#arma3_config

1 messages · Page 97 of 1

night ocean
#

I'm just going to redo it all from scratch. Thanks for trying to help me out though 👍

fathom thorn
#

hi guys. anybody know what causes the lights in my house objects are visible behind walls?

#

the orbs are glowing

strange egret
#

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...

fathom thorn
#

okey I'll take a look

fathom thorn
#

it worked ty @strange egret

ancient kernel
#

@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?

grand zinc
#

server.cfg has mission order

#

you can use that to define what mission to start

ancient kernel
#

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 {};    
grand zinc
ancient kernel
#

If so, should I add it to the arma3server.cfg or arma3server.server.cfg?

grand zinc
#

whatever is your serverconfig

ancient kernel
#

In the class missions do I need just the name or the path

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It is located in the mpmissions

grand zinc
#

Read the wiki page

#

it has a extensive example

elfin temple
#

how do i know what to put in hiddenSelections[]=?

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ex. I was retexturing the vanilla guerilla uniform which has hiddenSelections[]={ "Camo","Insignia" };

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but my texture only gets applied if I do hiddenSelections[]={ "Camo1","Camo2","Insignia" };

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which is not what I see in the config viewer

grand zinc
#

how do i know what to put in hiddenSelections[]=? The mod makers puts stuff into there

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If it is wrong. It's a bug in the mod. Or vanilla in this case?

elfin temple
#

this is purely a vanilla item

#

I though the config viewer was supposed to help with that

grand zinc
#

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 ^^

elfin temple
#

or i just don't understand how hiddenSelections[]= work

grand zinc
#

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

hot pine
#

where are you getting that hiddenSelections from?

elfin temple
#

config viewer in game is hiddenSelections[]={ "Camo","Insignia" };

hot pine
#

from where?

elfin temple
#

but actually only works with hiddenSelections[]={ "Camo1","Camo2","Insignia" };

#

class is I_G_Soldier_SL_F

hot pine
elfin temple
#

roger thanks, how would I use that command on a weapon?

hot pine
#

hm, I think you would have to rely on cfg for that

elfin temple
#

selectionNames primaryWeapon player?

hearty sandal
#

you cant access weapons with those commands

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only with new config classes

tender folio
#

Ok, so I cannot, for the life of me, figure out why my units are suddenly not showing in Zeus

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this is my base config

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this is unitsWoodland.hpp

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I've tried moving around definitions, changing scopeCurator, moving the files to a different pbo, everything

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no luck

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any help would be greatly appreciated

stoic lily
tender folio
#

Jesus Christ they really aren't making it easy are they?

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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

limpid mica
#

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.

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The examples I can find don't appear to run correctly, and it complains about argument types.

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In one case, where the Wiki asked for string/number but ingame it requires a cfg path.

maiden lodge
#

what does the maxMainRotorDive parameter do exactly??

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it seems to have no effect

rustic cape
#

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 ?

grand zinc
#

correct. scope=1 should hide it

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but I remember something about vanilla arsenal being bugged in that regard

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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?

rustic cape
#

🤔 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

novel rock
#

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
hearty sandal
#

@fair kelp keep on one channel to avoid spam kick.

wheat mural
#

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

wheat mural
#

Oh nvm, directory didn't like the leading \

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Now, is there a way I can make it so only my intro can be played?

pallid snow
#

@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?

grand zinc
#

abstract? missing inheritance?

pallid snow
#

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

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😂

#

Using two cfgWeapons classes

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instead of inheriting the RHS unit and using that

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To the game, nobody is "wearing" it

wheat mural
#

Think I can remove the cutscenes from the other maps so then only my intro is the one available to ‘randomly’ choose 😉

hearty sandal
#

@pallid snow why is the uniform model "- "

pallid snow
#

copied it from else where

#

hasn't broken anything yet

swift depot
#

'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

untold temple
#

Why is the class you are using called class face_hub?

swift depot
#

@untold temple because it's his name 🙄

untold temple
#

But it's not a recognised class in class HitpointsProtectionInfo

swift depot
#
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

untold temple
#

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

swift depot
#

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

untold temple
#

Stuff like the Apex Viper helmet, CTRG helmet, fighter pilot helmet all have it as class Face

swift depot
#

Mmmmh, u right.
It seems that the documentation of the wiki led me on a false track.

strange egret
#

propably outdated information

swift depot
#

I almost forgot to thanks u @untold temple :p

novel rock
#

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

hearty sandal
#

face_hub is also a bone in the man skeleton all facial stuff is parented to

craggy robin
#

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.

stoic lily
#

what era are we talking?

#

probably best to take a mod config for such weapons as reference (RHS/CUP/etc)

craggy robin
#

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

stoic lily
#

well best pastebin what you have and state your issues explicitly

#

use eliteness lintcheck if you have issues getting the config structure right

tender folio
#

anyone know how you setup IK for a gunner's hands on a turret?

hearty sandal
#

@craggy robin have you looked how Arma 3 samples do it

craggy robin
#

that's what i have now for the rifle

echo trench
#

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

hallow blaze
#

Its just a test Mod rn for vests but it doesnt show up in game

grand zinc
#

ingame means? arsenal?

#

You are missing the vehicle class part of the vest

hearty sandal
#

Vests don't have vehicle part?

grand zinc
#

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

hallow blaze
#

sorry i had to go out for a bit but this is a retexture of a vest that is being put into a mod

grand zinc
#

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
    };
};
hallow blaze
#

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

flint goblet
#

@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.

hallow blaze
#

Thanks i just got back

#

I was only meant to be gone only untill 15:00 😄 but yaknow

stoic lily
#

is hiddenSelections[Textures] definition in itemInfo subclass of vests and helmets required [to allow reskinning]? what does it do?

echo trench
#

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?

stoic lily
woven flax
#

My dashboard is a bit in the way. I can either raise they players height, or move the reticule. Which is more viable?

simple trout
#

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?

untold temple
#

maybe some unclosed classes somewhere

#

i.e missing };

simple trout
#

Looks like all the classes are closed for the offending class

untold temple
#

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

simple trout
#

ok, awesome, will adjust. I'll post back later. Thank you!

simple trout
#

Yup, it works! Thanks!

raw lodge
#

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?

steep escarp
#

probably a stupid question but can you animate a backpack

#

(backpackcontainer player) animatesource["source_openholder",1,true]

hot pine
#

well, you could animate it but you cannot make modifications to skeleton

#

since it will most likely break a lot of stuff

steep escarp
#

i think i forgot to add class AnimationSources so might just be a me durp moment

steep escarp
#

nope cant animate backpacks

hot pine
#

you can animate backpacks

#

but you can only use bones which exist in OFP2_ManSkeleton

steep escarp
#

yer i know that what my question was to do custom ones and that you cant but all good thanks fo rthe advice

hearty sandal
#

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

undone quiver
#

@woven flax You tried messing with the ViewPilot class?

woven flax
#

@undone quiver I just moved the seat up a bit higher

undone quiver
woven flax
#

Whats that exactly?

undone quiver
#

You know how you hold shift+wsda you can move your head up and down as if your leaning?

woven flax
#

Yes

undone quiver
#

It basically is that, only sets sorta the default.

woven flax
#

ahh ok

undone quiver
#

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).

woven flax
#

I see, well if i run into another issue where the model cant easily be adjusted ill look into doing that

#

Thank you 😃

rotund zenith
#

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

grand zinc
#

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'];};"
rotund zenith
#

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

grand zinc
#

In the eventhandlers of your vehicle

#

I think "EventHandlers" subclass

rotund zenith
#

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

grand zinc
#

class Eventhandlers {init = "...";} inside your vehicle

rotund zenith
#

inside the base vehicle or in the custom classnames for the vehicles i added?

grand zinc
#

base should be enough

#

the others will also inherit it

rotund zenith
#

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

grand zinc
#

worldName = 'iron_excelsior_Tobruk'

#

comparing is done with double equal

rotund zenith
#

im lost again. lol. like i said im like absolutely no good with configs

grand zinc
#

that's scripting not config

rotund zenith
#

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?

grand zinc
#

put a double equals there

#

instead of a single

#

==

rotund zenith
#

in the world name part?

grand zinc
#

ye

#

= is assigning something.
== is comparing something to be equal

rotund zenith
#

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?

grand zinc
#

ye

rotund zenith
#

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

coral lantern
#

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.

undone quiver
#

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.

sharp pagoda
#

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

sharp pagoda
#

Fixed my FFV issues with the turnouts. Only thing left is the sound.hpp

coral lantern
#

@undone quiver Appreciated

dim pumice
#

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.

hearty sandal
#

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

dim pumice
#

Ah right okay

#

Do you think I can probably work out the formatting by inspecting the config of one of the addons?

narrow swallow
dim pumice
#

Cheers, will take a look

pallid snow
#

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.

lofty zealot
#

by using ctrlSetText

pallid snow
#

But in the instance of it's use, i cannot

woven flax
hearty sandal
#

@woven flax you mean TFAR radios?

woven flax
#

Yep went derp

hearty sandal
#

perhaps tfar discord

woven flax
hearty sandal
#

👍

grand zinc
#

@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

woven flax
#

@grand zinc Ty I am attempting to us tf_hasLRradio currently. But will need to wait to test till later 😃

grand zinc
#

that will only work if it inherits a radio class from somewhere I think. Which all vehicles probably should

idle fractal
#

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!

sudden garnet
#

uniformitem doesn't have entry scope
and
uniformitem doesn't haven entry side. Pretty easy to understand

idle fractal
#

Thanks @sudden garnet, that fixed the problem!

grand zinc
#

uniformitem is cfgweapons I think

idle fractal
#

it is, I thought i needed a config in cfgvehicles for a ground holder but I was mistaken

frail quartz
#

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?

hearty sandal
#

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

woven flax
#

For context this is a rear mounted turret like a Chinook m240 on the ramp.

hearty sandal
#

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

frail quartz
#

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.

austere quail
#

does anyone know where i would edit the base sprite sheets in the config. Trying to create my own smoke effects. 💩

quasi sonnet
#

You Never do something in base classes. That’s why they are base classes

stoic lily
#

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/```
craggy brook
#

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

grand zinc
#

Missing mod

#

for that terrain

craggy brook
#

Ok I'm lost @grand zinc

#

In work shop it doesn't say any requirements 🤔

#

I've tried using CUP terrains core

grand zinc
#

Well if you want to play on the terrain, you need the terrain itself

craggy brook
#

Hmmm @grand zinc surely that comes with the download?

grand zinc
#

yes.

#

but you also need to load the mod

#

that part isn't done automatically

craggy brook
#

I've loaded the mod client side it works

#

I can edit and play SP

grand zinc
#

you are having a problem with your server aren't you?

craggy brook
#

I believe so

grand zinc
#

So one would assume the error is serverside

craggy brook
#

Aye

#

I've loaded the mod into the parameters

#

Server mods

grand zinc
#

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

craggy brook
#

I'm not sure what that is what's Unicode?

#

You mean the symbology after?

grand zinc
#

yes

#

symbols.

craggy brook
#

Aye

grand zinc
#

Stuff that you dont have on your keyboard

craggy brook
#

So when I upload to server that is gone

#

In my server arma 3 directory

grand zinc
#

the name in the parameters needs to exactly match the name of the mod directory

craggy brook
#

It reads @pre khmaoch luong

#

And in mod line the same

grand zinc
#

try removing the spaces

craggy brook
#

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?

grand zinc
#

Rename the modfolder and your server start parameter, nothing else

craggy brook
#

Just the spaces yea?

#

To read @preikhmaockluong

grand zinc
#

yea

craggy brook
#

Ok will give it ago in a bit 👌

quasi sonnet
#

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)};
    };
grand zinc
#

100% sure vehicle supports hidden selections. and that name is really camo?

quasi sonnet
#

100% I copy pasted the lines from the config of the base class

grand zinc
#

Ah a uniform?`might need CfgVehicles retexture?

#

Nah doesn't nvm

quasi sonnet
#

I added a soldier because a friend said there is a need of this, but doesn't worked too

grand zinc
#

Well if base class hiddenSelections name is wrong, it will just use the texture in the model. so might not notice it

quasi sonnet
#

But then i do it with seObjectTextureGlobal and then selection 0 it works fine

grand zinc
#

oh ._.

#

hiddenSelectionsTextures boom

#

wrong

#

Aww no. not wrong

quasi sonnet
#

😃

grand zinc
#

┬─┬ ノ( ゜-゜ノ)

quasi sonnet
#

I really have no idea

woven flax
strange egret
#

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)?

woven flax
#

@strange egret Nope

#

Any proxy is Crew position or stuff like muzzles/Pylons

strange egret
#

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

woven flax
#

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

strange egret
#

you dont specify that its supposed to use pilot view
try adding
LODTurnedIn = 1100;
LODOpticsIn = 1100;

woven flax
#

Wilco, building in one moment

#

@strange egret no bueno. No change

strange egret
#

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

woven flax
#

And to confirm these LOD go into the config in the turret itself right?

strange egret
#

yes

woven flax
#

Thank you, i will keep working at it

hearty sandal
#

gun memorypoints dont need to be in skeleton

#

but they need to be part of the guns named selection to move with the animation

strange egret
#

one of the two methods

vivid slate
#

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.

idle matrix
#

can you put the config up on pastebin?

#

or just one of them anyway I suppose

vivid slate
#

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.

woven flax
untold temple
#

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

woven flax
#

Muzzle/Camera all belong to mainturret2 and maingun2

#

and thats it

untold temple
#

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

woven flax
#

Is there a easy way to check if something belongs to more than one selection?

astral pagoda
#

select faces/vertices and right click into selections window

#

and then click on "weights"

woven flax
#

Alright doing those changes now. What all is the mainturret suppose to contain?

#

and thank you for the help

hearty sandal
#

Only parts that move just with that bone

#

And not others

astral pagoda
#

Usually parts, which are moving only horizontally

#

...if that makes sense

woven flax
#

it does

strange egret
#

rpt also contains warnings if you have assigned multiple bones to the same selection

woven flax
#

Thank you, ill redo all the selections to unsure no stray weighting

woven flax
#

@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.

static spindle
#

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)

stoic lily
#

lets all 🙏 to @hot pine to send a docu gift from heaven 😃

hot pine
#

speedPredictionMethod = 3 is curvature path method

stoic lily
#

is there some basic docu for the parameters available internally?

hot pine
#

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

stoic lily
#

maybe it was internal wiki after all? 🤐

simple trout
#

What's the thing you do to a config to scramble it? Obstructive? Obtuseious?

stoic lily
#

you cant for configs

simple trout
#

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?

stoic lily
#

you can do pbo obfuscation - thats basically only relevant to scripts and can be partially reversed/fully too with some effort

young siren
#

Hey everyone ! Is there a way to build underground ? Any of you could help me out with that ?

hearty sandal
#

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

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

dim pumice
#

Not really a config question I don't think

young siren
#

Oh oups didn't see it lol

dim pumice
#
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

idle matrix
#

did you put the right addons under requiredAddons?

dim pumice
#

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

grand zinc
#

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

idle matrix
#

👆

dim pumice
#

I got you ^

still niche
#

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?

untold temple
#

explosive

still niche
#

Thanks. I assume that if explosive = 0, the class inherits a default bullethit?

untold temple
#

Something like that yes. >0 is certainly necessary to have any kind of explosive pfx

still niche
#

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

untold temple
#

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

still niche
#

ah, so there is actually only one kind of bullet impact in the game, and it is stored in the surface itself?

dim pumice
#

@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

idle matrix
pallid snow
#
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. WhatThe

pallid snow
#

Edit again: Found a stray }; closing the cfgWeapons in my uniform.hpp file

sharp pagoda
#

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

hearty sandal
#

also your UV is the wrong way

hot pine
#

@sharp pagoda tracksSpeed = -1.0;

hearty sandal
#

oh that works too 😄

hot pine
#

if it's already -1 then try 1

civic tartan
#

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""};
untold temple
#

+= allows you to append to arrays. But can't you just make another eventhandler subclass?

civic tartan
#

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?

untold temple
#

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}; };

civic tartan
#

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

vague verge
#

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.

sullen fulcrum
#

Hello,

#

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;
};

grand zinc
#

Well I assume that stuff is scripted?

sullen fulcrum
#

no script, the wheat is destroyed if you roll on it

strange egret
#

farming simulator called, they want their model back ...

woven flax
#

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";

strange egret
#

not sure if that has actual simulation effects... may also be just something for categorizing (editor etc)

#

vehicleclass (for regular vehicles) is just that

woven flax
#

You are likely correct, it didnt seem to do anything

simple trout
#

Does anybody know what the airfriction would be a round ball? Like the kind you would fire from a musket or cannon?

stoic lily
#

@woven flax type = 4;

#

just check core classes in cfgWeapons

woven flax
#

@stoic lily in the weaponcfg?

#

Okay I will try that in the morning. Thank you

sharp pagoda
#

i dont really know where its messing up, but im pretty sure its somewhere in the model.cfg, but i cant see it

hearty sandal
#

is your pd3 named PZD23_SDK_251_9

sharp pagoda
#

SDK_251_9_C

hot pine
#

it need to match model.cfg name

#

one from cfgModels

sharp pagoda
#

im a dumm dumm

#

i just wanna end my being rn

sharp pagoda
#

I'm not exactly shure what sections inherit is

stoic lily
#

is mapZone a valid/still used parameter in cfgWorlds and what is it about?

sharp pagoda
#

aaah, see thanks @hot pine

#

but it hasnt fixed the model failing to load in arma 3

sharp pagoda
#

nevermind

#

im still being just an idiot

#

if you change your .p3d file name, make sure to do it in your CfgVehicles

wicked delta
#

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;

narrow tulip
#

F key?

#

Just a wild guess

undone quiver
#

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?

idle matrix
#

west is the side, BLU_F is the faction

undone quiver
#

And faction needs to match the units assigned faction yea?

stoic lily
#

don think so

#

the group decides about the side

#

so you should be able to mix any side/faction/unit in there

mortal maple
#

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

stoic lily
#

doesnt look like correct inheritance

#

but best to ask on the ACE slack

mortal maple
#

Nvm, i have got it working

grand zinc
#

class ACE_Actions : ACE_Actions afaik ace actions doesn't inherit

mortal maple
#

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]";
            };```
grand zinc
#

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.

mortal maple
#

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 😄

grand zinc
#

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

mortal maple
#

requiredAddons[] = {"cba_main","ace_main","gm_core"}; ?

grand zinc
#

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

mortal maple
#

ah okay

grand zinc
#

I assume gm_vehicles_land_wheeled_iltis_ge_bgs_k125 is the one that adds the iltis

mortal maple
#

I guess so too

#

I`ll check again

#

Well, it does add Ace_Actions, however ACE_MainActions remains empty

grand zinc
mortal maple
grand zinc
#

you have 0 actions inside ace_mainactions

#

you place all of them in ace_actions which is wrong

mortal maple
#

No, they are not supposed to be in main actions, as they are supposed to be spread around the vehicle

grand zinc
#

See the ace config that I linked above. Actions belong inside MainActions

#

🤔

mortal maple
#

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

grand zinc
#

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?

mortal maple
#

currently not

#

in the config viewer there is only the position inside mainActions

grand zinc
#

requiredAddons correct now?
If you don't load your mod, are there ACE_MainActions inside the vehicle class then? There should be

mortal maple
#

"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

grand zinc
mortal maple
#

I dont know 😳

#

Because Car is the source and all other inherit from it?

#

Car_F: Car f.e.

dull yarrow
#

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

hearty sandal
#

I think thrown weapons work only as grenade type?

dull yarrow
#

shotSmokeX, shotShell and ShotGrenade work with thrown objects

#

shotBullet doesn't

#

hmmm shotShell might work, it explodes though once landed

untold temple
#

can use submunitions with shotshell though I think, and maybe replace it with something else after firing

simple trout
#

Ok, so AI are shooting at a UAV that poses no threats. How do I get the AI to stop shooting at a UAV?

sharp pagoda
#

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";};  ```
rigid elk
hearty sandal
#

that behaviour would actually be in model properties

rigid elk
hearty sandal
#

you could perhaps try bushSoft

rigid elk
#

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;
};

dull yarrow
#

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.

stoic lily
#

is libTextDesc for vehicles still used in A3?

spare fox
#

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)

narrow swallow
#

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.

undone geyser
#

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?

maiden lodge
#

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?

silver aurora
undone geyser
simple trout
#

Good morning, anybody know the config entry to make a bullet, in my case a cannon ball, make a swoosh sound?

maiden lodge
#

@silver aurora Yes but thats just sound. Can are there simelar things for other stuff. Like Dlight profiles in my case.

wise tusk
#

Is there a way to break a line in class MFD text component? Something like \n ?

woven flax
#

Is there a maximum amount of turrets to a single vehicle?

hearty sandal
#

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

untold temple
#

Not counting FFV turrets

maiden lodge
#

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

untold temple
#

Dynamic loudout missiles launch from their proxy rather than missile memory points

maiden lodge
#

Ah so when I implement dynamic loadout...its kinda solved

untold temple
#

same for rockets and guns

maiden lodge
#

right?

untold temple
#

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

woven flax
#

@hearty sandal projected to be 10 with FFV stuff. Was curious. Thank you :)

tawny grove
#

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?

fair hearth
#

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.

grand zinc
#

Maybe submunitionYRandomizationAngle and similar?

fair hearth
#

Thanks - that with a combination of submunitionConeType = randomupcone with appropriate cone angles have got me what I was after👍

simple trout
#

Why isn't this init = "_this setcaptive true"; working in my eventhandler?

sharp pagoda
#

AAAh my favorite : No Entry '.model'

#

i cant see any mistakes, but there obviously is 😛

candid flower
#

@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-"""; };

undone geyser
#

@candid flower thanks a bunch

candid flower
#

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

candid flower
#

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?

north sluice
#

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.
candid flower
#

what does the "priority" entry control? a friend of mine was working on weapon modifications...

#

@north sluice

untold temple
#

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

north sluice
#

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

untold temple
#

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

north sluice
#

Ah ok i will look into that and report back

wise tusk
#

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

untold temple
#

What is the muzzle flash on?

wise tusk
#

Minigun in sample UH60

untold temple
#

well it needs to be in the model's sections array too at least

wise tusk
#

Wow thanks it was it, I've put it in selections instead

wise tusk
#

And what point defines position for muzzle smoke? Becouse currently it shows in root

untold temple
#

Depends on the weapon

#

Gunparticles or what ever it is called

pallid snow
#

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.

hot pine
#

paths in textureSources are correct? @pallid snow

pallid snow
#

Never added them

hot pine
#

so anything you define in hiddenSelectionsTextures is overwritten by VhC

pallid snow
#

Ah I see

#

Will fix, ty 😃

hot pine
#

np

undone quiver
#

Random question, what does the _F mean in the naming scheme of all the config entries?

astral pagoda
#

Futura

undone quiver
#

Does it provide some context for organizing? Like what’s the point with everything having it?

grand zinc
#

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 ^^

astral pagoda
#

CONSISTENCY

grand zinc
#

With _F there is atleast one thing that's consistent in Arma 😄

astral pagoda
#

It was made long time ago to distinguish A2 data and Futura

undone quiver
#

Ah

#

I just instinctively put it in my configs. Then another person asked me what it means.

grand zinc
#

I think that's a bad idea

astral pagoda
#

Haha, no don't do it

grand zinc
#

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

undone quiver
#

Wait..,,,

grand zinc
#

_F pbo's in modfolders cause the same reaction as tfar pbo's in vanilla addons folder, both are a "WTF U DOIN M8?!"

undone quiver
#

Whew scared me thought we had that in our mod XD

strange egret
#

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... 😄

untold temple
#

Skeleton conflicts are always the best ones

lofty zealot
#

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

raven kiln
#

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?

raven kiln
#

damn it was a command not a function thanks babe

woven flax
#

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?

untold temple
#

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

woven flax
#

Any idea where im likely going wrong?

hearty sandal
#

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

woven flax
#

Hellfire_Missile.p3d is the p3d.
ProxyPylonPod_Hellfire_Missile_F is the classname im trying.

#

No luck

hearty sandal
#

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

woven flax
#

Oh shit thats new to me...

strange egret
#

the F is for respect

hearty sandal
#

came up just the other day xD

woven flax
#

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
untold temple
#

the missile model ingame is from the cfgammo class

#

proxyShape

#

model on the other hand is the .p3d used when the munition is fired

woven flax
#

@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

untold temple
#

yeah, hence the proxyShape parameter I mentioned

woven flax
#

when its fired it then changes to correct p3d

untold temple
#

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; };

woven flax
#

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.

hearty sandal
#

if you want the rockets to be visible then yes

woven flax
#

Sweet

#

😃

#

Thank you

hearty sandal
#

👌

strange egret
#

do hardpoint names have to be in CAPITALs btw?

untold temple
#

no

strange egret
#

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.

woven flax
#

Thats where I got my info and everything is capitalized on my end too 😄

strange egret
#

see

woven flax
#

Ive tried simulation = "pylonpod"; and simulation = "maverickWeapon";

untold temple
#

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.

woven flax
#
    {
        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

untold temple
#

Yeah, those would be the ammo proxyshapes

woven flax
#

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";

untold temple
#

yeah but you still need a pylon model defined in the magazine

woven flax
#

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";
    };```
untold temple
#

model = "ML700_Vehicles\Missiles\Valkyrie_Hellstrike.p3d"; this needs to be something else

woven flax
#

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?

untold temple
#

The proxy needs to have an index number 1

woven flax
#

ProxyID is set to 1

untold temple
#

and what does the proxy point to?

woven flax
#

\ML700_Vehicles\Missiles\Ammo\ML_HellStrike_Missile

untold temple
#

And the vehicle has a proxy on that wing pointing to?

woven flax
#

Yep that wing works fine with all other weapon systems

untold temple
#

pylon and missile models have autocenter 0?

woven flax
#

ML_HellStrike_Missile has autocenter 0
Valkyrie_Hellstrike has autocenter 0

untold temple
#

oh, you might not want this mirrorMissilesIndexes[] = {2,1,4,3};

woven flax
#

Do you know what that actually does?

untold temple
#

yeh, it determines the release order on magazines that fire more than one round

woven flax
#

Im guessing the # is the proxyID?

woven flax
#

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 😃

woven flax
#

@untold temple As always your a guru, the mirrorMissilesIndexes[] = {2,1,4,3}; was the issue

#

Than kyou

toxic solar
#

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?

grand zinc
#

Yes

#

Every CBA/ACE style mod does that, that's one of the main reasons the CBA macro framework is used

sullen fulcrum
#

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

sullen fulcrum
sullen fulcrum
#

im not sure which sqf file i should be looking at here

raven kiln
#

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?

toxic solar
#

oh okay ill look at the CBA macro framework, didnt know there was one

stoic lily
#

@raven kiln multiple

grand zinc
#

<dedmen saying scripting things>

stoic lily
#

@grand zinc this is configs channel

grand zinc
#

🤦

#

I already wondered why there were so many unread messages in #arma3_scripting when I got to it

placid jay
#

Is there a way to integrate the mod.cpp directly into a pbo?

untold temple
#

Used to be possible with cfgmods, but IIRC it doesn't show the icons in Arsenal now without having it in the mod.cpp

placid jay
#

I see.

opal crater
#

Not sure how much of it works correctly.

placid jay
#

Gonna test that.

grand zinc
#

no doesn't work, dunno why

placid jay
#

Alright.

silver aurora
#

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 OnHTMLLink eventhandler only fires for a link whose target url starts with http:, https:, ftp: or gopher:. 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 with gopher: and hoping that there is no application associated.
    Anyone got a better solution?
toxic solar
#

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";
    };
};
ruby basalt
#

You didn't paste your CfgRecoils class or do you not have one?

toxic solar
#

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

ruby basalt
#

I don't know if any of those are allowed to be strings, I've never looked at CfgRecoils so I could be wrong.

toxic solar
#

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

grand ibex
#

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

stoic lily
#
    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

grand ibex
#

};
};
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
#

recoilProne is obsolete

#

and recoil to be defined in the weapon class itself

toxic solar
#

@stoic lily okay ill try it as floats, I thought it didnt matter though?

grand ibex
#

61 is the #include cfgclutter.hpp

toxic solar
#

oh okay,so its not possible to have different reoils for different firemodes?

stoic lily
#

@grand ibex use pastebin please

grand ibex
#

sorry

#

here is the error

grand ibex
#

anyone know how i can fix this

#

please

stoic lily
#

@grand ibex what tutorial did you use as reference?

grand ibex
#

ive checked jakerod and on other

stoic lily
#

the whole approach displayed there is very poor

#

this is how a config for beginners is to look like:

grand ibex
#

i dont see anything

stoic lily
#

@grand ibex

grand ibex
#

so thats all i need in there?

hearty sandal
#

@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

sharp pagoda
#

quick dumm question. I'm trying to get some InActions and Actions. Any idea from where i can get the proper action names?

hearty sandal
#

Probably easiest way would be combing through the all in one config dump file

sharp pagoda
#

i see

#

Also what is TurnoutOffset?

#

is it offset with degrees, i e he turns oround or is it general movement

hearty sandal
#

If I remember right you can change the proxy position between turnIn and turnOut with that

sharp pagoda
#

i didnt really find any info about it so ill just mess around with it

hearty sandal
#

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?

sharp pagoda
#
                {
                    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}};
                    };
                };```
hearty sandal
#

aa turnoffset

sharp pagoda
#

Also how can i enable the interior for gunner and friver?

sharp pagoda
#

nvm, fixed

novel rock
#

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

strange egret
#

? and that is supposed to work? init speed 10 μm /s
that seems bogus

novel rock
#

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

strange egret
#

maybe because your airfriction is bonkers

hot pine
#

I don't think its wise to call ammo & mags same way

novel rock
#

same for airfriction, I lowered until stupid values

hot pine
#

I would check if initSpeed is not defined in muzzle itself

novel rock
#
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

strange egret
#

well then thats wrong

novel rock
#

@hot pine it's a standard in IF tank ammo/magazines since AWAR

strange egret
#

initspeed 5 is not 1000m/s

#

also initspeed belongs into magazine not ammo

novel rock
#
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};
    };
hot pine
#

it's so confusing to see initSpeed in cfgAmmo

#

especially that both have same names

novel rock
#

I have seen initspeed in cfgAmmo in base game, it was not present before I started to find a solution

hot pine
#

as I mentioned, I would check what is actually muzzle velocity

strange egret
#

in base game - base game also has errors

hot pine
#
    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
novel rock
#

as I said I was trying to find a solution

hot pine
#

obviously it's typo

strange egret
#

whats the range you want? And what time is it supposed to take?

novel rock
#

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

hot pine
#

what is Cfgweapons?

#

did you checked muzzles?

novel rock
#
    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;
        };
strange egret
#

with custom base classes you should list them as well or do a config dump... who knows if there is something misconfigured in them

novel rock
#

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;
        };```
strange egret
#

whats the speed of the real spigot?

novel rock
#

I have no historical data but the range

strange egret
#

alrightz

novel rock
#

it weights 18kg and can reach 100 yards (91 meters)

#

so it must be quite slow

hot pine
#

what about LIB_TankCannon_base?

novel rock
#

only changes aiDispersionCoef

strange egret
#

ill try my ballistic sheet to get some sensible values in your range

hot pine
#

no scripts?

novel rock
#

here is the config dump of the weapon

#

In config viewer magazine has initSpeed = 463; 🤔

strange egret
#

aha...

novel rock
#

can you feel the pboproject not rewriting the pbo ?

strange egret
novel rock
#

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

hearty sandal
#

could some other pbo contain overwriting config?

novel rock
#

no it's a brand new class

#

I think I'm just going to purge all temp files ever and reboot

hearty sandal
#

pboProject running fullbuild?

#

no filepatching stuff going on?

novel rock
#

¯_(ツ)_/¯

#

rebooted, cleared everything, removed manually the pbos now it updates

#

2 hours loss ✅

woven flax
untold temple
#

Gun pods mostly work. They don't generate gunfire particles and light sources though

brazen merlin
#

well, there already is a pylon mounted machine gun

brazen merlin
#

anyone around who can tell me where the "LanguageENG_F" etc. identitytypes values are defined?

stoic lily
brazen merlin
#

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

main dust
#

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

strange egret
#

you can do that yourself. just search and replace...

main dust
#

You know that would actually work

grand creek
#

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

grand zinc
#

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

grand creek
#

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

stoic lily
#

time to script a custom inventory

languid mountain
#

is this the right place

#

to ask

#

how to import music into the music module in zeus

hearty sandal
#

The inventory works fine for what it's made for.

strange egret
#

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

hearty sandal
#

oh sure

sharp pagoda
#

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?

strange egret
#

higher value quicker turning

stoic lily
#

@languid mountain best to extract mods that do it already to see how its done

sharp pagoda
#

aah i see, how much does tankTurnForce actually have?

#

How important is for the physX?

strange egret
#

no turnforce no turning

sharp pagoda
#

well yeah, obviously, but i presume that turning is a lot more complex

languid mountain
#

@stoic lily and how would i do that?

stoic lily
#

@languid mountain get free mikero tools (eliteness/extractPbo)

languid mountain
hearty sandal
#

no those are likely old

grand creek
#

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?

languid mountain
#

ok and i download the ArmA3p.1.50 one?

grand creek
#

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

strange egret
#

they didnt "need" to because they always used clunky action menu or the "call support" number thing

grand creek
#

I remember in Arma 2 campaign I had to pick up map or something like that from a killed enemy

#

For the story 🤔

strange egret
#

well yes but you only transfer the iteom from enemy to your inventory. interacting with map is with M key

civic tartan
#

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?

cedar cape
#

Hello !

maiden lodge
#

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....

untold temple
#

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

maiden lodge
#

so if both have "DAR" it should work?

#

given that the weight this is ok

untold temple
#

yes

maiden lodge
#

ok

untold temple
#

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

maiden lodge
#

riiiight ok thnx

#

going to check now

#

what does the attachment parameter in the Components class do?

#

the default weapon?

untold temple
#

default magazine yes

maiden lodge
#

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

untold temple
#

nope

#

maybe with scripting, but not by default

maiden lodge
#

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

untold temple
#

point them to some model that has cfgNonAIVehicles simulation = pylonpod;

maiden lodge
#

ah ok thatd easy

maiden lodge
#

wait..
the cfgNonAiVehicles....should be in the model cfg then??

undone quiver
#

What does secondaryAmmoCoef do?

#

I noticed it applied to the AT soldiers in the All in One config.

untold temple
#

@maiden lodge no

#

it's in the config.cpp

maiden lodge
#

hmm wondering whats wrong then

untold temple
#

does the classname match the .p3d name? e.g. as class proxyP3DFILENAME

maiden lodge
#

yes

#

rack.p3d

#

LLW_proxyrack

untold temple
#

no, you can't have tags in front

#

you should tag your p3d name

hearty sandal
#

llw_rack.p3d -> proxyllw_rack

#

ALWAYS

#

Tag all your stuff

maiden lodge
#

ah right, ofcourse

#

thnx

stoic lily
#

@grand creek nice one 😃 mind sharing the code snippet please? i tried to get mouseIn/Out EH and tooltips going but no dice

maiden lodge
#

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

untold temple
#

The missile proxies go inside the pylonpod proxy yes

#

But the missile proxies need maverickWeapon simulation in the cfgnonAIvehicles instead of pylonPod

hearty sandal
#

proxy in a proxy

grand creek
maiden lodge
#

@untold temple @hearty sandal strange... I have this. It must be something obvious Im missing

maiden lodge
#

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

untold temple
#

do you have autocenter on them? And is proxyShape defined for the ammo?

#

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

maiden lodge
#

ok let me go through these things

#

ok the auto center...
thats something I set in OB?

untold temple
#

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

maiden lodge
#

so not only the rack but also the missles should have this

untold temple
#

yes

maiden lodge
#

mirrormissleindex is not in the CfgMagazines Config reference

untold temple
#

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

maiden lodge
#

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! 😀 😉

stoic lily
#

@grand creek thanks! using InventoryOpened here too. as said couldnt get specifically tooltips and onMouseEnter/Exit not working

untold temple
grand creek
#

Yes actually i have tried on mouse enter too and it was not working for me

#

For the list boxes

stoic lily
#

i tried script adding and removal of the Enter/Exit EH but it seems they are bugged in general

maiden lodge
#

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'

hearty sandal
#

pretty those cant be accessed

maiden lodge
#

@hot pine I know How that worka thanks. But I would like to actually add new or change existing profiles in their behaviour