zasleh and maingun
Should only be in maingun
and muzzle flash should only be zasleh
otherwise it's acting like those parts only have 50% weights
because you're splitting them over multiple bones
Is there a easy way to check if something belongs to more than one selection?
select faces/vertices and right click into selections window
and then click on "weights"
Alright doing those changes now. What all is the mainturret suppose to contain?
and thank you for the help
it does
rpt also contains warnings if you have assigned multiple bones to the same selection
Thank you, ill redo all the selections to unsure no stray weighting
@hearty sandal @astral pagoda You appear to be correct, its not 100% fixed (still debugging) but some stray selections were causing the issue. I appreciate the advice as always.
Does anyone know what speedPredictionMethod = 3 is supposed to be (AITankSteeringComponent). The vanilla tanks use it, but it's not documented (and leads to catastrophic results when driving through towns)
lets all 🙏 to @hot pine to send a docu gift from heaven 😃
speedPredictionMethod = 3 is curvature path method
is there some basic docu for the parameters available internally?
pretty much everything is already on wiki
there was one additional page but I can't find it from home pc. I think I have bookmark for that on office pc but I'm not 100% sure
What's the thing you do to a config to scramble it? Obstructive? Obtuseious?
you cant for configs
oh, I'm actually asking if you can do it to .p3d. I figure I would ask here first cause I was under the impression it worked for configs. What was it called?
you can do pbo obfuscation - thats basically only relevant to scripts and can be partially reversed/fully too with some effort
Hey everyone ! Is there a way to build underground ? Any of you could help me out with that ?
only way to do "underground" is to dig a massive hole in the ground and place your underground stuff in it and cover it with appropriate objects
so basically possibly only if you are making a new terrain @young siren
How do You dig in the ground tho? That's the info im missing lol
Hey trying to find the tool on eden but I couldn't find it..
.... ???
Im very new to these script thing
I think you'd be best posting in #arma3_terrain for this sort of query
Not really a config question I don't think
Oh oups didn't see it lol
class CfgMagazines
{
class CA_Magazine;
class rhsusf_m112_mag: CA_Magazine
{
ACE_Explosives_Placeable = 1;
useAction = 0;
ACE_Explosives_SetupObject = "ACE_Explosives_Place_SatchelCharge";
ACE_Explosives_DelayTime = 1;
class ACE_Triggers
{
SupportedTriggers[] = {"Timer", "Command", "MK16_Transmitter", "DeadmanSwitch"};
class Timer
{
FuseTime = 0.5;
};
class Command
{
FuseTime = 0.5;
};
class MK16_Transmitter: Command {};
class DeadmanSwitch: Command {};
};
};
class rhsusf_m112x4_mag: rhsusf_m112_mag
{
ACE_Explosives_Placeable = 1;
useAction = 0;
ACE_Explosives_SetupObject = "ACE_Explosives_Place_SatchelCharge";
ACE_Explosives_DelayTime = 1;
class ACE_Triggers
{
SupportedTriggers[] = {"Timer", "Command", "MK16_Transmitter", "DeadmanSwitch"};
class Timer
{
FuseTime = 0.5;
};
class Command
{
FuseTime = 0.5;
};
class MK16_Transmitter: Command {};
class DeadmanSwitch: Command {};
};
};
};
Can anyone see anything wrong with this code?
I'm having an issue where the "useAction = 0" parameter is not working on the "rhsusf_m112_mag" but it does work on the "rhsusf_m112x4_mag"
On the "rhsusf_m112_mag", in game I'm still seeing it as "useAction = 1"
I've tried it with all non essential mods (aside from rhsusaf and ace) disabled and the issue is still occuring
So it isn't a mod overwrite conflict I don't think
did you put the right addons under requiredAddons?
To be fair, I don't think so, how would that impact it? I don't really understand the implications of that field too well @idle matrix
It makes sure your addon loads after the addons you require
You are inheriting from rhsusf_m112_mag for example, which works fine if your addon loads after rhsusf.
If it loads before rhsusf you are suddenly inheriting from something that doesn't even exist yet
👆
I got you ^
Could someone answer a few basic questions for a complete config noob? What is the difference between ShellCore and ShellBase? The config for B_30mm_AP looks identical to B_30mm_HE, but the latter has an explosion impact Fx. What is the config value that determines this?
explosive
Thanks. I assume that if explosive = 0, the class inherits a default bullethit?
Something like that yes. >0 is certainly necessary to have any kind of explosive pfx
Is there a config for ordinary bullethits?
I see that 12.7mm rounds have a craterEffects value for some reason
But nothing that seems to handle their particle effects on hit
bullet hit pfx are determined by the surface they are hitting
.bisurf files detail their impact="hitMetal"; soundHit="Metal";
impact being the ammo's hitefects
ah, so there is actually only one kind of bullet impact in the game, and it is stored in the surface itself?
@grand zinc @idle matrix just checking back to say cheers for your help guys, after correcting the required addons I've got it working properly now

class cfgWeapons {
class Uniform_Base;
class UniBase;
class UniformItem;
class InventoryItem_Base_F;
class VestItem;
class HeadGearItem;
class ItemCore;
class ItemInfo;
class H_HelmetIA;
class H_HelmetB;
class H_Cap_red;
class H_Beret_02;
class H_helmetO_ViperSP_hex_F;
class U_B_CTRG_Soldier_F;
class Vest_NoCamo_Base;
class Vest_Camo_Base : ItemCore {
class ItemInfo;
};
#include "\VKN_Gear\cfgWeapons\headgear.hpp"
#include "\VKN_Gear\cfgWeapons\uniforms.hpp"
#include "\VKN_Gear\cfgWeapons\vests.hpp"
};
Apparently vestItem cannot be found in my vests.hpp file, but it worked before. Bare in mind, I haven't touched this file in a while so the error is out of the blue
Edit: If I add the class vestItem; into vest.hpp then it works. 
Edit again: Found a stray }; closing the cfgWeapons in my uniform.hpp file
Slight animation problem, but im putting it here since i think its more related to model.cfg
My track is rotating backwards
the tank is still behaving normal, its just that the track is going the opposite direction
@sharp pagoda tracksSpeed = -1.0;
oh that works too 😄
if it's already -1 then try 1
Got a bit of a theoretical question for anyone willing to help not quite sure how to word this but I'll do my best
Let's say I wanted to inherit an array and add to it. Is it possible to do this without having to include everything in the sub class array that already exists in the parent class? Is it possible to basically say "Hey, maintain that array but add this to it"?
Crude example of what I want
class eventhandlersBIGdank
{
init[] = {""dank script 1","dank script2""};
};
class eventhandlersLITTLEdank : eventhandlersBIGdank
{
init[] = {"dank script addition"};
};
So basically the end result would be
init[] = {""dank script 1","dank script2","dank script addition""};
+= allows you to append to arrays. But can't you just make another eventhandler subclass?
It never even occurred to me to try that ._.
Thanks so much for the help though
@untold temple Just to clarify
class eventhandlersLITTLEdank : eventhandlersBIGdank
{
init[]+ = {"dank script addition"};
};
Would give me the desired result?
pretty sure there's no space between the + and =
init[] += {...};
there are limitations on it though. IIRC you can't do things like class A { array[] = {aa}; }; class B: A { array[] += {bb}; }; class C: B { array[] += {cc}; };
Alright I'll give that a shot, if all else fails I can just define a second subclass for the eventhandlers as you said (too tired to think of these things lol)
Much obliged for you help man tyvm
Does anyone know how to change the gunners on the transport helicopters? I want to make 4 different liveries for the CH67 and have the entire crew have matching jumpsuits. The pilots work but I wasn't able to figure out the gunners, and I'm away from home right now.
Hello,
hello, I have a problem with wheat that does not flattens with a multiplayer harvester while it works solo https://plays.tv/video/5cd1b6bb27b5dd0927/solo https://plays.tv/video/5cd1b4ced85de52f19/saute
the config of wheat is : class CfgVehicles {
class HouseBase;
class Items_base_F;
class Land_BakedBeans_F;
class All {};
class Static: All {};
class Thing;
class Building;
class Strategic;
class NonStrategic: Building {
class DestructionEffects;
};
class Fence;
class Land_VASICore;
class Fence_Ind: Fence {
class DestructionEffects;
};
class HL_Ble : Fence_Ind {
scope = public;
mapSize = 2;
displayName = "Ble";
Icon="\HL_Objets\UI\icone_carton_ca.paa";
vehicleClass = "Mods";
model = "\HL_Objets\HL_Ble";
accuracy = 0.2;
destrType = "DestructTent";
armor=0.0000001;
mass=0.000000001;
};
Well I assume that stuff is scripted?
no script, the wheat is destroyed if you roll on it
farming simulator called, they want their model back ...
What controls if something is "Class rifle" "Class Pistol" "Class Launcher"
Im trying to basically take a rifle config and make it into a secondary weapon.
Think I found my answer
vehicleClass = "WeaponsHandguns";
not sure if that has actual simulation effects... may also be just something for categorizing (editor etc)
vehicleclass (for regular vehicles) is just that
You are likely correct, it didnt seem to do anything
Does anybody know what the airfriction would be a round ball? Like the kind you would fire from a musket or cannon?
This is probably the most anoying part about my project, mostly because i dont fully understand it, but here we go again.
Currently all of my animations dont work. Tracks dont move, turret doesnt turn.
I've re-written my model.cfg, but that didnt change a lot.
Here is my model.cfg: https://pastebin.com/UPsgdMiA
These are my named selections: https://i.gyazo.com/806d91fce4b792dd3ae846c019ea634e.png
i dont really know where its messing up, but im pretty sure its somewhere in the model.cfg, but i cant see it
is your pd3 named PZD23_SDK_251_9
SDK_251_9_C
welp, after fixing taht, it i cant spawn it :/ https://i.gyazo.com/5c029e4fa18f17d6f6daf85e0b5d7d25.png
also loading it into buldozer gives this: https://i.gyazo.com/e447ac8f024a6e5dc287b9352a15354c.png
I'm not exactly shure what sections inherit is
is mapZone a valid/still used parameter in cfgWorlds and what is it about?
aaah, see thanks @hot pine
but it hasnt fixed the model failing to load in arma 3
nevermind
im still being just an idiot
if you change your .p3d file name, make sure to do it in your CfgVehicles
How do I make artilleryScanner config entry pick the right turret on a vehicle? I have a multi-turreted artillery APC that gives the artillery computer option to a different turret. I've tried setting the mortar operator seat to the the commanding = 2 and the machine gun turret to commanding = 1, but that didn't work. The mortar turret is the MainTurret class and inherits from that too. EDIT: Needs to be primaryGunner = 1;
Could some one translate a bit of the cfgGroup for me? I'm a bit confused on the overall format.
{
class West
{
class BLU_F
{
name = "NATO";
class Infantry
{
name = "Infantry";
class BUS_InfSquad
{```
like does class West = side? Or just faction?
and do any of these classes need to match the faction class?
west is the side, BLU_F is the faction
And faction needs to match the units assigned faction yea?
don think so
the group decides about the side
so you should be able to mix any side/faction/unit in there
Hi there, anyone an idea why this wouldnt work`?
class gm_iltis_base;
class gm_iltis_cargo_base;
class gm_iltis_base: gm_wheeled_car_base
{
class ACE_Actions;
class ACE_SelfActions;
};
class gm_iltis_cargo_base: gm_iltis_base
{
class ACE_Actions : ACE_Actions {
class ACE_MainActions;
};
class ACE_SelfActions;
};
class gm_ge_army_iltis_cargo_base: gm_iltis_cargo_base
{
class ACE_Actions: ACE_Actions
{
class ACE_MainActions;```
Yes, its all correclty closed again and selfactions works
However Main Actions are not added
Nvm, i have got it working
class ACE_Actions : ACE_Actions afaik ace actions doesn't inherit
this works:
class gm_iltis_base: gm_wheeled_car_base
{
class ACE_Actions;
};
class gm_iltis_cargo_base: gm_iltis_base
{
class ACE_Actions: ACE_Actions {
class ACE_MainActions;
};
};
class gm_ge_army_iltis_cargo_base : gm_iltis_cargo_base {
class ACE_Actions: ACE_Actions {
class ACE_MainActions: ACE_MainActions {
position = "[-0.2,1,-1.2]";
};```
Yeah ace actions don't inherit
this should work
class gm_iltis_cargo_base;
class gm_ge_army_iltis_cargo_base : gm_iltis_cargo_base {
class ACE_Actions {
class ACE_MainActions {
position = "[-0.2,1,-1.2]";
};
};
};
Provided your requiredAddons is correct
GM iltis inherits Car which already has ace interaction on it.
Unfortunally that does not work, i have been expirmenting the past 2 days trying to fix it, this is one way i tried before
Dont ask me why tho 😄
required addons correct? Checked result in config-viewer ingame?
ace actions should not be using inheritance and you will break things once ACE adds a official compat addon
requiredAddons[] = {"cba_main","ace_main","gm_core"}; ?
ace_interaction
also ace_main already includes cba_main
and you need the gm class that actually adds that vehicle
I assume that's not gonna be core
ah okay
I assume gm_vehicles_land_wheeled_iltis_ge_bgs_k125 is the one that adds the iltis
I guess so too
I`ll check again
Well, it does add Ace_Actions, however ACE_MainActions remains empty
removed all your ace_MainActions that had inheritance?
If you do nothing at all, you should still see this https://github.com/acemod/ACE3/blob/master/addons/interaction/CfgVehicles.hpp#L322 in the iltis in config viewer
This is the whole cfgVehicles, https://hastebin.com/bilatavohe.cpp basicly what you said is done now (i guess)
you have 0 actions inside ace_mainactions
you place all of them in ace_actions which is wrong
No, they are not supposed to be in main actions, as they are supposed to be spread around the vehicle
There is MainActions, in there are Cargo, Get In, Passenger etc. Now those Actions i defiend are f.e. at the rear of the vehicle to remove the cover of the truck (I have those working already ingame). However the Mainactions which are usually there arent anymore
Like there is no Passenger, Get in etc
Okey... Then.. Only difference I can see to ace is missing selection entry, but that should default to ""
Is the mainaction interaction point still there? but there are no actions inside it?
requiredAddons correct now?
If you don't load your mod, are there ACE_MainActions inside the vehicle class then? There should be
"ace_main","ace_interaction","gm_vehicles_land_wheeled_iltis_ge_bgs_k125"
and yes there are
its like i overwrite ACE_Mainactions
Thats why i had this weird interherince, because it would always overwrite mainActions
Oh. https://github.com/acemod/ACE3/blob/master/addons/interaction/CfgVehicles.hpp#L355 there is inheritance. But up at the Car class there isn't.
But why 🤔
I dont know 😳
Because Car is the source and all other inherit from it?
Car_F: Car f.e.
Anyone know a good way of enabling thrown objects to cause damage? I've set up for example a bottle that can be thrown. Playing around with the different shotX simulations... shotGrenade doesn't cause any damage if the grenade hits something.
shotBullet doesn't appear to work with Thrown weapon/ammo
I think thrown weapons work only as grenade type?
shotSmokeX, shotShell and ShotGrenade work with thrown objects
shotBullet doesn't
hmmm shotShell might work, it explodes though once landed
can use submunitions with shotshell though I think, and maybe replace it with something else after firing
Ok, so AI are shooting at a UAV that poses no threats. How do I get the AI to stop shooting at a UAV?
i need to animate the 2 front wheels of my halftarck, can i just straight up refrence one of my kol classes, or is there a better way
class Anim_wheel_front_R: Wheel_kolP1{selection = "wheel_front_R";}; ```
Hello,
I would like to make wheat that behaves like shrubs that move with the wind and get crushed, but I can not find the right config
https://puu.sh/Dq3FR/6c52c7a6f0.png
that behaviour would actually be in model properties
It does not work with these properties
https://puu.sh/Dq3RT/bb4a5ac849.png
you could perhaps try bushSoft
already tried and it does not work
The config is :
class Fence;
class Fence_Ind: Fence {
class DestructionEffects;
};
class HL_Ble : Fence_Ind {
scope = public;
mapSize = 2;
displayName = "Ble";
editorSubcategory = "Mapping";
Icon="\HL_Objets\UI\icone_carton_ca.paa";
model = "\HL_Objets\HL_Ble";
accuracy = 0.2;
destrType = "DestructTent";
armor=0.000000001;
mass=0.000000001;
};
So ShotShell worked for throwing objects that cause damage. You obviously have to change the hit sounds to avoid any explosions, but works pretty well. Only issue is the ammo disappears, but workable for now.
is libTextDesc for vehicles still used in A3?
Could anyone share a mission with Zeus compatible custom ammo crate? Using Achilles but struggle to find a community solution for our Game Masters to quickly drop crates (vanilla/ace are too off)
I doubt anyone is going to have anything that exactly matches your needs. Just inherit from a vanilla crate and change what's in it. Another option is custom Zeus module to empty the container and add what you want, which is more flexible.
So I'm having some trouble with a unit not being able to use a uniform, despite the uniformclass is included:
class ESPW_PGAC_U_Soldier_BASE: ESPW_Rifleman_PGAC
{
author = "FP Mod Team";
expansion = 1;
identityTypes[] = {"LanguageENG_F","Head_NATO","G_NATO_default"};
faceType = "Man_A3";
side = 2;
faction = "EW_Faction_PAAPMC";
genericNames = "NATOMen";
scope = 0;
scopeCurator = 0;
vehicleClass = "ESPW_Men_PGACUrban";
uniformClass = "ESPW_U_PGAC_CombatUniform_SPB";
weapons[] = {"rhs_weap_hk416d10_compm4","Throw","Put"};
respawnWeapons[] = {"rhs_weap_hk416d10_compm4","Throw","Put"};
magazines[] = {"rhs_mag_30Rnd_556x45_Mk262_Stanag","rhs_mag_30Rnd_556x45_Mk262_Stanag","rhs_mag_30Rnd_556x45_Mk262_Stanag","rhs_mag_30Rnd_556x45_Mk262_Stanag","rhs_mag_30Rnd_556x45_Mk262_Stanag","rhs_mag_30Rnd_556x45_Mk262_Stanag","rhs_mag_30Rnd_556x45_Mk262_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"};
respawnMagazines[] = {"rhs_mag_30Rnd_556x45_Mk262_Stanag","rhs_mag_30Rnd_556x45_Mk262_Stanag","rhs_mag_30Rnd_556x45_Mk262_Stanag","rhs_mag_30Rnd_556x45_Mk262_Stanag","rhs_mag_30Rnd_556x45_Mk262_Stanag","rhs_mag_30Rnd_556x45_Mk262_Stanag","rhs_mag_30Rnd_556x45_Mk262_Stanag","HandGrenade","HandGrenade","SmokeShell","SmokeShell"};
Items[] = {"FirstAidKit"};
RespawnItems[] = {"FirstAidKit"};
linkedItems[] = {"V_PlateCarrier1_blk","ESPW_mich_bare_norotos_blk","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
respawnLinkedItems[] = {"V_PlateCarrier1_blk","ESPW_mich_bare_norotos_blk","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
};
You guys have any ideas to this?
Hey guys. In config parameters you can use equations but simetimes I see word like RPM. Which seems like its some sort of scripting code. Engine pitch with increasing RPM for example
is there a list of these 'commands'? or is it simply the Animation sources like in model.cfg?
here's a pic of my problem for better context:
https://cdn.discordapp.com/attachments/258350836080574479/576444159716753408/107410_20190510092148_1.png
Good morning, anybody know the config entry to make a bullet, in my case a cannon ball, make a swoosh sound?
@silver aurora Yes but thats just sound. Can are there simelar things for other stuff. Like Dlight profiles in my case.
Is there a way to break a line in class MFD text component? Something like \n ?
Is there a maximum amount of turrets to a single vehicle?
Never heard of one.
How many do you have?
I've had 20 or so
Or was it 30
A lot anyways
Model. Cfg has bone limits though
So that limits it
So 2 bones per turret a minimum with 256 bone limit makes 128 turrets the maximun
Not counting FFV turrets
What would be the quickest way to intercept a fired missile and execute some code on it?
Right now I do an execVM in the class Eventhandlers (Fired).
In this sqf I make the missile orient itself with the pitch of the turret (since the missiles originate from the missile memory points.
Or is there a way to make the missiles originate from a launcher touch (which animates) in a native way?
the usecase is the Apache. Where the missile pylons pitch tona certain degree with the gunner turret
Dynamic loudout missiles launch from their proxy rather than missile memory points
Ah so when I implement dynamic loadout...its kinda solved
same for rockets and guns
right?
yeah, most likely
I certainly know that FFARs on our A-10 fire at a different angle from the centreline pylons, to the ones on the wing fire at because the proxy orientation is different
you can even see the CCIP move when it starts firing from those pylons
older behaviour was just firing straight forward from the rocket mem points
@hearty sandal projected to be 10 with FFV stuff. Was curious. Thank you :)
anyone know if there's a way to change the default category that's open in the editor / zeus assets/create menu on the right hand side?
Does anyone know if it's possible to give submunitions an initial, random velocity (within certain bounds)?
The wiki only mentions 'parameter submunitionInitSpeed sets the submunition init speed directly (in m/s)' which just results in the submunition going north at the velocity specified.
Maybe submunitionYRandomizationAngle and similar?
Thanks - that with a combination of submunitionConeType = randomupcone with appropriate cone angles have got me what I was after👍
Why isn't this init = "_this setcaptive true"; working in my eventhandler?
AAAh my favorite : No Entry '.model'
i cant see any mistakes, but there obviously is 😛
@undone geyser
add THIS to your configurations to use a uniform that otherwise you seem to be unable to use
class EventHandlers { init="(_this select 0) forceAddUniform ""-the uniform syntax-"""; };
@candid flower thanks a bunch
like, if you're trying to use a uniform that normally is in use by BLUFOR, it wont show up on OPFOR soldiers depending upon how you define your base soldier class 😛
so you need to run the EventHandlers command to force a uniform onto a soldier
i had to do the exact same thing to get my uniforms in my mod to show up properly
does anyone know what the "language" voice pack for British personnel is named? As in, "LanguagePER_F" is for the Farsi voices....but what's the British voice pack named?
Ive been messing around with trying to add a custom weapon to the pylons for my plane, but each time I go into game the weapon does not appear.
{
class Pylons1
{
hardpoints[] = {"B_MISSILE_PYLON","B_ZEPHYR","B_BOMB_PYLON"};
attachment = OPTRE_bomblauncher_500lb;
priority = 5;
maxweight = 2000;
UIposition[] = {0.35,0.08};
};
class Pylons2: Pylons1
{
hardpoints[] = {"B_ZEPHYR","B_MISSILE_PYLON","B_BOMB_PYLON"};
priority = 3;
attachment =OPTRE_bomblauncher_500lb;
maxweight = 4000;
UIposition[] = {0.34,0.18};
};
};```
Am I missing something? I have never really worked with pylons before so any insight is appreciated.
what does the "priority" entry control? a friend of mine was working on weapon modifications...
@north sluice
Release order when using the same weapon
Weapon will expend magazines from a pylon with higher priority before switching to a pylon with a lower one
but if two pylons share the same priority the weapon will alternate between them until the mags empty
There's also a script command to set priorities ingame
So if you want symmetrical release, you usually want pylons on opposite wings to share the same priority
Thanks for info, i will store that for later. However, its hard to drop bombs symetcriaclly when you dont even have bombs dropping from your model XD
That was to Commander A9
Your problem looks like it's because you're using a cfgweapons classname instead of the cfgmagazines one
OPTRE_bomblauncher_500lb is, I guess the weapon, rather than the magazine
Ah ok i will look into that and report back
Is there anything I need to setup in the config that will make my muzzle appear only when I am firing?
Setting selectionFireAnim="zasleh_1"; doesnt help
What is the muzzle flash on?
Minigun in sample UH60
well it needs to be in the model's sections array too at least
Wow thanks it was it, I've put it in selections instead
And what point defines position for muzzle smoke? Becouse currently it shows in root
Having an issue with two vehicles, B_GEN_Offroad_01 and B_GEN_Van_02_transport_F where they wont change their selection texture. I have made sure my hiddenSelections are correct and i'm changing them. I even tried copying and pasting the whole texture paths and applying them this way, however they still stay and grandamerie default.
Texture paths are correct
Logs don't say anything.
paths in textureSources are correct? @pallid snow
Never added them
both of them have their textures set via VhC - https://community.bistudio.com/wiki/Arma_3_Vehicle_Customization
so anything you define in hiddenSelectionsTextures is overwritten by VhC
np
Random question, what does the _F mean in the naming scheme of all the config entries?
Futura
Does it provide some context for organizing? Like what’s the point with everything having it?
It was the standard at one point, and why change it if you can just keep it and not waste time changing all of it ^^
CONSISTENCY
With _F there is atleast one thing that's consistent in Arma 😄
It was made long time ago to distinguish A2 data and Futura
Ah
I just instinctively put it in my configs. Then another person asked me what it means.
I think that's a bad idea
Haha, no don't do it
same as I see people making language_f.pbo for their mod
and you look at it and think "why the F did that retard put vanilla pbo's into his modfolder" when doing troubleshooting
Wait..,,,
_F pbo's in modfolders cause the same reaction as tfar pbo's in vanilla addons folder, both are a "WTF U DOIN M8?!"
Whew scared me thought we had that in our mod XD
reminds me of a ship tutorial i did for X3 modding... after 2 years half or 1/3rd of the modded ships had "zzz_" as class prefix because thats what i used as example for how you should uniquely name your classes... 😄
Skeleton conflicts are always the best ones
If i would receive 1€ for every stupid thing i have seen in my life, i would buy and instantly close EA just for the lulz
most "modders" just copy&pasta what they see
if the suffix was "FuckYou" they still would copy it
because if it is there, it surely has a meaning
and we do not need to understand what we do
if one just can try and error to his/her goal
Talking about stupid things, I can't find for the life of me that function to find the cfgpatches list for class entries, the one that lists addons that alter a class. Am I imagining something that doesnt exist?
damn it was a command not a function thanks babe
Not sure where to put this one.
I made some custom hydra type rocket pods.
When you shoot the missiles everything works fine, however the missile pod doesnt hide the rocket after shot. Is this handled in a model.cfg for the rocket pod itself or on the vehicle its assigned to? Currently the setup is using ArmA pylon system. Is there any examples I can poke around in?
Proxies for the rocket ammo in the pod need to be pointing to some model that has a cfgNonAIVehicles class containing simulation = maverickWeapon;
You can make your own cfgNonAIVehicles class for your rocket .p3ds or use a BIS model path. Doesn't matter
@untold temple Sorry for delay, this is what I have. https://pastebin.com/3LiK8nhL and still no luck so far.
The proxies look like this https://gyazo.com/60f59e5acfac851af7cf1c6e64899f29
Any idea where im likely going wrong?
It may be that the proxy class name might need to correspond with the p3d name
cant remember exactly what the issue was when I tackled it but might have been that
Hellfire_Missile.p3d is the p3d.
ProxyPylonPod_Hellfire_Missile_F is the classname im trying.
No luck
when in doubt look at the All In One config
also your stuff does not need the _F
its for separatating Arma2 stuff from Arma3 stuff
Oh shit thats new to me...
the F is for respect
came up just the other day xD
So you were onto something @hearty sandal
Its working now, but the static model is taking something else i have no idea where from.
https://gyazo.com/643627cafed3805873f8888ae00895ae
{
model = "ML700_Vehicles\Missiles\Ammo\Hellfire_Missile.p3d";
simulation = "maverickWeapon";
};```
Proxy on the missile rack for the ammo is calling \ML700_Vehicles\Missiles\Ammo\Hellfire_Missile
the missile model ingame is from the cfgammo class
proxyShape
model on the other hand is the .p3d used when the munition is fired
@untold temple Im a bit lost.
ammo.cfg contains model = "ML700_Vehicles\Missiles\Valkyrie_Hellfire_fly.p3d";
Magazine has the actual rack itself, which contains the proxy for the ammo inside it
My gyazo above shows the p3d ammo being changed from the \ML700_Vehicles\Missiles\Ammo\Hellfire_Missile to something else completely
when static the rocket is wrong
yeah, hence the proxyShape parameter I mentioned
when its fired it then changes to correct p3d
e.g. for a bomb class rhs_ammo_fab250_m62: rhs_ammo_fab250 { model = \rhsafrf\addons\rhs_airweapons\rhs_m_fab250m62; proxyShape = \rhsafrf\addons\rhs_airweapons\rhs_m_fab250m62; sideAirFriction = 0.1; };
ah i see
@untold temple @hearty sandal Thank you again, that was the fix. I am assuming its the same steps for a rocket pod. Creating a proxy location for each ammo part etc.
if you want the rockets to be visible then yes
👌
do hardpoint names have to be in CAPITALs btw?
no
i mean thats how it starts, right? non-generic sample where everything is in capitals or specific format ... people just go on safe side with capitals. And one generation later half of people think capitals are required because everyone did it.
https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts -> guilty as charged
Thats where I got my info and everything is capitalized on my end too 😄
see
Is there something special that needs to be put in for a weapon with a 1 rnd ammo count? All my weapons with 2+ are showing correctly.
Ive tried simulation = "pylonpod"; and simulation = "maverickWeapon";
The magazine is the one that should have a pylonpod simulation. Even if there is no physical pylon mesh that attaches the missile to the airframe, the magazine model should point to some p3d that contains a proxy for a maverickweapon, even if it is just a .p3d containing a proxy.
{
model = "ML700_Vehicles\Missiles\Ammo\ML_RocketPod_Missile.p3d";
simulation = "maverickweapon";
};
class ProxyML_Hellfire_Missile: ProxyWeapon
{
model = "ML700_Vehicles\Missiles\Ammo\ML_Hellfire_Missile.p3d";
simulation = "maverickWeapon";
};
class ProxyML_Hellstrike_Missile: ProxyWeapon
{
model = "ML700_Vehicles\Missiles\Ammo\ML_HellStrike_Missile.p3d";
simulation = "maverickweapon";```
Thats in class CfgNonAIVehicles
The ProxyML_Hellfire_Missile and ProxyML_Hellstrike_Missile work fine. The ProxyML_RocketPod_Missile is invisible until shot
Yeah, those would be the ammo proxyshapes
I have the proxyShape in the CfgAmmo
class ML700_M_Rocketpod_Rocket: M_PG_AT
{
model = "ML700_Vehicles\Missiles\Valkyrie_RocketPod_fly.p3d";
proxyShape = "\ML700_Vehicles\Missiles\Ammo\ML_RocketPod_Missile.p3d";
yeah but you still need a pylon model defined in the magazine
Oh im a fuckin idiot
Nope wait im not
I have it correct
{
displayName = "1rnd Hellstrike Missile";
count = 1;
ammo = "ML700_M_Hellstrike_AT";
model = "ML700_Vehicles\Missiles\Valkyrie_Hellstrike.p3d";
mass = 370;
mirrorMissilesIndexes[] = {2,1,4,3};
hardpoints[] = {"ML700_B_MISSILE_PYLON"};
pylonWeapon = "ML700_missiles_Hellstrike";
};```
model = "ML700_Vehicles\Missiles\Valkyrie_Hellstrike.p3d"; this needs to be something else
That is just the p3d that contains the proxy for the missile
Like I have for my other two weapons which are functioning correctly
Does something change with this because its a 1x?
The proxy needs to have an index number 1
ProxyID is set to 1
and what does the proxy point to?
\ML700_Vehicles\Missiles\Ammo\ML_HellStrike_Missile
And the vehicle has a proxy on that wing pointing to?
Yep that wing works fine with all other weapon systems
pylon and missile models have autocenter 0?
example of working systems https://gyazo.com/987595f7f330c3041c001adb038e0441
ML_HellStrike_Missile has autocenter 0
Valkyrie_Hellstrike has autocenter 0
oh, you might not want this mirrorMissilesIndexes[] = {2,1,4,3};
Do you know what that actually does?
yeh, it determines the release order on magazines that fire more than one round
Im guessing the # is the proxyID?
I will try to remove that when i get home and see if there is any effect
Ill get back to you in about 30/ Thank you for the help so far as always 😃
@untold temple As always your a guru, the mirrorMissilesIndexes[] = {2,1,4,3}; was the issue
Than kyou
So say I have a bunch of textures all pretty much like
hiddenSelectionsTextures[] = {"mypbo\some_folder\another_folder\texture.paa"};
Is it possible to have a macro so that I if I change "mypbo" name to something else I dont have to replace it everywhere?
Yes
Every CBA/ACE style mod does that, that's one of the main reasons the CBA macro framework is used
So I'm reading through the playSound3D wiki page (https://community.bistudio.com/wiki/playSound3D), and at the bottom it shows how to get custom sounds to work (im using custom sounds), but i'm kinda confused on how to properly go about that
CF_woodland uses custom sounds and playSound3D so feel free to work it out from some pretty simple code - https://github.com/BrightCandle/CF_woodland
im not sure which sqf file i should be looking at here
The += array addition operator - does this only allow for one item being added to the existing array, or can multiple items be added to an existing array?
oh okay ill look at the CBA macro framework, didnt know there was one
@raven kiln multiple
<dedmen saying scripting things>
@grand zinc this is configs channel
🤦
I already wondered why there were so many unread messages in #arma3_scripting when I got to it
Is there a way to integrate the mod.cpp directly into a pbo?
Used to be possible with cfgmods, but IIRC it doesn't show the icons in Arsenal now without having it in the mod.cpp
I see.
Gonna test that.
no doesn't work, dunno why
Alright.
When working with structured text controls is there any straight forward way of executing SQF code when clicking a link?
- The
<execute>tag which is usable in diary records does not work here. - The
OnHTMLLinkeventhandler only fires for a link whose target url starts withhttp:,https:,ftp:orgopher:. But then the url is opened in the associated application (if there is one), too.
Therefore the only somehow viable way I found is using a link starting withgopher:and hoping that there is no application associated.
Anyone got a better solution?
So im trying to make a weapon with different recoils for different fire modes. So what I have done is I inherited from the MX rifle to play around with it.
I looked at https://community.bistudio.com/wiki/cfgRecoils and if I do,
class CfgWeapons
{
class MyRifle
{
recoil = "my_awesome_recoil";
};
};
It works fine, but the recoil is the same regardless of which fire mode the gun is in.
If I put the recoil in the fire mode like this
class arifle_MX_F;
class recoil_testing_weapon_base_1:arifle_MX_F
{
class Single;
class FullAuto;
};
class recoil_testing_weapon: recoil_testing_weapon_base_1
{
displayname="RECOIL TEST WEAPON"
scope=2;
scopeArsenal = 2;
class Single:Single
{
recoil = "no_recoil";
recoilProne = "no_recoil";
};
class FullAuto:FullAuto
{
recoil = "lots_of_recoil";
recoilProne = "lots_of_recoil";
};
_generalMacro = "recoil_testing_weapon";
baseWeapon = "recoil_testing_weapon";
};
I get this error,https://imgur.com/a/VKQSBrM
saying that the recoil is not an array.
So do I have to convert that recoil class to an array and if so how would I do that?
heres the cfgrecoil
class CfgRecoils
{
class no_recoil
{
muzzleOuter[] = {"0", "0", "0", "0"};
kickBack[] = {"0", "0"};
muzzleInner[] = {0, 0, 0, 0};
permanent = "0";
temporary = "0";
};
class lots_of_recoil
{
muzzleOuter[] = {"2", "2", "2", "2"};
kickBack[] = {"2", "2"};
muzzleInner[] = {2, 2, 2, 2};
permanent = "2";
temporary = "2";
};
};
You didn't paste your CfgRecoils class or do you not have one?
oh sorry
1 sec
there added
I didnt think it would be relevant since i just copied one of the base arma 3 recoils and changed numbers
to make something distinctive
I don't know if any of those are allowed to be strings, I've never looked at CfgRecoils so I could be wrong.
I did an AIO dump and saw that some of the vanilla ones, or I think all of them,where strings. Something about it being faster at doing the math
what I do know is that if I define the recoil for that weapon not in the fire mode but in the root of the class, im not sure if thats the right word, it works
but I cant seem to get it where each fire mode has its own recoil
hey all im new to the config side i just made a map and now i have the config error, i use pbo project and it give me error for line 63 i took this from my other map and have no clue what the issue is i searched and searched and cant find what to do can you please help me
class recoil_default: Default
{
muzzleOuter[] = {0.3,1,0.3,0.2};
muzzleInner[] = {0,0,0.1,0.1};
kickBack[] = {0.03,0.06};
permanent = 0.1;
temporary = 0.01;
};```
@toxic solar floats - not strings
};
};
class DefaultLighting;
class New_ber: CAWorld
{
class Clutter
{
#include "cfgClutter.hpp"
};
dynLightMinBrightnessAmbientCoef=0.5;
dynLightMinBrightnessAbsolute=0.050000001;
class Sea
{
seaTexture="a3\data_f\seatexture_co.paa";
seaMaterial="#water";
shoreMaterial="#shore";
shoreFoamMaterial="#shorefoam";
shoreWetMaterial="#shorewet";
WaterMapScale=20;
WaterGrid=50;
MaxTide=0;
MaxWave=0.25;
SeaWaveXScale="2.0/50";
SeaWaveZScale="1.0/50";
SeaWaveHScale=1;
SeaWaveXDuration=5000;
SeaWaveZDuration=10000;
};
class Underwater
{
noWaterFog=-0.001;
fullWaterFog=0.001;
deepWaterFog=200;
waterFogDistanceNear=10;
waterFogDistance=40;
waterColor[]={0.039999999,0.16,0.22};
deepWaterColor[]={0,0.001,0.0089999996};
@stoic lily okay ill try it as floats, I thought it didnt matter though?
61 is the #include cfgclutter.hpp
oh okay,so its not possible to have different reoils for different firemodes?
@grand ibex use pastebin please
@grand ibex what tutorial did you use as reference?
ive checked jakerod and on other
the whole approach displayed there is very poor
this is how a config for beginners is to look like:
i dont see anything
@grand ibex
and if you want to customize, you do it per parameter reading up what it does:
https://community.bistudio.com/wiki/Arma_3_CfgWorlds_Config_Reference
so thats all i need in there?
@grand ibex Best to keep terrain related questions on #arma3_terrain and also use PMCwiki ultimate terrain tutorial to learn basics and get simple base config
quick dumm question. I'm trying to get some InActions and Actions. Any idea from where i can get the proper action names?
Probably easiest way would be combing through the all in one config dump file
i see
Also what is TurnoutOffset?
is it offset with degrees, i e he turns oround or is it general movement
If I remember right you can change the proxy position between turnIn and turnOut with that
i didnt really find any info about it so ill just mess around with it
what kind of values have you seen on it
and where did you even spot it
it does not seem to be in used anywhere
I wonder if my all in one is actually out of date 😄
nope still nothing
@sharp pagoda where did you spot the turnoutoffset?
{
gunnerInAction = "passenger_inside_1";
gunnerName = "Passenger (Right Seat 2)";
memoryPointsGetInGunner = "pos cargo RR";
memoryPointsGetInGunnerDir = "pos cargo RR dir";
proxyIndex = 2;
gunnerCompartments = "Compartment2";
class TurnIn
{
limitsArrayTop[] = {{12.8119, -94.9025}, {3.3761, -57.2322}, {2.8858, -43.6031}, {7.6374, -34.5849}};
limitsArrayBottom[] = {{-23.7163, -95}, {-19.8531, -34.5849}};
turnOffset = 0;
};
class TurnOut: TurnIn
{
limitsArrayTop[] = {{35.5209, -94.8698}, {32.1307, 95}};
limitsArrayBottom[] = {{-44.5157, -95}, {-22.7716, -11.6692}, {-20.1751, 40.2474}, {-33.7814, 95}};
};
};```
aa turnoffset
Also how can i enable the interior for gunner and friver?
nvm, fixed
I think I'm again playing with engine limitations
with this settings the shell is still flying at 1km ayway easily
when moving to a grenadelauncher base class, using shotshell simulation, I still have it fired like a tank shell
it's for a tank spigot mortar, firing a 290mm shell 100 meters away
? and that is supposed to work? init speed 10 μm /s
that seems bogus
well
don't you think I tried 40,30,20,10,1,0.1m/s ?
I just lowered lowered and lowered until it made absolutely no sense
and it never worked
maybe because your airfriction is bonkers
I don't think its wise to call ammo & mags same way
same for airfriction, I lowered until stupid values
I would check if initSpeed is not defined in muzzle itself
class LIB_290mm_Petard_HE: LIB_ShellHE_base
{
hit = 1158;
indirectHit = 579;
indirectHitRange = 32;
typicalSpeed = 5;
initSpeed = 5;
maxSpeed = 5;
airFriction = -0.0002603;
whistleDist = 16;
};
e.g. this does work, the shell is fired at 1000m/s
well then thats wrong
@hot pine it's a standard in IF tank ammo/magazines since AWAR
class LIB_290mm_Petard_HE: LIB_HE_VehicleMagazine_base
{
scope = 2;
displayName = "$STR_LIB_290mm_Petard_HE";
ammo = "LIB_290mm_Petard_HE";
initSpeed = 5;
maxLeadSpeed = 10;
muzzleImpulseFactor[] = {1,1};
};
I have seen initspeed in cfgAmmo in base game, it was not present before I started to find a solution
as I mentioned, I would check what is actually muzzle velocity
in base game - base game also has errors
class M_Jian_AT: Missile_AGM_01_F
{
model = "\A3\Weapons_F_Exp\Ammo\Missile_AT_04_fly_F.p3d";
proxyShape = "\A3\Weapons_F_Exp\Ammo\Missile_AT_04_F.p3d";
maverickWeaponIndexOffset = 0;
initSpeed = 40;``` only hit
as I said I was trying to find a solution
obviously it's typo
whats the range you want? And what time is it supposed to take?
90 meters, about 1 or 2 seconds
maybe more time I dont really care, I just want it to go at 90m with a 45° init angle
class LIB_Spigot: LIB_TankCannon_base
{
scope = 1;
displayName = "$STR_LIB_Spigot";
// magazineReloadTime = 24;
magazineReloadTime = 1;
magazines[] = {"LIB_290mm_Petard_HE","LIB_20x_290mm_Petard_HE"};
class player: player
{
reloadTime = 1;
// reloadTime = 24;
dispersion = 0.0004;
};
class close: close
{
reloadTime = 24;
minRange = 20;
midRange = 25;
maxRange = 30;
};
class short: short
{
reloadTime = 24;
minRange = 30;
midRange = 40;
maxRange = 50;
};
class medium: medium
{
reloadTime = 24;
dispersion = 0.0004 * 1.25;
minRange = 50;
midRange = 60;
maxRange = 70;
};
class far: far
{
reloadTime = 24;
dispersion = 0.0004 * 1.25;
minRange = 70;
midRange = 80;
maxRange = 90;
};
with custom base classes you should list them as well or do a config dump... who knows if there is something misconfigured in them
inheriting from
class LIB_CannonCore: CannonCore
{
nameSound = "cannon";
cursor = "EmptyCursor";
cursorAim = "EmptyCursor";
showAimCursorInternal = 0;
// magazineReloadTime = 0;
canLock = 0;
autoFire = 1;
autoReload = 0;
ballisticsComputer = 2;
aiDispersionCoefX = 3;
aiDispersionCoefY = 4;
modes[] = {"player","close","short","medium","far"};
class player: Mode_SemiAuto
{
autoReload = 1;//0 desired?
showEmpty = 1;
autoFire = 1;
reloadTime = 6;
dispersion = 0.00025;
minRange = 0;
midRange = 0;
maxRange = 0;
};```
whats the speed of the real spigot?
I have no historical data but the range
alrightz
what about LIB_TankCannon_base?
only changes aiDispersionCoef
ill try my ballistic sheet to get some sensible values in your range
no scripts?
here is the config dump of the weapon
In config viewer magazine has initSpeed = 463; 🤔
aha...
can you feel the pboproject not rewriting the pbo ?
theres a setting that should work for you https://abload.de/img/2019-05-1718_01_25-wia6krj.jpg
TY
I'm investigating why the initSpeed doesnt get overwritted when I rebuild the pbo
it's correct in the pbo and wrong in config viewer
abandon ship
could some other pbo contain overwriting config?
no it's a brand new class
I think I'm just going to purge all temp files ever and reboot
¯_(ツ)_/¯
rebooted, cleared everything, removed manually the pbos now it updates
2 hours loss ✅
Did BI add the ability to use pylon mounted machine guns?
https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts
States on the page "future-compatible with non-missile equipment such as fuel tanks, pylon mounted HMG, electronics equipment,..."
Gun pods mostly work. They don't generate gunfire particles and light sources though
well, there already is a pylon mounted machine gun
anyone around who can tell me where the "LanguageENG_F" etc. identitytypes values are defined?
@brazen merlin https://i.imgur.com/FbNHnnW.png
well, duh
but where is "LanguageENG_F" coming from
ok, dubbing_ for some reason it was skipped
actually dubbing_.._exp is what i was looking for
thanks, got it now
Does someone happen to have a config for a tank where the points are English? Instead of podkolo or something it would be trackl_1 or something. I keep losing track of which part is which
you can do that yourself. just search and replace...
You know that would actually work
Is there an easy way to run some script when user performs some interaction with an item in the inventory?
I don't even thing arma inventory has such functionality
I just see useAction and useActionTitle in some classes
arma 2 inventory somehow had it
I think I've seen it in A3 inventory too 🤔 but was some highly experimental not really usable thing. If I even remember correctly
oh god how can an arma 3 inventory be such a 90% finished thing
that's why everyone invents his own listbox with food/whater/etc items over and over I guess, otherwise it all would be in inventory
time to script a custom inventory
is this the right place
to ask
how to import music into the music module in zeus
The inventory works fine for what it's made for.
except it would have so much more potential if it was more "open"
just like radar/sensor stuff... if you want to extend upon it, you cant, and have to start from scratch
oh sure
quick question about tankTurnForce. hows does it affect the turning of the tank with its value. I.E. Higher value does what, lower value does what?
higher value quicker turning
@languid mountain best to extract mods that do it already to see how its done
aah i see, how much does tankTurnForce actually have?
How important is for the physX?
no turnforce no turning
well yeah, obviously, but i presume that turning is a lot more complex
@stoic lily and how would i do that?
@languid mountain get free mikero tools (eliteness/extractPbo)
hows this one? http://www.armaholic.com/page.php?id=19784
I am terrible at UIs. Which control type and style do I need if I want a text-only multiline box with vertical scroll and automatic newline functionality for words that don't fit on a new line?
have you set the lineSpacing property of this control class?
ok and i download the ArmA3p.1.50 one?
kju: time to script a custom inventory
I have added a double-click event handler to the inventory's list boxes, I think it's fine for now
HorribleGoat: The inventory works fine for what it's made for.
Yes it's good but it wouldn't hurt to add some 'use item' functionality to it, so that it could execute some script from item class's property 🤦 It's such an obvious thing, I am surprised BI have never needed this for their single player campaigns
they didnt "need" to because they always used clunky action menu or the "call support" number thing
I remember in Arma 2 campaign I had to pick up map or something like that from a killed enemy
For the story 🤔
well yes but you only transfer the iteom from enemy to your inventory. interacting with map is with M key
Trying to work out if I dreamt this or not. Is there a way to define what "type" of aircraft the AI is flying (such as bomber, fighter, etc.) that will change the way in which the AI will control the aircraft?
Hello !
When making pylons, I need to define 'Hardpoints[]={}' in both the class components and Magazines.
I cant figureout the relation with them
neither where the content of hardpoint is defined....
Magazines will go on any pylon where values in the Hardpoints arrays match
so long as the magazine weighs less than the pylon's weight limit
yes
ok
and it should also be accessible by other vehicles that have DAR for their hardpoints
you can write anything you want in the pylons arrays really. Even the hardpoint names of other addons you'd like your mag to be compatible with
riiiight ok thnx
going to check now
what does the attachment parameter in the Components class do?
the default weapon?
default magazine yes
ok
ok it partitially works
wait ...saving the config.cpp after making changes might help... 👀
I cant make the weapon control dependable on the pylon's weapon, right?
i.e. Hellfire is always for the gunner. Rockets for the pilot
pylons are fixed to one crew
ok I want to stay away from scripting for this project so...lets not then
@untold temple last question for tonight ...I have models for the pylons and everything. but How do I setup the proxies in the aircraft's P3d
point them to some model that has cfgNonAIVehicles simulation = pylonpod;
ah ok thatd easy
wait..
the cfgNonAiVehicles....should be in the model cfg then??
What does secondaryAmmoCoef do?
I noticed it applied to the AT soldiers in the All in One config.
hmm wondering whats wrong then
does the classname match the .p3d name? e.g. as class proxyP3DFILENAME
@grand creek nice one 😃 mind sharing the code snippet please? i tried to get mouseIn/Out EH and tooltips going but no dice
Ok I cant see whats wrong
the proxy in rhe p3d is refered to the pod and rack. They show up in BD and in game.
But the missles dont show.
or cant you have Proxies on proxies?
What im basically trying to do is a pylon with multiple missiles
The missile proxies go inside the pylonpod proxy yes
But the missile proxies need maverickWeapon simulation in the cfgnonAIvehicles instead of pylonPod
proxy in a proxy
@stoic lily Sure https://github.com/Sparker95/Project_0/blob/e89d454872bc8bac48b2b5330742f16a716cd6f2/Project_0.Altis/Intel/UnitIntel.sqf#L79-L118 it's easy: add 'InventoryOpened' event handler, when it gets triggered wait until inventory display is not null, then you can do whatever you want with the inventory display 😃
@untold temple @hearty sandal strange... I have this. It must be something obvious Im missing
ist there some writte tutorial for this?
the dynamic loadout works. its just that the proxies are not changing to the weapons as loaded
neither are the proxies in the proxies
in BD it just shows them fine
do you have autocenter on them? And is proxyShape defined for the ammo?
There's an example of a pylon with three maverickWeapon proxies here https://forums.bohemia.net/forums/topic/206064-pylons-weapon-sample/?tab=comments#comment-3204897
Someone also had a problem with their munitions showing up on their pylonPod earlier this week, because they had values for mirrorMissilesIndexes[] = {n1,n2,n3}; in the magazine, that exceeded how many proxy positions there were on their pylonPod
ok let me go through these things
ok the auto center...
thats something I set in OB?
yes, named property in the geometry LOD
Things that go on proxies should have autocenter set to 0
but vehicles etc. shouldn't have the property because it messes with how they interact with water and things
so not only the rack but also the missles should have this
yes
mirrormissleindex is not in the CfgMagazines Config reference
so?
it's in the far more useful biki page about dynamic loadouts, if you don't believe it's a valid parameter simply because it's not in some list that hardly ever gets updated
oh you mean: 'hey there is a biki page about dynamic loadouts. Have you ever seen it?'
No I havent show me by all means! 😀 😉
@grand creek thanks! using InventoryOpened here too. as said couldnt get specifically tooltips and onMouseEnter/Exit not working
Yes actually i have tried on mouse enter too and it was not working for me
For the list boxes
i tried script adding and removal of the Enter/Exit EH but it seems they are bugged in general
in addition to my quest for pylons
anyone knows if there is a way to edit the missile flightbprofiles?
I would like to add a new one or change 'Direct'
pretty those cant be accessed
@hot pine I know How that worka thanks. But I would like to actually add new or change existing profiles in their behaviour