#arma3_config

1 messages · Page 98 of 1

untold temple
#

Can't add new ones. IIRC one of the parameters is looking for specific hardcoded names

maiden lodge
#

hmmm darn

#

'Direct' is tracking the player's se sor position. Asif the 'Manual control' is enabled

#

if just that can be fixed Im happy

#

wondering....would 'manualcontrol = 0' in the Class Direct work? 🤔

untold temple
#

What are you trying to do? Turn off manual steering?

#

IIRC that's done with lockType

maiden lodge
#

Locktype is 4

#

yes disabeling manual steering

#

thats whats 'Direct' seems to do

#

(in addition to the other functionality)

toxic solar
#

is muzzleInner still a thing for recoils? I see that some places still have it but I thought I saw someone say its not used anymore
so that just leaves
muzzleOuter
kickBack
permanent and
temporary correct?

latent bone
#

I just can noty turn png or tga in paa

#

It feels like so impossble to find info or understand

hot pine
#

Check if image is 8 bit and it has correct ratio

latent bone
#

it needs to be 8 bit?

hot pine
#

yes

latent bone
#

ok

#

ratio

hot pine
#

ratio needs to be power of 2

latent bone
#

ok, so my adjustments rbg color, 8 bit prepertual gamma 1200px x 1200 px

hot pine
#

so yeah, your ratio seems to be wrong

latent bone
#

is frame size ratio?

hot pine
#

no, power of 2

hearty sandal
#

512x512 1024x1024 2048x2048

latent bone
#

ok

#

I feel noob, but learning in this matter

hot pine
#

I linked stackexanchge topic if you want to learn about that ratio more

latent bone
#

I did open that, and thanks you for this I try now to make some ppa

#

Thanks guys you did save my day

#

Old man is happy 😄

sick zephyr
#

Hey guys, I'm trying to make twin linked weapon similar to one on vanilla light heli minigun

#

What else do I need to make it use two barrels other than: gunBeg[] = {"gunL_muzzle","gunR_muzzle"}; gunEnd[] = {"gunL_chamber","gunR_chamber"};

sick zephyr
#

actually, I needed that to work:
memoryPointGun[] = {"gunL_muzzle","gunR_muzzle"};

fair hearth
#

Are there specific rules for how to config cluster bombs / sub-munitions for use in multiplayer so they don't cause major FPS hits?
I've got something that works how I want in single player but spawns dramatically more submunitions when used in a multi player environment

untold temple
#

Can't say I've ever noticed they spawn more submunitions in MP, but all our cluster bombs only have about 1/2 of the number of sub-munitions that have IRL

fair hearth
untold temple
#

Not some weird ACE fragmentation stuff going on?

fair hearth
#

That’s an interesting thought... thanks for the insight!

idle matrix
#

hell of a flashbang you got there

strange egret
#

cluster bombs cause major fps hit because they cause extreme spike in particles being used, especially in urban area where buildings and such get destroyed and as a result cause even more particles, plus synching of all the damage animations and states. Remove all particle effects and you propably have very little fps impact

stoic lily
#

what is this one about? if cursors should be shown? i dont get it

hot pine
#

yes, on i.e. commander seat you can see cross which represent point of gunner aim

oak hound
#

Hello, I have a problem on my weapon, the BackSight_optic does not rotate when I put a viewfinder on the weapon

#

class BackSight_optic
{
type = "rotation";
source = "hasOptics";
selection = "BackSight";
axis = "BackSight_axis";
memory = 1;
minValue = 0.0;
maxValue = 0.01;
angle0 = 0.0;
angle1 = (rad 90);
};

#

It works on buldozer

oak hound
#

I really do not understand where the bug comes from

untold temple
#

overlapping bones?

hearty sandal
#

too many animated selections on same mesh?

oak hound
#

No the selection is correct

#

There is nothing to put in the config to activate this animation

untold temple
#

yeah, but is BackSight also in another bone. Right click and open the "weights" menu

oak hound
#

Yes camo 2

untold temple
#

camo2 is only in the sections[] array, right, not in the skeleton?

oak hound
untold temple
#

does Skeleton in your actual addon have a proper unique name with tags and things?

#

because using a generic as shit name as "Skeleton" is bound to conflict with something else

oak hound
#

I'm going to try

#

You are a genie, more than 12 hours of research solved in 5 minutes

sullen fulcrum
#

Hey there, I'm having a slight issue, when editing the config of a soldier, I put in all the items such as:
Items[] = {
"ACE_tourniquet",
"ACE_tourniquet",
"med_burns_burnsBandage",
};

#

However once the capacity of the uniform is reached, they don't go into the backpack, they just don't appear.

#

I read somewhere that you need to specifically set what goes into the backpack however I am unable to find the same forum post again.

#

Whilst I'm here, is there an easier way to add multiple of the same item such as the above mentioned ACE_tourniquet, is there a way to just x2 it.

night ocean
#

You could try simply making loadouts in the arsenal and then directly applying it to the unit?

sullen fulcrum
#

Suppose I forgot to mention that this is for a faction. So I'm doing it in the CfgVehicles.hpp

#

Unless there is a way to apply the export from the arsenal directly into the class of the soldier that I'm not aware of.

fair hearth
#

Sadly, that flashbang bug was not related to ACE Frag. Most of that was already disabled but I've ensured all of it is and still have the same issues. Strangely, the problem gets worse with increasing player count - almost like it's spawning in additional items per player....🤔

grand zinc
#

ACE has a new multi-bang flashbang system in either latest or next version

fair hearth
#

What???!?? Very exciting. Mind if I DM you to ask more?

grand zinc
#

I can send you a example

#

I made a 9bang grenade

fair hearth
#

Yes please!

fair hearth
#

So I'm right in thinking that if I config something up to use this, it will only 'work' when ACE3 does their next release?
(And thanks for those links, by the way!)

grand zinc
#

yea

fair hearth
#

Wow. That does look easy to do with the new framework. I wish I'd know you guys were working on this...

woven flax
#

Any ideas on what could cause a PBO to pack/load with no errors, but ingame i see none of my classnames?
It was working just fine until I added a handanim and now nothing loads.
Commenting out the handanim doesnt fix it either.

Packing with Mikero Tools

grand zinc
#

CfgPatches in config?

woven flax
#

Yup

grand zinc
#

maybe multiple pbo's on same pboprefix

woven flax
#

checked for duplicates and everything is unique.

grand zinc
#

I had that problem more than once already, and it's always soo much fun to diagnose (not)

woven flax
#

Do you remember what caused it last time for you?

grand zinc
#

last 2 times were duplicate pboprefix. Had a dummy pbo with just cfgPatches in a different pbo, which had same prefix as my actual mod pbo, and was loaded after it and overwrote everything

#

Is your CfgPatches entry in ingame config?

woven flax
#

stand by searching now

#

hmm but the weapon patches themselves arent in

#
{
    DESTRUCTENGINE = 2,
    DESTRUCTDEFAULT = 6,
    DESTRUCTWRECK = 7,
    DESTRUCTTREE = 3,
    DESTRUCTTENT = 4,
    STABILIZEDINAXISX = 1,
    STABILIZEDINAXESXYZ = 4,
    STABILIZEDINAXISY = 2,
    STABILIZEDINAXESBOTH = 3,
    DESTRUCTNO = 0,
    STABILIZEDINAXESNONE = 0,
    DESTRUCTMAN = 5,
    DESTRUCTBUILDING = 1,
}; 

class CfgPatches
{
    class ML700_CadianLauncher
    {
        units[] = {};
        weapons[] = 
        {

        };
        requiredVersion = 0.1;
        requiredAddons[] = {"ML700_Core","A3_Weapons_F"};
        author = "Ml700 Devteam";
    };
};

#include "cfgWeapons.hpp"

grand zinc
#

🙃

woven flax
#

alright so removed every weapon and adding them one by one. Whats odd is that if its one weapons its fine, ifs more than one it breaks.

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Regardless of classnames

idle matrix
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can you put a copy of a broken one on pastebin?

woven flax
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What is odd i packed with mikero tools and nothing shows, i pack with addonbuilder and it shows just fine

#

Neither pop errors

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Also line 25 has "ML700_Launcher_CadianLauncher" in both, thats a left over from trying different things. With or without it, or changing it to the proper name doesnt matter.

warm kite
#

anyone know how to add Nightvision support to a scope?

grand zinc
#

@woven flax What are you using the enum for?
I have never seen anyone properly using a enum in a config.
class BaseSoundModeType{}; that's not how you declare a class that you want to inherit. Classes that you just want to import from external don't have {} with {} it's a definition.

@warm kite OpticsModes -> visionMode I think.

civic tartan
#

Is it possible to define individual memoryPointGun positions for different weapons of the same type?

barren umbra
#

Is it possible to add dispersion to a weapon via ammo? So one type of ammo is more accurate than the other one.
I want to have different accuracy for different artillery shells

hot pine
#

well, you can use ammo event handler

#

and apply some scripting there

strange egret
#

@civic tartan no, not possible. you cant have a 1940 plane with 8mm and 13mm machine guns in different locations for example. You have to make pylons with gunpods for that to work

warm kite
#

@grand zinc how would i set it to allow nightvision? current states {"Normal"}

grand zinc
#

NVG

civic tartan
#

@strange egret Shite, well thanks anyway 😃

little warren
#

does anybody how i could get startDuration=42; to work on something like an MV22 which is classed as a plane because startDuration=42; works fine on helicopters its just not working on my MV22

hot pine
#

@little warren it's not working on planes (airplane/airplaneX) simulation

little warren
#

well big oof i guess

stoic lily
unborn hull
#

true

fair hearth
#

Going back to the issue with submunitions and multiplayer servers, I've traced this down to things not behaving as expected if you release a submunition from another submunition.
So my original flashbang chained several submunitions together to be released from each other - munition1 triggers munition 2 (on impact) which triggers munition 3 etc.
Any submunition releasing another submunition seems to release many more munitions than it should do on MP servers although is fine in single player.
So it looks like I'll have to wait for @grand zinc 's /ACE3's version to come out and use their new framwork....

hearty sandal
#

are submunitios meant to spawn even more submunitions?

fair hearth
#

Almost certainly not.
I just thought it was a clever way of getting a multi-bang flashbang🤦

#

Shame I got as far as making 3D models before realising it only worked in Single player....

strange egret
#

if that would be the case, heat would have multiple penetrating jets and dealing insane amount of damage... are you sure its not just your config?

hot pine
#

I think it might be more bug related to submunition spawning submunition

#

ammo is local but spawned sub ammo could created globally

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if it is the case, then hit value from heats would 10 time higher if there are 10 players on server

hard jolt
#

Hey, guys, are there any way to force plain gradient thermal signature for old shader model?

#

Back in the a2 AO days i renember the old years patch which kinda did something similar... or is it a fallse memory?

toxic solar
#

remove the first \ i think

hearty sandal
#

What did you pack it with @sullen fulcrum

night ocean
#

We got it working 👍

hearty sandal
#

Yeah just saw the 3rd convo. XD

#

@sullen fulcrum next time post only on 1 channel and if you don't know where to post, ask first #arma3_questions

toxic solar
#

how does #include from another mod work? I wanna start using marcos so I looked at wat ACE does and saw that it has

#include "\x\cba\addons\main\script_macros_common.hpp"

I would like to use CBA's macro library but I think thats a little bit too much for me so Im just gonna make my own little marco file but Im not sure what I would need to do so that if I have mod1 with the macro file, that mod2 can use

fair hearth
#

Regarding the 'submunitions releasing submunitions' issue with Multi player, it seems this is only an issue if you use 'triggerOnImpact=1'.
If you just trigger it with a timer, it seems to work fine.
So it might be more related to how many 'impacts' are observed by the server. Interestingly, when I tested this on our server by myself, I still had issues using 'triggerOnImpact=1'. Our server typically runs 3 headless clients so it might be that perhaps each 'client' and the server itself all see 'impacts' so many more are released than intended.

grand zinc
#

@toxic solar what do you mean by "how" ? Works just like any other #include

south bison
#

Hi need help to make my mod Zeus compatible ... I tried following some tutorials but failed

grand zinc
#

@south bison again... More details.. All the details if you can

south bison
#

Like what

grand zinc
#

You failed on the tutorials. Which step? What was your problem? what do you have and what doesn't work.

south bison
#

Tbh can't remember it was few months ago

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Sadly I was deep in work so couldn't ask that time cuz it was like I quit after many attempts

grand zinc
#

We are still at 0 useful information

#

So you have nothing. And want to make a zeus compatible mod?

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I'd say first make a mod, and afterwards worry about making it zeus compatible

south bison
#

I have small mod

#

Tunisian Armed Forces

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Mod

grand zinc
#

What part is not working

#

units don't show up in zeus?

south bison
#

Yes

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I want them to show up in Zeus list

south bison
#

Ok

#

Thx

toxic solar
#

@grand zinc
well I mean I get how #include works but if I where to try and do what ace does and put this in my config

#include "\x\cba\addons\main\script_macros_common.hpp"

it wouldnt work because its not the right path because I have my mod in mydocuments or whatever. So I would need to put in the right filepath but then why is there a \x, and thats where I get lost as to what I should do

astral pagoda
#

It's relative to P: drive

grand zinc
#

You need a P drive

#

The \x is the pboprefix from CBA

toxic solar
#

oh no.
I thought p drives where only for object building :(
I tried setting up a p drive before, but it disappears after my computer restarts, any way around that cause I havnt been able to find anything saying how to make the P drive stay after restart

grand zinc
#

just take some small usb stick

#

I use a ramdisk as p drive, and just copy things onto it in the rare care that I need it

toxic solar
#

oh wow daz simple. Okay so no need for the arma 3 tools then lol

#

I was expecting it to be much harder

grand zinc
#

Just need to grab CBA files so that you end up with
P:\x\cba\addons\main\script_macros_common.hpp

toxic solar
#

cool ,ill try that right now

#

thx

#

if I have a usb 😦

grand zinc
#

I use softperfect ramdisk to just create a 1gb ramdisk
There is also dokanPbo which can mount all your PBO's into a virtual pdrive

toxic solar
#

oh boi,ill try those

#

since we on the topic of softwares, whats wrong with pbomanager? I remember you saying its not good but I dont remember why

grand zinc
#

0 error checking, can't binarize

toxic solar
#

oh okay,compared to that mikero thingy ( I still havent used it more then once 😦 ) those where the only 2 things I could think of so daz cool

hot pine
#

you can also define custom project path in pboproject or addon builder

#

personally I'm not using p drive at all

astral pagoda
#

P drive is life, P drive is love

strange egret
#

blergh

woven flax
#

With a laserpod on a air vehicle, what parameter controls the laser view "locking" to a target?
As in the camera tracks X target while the vehicle is in motion

woven flax
#

And is there something besides class assembleInfo that controlls static weapon assembly?

candid flower
#

how do you define "nothing" in config.cpp entries?

#

like, as in, if i want a soldier to carry no magazines, rather than remove the 'magazines[] = {""}' entry, how do i define "null"?

woven flax
#

Does 'magazines[] = {""}' pop a error?

#

What i see is this...

#
    {
        author = "$STR_A3_Bohemia_Interactive";
        class SpeechVariants
        {
            class Default
            {
                speechSingular[] = {"veh_infantry_civilian_s"};
                speechPlural[] = {"veh_infantry_civilian_p"};
            };
        };
        textSingular = "$STR_A3_nameSound_veh_infantry_civilian_s";
        textPlural = "$STR_A3_nameSound_veh_infantry_civilian_p";
        nameSound = "veh_infantry_civilian_s";
        _generalMacro = "Civilian";
        side = 3;
        scope = 0;
        displayName = "$STR_DN_CIVILIAN";
        accuracy = 1.6;
        camouflage = 1.2;
        magazines[] = {};
        cost = 50000;
        role = "Unarmed";
        minHeadTurnAI = -50;
        maxHeadTurnAI = 50;
        formationX = 2;
        formationZ = 5;
        class Wounds
        {
            tex[] = {};
            mat[] = {};
        };
        primaryAmmoCoef = 0.0;
        secondaryAmmoCoef = 0.0;
        handgunAmmoCoef = 0.0;
    };```
#

So just put magazines[] = {};

candid flower
#

'magazines[] = {""}' does return an error, but it also removes the magazines. @woven flax your command fixed my magazine issue 😛

#

hmm, what does 'role' do? ive seen it, but...

woven flax
#

I believe it sets what the character is ingame.
Examples ive found in P:\a3\characters_f\config.cpp are
role = "Grenadier";
role = "Marksman";
role = "Rifleman";

candid flower
#

yeah, true

#

but does that affect their AI behavior or something?

woven flax
#

Likely sets what abilities someone has, like engineer in ACE being able to fix vehicles or something. I cant find anything official on the wiki so far though

candid flower
#

hmm

undone quiver
#

@woven flax As far as I'm aware that is the only thing. Regarding assembly that is.

#

As for roles, I always assumed they were for use in scripts and functions.

candid flower
#

hmm, well, suppose it couldnt hurt to apply them

undone quiver
#

Yea, I do as well. ^-^

woven flax
#

@undone quiver ever had it where you disassemble the turret and the turret doesnt go poof, but the backpacks are on the floor?

candid flower
#

oh thats wild

undone quiver
#

Check your turrets and assure they only have DissasembleTo[] = filled out, not assembleTO. Then vice versa for the packs.

#

Your basep[] = should be the second pack your assembling with.

woven flax
#

Mind if i post my config?

#

I believe I have that

undone quiver
#

Yea

woven flax
#

So I thought the dissasembleTo[] on the turret itself has the backpacks, which i do.
The ML700_Locke_Gun_Bag has primary = 0; base = ""; assembleTo = ""; dissasembleTo[] = {}; displayName = "";

#

second backpack ML700_Locke_TripodHigh_Bag has primary = 0; displayName = "$STR_A3_CfgVehicles_B_HMG_01_Wpn_assembleInfo0"; assembleTo = "ML700_Static_LockeLauncher_Tripod"; base[] = {"ML700_Locke_Gun_Bag"}; dissasembleTo[] = {};

#

I believe that matches what you described

undone quiver
#

Only diffrence I really see

#

Or wait...

#

mmm

#

delete the primary entry from ML700_Locke_TripodHigh_Bag

#

primary = 0

woven flax
#

okay commented it out and trying now

undone quiver
#

Eh, nvm. If it works I won't know why. Thought I was on to something >.<

woven flax
#

nope no luck

undone quiver
#

I mean those entries look perfectly fine.

#

and I swear I had the problem before. it does it duplicate multiple times?

woven flax
#

Uploading results in a gif

undone quiver
#

Yea, even comparing how our configs are set up it's pretty much a match.

#

Let me check one more thing...

#

So two random things, and at this point I couldn't be confident in explaining. It's more just try arma stuff tell it works.

#

Remove A3_Static_F and A3_Weapons_F from your required addons. Vanilla content normally always loads first so you hardly need them.

woven flax
#

okedoke

undone quiver
#

add the packs to the CfgPatches. No idea if any of those help, that is just what our other dev did.

#

After that, I leave it to I must just got lucky with the original set up.

woven flax
#

okedoke trying now

#

Nope 😦

#

and it wont assemble still either

undone quiver
#

Damn, maybe poke around in the in-game cfg viewer and compare it to a vanilla static.

woven flax
#

yeah thats what ive based the first version off of, same issues XD

undone quiver
#

When it doubt, you can nuke it and define it all.

woven flax
#

looked at his stuff, and the samples

#

no matter what i hit the same dead end

undone quiver
#

You ever use 3den Ehanced?

woven flax
#

I have in the past yes

undone quiver
#

There is a nice tool in there called config printer. What is nice is that unlike just navigating the AiO. It will actually copy the entire inheritance(including any values).

#

Which means if something was defined like 3 classes back, and you missed just looking at the AiO you can compare it.

woven flax
#

Alright i will take a peek at that, i dont know what could differ at the point but always possible i fucked up somewhere

undone quiver
#

Yea, as far as I can tell it SHOULD work.

woven flax
#

Story of every configgers life lol

#

maybe AT is different than a HMG in terms of how it works

undone quiver
#

ooo

#

Try doing your same test, 1st trying to disassemble a current static, then trying to assemble a fresh one, then exit out and see if your RPT says anything.

woven flax
#

would be good if i turned logs back on...

#

Nope no error logs or anything

undone quiver
#

Does it actually attempt the assemble action?

woven flax
#

Nope dont even see it

toxic solar
#

what should I use besides addon builder? I forget who ,but someone said I should use something else instead because addon builder isnt working rn for me XD

astral pagoda
#

pboProject

toxic solar
woven flax
#

Yep thats it @toxic solar

toxic solar
#

cool, thx. So I got that, and DePbo.7.16.0.17.Installer.exe cause it said something about needing that

#

is there anything else I should know before I try this XD

woven flax
#

Id honestly grab them all

#

IF you dont want to do that, itll usually say X is missing when you try to pack.

#

then just download/install the X

toxic solar
#

okay ill try that, the crunch button is greyed out so maybe thats why 😦

woven flax
#

Do you have your output mod folder and source folder set?

toxic solar
#

yea, it fixed after I installed all the exes lol

#

and I did change the setup to use C drive as workspace instead of P drive cause bleh

#

omg it works

#

this is amazing

elfin temple
#

What var determines if a custom marker is selectable for in-game writing on the map?

silver aurora
#

@elfin temple scope = 2

elfin temple
#

@silver aurora And if I wanted it to be Eden only? Won't setting scope to 1 hide it in Eden as well?

silver aurora
#

@elfin temple It looks like all markers with scope > 0 (i.e. 1, 2, ...) are available in Eden and when scope > 1 (i.e. 2, ...) in the ingame map, too.

elfin temple
#

Thank you

placid jay
#

Does anyone know in which pbo the translation of the Arma 3 Main Menu is?

#

can't seem to find it in language_f.pbo

opal crater
#

@placid jay
I think its:
\a3\language_f_exp\stringtable.xml

#

I can find STR_A3_RscDisplayMain_TitleMultiplayer_text, STR_A3_RscDisplayMain_TitleTutorials_text etc. in this file.

toxic solar
#

Is there away I can make pboproject ignore missing files? for example a file missing that I have is
\A3\data_f\ParticleEffects\Universal\Universal
what can I do besides extracting the game data with that one arma 3 tools.
Also what happens if I want to use a pistol sound for CUP or something, do I have to extract CUP data aswell?

placid jay
#

@opal crater Thanks mate!

ivory iris
#

@toxic solar put a placeholder file there named that, or in options you can uncheck "warnings are errors"

toxic solar
#

okay ill try unchecking warnings are error, although I thought I did but ill make sure

stoic lily
#

@toxic solar if you dont need to binarize wrp/wrp, use makepbo

toxic solar
#

whats wrp? @stoic lily

stoic lily
#

terrain making

toxic solar
#

oh, oh lol ic. makepbo is also a mikero thing?

#

i dont remember it lol

stoic lily
#

yes

toxic solar
#

oh okay I found it, ill try that thx

ivory iris
#

so I made a custom gun, but its shooting backwards xD

#

does anyone know if it has to do with konec hlavne and usti hlavne settings

#

bc i remember that a tutorial i was watching had it one way, but the BI wiki has it the other

toxic solar
#

I got a question macros, so If I have the following

#define thing1 word1
#define thing2 word2

#define combine ##thing1##_##thing2
``` that doesnt work when I use makepbo, addonbuilder or whatever.
So I went and read what CBA macro lib does and I saw that it does something similar to this
```cpp
#define thing1 word1
#define thing2 word2

#define combine testfunction(thing1,thing2)
#define testfunction(var1,var2) ##var1##_##var2
``` My question is why does the 2nd block work where as the 1st doesnt?
grand zinc
#

@toxic solar
Is there away I can make pboproject ignore missing files? in older pboProject version there was a start parameter to ignore missing files. Don'T have it on hand right now.
what can I do besides extracting the game data with that one arma 3 tools You could use DokanPbo, which mounts pbo's as a virtual drive without having to unpack anything.

#define combine ##thing1##_##thing2 don't need the ## at start.

My question is why does the 2nd block work where as the 1st doesnt?
Because in the first block, you turn it into a double quoted string (Macros don't get resolved inside double quoted string) before the thing1/thing2 get resolved.
In the second example they get resolved (parameters get resolved instantly/sooner) before it's turned into a string.

toxic solar
#

oh okay never heard of DokanPbo, so many tools :O
I think I get why the 2nd block works now, I didnt know that ## could be double quotes,always thought it was just what the wiki says it does

#

thank you

grand zinc
#

The ## at the start is wrong

#

is used to concatenate two things. There is no thing before the first

#

that doesnt work when I use makepbo, addonbuilder or whatever.
I just tested in CfgConvert (what addon builder uses essentially)
Works fine.

#define thing1 word1
#define thing2 word2

#define combine thing1##_##thing2
entry = combine;

Result:
entry="word1_word2";
Your ## prefix also works

toxic solar
#

oh I was using it to replace class names, so something like

class combine
#

which I guess became a string, if using 1st block ,which is wrong

#

is that right?

grand zinc
#

Doesn't seem so. works for me too.

#

The ## at start doesn't make any difference with CfgConvert

#
#define thing1 word1
#define thing2 word2

#define combine thing1##_##thing2
class combine {
    entry = 1;
}

This works fine for me

toxic solar
#

huh weird, oh well atleast it works now though

#

would have the macro definitions in a different file and then including it cause any difference?

grand zinc
#

nope

#

#include is basically just a copy-paste into your file

toxic solar
#

oh okay,I guess im just unlucky with CfgConvert

woven flax
#

Are heavy tanks not able to lifted regardless of config values?
I am using slingLoadMaxCargoMass = 200000; maximumLoad = 200000; slingLoadMemoryPoint = "slingLoad0"; with no luck

idle matrix
#

whatever you want to lift also needs to be configured to be liftable AFAIK

undone quiver
#

Is there any additional documentation for CfgVoices I could reference?

#
    class Base;    // External class reference
    
    class ENG : Base {};
    
    class TIOW_OrkBase : Base {
        protocol = "OrkRadioBase";
        identityTypes[] = {"Language_40k_Ork", "ORK", "ORKHead_A3", "Ork_Head"};
        icon = "\a3\Ui_f\data\Map\Markers\Flags\usa_ca.paa";
    };
    
    class Male01ORK : TIOW_OrkBase {
        directories[] = {"\TIOW_Voice\Ork\Dirzak\"};
        identityTypes[] = {"Language_40k_Ork", ORK, "ORKHead_A3", "Ork_Head"};
        scope = 2;
        displayName = "Ork Speek";
        author = "Da Lead Belchas - Dirzak";
    };
    
};
#

is our current set up. But it causes voice overrides in units.

lethal cliff
#

trying to get accessories placed on a few different SMA guns, but it seems like at any time only one class is applied.

my required addons:

            "rhsusf_main",
            "rhsusf_c_weapons",
            "A3_Weapons_F",
            "SMA_Eotech_552",
            "A3_Characters_F",
            "ADFU_Units_AMC",
            "SMA_Weapons",
            "ace_common"
        };```


and the weapon classes:
```class CfgWeapons{
    class SMA_M4MOE_SM;
    class SMA_M4_GL_SM;
    class SMA_AUG_EGLM_Olive;
    class SMA_Steyr_AUG_F;
    class SMA_HK417_16in;
    class sma_minimi_mk3_762tlb;

    class SMA_minimi_acc:sma_minimi_mk3_762tlb{
        author="Slatery";
        _generalMacro="SMA_minimi_acc";
        class LinkedItems
        {
            class LinkedItemsAcc
            {
                slot="PointerSlot"; 
                item="SMA_ANPEQ15_BLK";
            };
            class LinkedItemsOptic 
            {
                slot="CowsSlot";
                item="SMA_eotech552";
            };
        };
    };
    class SMA_Steyr_acc:SMA_Steyr_AUG_F{
        author="Slatery";
        _generalMacro="SMA_Steyr_acc";
        class LinkedItems
        {
            class LinkedItemsAcc
            {
                slot="PointerSlot";
                item="acc_pointer_IR";
            };
            class LinkedItemsOptic
            {
                slot="CowsSlot";
                item="SMA_eotech552";
            };
        };
    };
...```

Does anyone have any advice for this problem?
untold temple
#

are you sure SMA uses CowsSlot PointerSlot etc. for its attachment slot classes?

lethal cliff
#

I know that pointer slot works for the rifles, and CowsSlot works for the minimi, but did not know that there would be other class name

#

yep ok, so a little bit of digging turns out that the 556 rifles do not have a class for scopes at all, or at least not defined in the parent class. I'll do a little bit more testing, thanks

restive veldt
#

question about configs: if I edit a base class variable in a mod, will it retroactively apply to any class that inherits from that class in mods that have already loaded?
Ex: if i were to add a variable to say baseUniform would that be applied to every uniform that inherits from it?

untold temple
#

up until where a child class changes that variable to its own value

restive veldt
#

awesome, good to know. That's what I was hoping would happen

#

I plan to add a new variable to all uniforms anyway, and then edit it at the child level for a select few. But I wanted to make sure I could do that that way first

shy matrix
#

Hello everyone! I have some problems with making changes in defined class in config. The problem is:

  1. I have addon (ace_medical.pbo from ACE 3 Mod), that creates this class in config.cpp:
class ACE_Medical_Actions {
    class Advanced {
        class FieldDressing {
        //here defined some parameters from mod
        };
    //some classes defined here, that not necessary
    class SurgicalKit: fieldDressing {
        //some params defined here but only this is important:
        callbackSuccess = "";
    };
};
  1. I want to create addon, which will change callbackSuccess variable in class SurgicalKit without affecting other parameters. So it should look like this:
class ACE_Medical_Actions {
    class Advanced {
    class SurgicalKit {
        //some params defined before in main addon without changes
        callbackSuccess = "my callback code";
    };
};

So the question is how i can do that correctly?

grand zinc
#
class ACE_Medical_Actions {
    class Advanced {
        class FieldDressing;
        class SurgicalKit : FieldDressing {
            callbackSuccess = "my callback code";
        };
    //????
};
shy matrix
#

@grand zinc this doesn't affect on params in SurgicalKit class, defined before?

grand zinc
#

yes

shy matrix
#

Thank you, @grand zinc

little warren
#

So i ported an MV22 from A2 and when i make AI fly it they turn the collision lights on in the day time instantly without even starting the aircraft, is there a way to disable that so they only do it at night time?

lethal crag
#

So, I've been messing around with the toolkit and have finally made one that's vest compatible.
(For all those backpackless kits who really just bring a sleeve of wrenches and channel locks)
How would I go about changing the weight and inventory size?
I'm guessing

class ItemInfo : Toolkit_CompactItem
        {
            mass=40;
            uniformModel="\A3\Weapons_F\Items\Toolkit";
        };

just changes it's overall weight?

grand zinc
#

mass is the weight I think yes

#

there is also a entry which says which container the item can be put inside

lethal crag
#

Already got it working thus far

grand zinc
#

even if you have a huge uniform, a weapon doesn't fit into it

lethal crag
#

just need to change the size of the object

#

so that it takes up about half of the LBV

#
//Define custom weapons/items
class cfgWeapons
{
    //declare used baseclasses
    class InventoryItem_Base_F;
    class ItemCore;
    class ToolKitItem;

    class Toolkit_CompactItem : InventoryItem_Base_F
    {
        type = 620;
        allowedSlots[] = {701};
    };
    class ToolKit_Compact : ItemCore
    {
        author="B.Sherb";
        _generalMacro="ToolKit Compact";
        scope=2;
        displayName="ToolKit Compact";
        descriptionShort="A compact toolkit for your vest with only vital tools.";
        picture="\A3\Weapons_F\Items\data\UI\gear_Toolkit_CA.paa";
        model="\A3\Weapons_F\Items\Toolkit";
        class ItemInfo : Toolkit_CompactItem
        {
            mass=40;
            uniformModel="\A3\Weapons_F\Items\Toolkit";
        };
    };
};

This is everything needed, if mass is weight then I'm 90% done and just need to alter the inventory size somehow.

grand zinc
#

mass is volume

#

weight doesn't exist

lethal crag
#

it doesn't?

grand zinc
#

correct

strange egret
#

mass is both - its really a stupid simplification

grand zinc
#

there is only one thing

#

and that's volume

#

There are some mods which have created fomula's to translate it to weight, which roughly fits

lethal crag
#

that's.... intriguing. Even with ACE? there's no way to change the size of the object without changing weight as well?

grand zinc
#

Yes

lethal crag
#

giant oof. Well thank you, I guess I'll just bump that back up to 80 and leave it as is.

grand zinc
#

kg = mass* (1/2.2046)

#

is what ace uses

lethal crag
#

welp thanks for clearing that up. guess I'll just have to wait for A4 for those features

strange egret
#

they should have kept the slot system from A2 but made it like stalker or last deus ex...

#

plus the mass value as actual weight

#

if you use a custom stamina system i suppose you could separate the two - but you would have to give each item a custom parameter "actualweight"value

lethal crag
#

Yeah but that's much more work than I need.

strange egret
#

i wonder why ace didnt do that (i'm not really familiar with their systems .though, maybe they have some stuff..)

grand zinc
#

Because the weight formula they have fits very well

strange egret
#

if i make an air balloon its not going to fit well 😛

grand zinc
#

you'd let the air out ^^

strange egret
#

what if its 'special' air and i want to transport it? 😛

grand zinc
#

._.

lethal crag
#

Helium, gotta transport that helium yo

strange egret
#

if ace has custom stamina it should be a really simple fix to add an optional custom weight parameter

sonic rock
sullen fulcrum
#

hi, ive been trying to bring a simple grenade into the game but whenever i equip it it returns cannot open object for some reason, otherwise the grenade works ingame, just the model is invisible. i swapped it out for one that i know it works from another file and got the same result, so it has to be the cfg. anyone know where i went wrong ?

#

the config and paths seem fine to me so im not sure what the issue is with it

stoic lily
#

@sullen fulcrum post the rpt and how do you pack it?

sullen fulcrum
#

rpt?

#

i use pbo project from mikeros tools to pack all items for the game

#

it says no geometry and visual shape in the p3d

#

yet in buldozer its fine, i have a geo lod as well as the visual model

#

i tested the makepbo tool by crunching a file i know it works and again, no issues ingame with it

stoic lily
#

faulty config path, or namespace/prefix/folder structure on P drive (or the model gets corrupted but unlikely)

sullen fulcrum
#

class CfgPatches
{
class imperial_grenades //that should be called TIOW_Tau_Grenades but now it's too late
{
requiredAddons[] = {"A3_Weapons_F"};
requiredVersion = 0.1;
units[] =
{
};
weapons[] = {
"Throw" //important for the soldier to be able to throw it
};
};
};

class CfgWeapons //very very weird way of telling the game that you can throw it
{
class GrenadeLauncher;
class Throw : GrenadeLauncher
{
muzzles[] += {"TIOW_ig_krak_grenade_muzzle"};

    class ThrowMuzzle;
    class TIOW_ig_krak_grenade_muzzle : ThrowMuzzle
    {
        magazines[] = {"TIOW_ig_krak_grenade_mag"};
    };
};

};

class cfgMagazines //definition of how the grenade is stored in inventory
{
class HandGrenade;
class TIOW_ig_krak_grenade_mag: HandGrenade
{
displayName = "Imperial Krak Grenade";
model = "TIOW_ig_krak_grenade/ig_krak_grenade_mag.p3d";
displayNameShort = "IG Krak Grenade";
ammo="TIOW_ig_krak_grenade_ammo"; //define what ammo is "thrown" by the soldier, see below
};
};

class cfgAmmo //definition of how the grenade works when thrown
{
class Grenade;
class TIOW_ig_krak_grenade_ammo: Grenade
{
hit = 2; //damage on explosion location
indirectHit = 0; //damage of indirect damage (area of effect) - visit BIki for more info
indirectHitRange = 10; //range of indirect damage (area of effect) - visit BIki for more info
model = "TIOW_ig_krak_grenade/ig_krak_grenade_throw.p3d";

    explosionEffects = "TIOW_photon_ExplosionEffect";//this is made in the classes below
    SoundSetExplosion[] = {"GrenadeHe_Exp_SoundSet","GrenadeHe_Tail_SoundSet","Explosion_Debris_SoundSet"};// lets just make new explosionsounds with MyGrenadeHe_Exp_SoundSet
};

};

stoic lily
#

model = "TIOW_ig_krak_grenade/ig_krak_grenade_mag.p3d";
=>
model = "TIOW_ig_krak_grenade\ig_krak_grenade_mag.p3d";

#

weapons[] = {
"Throw" //important for the soldier to be able to throw it
};
=>
weapons[] = {};

#

requiredAddons[] = {"A3_Weapons_F"};
=>
requiredAddons[] = {"A3_Data_F_Sams_Loadorder"};

sullen fulcrum
#

what a stupid mistake

#

cant believe it was that tiny thing in the filepath

#

no wonder i kept missing it

#

thanks for the help it works flawlessly now

stoic lily
#

np

ripe dove
#

Hello, any idea how to change default fire mod? I have M16, but it has burst mode as a default fire mod. I would like to change it in config to single shot mode as a default.

#

I think I have it, I have changed order of modes array in config.

clear rock
#

Where would I find the armour values for vanilla vests?

#

I've looked through Characters_F and Weapons_F's configs but can't find where those values are actually defined

grand root
#

Could someone help me with ALiVE Orbat, does someone have a discord invite for ALiVE?

stoic lily
#

@clear rock check out the config browser (YT for video guides)

#

@ripe dove modes[] order probably

white lotus
#

Hi guys! What are the htMin / htMax parameters meanings in Vehicles config? Are there any listings with explanations of the parameters available in the net? Thanks!

hearty sandal
#

CfgVehicles config reference is on the wiki

white lotus
#

Yup, but i can't see htMax there only heightMax

hearty sandal
#

Where did you find htMax?

#

And why are you editing it? What is it that you want to do?

white lotus
#

I was looking for a hitpoint parameter and was interested in these two, when I met them :)

hearty sandal
#

There's "armor" that is the general health. Then theres the separate hit points class that defines the hitpoints specifics.

white lotus
#

Am I getting it right that humans are also vehicles?

#

Or do they live under something like Fractions?

hearty sandal
#

They are vehicles too yes. But they have some unique mechanics.

#

What is it that you want to do?

#

Specifically

white lotus
#

I now creating a small script that will gather all damage in the unit's body and show current health based on this. Then I'll do a healing over time mechanic as they have it in modern shooters when you rest you heal

hearty sandal
#

You do know there is getDamage and setDamage commands right?

white lotus
#

Yup, I'm using them

hearty sandal
#

And same kind of commands for hitpoints.

#

But basically what else do you need but get and set damage if the healing system is simplified like that?

white lotus
#

I'm not quite sure that I understand the difference between hit points and damage, so I focus on damage

#

Probably not much I do need more, I'm just curious about how the health works in general.

#

And I still wonder wth is this: configfile >> "CfgVehicles" >> "O_T_Truck_03_covered_ghex_F" >> "htMax" 😃

stoic lily
#

relates to TI

#

no clue if still used

hot pine
#

it should be used

#

I think it's using following order to determine value
cfgVehicles > model.cfg > default

white lotus
#

What is the difference between the damaged part vs hit point?

#

I'm getting it from the documentation that the hit point is also more like part of the body, than a pool of points. As in getHit doc: 'Description:
Returns selection damage. Same as getHitPointDamage only argument is selection part instead of hit point'

#

So basically what is the difference between hitSelection, hitPartIndex (i presume it's just an index for selection as '0' for the 'face hub') and hitPoint for a human soldier?

silver aurora
#

setHitPointDamage/getHitPointDamage takes the config classname of the hitpoint as argument, e.g. HitFace, HitHands, ...
setHit/getHit takes the name of the corresponding selection in the model itself as argument (which is stored in the Hitpoint config as name), e.g. face_hub, hands, ...

white lotus
#

So if I want to flush all the damage to the body, I should do something like this pseudocode on Hit get a HitPoint if it's not a Body then nullify Damage to the HitPoint and set it to the Body right?

hearty sandal
#

setdamage 0 should do it

hollow lagoon
#

where can I find CfgVehicle entrys are they in data/bin/config ??

hearty sandal
#

they are spread around various pbos

#

assuming you have P: drive set up they are in P:\a3\folders...

#

or you can use the all in one config from the forums

quasi sonnet
#

Is there something i missed when i retexture a vest and the texture is rotated. The original and the new file have the same rotation but the texture on the vest is wrong.

undone quiver
#

Double check your hidden selection order, and to assure you have the exact right texture file. Things like the Apex Syndikat gear can be tricky.

quasi sonnet
#

there is only one texture in hidden selection, the path is a macro and gets created automatically. It's a rhs vest

dry carbon
#

are there any tutorials for adding custom missiles to custom jets?

#

My search results keep pulling up gameplay tutorials instead of dev tutorials. I have models I made for the missiles and the jets, but the samples aren't clear about some details.

#

Similarly, but in addition to the jet missiles, I could really use a point in the right direction for adding a javelin-style missile to a tracked vehicle's turret. So, imagine a Bradley class tank (but not a Bradley) with missiles that go up and come down on top of target.

hearty sandal
#

tutorials in that department are quite slim

#

I think there may be wiki pages about pylons

dry carbon
#

Yeah it's a trick to wrap my head around it

#

I just there were more complete samples, with more thorough explanations on how to set them up.

hearty sandal
#

haha

#

no

#

when has Arma had throughout documentation

#

I mean come on

#

😄

dry carbon
#

right, but I can dream

#

I've got the other stuff to keep me busy for now, but I thought I might see if I can get a little distraction for change of perspective

hearty sandal
#

if you make a search for "pylon" in this discord you will probably find plenty of clues

toxic solar
#

So what is the benefit of using the CBA init extened event handler vs using class Eventhandlers. I can see the benefit from a scripting/mission file point of view but not from
a config point of view

grand zinc
#

for one it's easier to use.

#

And you can add eventhandlers to mods without adding a dependency to those mods in your requiredAddons

#

Also you can add multiple eventhandlers to a class. (Atleast according to the biki you cannot do that in config. Just one EH per event)

#

with CBA XEH you can even add config eventhandlers via script, at runtime

#

XEH is also more efficient as the compiled script is cached and not recompiled everytime

#

XEH also optimizes your event a little. If you just have a _this call MY_fnc_eventhandler or call MY_fnc_eventhandler in your config, XEH will optimize out that call and go directly to MY_fnc_eventhandler

compact elbow
#

Is there any config entry (or other "official" way) to have an animation played after each shot? So I ported over the CZ550 from a2 and I'm trying around a little and was wondering if it is possible to execute the animation after each shot. I know IFA3 has it but I havent found to correct config entry yet.

#

And googling only revealed scripted solutions...

untold temple
#

Nope. Requires scripting. There's a framework for it in CBA

#

if it was in the base game, the M320 rifle would probably have it already

compact elbow
#

Ah what a shame. Thanks for your answer. Also makes sense, there is an unused bolting animation for the M320 after all.

austere prism
#

Does anyone know what the config is for the player info hud in the the right of the game?

grand zinc
#

something UnitInfo

austere prism
#

There is RscUnitInfo but it is empty

grand zinc
#

oh lol

#

must be some mod doing something stupid then

#

it's in RscInGameUI>>RscUnitInfo

austere prism
#

Ah yes, found it there

austere prism
#

I added an item to that class that inherits CA_Zeroing but it doesn't appear. Is there something I need to do to display it?

toxic solar
#

oh okay I didnt know XEH does any optimization, I just knew about how it was easy

grand zinc
#

I added that a couple months ago ^^

#

We found that XEH was underperforming and moved some things around

austere prism
#

I have added something to RscInGameUI>>RscUnitInfo but it doesn't appear on screen, is there anything I need to do get it to display?

grand zinc
#

CfgPatches correct?

#

check in-game config viewer if everything is correct there?

austere prism
#

I didn't add anything to CfgPatches, I've checked the in game config viewer and it's sitting in the right place

#

I have ```cpp
class RscInGameUI {
class RscUnitInfo {
controls[] += {GVAR(speed)};
class CA_Speed;
class GVAR(speed): CA_Speed {
idc = 6253;
};
};
};

#

It's not being added to controls[]

#

I fixed that issue, but it's still not displaying

grand zinc
#

Well you need proper CfgPatches if you want to add things onto existing things

austere prism
#
class CfgPatches {
    class ADDON {
        name = COMPONENT_NAME;
        units[] = {};
        weapons[] = {};
        requiredVersion = REQUIRED_VERSION;
        requiredAddons[] = {"cba_ui"};
        author = "SynixeBrett";
        VERSION_CONFIG;
    };
};

Am I missing something?

grand zinc
#

cba has all of base game arma so that should be fine

austere prism
#

There isn't anything I need to do to actually create the control?

#

Everything looks right, there is just no control with idc

opal crater
#

GVAR(speed) 👀 are you adding ifantry movement speed indicator?

austere prism
#

KIAS for aircraft

#

ctrlSetText on the existing CA_Speed has no effect so I'm trying to create an identical one in the exact same place

#

It reads from the hidden vanilla control and converts to KIAS, but my control is not being created

north sluice
#

Truncated file. Missing one or more};. Error starts near token 'CfgEditorSubcategories' :
rapify x64UnicodeVersion 1.79, Dll 7.16 "config.cpp"

mikeros is crying over an error in config but im unsure what it means?

{
class 3as_Objects
{
displayname= "3 A S Props";
};

};

class CfgEditorSubcategories
{
class 3as_ModularBase
{
displayName = "Modular Base";
};
class 3as_Crates
{
displayName ="Crates";
};
class 3as_Trenches
{
displayname= "Trenches";
};
class 3as_Barricades
{
displayname= "Barricades";
};
class 3as_pipes
{
displayname= "Pipes";
};
};```
grand zinc
#

maybe invisible characters in there?

#
class cfgEditorCategories {
    class 3as_Objects {
        displayName = "3 A S Props";
    };
};

class CfgEditorSubcategories {
    class 3as_ModularBase {
        displayName = "Modular Base";
    };
    class 3as_Crates {
        displayName = "Crates";
    };
    class 3as_Trenches {
        displayName = "Trenches";
    };
    class 3as_Barricades {
        displayName = "Barricades";
    };
    class 3as_pipes {
        displayName = "Pipes";
    };
};

looks good to me

north sluice
#

same error :/

grand zinc
#

everytime you copy anything from BIF it might have invisible characters inserted into it

#

it says you are missing one or more }
That might be before the snippet you posted

#

I guess CfgEditorSubcategories is just the last class it sees

north sluice
#

time to go config dive...

#
{
    class Prop_Objects
    {
        units[]={
            "3as_Modular_wall_med"
            };
        weapons[]={};
        requiredAddons[]=
        {
            "A3_Data_F"
        };
        version= 1.14;
        fileName = "PRops";
        author = "Ranger";
    };
};
class CfgVehicleClasses
{
    
    class prop
    {
        displayname= "prop"
    };
};    
class CfgFactionClasses
{        
    
    class prop
    {
        displayName = "prop";  
        priority = 1;
        side = 3;
    };        
};
class CfgVehicles
{
    class Strategic;    // External class reference
    
    class 3as_Modular_wall_med:Strategic
    {                                                      
        scope = 2; 
        scopecurator = 2;
        model = "\3as\prop\wall_normal\wall_normal.p3d";                     
        placement = vertical;
        mapSize = 1;  
        destrType = "DestructNo";
        displayName = "Modular Wall Medium";                                                                                 
        faction = "prop";                                                     
        texture = "\3as\prop\Wall_normal\new\n_wall_med_co.paa";
        hiddenSelections[] ={"Camo1"};
        hiddenSelectionsTextures[] = {"3as\prop\Wall_normal\new\n_wall_med_co.paa"};    
        
    };
};```
#

so i litteraly just made my config this and i still get the error

#
rapify x64UnicodeVersion 1.79, Dll 7.16 "config.cpp"
In File 3as\prop\config.cpp: circa Line 70 EOF encountered```
#

btw what is an EOF?

grand zinc
#

End of file

#

circa Line 70 EOF encountered
your config is only 55 lines 🤔

#

What you've sent looks fine

hearty sandal
#

@north sluice missing ; at line 23, displayname...

north sluice
#

🙏🏻 🙏🏻 🙏🏻

#

now i have actual errors :D, what is an EOF though?

hearty sandal
#

end of file

grand zinc
north sluice
#

well. lemme go get my eyes checked lol. thanks guys 👍

hearty sandal
#

👓 👀 😵

quartz locust
#

hi , in research position of the backpack file i need edit it for my server

#

would like to increase the volume of the way to "super high capacity backpack mod"

dusty epoch
#

is there a way of altering the line width of CT_LINE ?

sullen fulcrum
#

Hey looking for someone who knows basic configs for basic retextures please PM me having some issues

hearty sandal
#

you can just ask here too

sullen fulcrum
#

True once im done with my op ill post everything that is happening

hearty sandal
#

👍

quasi sonnet
sullen fulcrum
#

So I think its inside of the addon builder because when I pack up all of my textures one of the vests cant load a texture a helmet doesnt even have a base model under it and the other vest doesnt even show up in arsenal

night ocean
#

Don't use addon builder

#

Use Mikero's tools

#

@sullen fulcrum

sullen fulcrum
#

from what ive heard its good just cant pay for it

night ocean
#

You don't have to

#

There are free versions

hushed warren
#

@night umbra This one works:

class CfgORBAT
{
    class 3rdRecon 
    {  
        id = 3;
        idType = 1;
        side = "West";
        size = "Battalion";
        type = "Recon";
        commander = "Price";
        commanderRank = "Major";
        text = "%1 %2 %3";
        textShort = "%1 %2";
        assets[] = {"B_UAV_02_F",{"B_T_LSV_01_armed_F",50},{B_Heli_Light_01_F,6}};
        
        class 1Company
        {
            id = 1;
            idType = 1;
            type = "MechanizedInfantry";
            size = "Company";
            side = "West";
            commander = "Beauregard";
            commanderRank = "Captain";
            text = "%1 %2 %3";
            textShort = "%1 %3";
            assets[] = {{B_Heli_Light_01_F,2},{B_T_LSV_01_armed_F,5},{B_APC_Wheeled_01_cannon_F,8}};
        };

        class 2Company
        {
            id = 2;
            idType = 1;
            type = "MotorizedInfantry";
            size = "Company";
            side = "West";
            commander = "Wykes";
            commanderRank = "Captain";
            text = "%1 %2 %3";
            textShort = "%1 %3";
            assets[] = {{B_MRAP_01_hmg_F,10},{B_Truck_01_covered_F,10}};
        };
                    
        class 3Medic
        {
            id = 3;
            idType = 1;
            type = "Medical";
            size = "Company";
            side = "West";
            commander = "Victor"
            commanderRank = "Captain";
            text = "%1 %2 %3"
            textShort = "%1 %2";
            assets[] = {{B_Heli_Transport_01_F,2},{B_Truck_01_medical_F,6}};
        };
    };
};
night umbra
#

thanks mate! @hushed warren

hushed warren
#

You're welcome. It was something I didn't know how to do, so it intrigued me. 😃

night umbra
#

what did you specifically change?

hearty sandal
hushed warren
#

I put the layout to nested sections (I saw a video where they guy who was explaining said he had much better luck with that method), and fixed up the {} bits. Just added an extra at the end, really.

#

And when using the nested method, you don't need the subordinates[] line

hearty sandal
sullen fulcrum
#

Do we have explosive bullets?

#

Simulation shotbullet that creates explosion?

quasi sonnet
#

The BW-Mod has some ammunition for their G82

untold temple
sullen fulcrum
#

Explosive shotshell is fine, just concerned about shotbullet

untold temple
#

can see above that there's no change to simulation type between BWA3_B_127x99_Ball_Raufoss and BI's B_127x99_Ball_Tracer_Red IIRC that's BI class is still shotBullet

stone cove
#

you know .50 cal isnt 25mm grenade 😄

sharp pagoda
#

any ideas on how to make a tank less, slippery

#

right now when it comes yo a hill or something along thouse lines it starts slipping

sharp pagoda
#

is there a way to increase friction

strange egret
#

lateral stiffness

simple trout
#

Is there a way to make a character item, like kneepads, use the NVG slot but not have the NVG capability?

#

Can I just make an item with the allowedSlots[] = {NVG what ever it is slot};?

idle matrix
#

regarding the NVG thing, have you tried changing the visionMode array to only have Normal instead of Normal and NVG?

simple trout
#

I don't see that in the config I have

idle matrix
#

A friend of mine made some gloves for the NVG slot by copying an existing config and he thinks it might be that, which does seem likely

#

Might have to redefine it then

simple trout
#

I'll try visionMode[] = {"Normal"};

#

I don't see any point in having invisible NVG goggles with kneepads :/

idle matrix
#

tbh I quite like still having NVG capabilities

#

it's a bit weird yeah but I think it works fine

simple trout
#

It makes sense to have it for modern day military units that would be regularly issued NVGs, but WWII, Vietnam and 80s and 90s military units weren't regularly issued NVGs, so it feels like it's cheating and using the NVG slot as an excuse.

#

I wish BI would make more "Item" slots

strange egret
#

would be bad for performance

idle matrix
#

could make two variants, one with and one without NVG function

#

both in the NVG slot

#

let the missionmaker decide

simple trout
#

ooo! ooo! Maybe I can make a NVG version of my SWD goggles, off is up on the helmet, on is the goggles down over the eyes, that way players can do the whole Black Hawk Down SWD goggle thing. Does that sound cool?

untold temple
#

Unfortunately the goggle model switching only works if you include one thermal or NVG mode

simple trout
#

And I figured out how to remove the NVG ability

untold temple
#

it doesn't work with just normal vision

simple trout
#

What?!

untold temple
#

Yeah, I know

#

it's lame

simple trout
#

Damnit ArmA!!!

untold temple
#

I tried it way back when BI introduced the additional vision modes for helmet mounted devices, with Apex IIRC

#

even asked for an additional "Normal2" or whatever mode to provide the model switching

simple trout
#

ugh...it'd be nice if they actually made dust or the sun affect your vision and functional goggles or glasses to do something

idle matrix
#

ACE does

dusty epoch
#

is there a way of altering the line width of CT_LINE ?

dusty epoch
sullen fulcrum
#

is there a guide somewhere to kickstart your mission to make an arma mod?

#

its not exactly a retexture mod because I have my own models and stuff

#

my old team only showed me how to code in the helmets and stuff because we retextured some gear from the workshop into our own mod but thats about it im trying to make my own mod

#

my bad if this is wrong channel

dry carbon
#

Hey guys. VTOLs... ugh.
Is there a way to control when the engines tilt. like a speed range?

woven flax
#

Anyone ever had it where the getinpoint moves on vehicles after X passengers have boarded?
It seems my vehicle moves the get in scroll where location on the model after 7 or so people get in. It moves the point almost a meter to the left and forward.

woven flax
#

After tests it appears to be an ACE problem

vernal whale
#

Hi,

I'm not 100% sure is config correct channel for this question but let's try.

How you guys handle multiple CfgFunctions in one same mission? The open-world mission I'm currenlty creating happens to be first one where I need to use two different functions at the same mission. TedHo's HLF inf unit UnitCapture/play and 7erra's Arsenal shop.

Both works well when only one of the is included in the mission but once both of them are implemented one of them doesn't work.

The closest of victory I've got is with the following on description.ext

class CfgFunctions
{
#include "arsenalShop\cfgFunctions.hpp"

#include "functions1.hpp"

};

In functions1.hpp I got the HLF UnitCapture/Play stuff and it works. However when I start the mission I got the pictures error. https://ibb.co/YtZ77CV Line 3 in confing.sqf I haven't touched and it works when HLF-function is not implemented so the problems is clearly concentrated on having two CfgFunctions at the same mission.

If you think this question should be in other conversation let me know that too. Thx in advance.

loud nova
#

Does anyone have a Carrier Rig Vest config i can use?

woven flax
#

@loud nova Look in P:\a3\characters_f

#

Thats where the carrier rigs are

woven flax
#

When creating getin/out points, am I able to make several or increase the radius of the mempoint?

untold temple
#

there's a getInRadius parameter

woven flax
#

@untold temple thank you

amber ingot
#

Does anyone know if I could add a dragging action to Land_Ground_sheet_F ?

hearty sandal
#

what kind of dragging?

amber ingot
#

well Id like to do ACE dragging

gritty rune
#

anyone knows why attendant = 1 in a helo doesn't give the heal at option?

stoic lily
#

it was working prior to A3. no idea why it no longer should
did you compare configs yet?

grand creek
#

Is there a class name of a unit without uniform and anything?

#

Which I can createUnit

#

I'm going to set loadout manually later

gritty rune
#

@stoic lily not compared configs yet, just added attendant = 1; to the UH-1 medevac in Unsung and I don't get the heal at option. The M-113 Ambulance has the same setting and works, hence I thought it might be a helo specific thing

stoic lily
#

i only know it worked since OFP in helos. you could try the setUnitTrait command if that works also on vehicles

candid flower
#

i noticed that ACE has compositions added to their mod to allow for the deployment of pre-arranged 'fire bases.' how exactly does one do that? like, how do you save an arrangement of buildings into your mod's actual config.cpp file to make this happen?

grand zinc
#

@candid flower I don't think ACE is adding them.
CfgGroups >> Empty
Has all of them.

quasi sonnet
stoic lily
#

why not just regenerate it?

hearty sandal
#

Im curious for the reason too

#

never heard anyone wanting to do that

#

@still orbit tell us your sikrits

dry carbon
#

Is it possible to configure two different types of fixed guns on aircraft?

#

e.g.: if I wanted to switch from a Twin 20mm to a 30mm

#

but coming from separate barrels

stoic lily
#

maybe mikero tools can do it. not sure

#

manual edit should not work as it contains a hash afaik

hot pine
#

@dry carbon if you have those weapons configured as pylons then yes

dry carbon
#

Hmm... I'm just not sure how the pylon system works. I see that's for the dynamic loadout, primarily, right?

#

My plan was to make new vehicle weapons using existing magazines, including guns, bombs, and missiles, and for any crew member...

#

however it is a lot more convoluted than I anticipated

#

I know it's a lot to take on, but I think if I have a good starting point I can pick it up.

dry carbon
#

I'm thankful for pages like this: https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts. However, the amount of time and effor taken to make this could have been used to make a video tutorial. This is good for reference, but sometimes we really need hand holding to make sense of this. 🤕

#

And judging by this: class CfgNonAIVehicles, it may be fair to assume that since the task requires pylons, but pylons aren't meant for AI, that AI wouldn't have the ability to switch between afixed guns. Is that correct?

toxic solar
#

on the kajman, the copilots gun has 2 muzzles,one for AP mag and one for HE mag, if one of the mags is empty u can still select it. Is there away to make it so that if a mag is empty that muzzle wont show up?

hearty sandal
#

I dont think there is

#

only way might be to remove the weapon from the turret with a script

toxic solar
#

ah rip, i guess so, I wanna avoid having to cycle though like 5 weapons

hot pine
#

@dry carbon ai will be able to switch through them

faint echo
#

Hi, I would like to enable heli copilot camera but I don't know how to do. Does anyone can help me please?

weary pebble
#

Hey, i have a question, i think its here for this.
I noticed that when you are zeus you can atrach flags to players.
Was wondering how would one br able to make a flag with his unit logo.

gilded lake
#

I think unit logos only work on vehicles

weary pebble
#

Thats why i m asking if i can make an addon eith the unit logo as a .paa and make it able to work as a flag

gilded lake
#

sure

#

and I'm sure you can add custom flags through config

#

check the config browser I guess

weary pebble
#

Thanx

wise oasis
#

questionnn

#

so ammoboxes are destroyable, but some containers aren't (ie plastic pelican cases)

#

is there something i can add to a custom crate that makes it destroyable or do i have to inherit from an ammobox for this

#

wanna yeet incendiaries on my ammoboxes after i'm done with them but the plastic is too strong 😦

wise oasis
#

ah figured it out, destrType i think?

astral pagoda
#

5/7 description Clap

#

@grand zinc monkaS

grand zinc
#

👀

#

Aw bummer

#

!purgeban BerkeCan 0 trying to make norecoil hack

#

That avatar was quite cute.

toxic solar
#

dont mods already do that

weary pebble
#

hi, anyone able to help me, i cant figure out why my markers that i did wont work

#

they show up in game as a vanila marker

#

i tried both .jpg and .paa

ivory iris
#

hi - im having a "circular addon dependency" error come up for my own mod, but nowhere in the config files does it indicate a reverse dependency

#

any advice?

novel laurel
#

hey there, question

#

is the "mass" variable in config measured in kilograms or pounds

stoic lily
#

@ivory iris cfgPatches-requiredAddons

ivory iris
#
    {
        addonRootClass = "PR_Weaponry";
        requiredAddons[] = {"A3_Data_F","PR_Weaponry"};```
#

^this is my PR_E_Rifle config.cpp

#

requiredAddons[] = {"A3_Data_F","A3_Sounds_F"};

#

^this is my PR_Weaponry config

#

@stoic lily

#

the latter shouldn't be dependent on the former, but the game says otherwise

stoic lily
#

built by?

ivory iris
#

Mikero

#

it didn't give any errors

stoic lily
#

check the extracted configs

ivory iris
#

but the game on startup gives errors

stoic lily
#

or disable "redo dependencies" in pboproject

ivory iris
#

^trying that now

stoic lily
#

(that said it indicates your config using faulty config/inheritance design)

ivory iris
#

a previous version of this gun i made was working in game, but had no textures. This time I added an updated model and new textures, but didn't touch the config.cpp. and its giving me the error

#

using the same folder structure and everything else

stoic lily
#

make sure also to delete old pbos you may still load alongside by mistake

hot pine
#

@novel laurel It's in Ondreons - mystical unit used by BI programmers which combines mass & volume

#

fuelCapacity on ground vehicles also use Ondreons

novel laurel
#

is there a way to translate that to KG

hot pine
#

only exception are helicopters

#

well, not really, ACE is using made up formula for that which you can also try to use

#

and that formula is not going to work correctly all the time because you can have small objects with high mass or big objects (which won't i.e. fit vest pocket) with very small weight

novel laurel
#

darn

#

thanks for the reply though

grand zinc
#

@novel laurel is the "mass" variable in config measured in kilograms or pounds neither

#

Awww too slow

novel laurel
#

yee

grand zinc
#

We literally talked about that yesterday in scripting

novel laurel
#

kinda wish it were a little more intuitive

grand zinc
#

Wait I'll find it for ya

novel laurel
#

oh I don't pay much attention

grand zinc
#

But as reyhard said, it's a made up formula that just get's close to the real world weight in most cases

hearty sandal
#

Where does one need exact kg weights like that?

grand zinc
#

ACE tells you your "inventory weight"

#

It's easier for a human to see "Ah this gun weighs 3kg" instead of "ah this gun weighs 66.138 mass units"

#

TLDR; Human interfacing

novel laurel
#

yeah, it's good for determining the inventory weight of things

#

for my own purposes, "things" being custom inventory items like keycards and whatnot

#

it's more intuitive when compared to the practical effects on a player's inventory, likewise with IRL weapon weights and things like that

north sluice
#

In a config, What is a land prefix, why is it important and what does it do?

hot pine
#

Land prefix is linking p3ds with map objects

#

otherwise p3ds on the map would be just a mesh without any functionality beside collision

north sluice
#

So do map objects need to be a seperate config entity from their regular conterpart

hot pine
#

?

#

Could you elaborate?

somber cloak
#

map objects should always have a land_xx classname, this is their 'regular' classname.

#

see these two wiki articles for more details

#

in short, no land_xx class = none of your building animations will work when used within a wrp.

#

@north sluice ^^

#

there is a test house within the arma 3 samples on steam, should you need an up to date config example.

north sluice
#

Ah ok thank you. So i should put land_ in front of most of my classnames if i plan to use them in my wrp

hearty sandal
#

if anything is terrain placed and has any animations or interactions then it needs the land_ prefix in the classname yes

magic wagon
#

If I have two images in a dialog ontop of eachother, what determines which one has priority and would be ontop of the other?

hot pine
#

their order in cfg

magic wagon
#

ah okay, thank you

gritty rune
#

lately I asked why the attendant = 1 setting didn't enable healing on an Unsung helicopter. Turned out that you need to define a mempoint in the model as well, by default memoryPointSupply = "doplnovani";

hearty sandal
#

it would probably default to the model origin

#

so it migth be there but cant be accessed

gritty rune
#

just discovered that it doesn't work if you have more than one doplnovani in the model. The Unsung UH-1 had 2, the CH-53 had 3, both didn't work. The MH-13 and CH-47 had one each, and worked

hearty sandal
#

if theres many points it might take the madian middle point of them

#

so it migth get hidden somewhere in the model

gritty rune
#

hmm, I simply used shift-d and set the supplyRadius to 7.5 and then it worked

tiny sky
#

I might be missing something, but there's some weirdness going on with UI images I haven't seen before. Here's what I'm getting as an error

#

Picture equip\w\w_tec_csat\csat_penah\data\ui\icon_penah_arid_ca.paa.paa not found

#

For reference, the path in the config is picture="TEC_CSAT\CSAT_Penah\Data\UI\icon_penah_arid_ca.paa";

#

And the path matches with what's outlined in the config. I had everything working fine packing with Addon Builder, then started fixing stuff with Mikero's tools (adding TEC_CSAT\ in front of the path) and that's where the problem started

somber cloak
#

equip\w\w_tec_csat\csat_penah\data\ui\icon_penah_arid_ca.paa.paa .paa.paa

#

without seeing your config, and knowing filepaths your using its very hard to diagnose

#

is the full file path for your paa file p:\TEC_CSAT\CSAT_Penah\Data\UI\ ?

hot pine
#

@tiny sky you need slash at the beginning

#

Otherwise engine uses ofp routines

#

And looks for pić equip/w

tiny sky
#

Interesting. Just for UI pictures? The rest of the textures work just fine

hot pine
#

Gear system

tiny sky
#

Ah. I'll try that then

fathom thorn
#

Hi guys. Im having a tank that turns slightly to the right when driving forward. I checked that I dont have any uneaven geometry and my mass distribution is also even on both sides. What can cause this?

tiny sky
#

@hot pine Thanks for the help man, just threw that in this morning and works again. What an odd little quirk...

glad epoch
#

Is there a grammar somewhere that defines the config file syntax? Perhaps someone has a tool on github and already has a parser? Thanks.

grand zinc
#

there are multiple parsers for config

#

I guess armake is the easiest to read. bison

glad epoch
#

thanks, bison/yacc is perfect.

lofty zealot
#
NODE = 'class' CONFIGNODE | VALUENODE;
CONFIGNODE = ident [ ':' ident ] '{' NODELIST '}'
VALUENODE = ident ('=' (STRING | NUMBER | LOCALIZATION) | '[' ']' '=' ARRAY);
STRING = '"' { any | "\"\"" } '"' | '\'' { any | "''" } '\'';
NUMBER = [ '-' ] num [ '.' num ];
LOCALIZATION = '$' ident;
ARRAY = '{' [ VALUE { ',' VALUE } ] '}'
VALUE = STRING | NUMBER | LOCALIZATION | ARRAY;```
#

though ... the += operator is not in here + the actual "ANY" is missing

#
class something
{
    weirdstring = i hate using quotes;
};
#

and technically, localization is a workaround for that

#

and ... more stuff

#

i really should rewrite sqf-vms config parser someday

weary pebble
#
{
    class Flag 
    {
        name="RR_FLAG_";
        icon="roughrider\rr_addon\addons\Flag\data\Flag_co.paa";
        color[] = {1,1,1,1};
        size = 48;
        scope = 2;
        scopeCurator=2;
        shadow=0;
        markerClass="RoughRiders_POS";
        texture="roughrider\rr_addon\addons\Flag\data\Flag_co.paa";
    };
};
#

this is my script

#

idk why it doesnt work

sage rivet
#

Need some help with custom markers too.. I'm using someones else config as an example

#
class CfgPatches
{
    class BST_Map_Markers
    {
        units[] = { };
        weapons[] = { };
        requiredVersion=0.1;
        requiredAddons[] = {};
    };
};
class CfgMarkerClasses
{
    class BST_ofpmarker
    {
        displayName="$STR_Han_OFP";
    };
};

class CfgMarkers
{

    class BST_Arrow
    {
        name=BST_Arrow;
        icon="BEA_Markers\data\marker_arrow_point_right.paa";
        color[]= {0.9,0.1,0.1,0.8};
        size = 32;
        scope=2;
        scopeCurator=2;
        shadow=1;
        markerClass="BST_ofpmarker";
    };


};
#

Display name wont work

weary pebble
#

Ahere you have written nam = BST_ Arrow
You foegot to put ""

#

So like name "Bst-arrow"

woven flax
#

What controls if a gunner or pilot can lock onto a target for a vehicle

stoic lily
#

sensorPosition is optional, zamerny may exist always
anyhow these are geo lod if i am not mistaken, so wont help ya

silver pumice
#

How am I able to create a constant screen shake in the cockpit of an aircraft? Similar to something you’d see in X plane or flight simulator?

lethal sandal
#

@silver pumice

#

Something along the lines of sqf while {Alive player} do { uisleep 0.5; if((vehicle player) isKindOf "AIR") then { addcamshake blablabla; } else { enablecamshake false; };

#

Just threw that together

#

Yeah its sqf but i couldnt think of a cfg way to do that right now

#

You can Just run that as a fnc in init tho.no cute puppies will get harmed

sharp pagoda
#

Rather quick question about AirFriction value. I got the formula but I can't determine/get the acceleration variable. I have my velocity, since I presume that is my typical/maxspeed. But I don't know what to use for my acceleration

silver pumice
#

@lethal sandal great I’ll test this out. I was messing around with some CFG ways but couldn’t get any to work right. I can deal with SQF for now haha!

lethal sandal
#

just enter your camshake params correctly,i didnt bother putting them there

silver pumice
#

@lethal sandal Works great thank you

lethal sandal
#

@silver pumice youre welcome

storm rune
#

I tried looking around but could find it anywhere, what does weaponPoolAvailable = 1; do?

cobalt laurel
#

If there a way with animationSources using hide values to tie that into weapons? To expand. If I have a helicopter with rocket pods that I can hide. Can that disable weapons, and vice versa, if I choose to unhide the pylons, the weapons are active again?

untold temple
#

No

#

can't make additional animation sources for weapons

#

oh wait, you're on about a vehicle

cobalt laurel
#

yeah

#

I saw something on the IDAP van that could hide cargo seats and thought if something similar was available for vehicle weapons

untold temple
#

you can add scripts to onPhaseChanged

cobalt laurel
#

Just trying to cut out having multiple armed, and unarmed version of a MI-17

#

models I mean

untold temple
#

Can maybe use dynamic loadouts for that

#

Possible to show pylon models only when a weapon is loaded on the vehicle

cobalt laurel
#

hmm maybe

untold temple
#

e.g source = "pylonIsEmpty.1"; source = "pylonIsEmpty.5"; type sources

#

Those work on the basis that if there is no magazine from the loudout editor in a given pylon, the bone will be animated

#

I've only tried it with single pylons, but i imagine if you use the same bone for multiple pylons, it will show if there is a mag in any one of those pylons, and only hide when they are all empty

shut thorn
#

Could someone explain how to add a custom vehicle modification to my config.cpp? What I mean is that I am creating a custom faction utilizing base game assets, but would like all of their vehicles to spawn in with SLAT Cages, tools, and baggage visible.

#

I am not looking to change the model of any vehicles, simply add the modifications that Arma includes in its base game

shut thorn
#

Or making custom units spawn in a vanilla vehicle in a custom group

autumn crater
#

@young oar hey, we have a couple guys working on some custom skeletons and animations. Any advice?

hearty sandal
#

dontdoeeeet!

#

😝

#

joking joking

shut thorn
#

Could someone explain how to make custom units spawn inside a vehicle within CfgGroups? I am trying to make an indep composition which is essentially just a vanilla vehicle with modded units inside of it

shut thorn
#

I have just found that there is a function that exports compositions to groups called BIS_fnc_exportCfgGroups, but I cannot find any documentation on how to actually use it

tardy fossil
#

In order do create a new vest, do you have to create a unit also?

hearty sandal
#

no

tardy fossil
#

sometimes I really hate ARma

#

ARMA

hearty sandal
#

you must turn that into a productive love hate force

robust path
#

Look at the source in functions_f @shut thorn ? May shed some light

digital granite
#

I have an issue where I can't seem to get the uniform to show any of its stats in the VA even though the values are there in the configs

rustic cape
#

I'm struggling with armor and passThrough values for a modded vest. Initially this vest is poorly configured. It inherits from Vest_NoCamo_Base so it does not have any kind of protection against bullets. I took armor values from a visually similar vest in order to add some basic protection. I literally copy-pasted it. It builds well, and values are shown in config explorer. But in virtual arsenal, "ballistic protection" and "explosion shielding" are both still 0. I don't get it. I'm still browsing the whole config of the other vest in order to spot differencies, but so far, I had no luck. Here is the actuel piece of code I use for the "todo" vest, which is exactly the same for the "already done" vest :

#
        descriptionShort="$STR_A3_SP_AL_IV";
        class ItemInfo: ItemInfo {
            uniformModel="\path\to_model.p3d";
            containerClass="Supply200";
            mass=15;
            class HitpointsProtectionInfo {
                class Chest {
                    HitpointName="HitChest";
                    armor=25;
                    PassThrough=0.30000001;
                };
                class Diaphragm {
                    HitpointName="HitDiaphragm";
                    armor=25;
                    PassThrough=0.30000001;
                };
                class Abdomen {
                    hitpointName="HitAbdomen";
                    armor=25;
                    passThrough=0.30000001;
                };
                class Body {
                    hitpointName="HitBody";
                    passThrough=0.30000001;
                };
            };
        };
    };```
rustic cape
#

EDIT : after a few quick tests in VA, it looks like values are properly used by damage calculation, but VA stats are incorrectly displayed. Do I miss something ?

sharp pagoda
#

Has anyone tried to make a tank UAV or something like that

terse anvil
#

tank ugv?

#

or a flying tank

tiny sky
#

Alright, I got a helicopter that is hovering like a foot or two off the ground when it's all sitting there and parked. As far as I have checked the landcontact, geo, model, etc. all line up... Is there something I'm missing that might cause things to do this? In editor it appears sitting on the ground fine until it spawns, in which case it floats above the ground

tiny sky
#

And I just checked, it appears to be an AFM problem

silver pumice
#

Where am I able to define the ground contact points with an aircrafts AFM? Right now my helicopters skids are clipped into the ground.

strange egret
#

do you have roadway lod?

winter obsidian
#

how does "radarTarget" and "radarType" work? am I able to use this for stuff like disabling radar for a jet, or hiding vehicles on radar? or am I interpreting it wrong

robust path
winter obsidian
#

i see, thank you!

hot pine
#

@silver pumice in afm xml

viral rapids
#

Was is possible to run a for-loop as macro in configs?

#

🤔

opal crater
#

You mean you want to generate the config with a loop?

#

It's not possible to do that.

viral rapids
#

damnit

opal crater
viral rapids
#

time to write the macro completely

#

tbh, kinda like that will happen 😂

grand zinc
lofty zealot
#

as i already noted "ages ago"

#

we need a #pragma

#

so i can finally do stuff like this:

#pragma sqfvm dynamic start
print "i am so dynamic";
#pragma sqfvm dynamic end```
opal crater
#

I doubt anyone would want to touch the preprocessor at this age of the project. :D

lofty zealot
#

just want some #pragma instruction that gets parsed

#

so it can throw some error to the user

#

or that the community projects then can seddle on stuff properlöy

#

instead of adding my own stuff

#

which nobody ever then will support anyways ..

#

but well ... think i will actually do that sqf dynamic stuff

silver pumice
#

@hot pine right, where specifically do I edit the position of the gear? I’ve found the ground contact section but not to confident in messing around with values until I know what they reference to lol

untold temple
#

AFM ground contact points are XYZ coordinates relative to the model centre

hot pine
#

Not exactly - those values are referencing rtd center memory point

#

I will type name of it once I'm back home

untold temple
#

what if you don't define the centre memory point... 🤔

#

The coordinate system is different to the O2 one though IIRC? Was the vertical axis Z (2th index in the array) or something

north sluice
#

is there a config reference for a character that disables movement with keyboard and only allows mouse movment as an input?

tiny sky
#

@silver pumice I've also been working on this issue. In the AFM XML you can go to <GroundContacts> and see a whole bunch of parameters there

#

Like I'm tweaking my front wheel contacts so they don't float or clip either and there are terms like MountStation that determines where the suspension starts (xyz coords relative to the center of gravity centerpoint you define in AFM near the top) and then other stuff like SuspensionLength

#

That's for wheels though

#

But it has gotten me to stop floating/clipping

#

I have a new problem that arises: my helicopter literally just rotates perfectly clockwise when I take off and fly. It's not an unstable clockwise that would make it crash: just clockwise. I'm not sure what the problem is with AFM in terms of values. I'm editing the Orca AFM XML since my helicopter is similarly sized, but I'm not sure what would make it rotate clockwise like that.

woven flax
#

Is anyone aware if Pylons work on ground classes like tanks/cars?

untold temple
#

they do, yes

#

HIMARS in RHS is using pylons

hot pine
#

@silver pumice
class RotorLibHelicopterProperties: RotorLibHelicopterProperties { rtd_center = "rtd_center";

silver pumice
#

@tiny sky that sounds like tailrotor feedback? Not sure if that was actually something implemented into arma 3 though? That’s odd

strange egret
#

i just dumped full config for checking some config errors - 1.2mio lines in the config. And for whatever reason the viewer jumps to exactly where its spoilering contact dlc stuff 😩

brazen merlin
#

whats so spoilering

hearty sandal
#

||NO SPOILERS||

grand zinc
#

👀

stable sandal
#

I'll do my best to explain my issues but I really confused about what is going on. Here are the main problems that I have encountered.

- 1
   • a. One PBO wich contains configs doesn't load when packed with PBOProject: every files are combined in config.cpp. Loading the content of the config as part of an addon doesn't work but putting it inside a mission and it does. It doesn't even shows in the Arma 3 RPT logs as loaded.
   • b. But, packing the addon with Addon Builder/PBO Manager works. The class can be loaded and seen in the config editor.
- 2
   • a. Another addon, containing only a stringtable and a config is loading fine (no matter what packing method is used) but running the command `isLocalized` on any entry will return false.
   • b. But, when loading the GUI (wich is in the PBO in #1, and when using the method that make it "works"), 1 string (STR_evg_loadout) out of the 13 or 14, is translated correctly (when changing language it still works and shows the correct translation set for the language) even if `isLocalized` returns false.

Logs (With PBOProject): https://pastebin.com/5XKNkK4h
Logs (With Addon Builder): https://pastebin.com/ThPvwyfj
Happens both on Dev and Stable Branch. All logs are normal, no errors, not anything. Tried on P Drive and normal drive. Arma correctly detect the PBO when it is added (in the launcher).
If you need any additional informations like logs/sources/... just ask me, I'll be happy to send them and sorry if it's a bit unclear but eh that's really weird.

Edit: I also try to search for similar issues but without much success, not even sure where to begin with 😕

grand zinc
#
  1. duplicate pboprefix, duplicate CfgPatches entry, no CfgPatches entry
#
  1. CfgPatches entry?
stable sandal
#

Mhh not CfgPatches, pretty sure that all are unique but will check for Pboprefix

#

So for CfgPatches, all are in and there is no duplicate. Now for pbprefix, there was indeed a duplicate in an empty addon and I got back my pbo regardless of the packing tool. Now for translations, they are still somewhat broken but I'll perform more test tomorrow.
I guess it would be nice to have pboprefix duplication detection in pbo manager.

Thanks for the help 👍

grand zinc
#

"in pbo manager" just don't use garbage tools

stable sandal
#

oupps, i meant pboproject. Or I didn't see the options to show those.

grand zinc
#

You can just open the pbo with notepad++, prefix is righta t the start

#

I could make a quick 5 minute tool that checks prefixes of all pbos in arma folder to check for duplicates. but... You so rarely need that, that it would be useless 😄

stable sandal
#

Even if it useless I will probably do it, sounds like a pretty easy thing that I can do to get into a new language ^^

tardy fossil
#

probably a stupid question but class names in mods have to be completely unique correct?

robust path
#

In one mod yes... between mods no

tardy fossil
#

but if I had a vest in one mod... STY_Vest and the same in another, wouldn't one overwrite the other?

robust path
#

Yes. That's why between mods you can do that - actually not sure whether you can or cannot have the same classname in a single mod though (maybe a veteran could comment - though overriding a class name within a mod would not be optimal...)

#

I use that to change the models used for one mod I use to use the model in another mod I use via a simple config.cpp entry in a mod that depends on the first two

tardy fossil
#

ok so then yeah, class names do need to be completely unique

#

easy enough but just another thing I didn't take into account in the beginning

robust path
#

Oh yes... if you don't want them overwritten... assumed you wanted the overwrite...

tardy fossil
#

nope

#

but thanks

hearty sandal
#

all unique yes. preferably also between different addons. Which its polite to tag all your stuff with unique tag

#

configs, folders, files whatnot

#

not the engine operation files like config.cpp and model.cfg though

dry carbon
#

Hatches and canopies. Is it possible in configs to limit or force how and when they are opened? On planes, it bugs me that they are open by default. On tanks it bugs me that they open when the player turns in/turns out but not when they enter/exit. I have a tank that would greatly benefit from disabling turn in/out, but still needs an enter/exit hatch anim.

dry carbon
#

The AI tend to drive around in turn out mode, which for this tank is ridiculous. They also are not vulnerable, so it's kind of confusing. For visual: https://youtu.be/MiESVHd8FhM?t=72

hot pine
#

@dry carbon door anims

#

You can take a look how it works in RHS

lapis oar
#

How can I make a 100% bulletproof helmet

#

that will take 0 damage

#

or can i somehow script it so when a player is wearing it they will be invincible?

lapis oar
#

anyone?

hearty sandal
#

You can play with damage eventhandlers

lapis oar
#

how would I add that to the helmet though

hearty sandal
#

You can't, you would have to Check if that helmet is on and do stuff

dry carbon
#

I think people are generally disinterested in enabling the creation of such a thing? Sounds uber

hearty sandal
#

Ye

lapis oar
#

i'd preferably not make them completely invincible

hearty sandal
#

Also assuming you're not trying to create some sort of cheat

lapis oar
#

yeah if I was doing that i would just do player allowDamage 0

#

Basically in my unit theres a meme with our gunny that he never dies so i'm trying to make a hat that solidifies that lol

#

dont want him to be 100% invulnerable just close to it

hearty sandal
#

With scripts the eventhandlers is the way to go.

lapis oar
#

i was mainly interested in the passthrough

hearty sandal
#

So are you editing the config or making a script?

lapis oar
#

config

#

its on a custom hat

#

with a custom model and all

hearty sandal
#

Ah, initial question confused me

lapis oar
#

yeah sorry bout that

#

all I know is passthrough = 0 doesnt do anything

dry carbon
#

did you try passthrough = 1?

#

seems like that'd be the passing through

lapis oar
#

doesnt that make everything passthrough

#

lmao

dry carbon
#

I don't know LOL

#

it just seems like since 0 is generally "FALSE" then it's definitely not letting anything through.

lapis oar
#

you would think so

#

but setting it to 0 doesnt help

#

unless i did it wrong :p

dry carbon
#

It's not the best option, though, if you want it to "ding" off the helmet

lapis oar
#

well the meme in the unit is that the Gunny never dies so I made a campaign hat

#

it has armor on every single hitpoint

#

the armor on each hitpoint is 99999999999999999999999999999999999 + 27 or more 9's but it seems like it only takes 5 7.62s to kill when shooting the chest

#

well now it seems like 23 7.62s point blank lmao

dry carbon
#

Try this: in the GEOM LOD create a box and label it head. move it below the neckline

lapis oar
#

that might be good enough for me

#

not my p3d

#

i got permission to retex but i couldnt get the original p3d

dry carbon
#

oic

#

that was just an experimental idea anyway

#

I didn't think it would work, but I was curious enough what it would do to see if you'd try

lapis oar
#

well either way i think i got it to where i like it

#

ironically it can only take 2 shots from 7.62 to the head through the hat and 1 to the face but it can take about 28 to the body

old gulch
#

Does anyone know an easy way to add a reflector to a vehicle without going in and actually adding bones and such to the model? A reflector for a headlight basically

hearty sandal
#

needs memorypoints

#

not bones

#

so no, that would need editing the actual model

#

@old gulch

old gulch
#

Most models have memory points onthem already don't they?

#

Would it be possible to use those?

hearty sandal
#

well it would work properly only if they are in right place. Also reflectors need position and direction memorypoints

#

so they cant be just anything

old gulch
#

Optics and such have those, thats what I've been trying to run it through at the moment

#

using the commander optics start and direction

hearty sandal
#

so are you trying to do a search light?

old gulch
#

Basically

#
aggregateReflectors[] = {["light1"]};

    class Reflectors: Reflectors {
    class light1 {
    ambient[] = {10,10,12};
    color[] = {1000,1000,1200};
    coneFadeCoef = 6;
    direction = "commander_weapon_view";
    flareMaxDistance = 750;
    flareSize = 0.9;
    hitpoint = "HitGun";
    innerAngle = 30;
    intensity = 6;
    outerAngle = 60;
    position = "commanderview";
    // selection = "Light_1_hide";
    size = 1;
    useFlare = 1;
 
        class Attenuation {
        constant = 0;
        hardLimitEnd = 70;
        hardLimitStart = 50;
        linear = 2;
        quadratic = 0.5;
        start = 0;
        };
    };
 };
};```
hearty sandal
#

soo this is inside the turret class?

old gulch
#

inside the CommanderOptics class

#

which is inside the base

hearty sandal
#

            class Turrets: Turrets
            {
                class MainTurret: MainTurret
                {
                    class Turrets: Turrets
                    {
                        class CommanderOptics: CommanderOptics
                        {```
#

like this?

old gulch
#

No its

    {
    class CommanderOptics
    {
    class Reflectors:```
hearty sandal
#

that does not feel right

old gulch
#

thats where i found it under the actual file

#

the BI file at least

hearty sandal
#

in config viewer?

old gulch
#

yea

hearty sandal
#

that probably has some obsolete stuff it inherits from one of the base classes

old gulch
#

Hmm

hearty sandal
#

I dont think static turrets have those points

old gulch
#

Ok, let me find it off the gunner view then

hearty sandal
#

also the reflectors class would be at the same level as class turrets

#

not inside it

old gulch
#

Yea thats how I originally had it but I noticed there was one inside the commandersoptics section too

#

so I figured I'd at least try that

#

no suprise it didn't work

hearty sandal
#

no idea where it gets there because cant find any class that has class reflectors inside a turret class in the all in one config dump

#

@astral pagoda feel free to air your thoughts you were writing earlier 😄

#

oh actually I did find one 😄

#

                    class Reflectors
                    {
                        class CommanderTurret_searchLight
                        {
                            color[] = {1040, 2180, 2550};
                            ambient[] = {70, 75, 100};
                            position = "lightCommanderTurret_searchLight_pos";
                            direction = "lightCommanderTurret_searchLight_dir";
                            hitpoint = "hitPoint_lightCommanderTurret_searchLight";
                            selection = "lightCommanderTurret_searchLight";
                            size = 1;
                            innerAngle = 2;
                            outerAngle = 10;
                            coneFadeCoef = 10;
                            intensity = 1000;
                            useFlare = 1;
                            dayLight = 1;
                            FlareSize = 4;
                            class Attenuation
                            {
                                start = 0;
                                constant = 0;
                                linear = 0;
                                quadratic = 0.05;
                                hardLimitStart = 400;
                                hardLimitEnd = 450;
                            };
                        };
                    };
                    aggregateReflectors[] = {{}};```
#

from GMs BTR-60

old gulch
#

Ok.

#

...hmm so why doesn't mine work? I keep getting errors on it

#

that doesn't look too different...

hearty sandal
#

what errors you get?

#

would be easier to debug if you write down all the info at once

old gulch
#

yes one moment

#

So with this: ```class Turrets: Turrets {
class MainTurret: MainTurret {
maxCamElev = 35;
minCamElev = -20;
minTurn= -45;
maxturn= 45;
weapons[]={"HMG_static_MO"};
};

};
class Reflectors: Reflectors {
class light1 {
ambient[] = {10,10,12};
color[] = {1000,1000,1200};
coneFadeCoef = 6;
direction = "pos gunner dir";
flareMaxDistance = 750;
flareSize = 0.9;
hitpoint = "HitGun";
innerAngle = 30;
intensity = 6;
outerAngle = 60;
position = "gunnerview";
// selection = "Light_1_hide";
size = 1;
useFlare = 1;

    class Attenuation {
    constant = 0;
    hardLimitEnd = 70;
    hardLimitStart = 50;
    linear = 2;
    quadratic = 0.5;
    start = 0;
    };
};

};
aggregateReflectors[] = {{}};

};```

I get the error:
No entry: bin\config.bin/CfgVehicles/B_HMG_01_high_F_MO/Reflectors/light1.selection'.

hearty sandal
#

you dont have selection for the light

#

youve commented it out

old gulch
#

What does that do exactly? I mean the selection. I'm not sure what point I need to put for it

hearty sandal
#

if I recall right that would be the selection for the light flare parts of the model

#

so that they hide when light is off

old gulch
#

Ok

#

So if I run that empty should it bug out or will it at least run you think?

hearty sandal
#

empty "" might work

#

or just write "UNGABUNGA"

old gulch
#

Alright

#

Ok... no error but also no light

#

Does it need to be added to aggregate reflectors to work?

#
    class light1 {
    ambient[] = {10,10,12};
    color[] = {1000,1000,1200};
    coneFadeCoef = 6;
    direction = "konec hlavne";
    flareMaxDistance = 750;
    flareSize = 0.9;
    hitpoint = "";
    innerAngle = 30;
    intensity = 6;
    outerAngle = 60;
    position = "usti hlavne";
    selection = "";
    size = 1;
    useFlare = 1;
 
        class Attenuation {
        constant = 0;
        hardLimitEnd = 70;
        hardLimitStart = 50;
        linear = 2;
        quadratic = 0.5;
        start = 0;
        };
    };
 };
 aggregateReflectors[] = {{"light1"}};```
#

Ahh its tehre! Its just backwards!

hearty sandal
#

👌

old gulch
#

Excellent. Thank you so much!

restive veldt
#

when appending entires into an array of a child class, all you have to do is array[] += {"New_entry"} correct? something like this?

base_class 
{
    array[] = {"entry1", "entry2"};
};
new_class : base_class
{
    array[] += {"entry3"};
};
#

in the above example I posted, new_class should return ["entry1", "entry2", "entry3"] when i get that data, correct?

restive veldt
#

I'm having an issue where for some reason even though I know I have inheritance setup properly for the parent class, its overwriting the array that I want to append to.

hearty sandal
#

what array is it?

restive veldt
#

here is a condensed example of my config:

class FIR_F15E_Base;
    class FIR_F15E : FIR_F15E_Base
    {
        class Components;
    };
    class FIR_F15E_Base2 : FIR_F15E
    {
        scope = 0;
        class Components : Components
        {
            class TransportPylonsComponent;
        };
    };
    class FIR_F15E_Base3 : FIR_F15E_Base2
    {
        class Components : Components
        {
            class TransportPylonsComponent : TransportPylonsComponent
            {
                class pylons;
            };
        };
    };
    class FIR_F15E_Base4 : FIR_F15E_Base3
    {
        class Components : Components
        {
            class TransportPylonsComponent : TransportPylonsComponent
            {
                class pylons : pylons
                {
                    class pylons1;
                    .
                    .
                    .
                };
            };
        };
    };
    class FIR_F15E_Wachtervogel : FIR_F15E_Base4
    {
        {
            class TransportPylonsComponent : TransportPylonsComponent
            {
                class pylons : pylons
                {
                    class pylons1 : pylons1
                    {
                        hardpoints[] += {"APM_GAU8_HP","APM_AIM9_45","APM_AIM120_25"};
                    };
                ...```
#

the problem is the hardpoints[] array is getting overwritten instead of getting appended

#

everything is inheriting properly from what I can tell

#

when I check the config for the FIR_F15E_Wachtervogel class that I created, it even has all the proper entries for pylons1 like it should with the exception of the hardpoints array

hearty sandal
#

it is possibe append does not work with it

#

theres one or two such arrays in the configs

restive veldt
#

Idk, i just duplicated the entries to solve the problem

stoic lily
#

+= only works for existing/explicit definitions - not via inheritance

nova scarab
#

hi everybody, I m have a vehicle I made, and I keep getting this error preprocessor failed with error - invalid file name . Does anyone know what it could be?

stoic lily
#

@nova scarab pastebin your config

nova scarab
#

@stoic lily here it goes

#

it says my message is too big

stoic lily
#

pastebin

nova scarab
#

can you see it?

#

@stoic lily sorry I suck at config