#arma3_config

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stoic lily
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this is model.cfg - not config

nova scarab
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yep

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do you need the config?

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i can get you

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stand by

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alright here it is

stoic lily
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where is the rest?

nova scarab
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well it is very big

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cause it has more vehicles

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do you want the whole thing?

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ok let me get it

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@stoic lily here it is the whole thing

stoic lily
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circa Line 2892 Expected Semicolon (or eol)

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class Armory {disabled = 1;}

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circa Line 2923 extraneous character. Expected class, define, or varname

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=> one too much }; at the end

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you should learn about eliteness and lintcheck

nova scarab
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all my friends tell me about it.

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I will try to get it

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I will try to see if the problem persists

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Thank you it seens that it worked

stoic lily
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np

fiery vault
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I'm trying to tweak the range at which the inventory of a vehicle can be opened
so far I've discovered that memoryPointSupply affects the center position for the "inventory" action on the vehicle, but... what determines the distance?

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my guess was supplyRadius, but that's for the specific supply actions of logistics vehicles (e.g. rearm, repair, refuel)

stoic lily
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try getInRadius

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but probably its hardcoded

fiery vault
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hmm, would seems so, because getInRadius is 2.5, yet the action shows at ~4 meters (measured with ASL distance from my eyePos to the memory point pos)

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I wonder if it depends on the bounding box size

stoic lily
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@hot pine do you know more?

somber cloak
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iirc memoryPointSupply is named selection/vertice in memory LOD that is used for position, supplyRadius is the radius around that point which is used for actions,. ReammoBox_F for example uses it for inventory access.

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the centre of the object in this case, being the memory point defined with memoryPointSupply

lucid axle
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is there any parameter I can set so that my addon does not write itself into the requiredMissionAddons ?

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in the mission.sqm I mean

idle matrix
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Don't think so, but you could always simply delete it manually

wicked delta
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I've made an RscInGameUI entry for my static weapon. However, the UI elements don't scale well with the different interface sizes. Currently I've got it set to very large and it's fine, but when I adjust to a smaller interface size in my video options and restart the game, it breaks completely. Config entry here: https://pastebin.com/9LnB4RM2 I've read the page for GUI elements, but whatever I seem to try, it breaks. Any concrete pointers on what I need to do to fix it would be helpful.

sharp pagoda
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can i inherit a base arma 3 weapon, like MMG_02_black_F for my custom weapon and change some parameters for it like, reloadTime or magazineReloadTime?

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Its a vehicle weapon

idle matrix
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you mean, is it possible or is it allowed?

sharp pagoda
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isnt it allowed?

idle matrix
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AFAIK yeah it's allowed

sharp pagoda
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well it seems to be possible

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since it inherits the sound and other properties

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but i cant change the fire rate

idle matrix
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Don't see why it shouldn't be possible

sharp pagoda
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i tried first with my proper calculations

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value of 0.014

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the fire rate didnt change, so i thought it was very similar

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i changed it to something dumm like 0.0000000000000000014 and the fire rate was still the same

idle matrix
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are you sure you're changing the right value?

sharp pagoda
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reloadTime

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reloadTime=1.0
Class
ModeClass
Type
Float
Description
Delay (in seconds) between each individual shot.

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i presume thats what changes the fire rate

idle matrix
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try changing reload time

sharp pagoda
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well, i did some digging and i found out that I needed to change the reloadTime in the manual class

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whenever im trying to spawn it in, and there isnt even a weapon

idle matrix
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yeah scope only accepts numbers, unless whatever you put in has been defined earlier to be the same as a number

sharp pagoda
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this is my code and i cant find any mistaces

#

    class MMG_02_base_F;

    class MG_34_base: MMG_02_base_F
    {
        class close;
        class far;
        class short;
        class medium;
        class manual;
    };

    class MG_34: MG_34_base //inherits 2 parameters from bin\config.bin/CfgWeapons/CannonCore, sources - ["A3_Weapons_F"]
    {
        displayName = "Maschinengewehr 34";
        magazines[] = {"200Rnd_box_792"};
        reloadTime = 0.014;
        magazineReloadTime = 13;
        class manual : manual 
        {
            reloadTime = 0.014;
        };
    };
}```
idle matrix
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it's probably inheriting the scope thing

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you can either put in scope = 0; somewhere

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or #define private 0 at the top of your config

sharp pagoda
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i'll give it a sho

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shot*

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ive setten the scope to 0 but its still the same

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it only happends when i try to change things in the manual class

hearty sandal
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@sharp pagoda are you editing the correct fire mode?

sharp pagoda
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acording to AiO it has a manual, close, short, medium, far_optic1 and far_optic2

hearty sandal
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yeah just looked.

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manual inherits from full_auto

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I wonder why its called manual ๐Ÿ˜›

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in any case

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you are firing it yourself right?

sharp pagoda
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yes

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its a turret

hearty sandal
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ok so to start with give it a new displayName = "Full";

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this is what it inherits from Full_Auto

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this is to test if your firemode is actually used

sharp pagoda
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well, i cant really use it since when i spawn in the vehicle it just say

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and there isnt a weapon

hearty sandal
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the weapon class you use must have scope = 2

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the _base class you are inheriting from has scope = 0 which makes it invisible to the engine

sharp pagoda
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aaaaah okay then

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makes sence

hearty sandal
sharp pagoda
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yoooooooos

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i added it and im going to test it

wheat mural
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When doing a config for a grenade, is there an EH for when it explodes?

grand zinc
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There is a eventhandler afaik

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Ammo eventhandler

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should be on wiki

wheat mural
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Any idea which page? Strugglignt o find useful stuff ๐Ÿ˜ฆ

grand zinc
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Arma 3 eventhandlers

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you can find it via the addEventHandler page

wheat mural
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Except for the fired eventhandler, I'm not seeing anything too useful? ๐Ÿ˜ฆ

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(apologies if I'm being dumb)

lucid axle
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is there a parameter available that tells the game to do not write my addon into the requiredMissionAddons list in the mission.sqm?

hearty sandal
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no

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basically dont load addons you dont want to be required when building a mission Id guess

lucid axle
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I made the addon...

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and I know from some others that they don't show up there when saving the mission

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so I wonder why that is.

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that exactly I want too

hearty sandal
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do you use something from that addon in the mission?

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or does your addon change something in vanilla game?

terse anvil
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Anyone know where a full cfg browser is

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I want to compare how different weapons are configured but I can't find the source of any

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and I found a great one a while back but can't find ti any more

lucid axle
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I guess that could be the issue

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as I create vehicle classes for that matter

hearty sandal
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well that would do it

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@terse anvil in game config viewer or "All in one config dump" dont recall seeing any online config viewers that are kept up to date anymore

terse anvil
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hmm

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ok thanks

hard jolt
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Hello there, guys! I am experimenting on starstreak missile from Phantom hawk - it is fire and forget ingame, but i guess that flightProfiles[] = {"LoalDistance"}; can simulate its uncommon irl SACLOS profile

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main problem is that if i disable any lock missile is flying not strait at all, is there any way to keep LOAL missile tracking target of launcher?

wheat mural
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So only way I've found to determine when a grenade explodes (to run a script) is used fired EVH & then waitUntil isNull _projectile. Anyone know of any better way?

hard jolt
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check out RHS RGO grenades

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i think they use grenade explosion effects or some

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dont remember exaclty

novel lava
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Does anyone know if ballisticComputer settings work for infantry weapons? namely primary weapons?

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I was trying to setup a auto zeroing grenade launcher and while the range finder worked, the zeroing did not

strange egret
idle matrix
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how does the laser rangefinding work then on tanks and IFVs?

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that automatically sets the range right?

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without any locking on either

strange egret
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its a sensor thing (iirc), defined in vehicle class, not in weapon class

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you can try defining one in a soldier class - no guarantee that it would work.

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if you have the rsc rangefinder overlay for the GL its gameplaywise "enough"/ almost equivalent to auto-range - because when you know which range you need to set (which is the biggest obstacle in hitting with GL) its easy as cake

novel lava
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well that's the other thing, I tried to get lockOn to work too and it wouldn't.. that was tryign to lock onto a vehicle

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which is very strange as obviously launchers lock on. I'm gonna guess its because I forgot to set it up in the CfgAmmo

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but yeah I was trying to setup a smart grenade launcher ala the XM25 etc, which has the grenade explode at the exact range entered by the laser

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I also found another issue where the manual zeroing wasn't actually working - it would change but it would not effect the trajectory, this was with just standard arma 3 40mm UGL ammo

hot pine
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@novel lava using submunition?

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Or to be precise shotaubmunition sim

novel lava
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not yet i just wanted to see if the auto-rangefinder could work

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it'd be shotShell

graceful mirage
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Is there a way to make a grenade model disappear on impact?

hot pine
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yes, you need to set negative explosion timer @graceful mirage

#
    class rhs_ammo_rgo_impact : rhs_ammo_rgo
    {
        rhs_submunition = "rhs_ammo_rgo_exp";
        explosionTime = -1; // when -1 grenade explodes on impact
    };```
graceful mirage
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ahh, that easy lol

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thank you

graceful mirage
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1 last thing, is there a way to make it not explode? just disappear

dry sphinx
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so my model isn't sticking to my characters body. I have the model.cfg setup with my p3d name.

hearty sandal
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@graceful mirage theres explosive parameter

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@dry sphinx is the model weighted correctly?

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does it have autocenter = 0 named parameter in geometry lod?

dry sphinx
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it has the autocenter = 0 paramter. In terms of weighted do you me set the mass, if so then yes.

hearty sandal
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no, does it have weighted selections so that it animates with the character animations?

dry sphinx
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I don't believe so.

hearty sandal
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then thats the issue

graceful mirage
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so ive got explosive = 0, but it is still exploding on impact?

dry sphinx
abstract orbit
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Does anyone understand how the RHS configs work for rocket launchers? Im trying to compare the different launchers however I cant figure out where their max penatration is defined

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From my understanding RHS does not use the Hit value for armor damage, it uses penatrator classes, however I cant find any info on how these work

hot pine
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"caliber" param define penetration values

abstract orbit
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I was under the impression RHS had a completly different system

hot pine
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//RHA calibration macro
#define RHA(mm,speed) caliber = __EVAL(mm/((15*speed)/1000));

    class rhs_rpg7v2_pg7vr_penetrator : rhs_ammo_base_penetrator
    {
        warheadName    = TandemHEAT;
        RHA(620,1000)
    };```
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not maybe different system but more different principles

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RHS tanks relies less on overall HP and more on precise cirtical points or crew hitting

abstract orbit
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Can I view those classes through the built in A3 config viewer?

hot pine
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yes

abstract orbit
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are they in cfgammo?

hot pine
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yes

abstract orbit
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Ok thanks, must have missed them

hot pine
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well, what I posted above is from cfgAmmo

grand sinew
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If I have an issue with a faction I made, do I put it here?

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If anyone ever responds, mention me. I have a faction file, I can spawn my units in Eden, but they don't appear in Zeus. What is this caused by and how can I fix it?

dry sphinx
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have you enabled 3rd party content in zeus?

grand sinew
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Yes

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That's not the issue

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Every other mod works

#
{
    class KoziFacs
    {
        // Use meta information from specified addon. Used to avoid repeated declarations.
        addonRootClass = "MyAddon";

        requiredVersion = 1.92;
        requiredAddons[] = {};
        units[] = {};
        weapons[] = {};
    };
};```
I think it's an issue somewhere here but I don't know
idle matrix
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gotta put them in the units array I believe

grand sinew
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Put what in the units array?

idle matrix
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the units you want to spawn?

grand sinew
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I believe it's a problem with that too but idk what to put there

idle matrix
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or does the whole faction not appear?

grand sinew
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Whole faction doesn't appear

idle matrix
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uuh, you'd put the unit classnames there I suppose

grand sinew
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What are the unit classnames? Is it determined by something in my script or

idle matrix
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so something like units[]= { "rifleman", "squadleaderman", "ATman" };

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and how do you not know the unit classnames if you made the faction?

grand sinew
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Because I'm a noob lol

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And yeah I get what you mean

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Thanks, will try this out soon

grand sinew
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@idle matrix By the unit classnames you mean like this:

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class B_KozilandArmy_Rifleman_01 : B_Soldier_F_OCimport_02 {

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?

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Above everything specifying the unit

idle matrix
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yes

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well, just B_KozilandArmy_Rifleman_01 to be specific

grand sinew
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Yeah I assumed

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Thanks so much

idle matrix
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do put it in "" marks though when entering it in the units array

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also, I assume you have a CfgPatches class entry in the config file that also has your units?

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put the classnames in that CfgPatches' units array

grand sinew
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I know, and yeah

sullen fulcrum
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hey guys, quick question when it comes to an object config, am I able to set an object's texture (a screen) to a render to texture?

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class IIIE_Feed : Land_TripodScreen_01_large_F
{
author = "Fros7bite";
displayName = "[IIIE] Feed";
class EventHandlers
{
init = "(_this select 0) setObjectTexture [0, "#(argb,512,512,1)r2t(IIIE_Source,1)"]";

    };
};
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I've got this but it gives me an error

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this is seperate from my scripting question

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this is a purely config question

wild pasture
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It's likely giving an error because of the nested double quotes. If you change them to single quotes like this it should work

init = "(_this select 0) setObjectTexture [0, '#(argb,512,512,1)r2t(IIIE_Source,1)']";

If you really want to use nested double quotes then I think it would be

init = "(_this select 0) setObjectTexture [0, ""#(argb,512,512,1)r2t(IIIE_Source,1)""]";
sullen fulcrum
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@wild pasture thank you so much

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fixed that issue perfectly

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do you know if there is a way to also make a UAV that, when spawned, will automatically send a feed to this screen?

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would showUAVFeed true; work?

wild pasture
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I'm not sure, but if you've put the UAVs PIP on the screen with setObjectTexture, it should also show everytime you open the drone camera on the side panels using [ or ].

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You'd probably need to connect to it first though

sullen fulcrum
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@wild pasture I guess that's why my question is, how to get the UAV's PIP on the screen?

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the idea is that a zeus can place the screen, and a drone, and one sends to the other

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can I get the drone to do it automatically or do I have to attach a camera and so all the extra stuff

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there has to be a more elegant solution than just attaching a camera that follows the gunners position right>

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no way to get the LiveFeed to render to texture automatically?

wild pasture
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showUAVFeed wiki page says to use "#(argb,512,512,1)r2t(uavpipsingleview,1.25)"

sullen fulcrum
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done

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but if you arent connected to the drone, do you see that feed?

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on the screen

wild pasture
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I think you'd need to connect, which you could do through scripting, but I think only one person would be able to see it in multiplayer at the same time.

sullen fulcrum
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yes, and I have no idea how to make that into a config file

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how would I make that camera and all the other stuff attach in a config file?

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so when I spawn the UAV in zeus, it has the camera and everything else ready to go? @wild pasture

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is that possible?

sullen fulcrum
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well got it to work with that script

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but as soon as I take control of it I lose it

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and I cant get it to look at anything

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and when I release/take control of units it goes black..

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hmm

grand zinc
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!issuewarning @sullen fulcrum crossposting

violet driftBOT
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Done.

sullen fulcrum
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@grand zinc I even posted above that this is not a crosspost

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These are two distinct questions.

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One for setting up a config

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The other one for scripting a function

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I even mentioned when I asked the question that this is not a crosspost

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And that they are distinct

graceful mirage
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is there a parameter on grenades to make them do no damage?

grand zinc
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I guess caliber of 0

graceful mirage
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negative

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I'm trying to make a molotov, so im trying to make it 1) disappear on impact (explosionTime = -1;) 2) do little to no damage and 3) not explode

novel lava
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hit and indirectHit not work?

graceful mirage
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will try now

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ahh that did it thank you

high wharf
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What is the PBO size limit?

hearty sandal
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2gb?

high wharf
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ty

grand zinc
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32bit limit

sullen fulcrum
#

hey gents, I wanted to use the NVG slot to make a reversible hat, and use two different models for two different states of the hat (forward, and reverse)

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I have it all working

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but the reverse only shows if I actually enable the vision mode on the 'nvg hat'

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is there a way to 'turn on' the NVGs without going into thermal or night vision mode?

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can I have two 'normal' vision modes I can cycle through?

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or at least remove all effects from the NVG when it is on?

untold temple
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First thing I tried when multiple vision mode HMDs were added with Apex; unfortunately found that the model switching only works if you have NVG or TI modes

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I asked BI in the Dev Branch thread at the time, whether they could add a "normal2" mode or something, but they didn't

sullen fulcrum
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yeah found that out even if I try to fudge it with

    visionMode[] = {"Normal","Normal"};
untold temple
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Yeah, that was what I was trying too

sullen fulcrum
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so no way to do this right now?

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even scripting it so the effect is nothing?

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is there even a WAY to remove the color correction/effects

untold temple
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NVG I think is pretty hardcoded. dunno if disableTIEquipment works

sullen fulcrum
#

that'll just not allow it to turn on right?

untold temple
#

That's what I wondered. I haven't tried it

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there's also disableNVGEquipment

sullen fulcrum
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I'll try it right now

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how would I add this to a config?

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Here's what I got:

class IIIE_Headset : NVGoggles
{
displayName="[IIIE] Headset";
model="\IIIE_Gear\Data\IIIE_Headset.p3d";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\IIIE_Gear\Data\IIIE_Headset.paa"};
picture = "\IIIE_Gear\IIIE.paa";
visionMode[] = {"Normal"};
class ItemInfo
{
type=616;
hmdType=0;
uniformModel="\IIIE_Gear\Data\IIIE_Headset.p3d";
modelOff="\A3\Characters_F\common\capb_headphones.p3d";
hiddenSelections[] = {"Camo"};
hiddenSelectionsTextures[] = {"\IIIE_Gear\Data\IIIE_Headset.paa"};
};
};

untold temple
#

Not sure. Scripting's not my thing. But I'd check how it actually works first using the scripting console ingame before complicating matters by figuring out how to implement it on something where it may not work how you wanted

sullen fulcrum
#

@untold temple if you could get back to me that'd be fantastic, I'll keep tinkering

untold temple
#

By that I mean that's what I would do in your situation. I'm not even at home to launch Arma this evening

sullen fulcrum
#

OH! gotcha, is it even possible to script in a config? would I use an eventhandler? @untold temple

graceful mirage
#

would it be grenadeFireSound[] = {"FilePath"}; to change the sound of a grenade when it explodes?

sullen fulcrum
#

pulling my hair out here

#

my NVGs are using both Camo1 and Camo2 hiddenselections

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when they are ON, everything looks like

#

when they are OFF, the harness uses the Camo1 Texture

#

class IIIE_Goggle_Black : NVGoggles
{
displayName="[IIIE] Goggle (Black)";
simulation="NVGoggles";
showEmpty=0;
value=5;
opticsZoomMin=1;
opticsZoomMax=1;
modelOptics="\IIIE_Gear\Data\IIIE_Scene.p3d";
model="\A3\Weapons_f\binocular\nvg_proxy";
hiddenSelections[] = {"Camo","Camo2"};
hiddenSelectionsTextures[] = {"\IIIE_Gear\Data\IIIE_Goggle_Black.paa","a3\characters_f\common\data\nvg_harness_co.paa"};
picture = "\IIIE_Gear\IIIE.paa";
class Library
{
libTextDesc="$STR_LIB_NV_GOGGLES";
};
descriptionShort="$STR_DSS_NV_GOGGLES";
class ItemInfo
{
type=616;
hmdType=0;
uniformModel="\IIIE_Gear\Data\IIIE_Goggle_On.p3d";
modelOff="\IIIE_Gear\Data\IIIE_Goggle_Off.p3d";
mass=4;
hiddenSelections[] = {"Camo","Camo2"};
hiddenSelectionsTextures[] = {"\IIIE_Gear\Data\IIIE_Goggle_Black.paa","a3\characters_f\common\data\nvg_harness_co.paa"};
};
};

#

why does it work when the NVG is on, but the other strap doesnt?

#

must be something with the model right?

#

dsiregard

#

I just re-saved the model and it works now, must have been corrupted

north sluice
#

Been searhing around the class Turret references but so far cant figure out what missileBeg= "spice rakety" does. Ive concluded that it involves missles but could someone enlighten me further on what it actually does?

hearty sandal
#

Beg and End points create a weapon firing direction vector.

#

Unless proxies or pylons are used

north sluice
#

So you can basically use this to define a rocket pack on your turret instead of putting it in the weapons=?

hearty sandal
#

No it's just the direction the rockets would go.

#

Weapons array would still need the rocket weapon defined

#

Just like you define gunBeg and gunEnd points and have weapons="kannon"

north sluice
#

Oh ok. Thanks goat

tawny sinew
maiden lodge
#

@north sluice and me seem to be working in something simmelar

#

Ive got the Pylons to work and they even pitch up/down with the sensor (+3 to -15 degrees)

#

In SP the rockets shoot out under these angles aa they should. The CCIP pipper even corrects with the motion of the pylons

#

however in MP the rockets the shoot out straight

#

while the CCIP does account for the pylon motion

north sluice
#

So you dont have a weapon you have a pylon system instead? @maiden lodge

maiden lodge
#

exactly

#

the pylon can hold a 4x hellfire rack
or 19x hydra pod

#

the proxies of the pylons are part of a selection that animates with the turret

maiden lodge
#

@hearty sandal any clue?

hearty sandal
#

Not off the top of my head no, so far turrets I've made have always animated both in sp and mp.

north bronze
#

Is there an way to get the weapon reload time? since magazineReloadTime in the config file allways return 0.

novel lava
#

its based on the animation for infantry weapons

north bronze
#

Is there an way to get that?

hearty sandal
#

@north bronze @novel lava the animation plays as long as reloadmagazinetime is set. Perhaps you are fetching it wrong it it returns 0

novel lava
#

no its very much based on the animation, all infantry weapons will return 0 and you can check in config viewer

hot pine
#

animation viewer shows anim duration so probably its somehow possible

#
        _speed = getnumber (_cfgAnim >> "speed");
        _duration = if (_speed != 0) then {abs (1 / _speed)} else {0};```
novel lava
#

ahah

unreal seal
#

Is there a value to disable the damage?

hearty sandal
#

For what kind of object?

unreal seal
#

for a vehilce

hearty sandal
#

What kind of damage?

#

Gunfire, collision, both?

unreal seal
#

all

#

so that its godmode

hearty sandal
#

Probably simplest way would be through damage event handler.

unreal seal
#

and a config variable ?

#

or better for collins

north bronze
#

@hot pine how do you get the _cfgAnim?

#

of the weapon?

hot pine
#

it's fetching speed param from animation name

north bronze
#

How to get the animation name?

untold temple
#

from the reloadAction

dry carbon
#

If there's a better channel to ask then I apologize in advance, but since it's related to configs I'm putting it here: I've got a pboProject log from a failed build, but I can't tell what the problem is. The same result in Noisy Output.

#

here's the short version:

rebuilding vhx_plane\cobra_flightpod\config.cpp.cfgPatches.units[]=...(altered)
No Error(s)
Output is to P:\61jtf\temp\vhx_plane\cobra_flightpod\config.bin

P:\61jtf\temp\vhx_plane\cobra_flightpod\config.bin
1 File(s) copied
vhx_plane\cobra_flightpod\texHeaders.bin
1 File(s) copied
"<Bis Binarise...>" 
""E:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Binarize\Binarize.exe" -targetBonesInterval=56 -textures=P:\61jtf\temp -binPath=F:\ vhx_plane\cobra_flightpod P:\61jtf\temp\vhx_plane\cobra_flightpod" ```
north bronze
#
_cfgAnim = ( gettext (configfile >> "CfgWeapons" >> (currentMuzzle player) >> "reloadAction"));
_speed = getnumber (configfile >> "CfgAnimation" >> _cfgAnim >> "speed"); 
 _duration = if (_speed != 0) then {abs (1 / _speed)} else {0};
_duration

Still returns zero, any other ideas?

grand zinc
#

if speed == 0 then 0

#

why?

north bronze
#

idk

hot pine
#

@north bronze where did you get that "CfgAnimation" ?

#

use in game animation viewer to see where animations are usually located

#

one you double click on animation name in that splendid anim viewer then you should be forwarded to config viewer

north bronze
#

I cant find weapons reload animation

untold temple
#

class CfgGesturesMale>>class States usually

dry carbon
#

when I use Addon Builder/Breaker to push the plane out anyway, I get an in-game warning:
No entry '.model'.

#

Looking that up, it happens when the model.cfg is missing, IIRC. But it isn't missing

north bronze
#
_cfgAnim = ( gettext (configfile >> "CfgWeapons" >> (currentMuzzle player) >> "reloadAction"));
_Time = getNumber (configfile >> "CfgGesturesMale" >> "States" >> _cfgAnim >> "speed");
_Time

Its return the number, but not in seconds is 0.25 for exemple, can I get that time in seconds?

untold temple
#

That's what the _duration = if (_speed != 0) then {abs (1 / _speed)} else {0}; part reyhard wrote, does

north bronze
#

It is possible to return 0?

#

Like, its possible that their times are not there?

hearty sandal
#

@north bronze what does cobra have to do with character reload animations

#

Perhaps you are confusing stuff

#

What is it you are actually trying to do?

north bronze
#

just get the reload times.

untold temple
#

The cobra stuff was @dry carbon 's problem, not @north bronze 's

hearty sandal
#

Oh soz it was rooster yah

#

Mobile Discord skipped a beat xD

#

@dry carbon what does pboproject dos window say?

#

Sounds like a config error. Missing ; or end of class somewhere perhaps.

north bronze
#
_cfgAnim = ( gettext (configfile >> "CfgWeapons" >> (currentMuzzle player) >> "reloadAction"));
_speed = getNumber (configfile >> "CfgGesturesMale" >> "States" >> _cfgAnim >> "speed");
_duration = if (_speed != 0) then {abs (1 / _speed)} else {0};
_duration;

That is the stuff, I get the reload times of any weapon in my hand, thanks for the help @untold temple @hot pine @novel lava

hearty sandal
north bronze
#

oof

dry carbon
#

Sounds like a config error. Missing ; or end of class somewhere perhaps.
@hearty sandal Yeah. I'm scouring for that little bugger right now. It's like trying to find an invisible needle in a stack of needles.

#

I was hoping that pboProject could point it out for me

#

the noisy output is not much better than the short output. It has a big list of things that didn't error, and then it seems to end suddenly as the short one does.

#

pay no attention to the cobra stuff, btw, that's just my naming stuff. It's inconsequetial to my problem

hot pine
#

try to remove all p3ds & model.cfgs

#

and after doing that, use full build option - it will clear temp files

dry carbon
#

k. trying...

#

so...

#

just to make it clear. you mean I should try to copy paste them away and remove all references, or just remove all references?

hot pine
#

remove them from your project by i.e. moving them to some other folder

#

try to pinpoint which file is causing issue

dry carbon
#

ok that would also require removing its reference in the config.cpp, right?

#

I just need to make sure I'm doing thngs right

hot pine
#

nope, moving them away should be fine

#

unless they are referenced by #include

untold temple
#

you're forgetting, pboproject checks all paths nowadays

dry carbon
#
12:57:53: Extensions:
"</texheaders>" 
rapify x64UnicodeVersion 1.76, Dll 6.44 "config.cpp"
Warning: rapWarning: **********missing file(s)***************
Warning: vhx_plane\cobra_flightpod\config.cpp Line 118: vhx_plane\cobra_flightpod\fpod1.p3d
rapWarning: **********missing file(s)***************

rerun with -noisy option to see decode
#

pboProject can't get past the missing .p3d

#

commented out the line assigning the model, and I get the same no-error error as before.

#

That's just with the config. anything model related is elsewhere

#

which makes me think they're not the problem (for this error).

#

does Notepad++ have a way to check for missing class closes or semicolons?

#

or something I can do so I don't go crosseyed

grand zinc
#

you can click on a brace to show highlight the opposite end

#

but your error above there is not related to semicolons or missplaced braces

dry carbon
#

ok, well that's something, right?

#

I hate digging through that kind of error

grand zinc
#

mikeros tools can't see that p3d on your pdrive

dry carbon
#

so that's why it's the same result if it's there or not

#

I mean if I temp relocated it like reyhard suggested, then it looks the same to pboP

#

Maybe my tools are configured wrong?

#

I can only run a compile once. Then I have to close, wash, rinse, repeat

#

If I try to compile a 2nd time while it's open then it gives me a message that it can't change the virtual drive

dry carbon
#

I should have probably mentioned that the model loads and seems to run fine when I use addon builder, even though I get the no entry .model warning

hot pine
#

oh

#

that would mean model.cfg is broken

untold temple
#

Having {๏ปฟ""๏ปฟ}๏ปฟ๏ปฟ; in certain arrays like magazines[]= where the game is looking for classnames, can give that error too

#

instead of using {}; to provide an empty array

dry carbon
#

ok. I'm pretty sure i have some empty quotes in there. I'll try that first, but I'm wondering about the broken model.cfg possibility as well

#

I only had one set of {""};
but changing it to {}; while correct had no effect. The error still persists

#

hard to punctuate when punctuation is the phrase itself

#

model.cfg
pboProject now found and I removed a stray comma at the end right after "muzzleflash" in this section:

        sections[]=
        {
            "elektronika",
            "glass1",
            "glass2",
            "glass3",
            "glass4",
            "glass5",
            "mala vrtule",
            "velka vrtule",
            "motor",
            "munice",
            "vez",
            "zbran",
            "trup",
            "searchlight",
            "muzzleflash"
        };```
#

The warning wasn't in the binlog or output. It was in the dos window only. Incidentally, it also said that BI should get their stuff together (paraphrasing).

#

Fixing it did nothing. No other errors reported. Some warnings in the binlog regarding memory points sharing verts with parent bones

#

e.g.: Warning: vhx_plane\cobra_flightpod\fpod1.p3d:memory, vertices of bone z_gun_muzzle are shared with parent bone maingun

#

but I've seen this technique in vanilla and stable mods content

#

I'm just talking at air, aren't I?

#

oh

#

the DOS screen does say something. It says there was no skeleton that could be used

#

I'm pretty sure I've gotten Mikero bent all out of shape over this before

maiden lodge
#

@hearty sandal
The problem is not that the pylons don't animate. Because they DO animate.

However, in SP the rockets actually originate from the proxy. At the angle ghe pylon is animated/rotated.
In MP it seems to ignore the animation state and just fire in the direction asif it was not animated

dry carbon
#

FOUND IT.
magazines[] = {"1000Rnd_20mm_shells","PylonRack_1Rnd_Missile_AGM_02_F","PylonRack_1Rnd_Missile_AGM_02_F"};
Wherever I got the info, I had "PylonPod_1Rnd_Missile_AGM_02_F" for both instances.

#

it was a dadgum missile rack

#

I think it was from the Wipeout code, but then maybe it's from an outdated version?

quaint rampart
#

I have a path LOD behind the wall

#

^I'm assuming that the path LOD was somehow related

faint dome
#

Can someone help me add a Target Lead Indicator to a Hunter HMG?
After digging through config files,i knew i had to change the "ballisticsComputer" under CfgWeapons value to "2+4" ,as found in Tigris
i made it into a config,packed it into a pbo and ran it as an addon,but no changes for the HMG

hot pine
#

@maiden lodge are you using animate source or some engine source for animations?

maiden lodge
#

Yes the source is the turret. So the pylons pitch with the turret's pitch, upto +3ยฐ and -15ยฐ

#

in SP this works fine

#

Source: mainGun

sullen fulcrum
#

How do I make my mod load PBO from JED/NameOfThePBO and not from steamapps/common/arma3/@nameOfTheMod/addons/PBOName/Addons

I've defined dir="JED" in CfgMods, but in game i dont see anything

grand zinc
#

you mean the arma internal path?

#

use pboprefix

#

depends on what tool you are using to pack the pbo

sullen fulcrum
#

Eliteness

grand zinc
#

wat

#

Eliteness is a viewer tool, not a real packer

#

Mikero has pboProject and makePbo

#

both of them read a $PBOPREFIX$ file which contains the prefix path

sullen fulcrum
#

I used makePBO, my bad

#

I didn't sleep last night so I don't know what I am saying

stoic lily
#

eliteness can also be used to make pbos

maiden lodge
#

@hot pine

Yes the source is the turret. So the pylons pitch with the turret's pitch, upto +3ยฐ and -15ยฐ

in SP this works fine

Source: mainGun

#

By the way...
Just using weapons= doesnt seem to work anymore now my model has the pylons.
I want the gunner turret to have a laser designator. Who whould I do that now!?

hot pine
#

and are pylons correctly synced visually in MP?

maiden lodge
#

yes

#

animationwise it seems fine

#

even the CCIP pipper shows the impactpoint. And it moves as the pylons move

#

but the rockets just go straight ahead asif the animation is 0

hearty sandal
#

Is the turret primary gunner?

#

Many things seem to work only on primary gunner

hot pine
#

and who is firing those rockets? pilot or gunner?

woven flax
#

What are these numbers actually doing for these config values?

        ilsDirection[] = {-0.1392,0.052336,0.9903};
        ilsTaxiIn[] = {-25,55,-8,75,6,75,10,70};
        ilsTaxiOff[] = {8,90,21,0,6,-20,-8,-20,-25,0,-25,40};```
wild pasture
woven flax
#

Ty penny Google did not bring up this page.

cobalt laurel
#

Having some issues regarding the set up off dynamic loadouts. I have config'd a bomb and missile to appear on the pylons of a helicopter. But they won't fire. Magazine and ammo values seem to be working properly as the weapon can be selected in the helicopter. But again, they won't fire. Am I missing a memory LOD value or something in the config?

untold temple
#

IIRC no it should not require any model stuff to fire

#

I would think perhaps it is an issue with the cfgWeapons class

cobalt laurel
#

I based it off the missiles_scalpel code. I'm gonna try change the flightprofile code to modes and see if that works

#

Think I messed up with modes Vs flight Profile

#

Nope

cobalt laurel
#

I'm a dumbass. I previously had an ignore // in front of the include order for CfgAmmo

outer sapphire
#

why deleted?

grand zinc
proven bison
#

are the classnames for the equipment included in the contact dlc the final ones ?

maiden lodge
#

@hot pine @hearty sandal
The gunner is firing the rockets. And as far as I know the gunner is the primairy. However, what config entry should say that?

hearty sandal
#

primaryGunner = 1;

desert wing
#

How do RHS go about making flash hiders as silencer attachments that don't affect the weapon sound? I can't figure out for the life of me how the sound system with attachments works

grand zinc
#

The muzzle attachment has a soundTypeIndex entry in its ItemInfo

#

that specifies which sound to use

desert wing
#

ooo

novel lava
#

oop dedmen beat me to it

desert wing
#

I shall investigate

#

thanks!

grand zinc
#

0 is default, 1 is silenced, there might be more special ones

novel lava
#

yeah thats the standard usually unless you got some weird setup

strange egret
#

is there a way to define a static weapon that is assembled from 3 backpacks?
DisassembleTo seems alright, but the assembling seems to only allow a 2 backpack configurations

hearty sandal
#

I've wondered the same but I think only 2 parts are supported

hard jolt
#

Hello, comrades! Does anyone know what gives to an object - lets say its CUP-Arma2 "MASH" tent - an ability to have inventory? Is it just transportmagazines class? Cant really find where it is defined.

sharp pagoda
#

I'm not getting my vehicle to show up spawnable in zeus, yet i have setscope = 2; | scopeCurator = 2;

#

ideas why it can be happening?

#

i can see it in editor just not in zeus

untold temple
#

is it in cfgpatches?

sharp pagoda
#

scope?

#

or the vehicle class names

untold temple
#

classname

sharp pagoda
#

yeah, bouth vehicles are there

flint goblet
#

@sharp pagoda have you tried adding your vehicle classname to "units" in cfgPatches, this allows your asset to be spawned in Zeus....i believe.

untold temple
#

That's what I was asking above

sharp pagoda
#

yes

#

the are in there

#
class CfgPatches {
    // Avoid confusing users by keeping class name match the PBO name and path.
    class PZD23_vehicles_01_blue {
        // List addons defining config classes you want to use, define new vehicles available in editor and weapon classes
        requiredAddons[] = 
        {
            "A3_data_f_tank_loadorder"
        };
        units[] = 
        {
            "SDK_251_1_C_01",
            "SDK_251_1_C_02"
        };
        weapons[] = {};
    };
};
#
    class SDK_251_1_C: SDK_251_1 {
        // Basic defines:knowledge required to recognize this type of target
        accuracy = 0.5;
        // Faction defines: side ID, faction class, crew, typical cargo
        side = 1;
        faction = "PZD23_vehicles_01_blue";
        crew = "LIB_DAK_Soldier";
        typicalCargo[] = {"LIB_DAK_Soldier"};
    };

    class SDK_251_1_C_std_base: SDK_251_1 {
        // Basic defines:knowledge required to recognize this type of target
        accuracy = 0.5;
        // Faction defines: side ID, faction class, crew, typical cargo
        side = 1;
        faction = "PZD23_vehicles_01_blue";
        crew = "fow_s_ger_heer_rifleman";
        typicalCargo[] = {"fow_s_ger_heer_rifleman"};
        
        textureList[] =         
        {
            "standart",1
        };
    };

    /*    Public class    */
    class SDK_251_1_C_01: SDK_251_1_C {
        scope = 2;
        scopeCurator = 2;        // 2 means available from Zeus, whereas 0 means hidden
        // Editor displayname
        accuracy = 1000;    // accuracy > 4 is not possible to be fully recognized during game
        displayName = "SDK-251/1 Auf. C [DAK]";    // due to above will show only in editor
    };

    class SDK_251_1_C_02: SDK_251_1_C_std_base {
        scope = 2;
        scopeCurator = 2;        // 2 means available from Zeus, whereas 0 means hidden
        // Editor displayname
        accuracy = 1000;    // accuracy > 4 is not possible to be fully recognized during game
        displayName = "SDK-251/1 Auf. C [Standart]";    // due to above will show only in editor
    };```
#

i dont have a scope defined in my base vehicle

#

the only other place where i have used scope is in my weapon, since the weapon i used as base was private

untold temple
#

are the crews units in available scope too?

sharp pagoda
#

ัŠะตะฟ

#

ะธ ัƒัะต ั‚ั…ะตะผ ะฐั‚ ะฐะฝะพั‚ั…ะตั€ ะถะตั…ะธั†ะปะต ะฐะฝะด ะธั‚ ัั…ะพะฒั ัƒะฟ ั„ะธะฝะต

grand zinc
#

@sharp pagoda #rules english only

sharp pagoda
#

well it is, but in celiric XD

#

what i ment to say was

#

yes

#

i use the crew on another vehicle and they show up fine in zeus

grand zinc
#

lul. sorry. Didn't try to read ๐Ÿ˜„

sharp pagoda
#

npp, i didnt even notice myselg XD

sharp pagoda
#

im messing around with my engine and gearbox. I'm having trouble increasing the spead of my vehicle yet i have the values at some ridiculus values

#
{__EVAL(1000/3000),__EVAL(4366/5950)},
{__EVAL(1285/3000),__EVAL(4960/5950)},
{__EVAL(1570/3000),__EVAL(5702/5950)},
{__EVAL(1855/3000),__EVAL(5851/5950)},
{__EVAL(2140/3000),__EVAL(5950/5950)},
{__EVAL(2425/3000),__EVAL(5653/5950)},
{__EVAL(2710/3000),__EVAL(4960/5950)},
{__EVAL(3000/3000),__EVAL(4168/5950)}
};

maxOmega = 414.16;
minOmega = 204.72;
enginePower = 1200;
peakTorque = 5950;
idleRPM = 1000;
redRPM = 3000;```
#

Mso yeah

#

ideas on other ways that higher speed can be achived?

strange egret
#

what vehicle

#

simulation class

sharp pagoda
#

tankX

strange egret
#

decrease wheel's dampingrateinair
change wheel's MOI

sharp pagoda
#

alright, i'll give it a try

#

also

#

ways of slowing down the speed at which my wheels rotate

#

will animationperiod in model.cfg work for that

#

increasing it to make them rotate slower?

sharp pagoda
#

messing around with the dampingrateinair and the MOI didnt really have a lot of effect

#

like i made the dampingrateinair from 450 to like 5 and ti even seeemed to make it slower XD

strange egret
#

how fast is your vehicle? and does it even change gears?

sharp pagoda
#

right now its 28 ish

#

with this config:

strange egret
#

result of config always depends on vehicle model/wheel setup

#

so even if you have same config but different model, it might just not work right

sharp pagoda
#

eight weels equally spaced out along the lenght of the vehicle

strange egret
#

do you get to maximum gear at top speed?

sharp pagoda
#

i'm not sure

#

can i view it using the dev arma 3

strange egret
sharp pagoda
#

kinda anoying that you have to download and remove it everytime you wanna use it and also play on a server

strange egret
#

if airfriction did nothing you propably are limited by gears - motor cant spin faster than maxOmega

sharp pagoda
#
class complexGearbox
{            
    GearboxRatios[] = 
    {
        "R1",-6.5,
        "N",0,
        "D1",8.5,
        "D2",5.5,
        "D3",4.2,
        "D4",3,
        "D5",2.5,
        "D6",2,
        "D7",1.35,
        "D8",1            
    };        
    transmissionRatios[] = {"High",5};        
    gearBoxMode = "auto";
    moveOffGear = 1;
    driveString = "D";
    neutralString = "N";
    reverseString = "R";
    transmissionDelay = 0;
};```
#

current gearbox set up

#

maybe its getting stuck on D1 / D2?

strange egret
#

thats for you to find out

#

impossible to tell by looking at a config

sharp pagoda
#

fair enough

#

ill see what the all mighty eye of the debugging window will say

hearty sandal
#

whats the max speed of the vehicle?

#

or did complex gearbox overwrite that parameter

#

xD

strange egret
#

"best leave as is" ... lol ... yes dont touch it, you peasant, you dont know this relic. You must say the litany of the well oiled machine otherwise it wont work

wise oasis
#

simple question (i think) - trying to make a dive bag that has rebreather/wetsuit/diving goggles in it, transportItems only works for the goggles. Any way to add vests/uniforms to a backpack via config?

faint dome
#

Can someone please help me add the Target Lead Indicator to the Hunter HMG

#

The ones found in Tigris

#

someone said that some configs aren't changeable ,so even after i changed the "ballisticsComputer" value for the Hunter HMG to "2+4" as in tigris,and packing it into a .pbo and running it as a mod ,nothing changed

#

So how is it possible to add a Target Lead Indicator to a desired vehicle with electronic optics?

novel lava
#

i was playing around with that sort of thing but couldnt get anything working (was a regular man sized weapon tho) you could check either the CfgAmmo for the tigris cannon

#

or it might be the weaponInfoType on the turret

sharp pagoda
#

well after mucking about with the gearbox and engine, going back to the test tank gearbox, i've determined that its the wheels and more specificly the memory lod/ memory points

#

but i dont really have a clue on how to fix them XD

#

its a halftrack but i made it a tank

#

I positioned all the wheels from the begining to the end of the vehicle

#

like so:

#

ideas on fixing them?

#

or more specificly the speed

hearty sandal
#

@sharp pagoda what have you set to the maxSpeed = x; parameter?

sharp pagoda
#

i dont even have it XD

sharp pagoda
#

fixed it, adjusted the sprocket wheel in the memory lod

hearty sandal
#

excellent

sharp pagoda
#

swiftly moving on to sn easy questions

#

what effected the "grippynes" of the wheels

#

latStiffX / Y

#

springStrength ?

#

im unsure

faint dome
#

@novel lava Nope,nothing of that sort anywhere else

#

Someone was talking about access=3 which prevents us from overwriting vanilla config with a mod

#

So how do people actually make mods which overwrites vanilla config

#

I just wanted a target lead indicator on a Hunter HMG ๐Ÿ˜ข

hearty sandal
#

you dont replace, you make a variant

faint dome
#

Change name of the vanilla thing and make a diffrent config?

#

and pack it into a .pbo and run it as a mod?

#

is that how you make a variant?

novel lava
#

im pretty sure you can overwrite any default vehicle classes

faint dome
#

Alright ,so this is what i did for the Prowler HMG

#

{

    class HMG_static;
    class HMG_127_LSV_01: HMG_static
    {
        ballisticsComputer="2 + 4";
        FCSMaxLeadSpeed=105.56;
        FCSZeroingDelay=0.5;
        magazines[]=
        {
            "500Rnd_127x99_mag",
            "500Rnd_127x99_mag_Tracer_Red",
            "500Rnd_127x99_mag_Tracer_Green",
            "500Rnd_127x99_mag_Tracer_Yellow",
            "200Rnd_127x99_mag",
            "200Rnd_127x99_mag_Tracer_Red",
            "200Rnd_127x99_mag_Tracer_Green",
            "200Rnd_127x99_mag_Tracer_Yellow",
            "100Rnd_127x99_mag",
            "100Rnd_127x99_mag_Tracer_Red",
            "100Rnd_127x99_mag_Tracer_Green",
            "100Rnd_127x99_mag_Tracer_Yellow"
        };
        class GunParticles
        {
            class effect1
            {
                positionName="muzzle_beg";
                directionName="muzzle_end";
                effectName="MachineGunCloud";
            };
            class effect2
            {
                positionName="machinegun_eject_pos";
                directionName="machinegun_eject_dir";
                effectName="MachineGunCartridge1";
            };
        };
    };

};```
#

made it into a config,packed it into a pbo and ran it as a mod,no difference at all

#

what changes should i make to create an entire new variant of the Prowler HMG with the target lead indicator

#

Notice the lines : ballisticsComputer="2 + 4"; FCSMaxLeadSpeed=105.56; FCSZeroingDelay=0.5; These are the only lines that are extra to the prowler which is supposed to add the Lead indicator.

#

but it doesn't

novel lava
#

did you try checking the turrets infotype

faint dome
#

wait,lemme check again

hearty sandal
#

oh

#

arent those weapon configs?

#

not vehicles configs

#

the ballitsticComputer parameter I mean

#

@faint dome

idle matrix
#

You placed that in CfgPatches and not CfgWeapons, that might have something to do with it

hearty sandal
#

๐Ÿ‘€

#

indeed

faint dome
#

Sorry ,i am new and this is my first try at it

hearty sandal
#

@faint dome you need a complete rework and probably look the Arma 3 samples for config example more closely

faint dome
#

If you look at the config inside the weapons_f.pbo ,The Main CfgWeapons itselves is encased in a class CfgPatches { }

hearty sandal
#

are you aaaabsolutely sure

#

and also how did you unpack the data

#

@faint dome

faint dome
#

I just use PBOManager ,copy paste the config.bin and convert it to text format using BINtoCPP under Arma 3 tools

hearty sandal
#

well that would be the source of the issue then

#

your development environment is not set up correctly

#

next you tell me you also pack the pbo with pboManager...

faint dome
#

Hmm,i put the edited config inside a new folder called addons,make a .bisign for it using arma tools and finally using the Addon maker,make it into a .pbo

#

i dont pack .pbo with pbo manager

hearty sandal
#

well at least you got that part right. The rest is not quite correct though

#

main problem you are facing is that you are working out of wrong data

faint dome
#

It is hard without any tutorials

hearty sandal
faint dome
#

There is no guide anywhere telling how to create a variant for a vehicle

hearty sandal
#

the 2 first links provide you with simple way of setting up the development environment correctly

#

yea there are very little guides and even less very specifc how to do X guides

#

also I strongly suggest using Mikeros toolset and pboProject to pack your pbo

#

it has superior error checks that will poke help you to make proper addons

faint dome
#

alright,i will give it a go

#

but first my steps should be correct

#

I tried adding the ammo of Tigris to the hunter HMG which has auto target leading defined in it's config by default

#

but no difference

hearty sandal
#

well right now I would wager your config work is all wrong

faint dome
#

So even if i make a custom mod which adds this functionality,it wont work

hearty sandal
#

so no wonder nothing works

#

so start with the dev environ setup

#

and then you have access to properly formatted configs

#

then we can talk about proper mod project folder structure

faint dome
#

i added this to the hunter in editor this addWeaponTurret ["autocannon_35mm",[0]]; this addMagazineTurret ["680Rnd_35mm_AA_shells",[0]];

#

The expectation is,.....a target lead indicator

#

because "ballisticsComputer" value for autocannon_35mm automatically gives target lead

#

but it doesn't

#

so if it doesnt work in the editor

#

It wont work as a mod even if i figure out how to make an actual mod

strange egret
#

considering this is your very first try i wouldnt jump to conclusions too quickly...

untold temple
#

weapon also needs to be able to lock on to things

strange egret
#
  • sensors
untold temple
#

yep, that

faint dome
#

great,so i need to add sensors too

undone quiver
#

Yes, and have the weapon have lock on abilities(even if it's guns)

#

I learned that the hard way trying to give my valk tab-selection options for radar targets. Even though it doesn't have radar guided munitions

untold temple
#

Is it the weapon or ammo that needs irlock/airlock?

undone quiver
#

Oh right, that is a good point.

#

Actually yea, should be just weapons

#

CanLock for ammo is apparently no longer used.

untold temple
#

I saw the AA gun ammo had airlock still, but it can also do marking and lead indication on ground targets

undone quiver
#

Yea, not sure if it's just a old entry. I double checked the wiki just now and it says ammo part is no longer used.

#

But it's all tied into the MFD, and how it gives you fancy HUD elements to show gun data.

untold temple
#

The lead indicator is a UI thing rather than MFD

#

like the pilot camera CCIP vs the HUD one

#

might just require the turret to have a sensor that can mark targets

undone quiver
#

Yea, has to be at least one system.

untold temple
#

allowsMarking was the param I was thinking of

undone quiver
#

You can try. It's been a long time since I fiddled with it. But I remember struggling with it for awhile. Mainly just wanted the nice diamond box to show when the gun was on target.

#

I might of just inherited that part without realizing it.

untold temple
#

Yeah, I think in general the vehicle sensors have that by default

undone quiver
#

Does. the Hellcat have lock on in it's default package?

#

It's like the only vehicle I can think of that has a HUD, and doesn't have a guided weapon of sort.

untold temple
#

Not sure. I seem to remember it had trouble with AA missiles not really working at some point

outer sapphire
#

Is possible to edit exhaust for vehicle? I need moooore smoke ๐Ÿ˜ƒ

hearty sandal
#

sure

north sluice
#

I have an issue where my gunner optics dont roatate with my gun. Any suggestions on how to fix?

#

also, when trying to turn my turret, input is inverted (pgdwn makes turret go up, pgup makes turret go down)

faint dome
#

Alright,so i added the 35mm shells used by the Tigris to a T-140K Angara which has a sensor and datalink window,grouped to a Nyx Recon(RADAR on) and the Target Lead indicator works!!

#

So these are the things that i've learned

#

1."ballisticsComputer" value for the ammo should be "2+4"

#

2.Vehicle must have a radar or a data link system

#

3.It must be able to lock onto targets with atleast a square bracket lock(not the full square lock,the ones with only the corners)

#

So these are the things i should do in order to get a target lead indicator for a special AA variant of the prowler HMG

#

1.make a new variant of the 12.7mm HMG turret,the only difference being defining the ballisticsComputer value as "2+4",and setting the FCSmaxLeadspeed and FCSZeroingDelay

#

3.Make the prowler be able to lock onto targets in it's sensor window(Nyx recon can't lock onto it's radar targets )

#

I need help to achieve steps 1-3

#

@hearty sandal

faint dome
#

Also, i wonder if it is possible to achieve this with scripting commands alone

novel lava
#

not very likely

sharp pagoda
#

im continuing my struggle with the slippynies and breaking and overall handling of my vehicle

#

i messed around with latStiffX, maxBrakeTorque, frictionVsSlipGraph, longitudinalStiffnessPerUnitGravity, MOI

#

also the Land Contact LOD (I'm not sure if it has effect on handling)

#
    {
        boneName = "";
        center   = "wheel_1_2_axis";
        boundary = "wheel_1_2_bound";
        
        steering = false;
        
        side = "left";
        
        weight = 1;
        mass = 100;
        MOI = 12.5;
        latStiffX = 25;
        latStiffY = 280;
        longitudinalStiffnessPerUnitGravity = 20000;
        maxBrakeTorque = 7500;
        maxHandBrakeTorque = 15000;
        sprungMass = 2000.0;
        springStrength = 110000;
        springDamperRate = 4500;
        dampingRate = 10;
        dampingRateInAir = 5.0;
        dampingRateDamaged = 10.0;
        dampingRateDestroyed = 10000;
        maxDroop = 0.05;
        maxCompression = 0.05;

        frictionVsSlipGraph[] = { { 0.0, 1.0 }, { 0.5, 1.0 }, { 1.0, 1.0 } };
    };```
#

^ My wheels set up

#

any other ideas / values that might help?

hot pine
#

my hint would be to use carX

sharp pagoda
#

i gues its an option, but it will require quite a lot of rework

hot pine
#

not really

sharp pagoda
#

i do effectevly have it as a tank with most things i want working already, only this slippy slide bullshit is holding it kinda back

#

although its super fucking fun going tokyo drift in the corners

#
  • never really tried making a car
untold temple
#

Not sure you need radar or datalink specifically. A thermal or visual sensor with marking capabilities probably allows target leading too

faint dome
#

Ye,it seems any sensor will do the job

daring dove
#

class marketButton: Life_RscButtonMenu {๏ปฟ
idc = 60714;
onButtonClick = "[] call life_fnc_marketMenu";
text = "$STR_PM_yMarket";
x = 0.1;
y = 0.805;
w = (6.25 / 40);
h = (1 / 25);
};
I've been trying to fix this code for a while but it keeps giving me the same message
http://prntscr.com/oa7dze
Can anybody help me out?

candid flower
#

I'm having an issue trying to get a custom insigna as part of my mod to show up automatically on all of my soldiers

            hiddenSelectionsTextures[] = {"\file path of insignia texture\insigniatexture.paa"};```

this is on all of my soldier configuration entries in my config.cpp file (with of course the actual file path and named texture), but the patch never shows up automatically...what am I missing here?
desert wing
#

How would I go about changing the timing of the shell eject effect on fire? On my enfields the cartridge ejects as soon as you fire, rather than when the bolt is pulled back

novel lava
#

there's no way to change it inengine, sadly the only way around it is hiding the cartridge (cartridge = "" in the cfgAmmo) and making a script

#

or perhaps sacrificing a goat to appease greater-forces so that it may be implemented

desert wing
#

ah that's a shame, thanks for the info

hearty sandal
graceful mirage
#

im having trouble with "hiddenSelectionsTextures", it keeps saying that the file i have directed it to "cannot be determined"

#

nvm, fixed it, the issue was i didn't give the CfgPatches a name

candid flower
#

I believe I am too @hearty sandal so if anyone has any ideas or can demonstrate how THEY did it, thatd be great.

CBA has a unit that keeps showing up with a patch, but i cant seem to decipher from their config files how they did it..

hearty sandal
#

Did you look what the link about unit patches say from how they work?

candid flower
#

yeah. i have my patch configured. it shows up in the unit attributes and Identity window and I can assign it manually, of course. what id like to do is have it assigned automatically so that when i put a soldier down in the Eden Editor, the patch is automatically there

@hearty sandal

#
    class gdi_patch // Command & Conquer: Tiberian Dawn GDI in-game flag image
    {
        displayName = "Global Defense Initiative (TW I)";
        author = "[TLS] Commander A9";
        texture = "\C&CA3L\BLUFOR\Global Defense Initiative\First Tiberium War\Patches\GDIPatch.paa";
        textureVehicle = "";
    };```

```        class us_gdi_officer_rifle: B_Soldier_F {
            hiddenSelections[] = {"insignia"};
            hiddenSelectionsTextures[] = {"\C&CA3L\BLUFOR\Global Defense Initiative\First Tiberium War\Patches\GDIPatch.paa"}; // Patch isn't showing up automatically...```
#

I tried an EventHandlers entry, but I didn't configure it properly. I don't yet understand how to translate brackets into parenthesis

dry carbon
#

is it an arbitrary number of engine positions for manual vectoring, or is there a way to define/adjust/limit/control this setting?

desert wing
#

What happens if I inherit a class from the Apex expansion and a player uses that addon without Apex installed?

hearty sandal
#

if its the terrain config, it might error out, if its anything else it should work but might carry on the buy dlc ads

desert wing
#

ah okay, makes sense - thanks

lone lion
#

hmm... same addon, when build with makepbo works, but when I try to build it with pboproject throws no errors, but ingame doesnt work

#

when trying to unpack it, I get config.bin->DeRap: Unknown Type

grand zinc
#

serialization error ๐Ÿค”

#

which makes sense as makePbo doesn't binarize

lone lion
#

ah

grand zinc
#

any weird thing in your config? like array append or EVAL or $ ?

lone lion
#

lots of these:

#
    weapons[] = {WEAPON};\
    respawnWeapons[] = {WEAPON};\
    magazines[] = {LIST_6(MAGAZINE), "rhs_mag_m67", "rhs_mag_m67", "rhs_mag_an_m8hc", "rhs_mag_m18_yellow", "rhs_mag_m18_green", "rhs_mag_m18_red"};\
    respawnMagazines[] = {LIST_6(MAGAZINE), "rhs_mag_m67", "rhs_mag_m67", "rhs_mag_an_m8hc", "rhs_mag_m18_yellow", "rhs_mag_m18_green", "rhs_mag_m18_red"};\
    Items[] = {"FirstAidKit", "rhsusf_ANPVS_14"};\
    RespawnItems[] = {"FirstAidKit", "rhsusf_ANPVS_14"};```
grand zinc
#

Maybe preprocessor fails, and puts some stuff that the parser still parses, but serializes incorrectly? ๐Ÿค”

#

Can you send me binarized config? I'll throw it into armake in a debugger and see what's wrong

lone lion
#

drag&dropped on rapify

#

hmm

#

this file, when manually dropped on derap, unpacks corerctly

grand zinc
#

Runs through without problem, can you get me the one from within the pbo that's causing the problems?

grand zinc
#

That config is half the size ๐Ÿค”

#

usm_ranger_90s_w_h_at4 has error inside.
There. The class data pointer is null.
It says there is a class at offset "0" which is impossible as 0 is the pboheader.

Same for usm_ranger_90s_w_h_gr and usm_ranger_90s_w_h_ar and many more in there.

Certainly a bug on @hard chasm's side. A class data offset can never be null.

lone lion
#

yeah, when I tried rebuilding, it'd show me that random (with each rebuild) unit class is empty

#

(as in, missing classname.scope)

grand zinc
#

I guess Arma interprets null as empty then ๐Ÿค”
But neither mikero nor armake do
So that's a additional bug I guess

lone lion
#

so, what's this thing about <inline.lst wrote about? can I use it to tell it not to binarize this one config?

hard chasm
#

no. you asked for a way to use the cmdline of pbo pro to have unique -options on a per folder (project) basis. the alternative to a pipe, is create a bat file which will read the unique paramaters (if any) you want'

#

there is NO option available to NOT binarise a config in pboPro

hard chasm
#

@lone lion please pass me the original config.cpp. I suspect, somehow, some way, a corrupted config.bin is being placed in the pbo rather than the result of binarizing the cpp

lone lion
hard chasm
#

thank you. looking now.

hard chasm
#

@lone lion
there's nothing wierd or strange in that config.cpp. It uses fairly standard #defines and is nicely structured with easy-to-follow #includes.

the file binarises fine.

#

the pbo itself contains a broken config.bin from god-knows-where. but that bin is NOT being produced from that config.cpp

#

PS: you should not declare arguments to macros as full upper case, that implies the args themselves are #defines and it will end in tears

lone lion
#

Oh, good to know

wise fog
#

how come you can't do a hide animation greater then 0-1?

#

I had 8 objects and animation source that goes 0-8 and wanted to hide one each "step" of the way

strange egret
#

you cant hide anything harder than "hidden"

wise fog
#

yea I figured as much, I tried using unhidevalues as well but to no luck

#

is there a way to do a step value in animation source or anything like that

strange egret
#

no. Also hiding step by step is done on all MG's with belt, so you must be doing something wrong

wise fog
#

ooh yea

#

thanks I can look at that

strange egret
#

minValue = 0; maxValue = 1.0;
hideValue = 0.5; //hides it once hidevalue is reached
unhidevalue = 0.7; //unhides it again after value is reached
there is nothing more to it

hearty sandal
#

@wise fog what animationSource is used?

wise fog
#

I had it working like that initially yea - but the source goes 0-8 so I tried to scale up

hearty sandal
#

most engine animations go from 0 to 1 or 1 to 0

wise fog
#

yea I tried to make a custom one based off of ammo left in the vehicle

#

hence why it reads up to 8

strange egret
#

just normalize it (divide by 8)

hearty sandal
#

๐Ÿ‘†

#

only way I think

wise fog
#

where exactly would be best to do that?
trying source = ""/8 doesn't seem like it would work

hearty sandal
#

no you use values from 0-1

#

and divide 1 with 8

#

to get the steps

strange egret
#

๐Ÿฆ„

wise fog
#

thats how I initially started to do it

#

1 would hide at 0.125
2 would hide at 0.25

strange egret
#

your source goes backwards

hearty sandal
#

ammo may be going from 1 to 0

strange egret
#

from what it sounds...

hearty sandal
#

1 full, 0 empty

#

I think those are mentioned in the animationSources list in the wiki

strange egret
#

yes they are, i added that after confused hours...

hearty sandal
#

๐Ÿ‘

strange egret
#

but thats reload related - this seems different (?)

wise fog
#
            class GunAmmo_U
            {
                source = "ammo";
                weapon = "missiles_SCALPEL";
            };

when I do
(vehicle player) animationSourcePhase "GunAmmo_U";
and fire the rockets it starts at 8 and goes down to 0

#

then at 0 everything hid

strange egret
#

1 magazine with 8 shots or 8 magazines?

wise fog
#

missiles_SCALPEL is the weapon
8Rnd_LG_scalpel is the ammo
Its one with 8 shots then empty

strange egret
#

then use revolving as source

wise fog
#

thank you so much, ill try that

lethal sandal
#

i think my question fits best here. is there a way yet to make a custom ingame map image without losing the position display,markers etc?

#

i know i can just hook the "m" key and add an eventhandler "keydown" but i am looking for a real map functionality?yet possible?

strange egret
lethal sandal
#

kind of.when you press "m".i want to replace that map with one showing contaminated areas

strange egret
#

what about map markers?

lethal sandal
#

thats why i am asking.

#

i want a custom ingame map with full functionality but other background image^^

hearty sandal
#

I think that may need a bit more extensive work

strange egret
#

look for map mods then, and look what they do and how they do it.
theres several, including folding map. Ace in A2 had a dark map at night (i think), not sure about A3... you could illuminate that with light. And gunnery ruler tools...

#

you are better of creating custom map markers and placing them on the regular map...

#

easier.

hearty sandal
#

editing the vanilla map dialog or making a copy and running it separately

strange egret
#

or hope for contact dlc campaign doing something that is close...

hearty sandal
#

does it need to be separate though? I mean you can just draw shapes on the map view

strange egret
#

in theory

clear raft
#

I'm trying to make a drone, but it spins around really fast when I try to turn it. Is it because my mass is only 1unit? Or is there a config I can modify to make it turn slower?

hearty sandal
#

that low mass is not good

#

very likely the cause

#

the most times the vehicle mass does not really match a real life vehcile due to the physics/vehicle simulation not matching real life

quick depot
#

Not sure if it goes in here but anyone know how to add extra escape menu button that does something ingame if clicked and only appears when incapacitated?

smoky kernel
#

Hey folks. I was wondering , is there a way to blacklist a specific mod from workshop via my mod's config maybe (if I don't want them to run together) ? same way we add requiredAddons , maybe adding blacklistedAddons[] (could be hell of a way to fight the life-mega-super-packs-original-delux-mods. just block it with your mod , don't wait for steam to take action)
From what I searched I couldn't find any info, so I guess not? I mean not only on mp servers, I know you can limit the mods used on servers (signature check etc..).

novel lava
#

inegine dont think it exists but you could script it, but i'd wonder why you were doing it

north sluice
#

I am trying to get missiles to fly out of two separate missile pods located on opposite sides of a vehicle (not proxies or pylons), can you use misslebeg= as an array? similarly, in recent experiments when i use memoryPointGun[] = {"rocket_1_end","rocket_2_end"}; rockets only fly out of one of these points. Any pointers?

hearty sandal
#

proxies are the simplest way to do that I've found

hearty sandal
#

likely possibly to make, but probably will need a quite complex system

sullen fulcrum
#

Hence, I am asking here coz making any complex system is way above my paygrade lol

hearty sandal
#

well this isnt really place to ask for someone to make it for you.

sullen fulcrum
#

most likely, yeah, but still it's a mix of scripting and config work a bit, I guess
Anyway, I'm gonna ask there as well, thanks

hearty sandal
#

dont just copypaste it there, moderators dont quite like that

sullen fulcrum
#

too late, sorry

#

how can I fix that?

hearty sandal
#

you can always delete messages

sullen fulcrum
#

rgr, done

sharp pagoda
#

quick question about car handling and more specific maneuverability

#

whats the impact of turnCoef and some relatevly good values for it (vehicle is quite long and narrow)

#

and are there any other ways of making it preform tighter turn angles at speed

hearty sandal
#

thats probably for BI boys to answer. Not much documentation about that.

sharp pagoda
#

yeah i discovered minimal information about it

#

i have a supid idea that may or may not work

#

if i create an animation that rotates the memory point

#

will it make the turn better?

old gulch
#

That sounds like it'll cause all sorts of issues

hearty sandal
#

you should probably look into the physx steering wheels and how they can be adjusted

sharp pagoda
#

well i basicly need the stearing wheels to rotate more

old gulch
#

Grr... how is it that I can switch the weapon of a turret in an Addon and suddenly cause completely unexplained behavior. I put a 125mm gun on the howitzers and suddenly the shell comes out of the commander's machine gun.

hearty sandal
#

did you put the 125mm gun in the right turret?

old gulch
#

It still follows wherever the main turret looks, but the recoil and effects and everything come out of the commander gun.

#

I did

hearty sandal
#

all artillery related is a bit touchy for any edits I think

old gulch
#

I literally looked for where the Howitzer's gun was defined and defined the 125 instead.

#

and now its firing out of the commander gun, in the direction of the main gun, while recoiling from the commander gun

hearty sandal
#

different weapons have different simulation types and artillery weapons/turrets can have some special stuff that dont work with normal weapons

old gulch
#

I mean, it hasn't been a problem for the Ship Cannon from the Ships DLC

#

that works fine, but the Sochor is being fucky

hearty sandal
#

they are not exactly designed for weapon switching

old gulch
#

Bah, there has to be a way though, it can't really be THAT complicated to change the gun on the sochor to direct fire

#

Course of all the errors I expected, this definately wasn't on my list

hearty sandal
#

how are you packing the addon? and have you made a new classes inheriting from the originals?

old gulch
#

Yea

#

brand new vehicle and brand new weapon

hearty sandal
#

does your weapon use correct ammo?

old gulch
#

Inherits from the original with just a change to rotation min and max and Weapon [] {};

#

Yea the weapons fine

#

its just coming out of the wrong barrel

#

Which is weird because its still aiming in the correct direction

#

so if the commander gun is facing backwards but you fire the main gun forward, the shell flies out of the commander gun, towards where the main gun is facing

#

but the effects fly out of the commander's gun

untold temple
#

Is the recoil animation source using the correct weapon too?

old gulch
#

Uhh

#

It should be, I haven't changed it from the base weapon

#

Though honestly I dont think so, where is that, under the vehicle or the weapon?

untold temple
#

vehicle

old gulch
#

If its under the vehicle it should be the same, All I did was change the magazine and weapon of the turret

#

and the displayname*

untold temple
#

yeah but the animation is tied to the weapon classname

old gulch
#

Oh is it?

untold temple
#

yeah

old gulch
#

Hmmmmmmmmm

#

Ok do you happen to know where that is defined?

untold temple
#

something like this class AnimationSources: AnimationSources { class recoil_source { source = "reload"; weapon = "rhs_weap_m284"; }; };

#

name of the animation source classname will differ

#

but it should still carry source reload and have a weapon classname defined to link that anim to that weapon

old gulch
#

Ok awesome. Now, on that note, is that meaning I can't define the weapon as something else and still use the same animation?

hearty sandal
#

you have to change the weapon the animation is using

old gulch
#

Ok. So the weapon and animation arn't linked to each other, it just asks what animation it uses when the given weapon is being used?

#

EG if I just change in your example rhs_weap_m284 to SH_155mm it'll still use the rhs_weap_m284 animation when I use the SH_155mm weapon?

#

Ok sweet! That is how that works. Ok, animation plays but effects are still coming out of the commander gun. I can fix that though now i think because I know what to look for

old gulch
#

...ok IDK why the effects are being weird still. I have animation in the right spot, Recoil set to the correct gun, muzzle flash comes out of the right barrel, but the smoke still comeso ut of the commanders gun and I'm running out of places to check...

hearty sandal
#

What makes a turret use the artillerystyle pageUp/pageDown for turning barrel up and down instead of mouse movement?

old gulch
#

Omg I just do not understand this. I'm about to just replace the entire unit file from scratch to see if that fixes it. I have no idea what could possibly be causing all the recoil to be coming out of the GMG instead of the 155mm

strange egret
#

effect for weapon is defined in the weapon... need to make child of weapon with redefined pfx source

blazing elbow
#

Hey guys, so my apologies if this is in the wrong channel but I'm playing a liberation with a buddy, we have ACE3 going and I was just wondering if, and how, you can adjust the time it takes to apply bandages and such with the ACE3 mod

lone lion
#

It's indeed wrong place to ask @blazing elbow , but you'll find all in add-on options menu (options > game options > add-on options). You have to be server admin to change those

blazing elbow
#

Ye I checked there but there's no options to adjust the time it takes to bandage

#

I just want to make the time match the animation

#

I'd imagine editing these values would be in a config file somewhere

sharp pagoda
#

So um

#

this is a thing that it does

#

ltrly the first time i have ever gotten it to do that lol

#

ideas on what it may be causing it?

sharp pagoda
#

and on a side note about sight, how can you make the sight have gradual zoom, as in pressing + will slowly zoom in the sight

clear raft
#

So, I got this helicopter I'm working on, but I got this "small" problem, the controls are way too sensitive, is there a config I'm missing out on, that would make it less sensitive?
Current "rotation speeds"
Yaw is too slow
Roll is too fast
Pitch is too fast
Thanks in advance ๐Ÿ˜ƒ

#

(I've no idea how to set it at all, I've only inherited configs from other helis atm)

hearty sandal
#

configs and teh geometry shape and goemtery lod mass distribution all play part in this

clear raft
#

So you say configs, is there a spesific config "line(s)" that I can use to make it less sensitive to movement? Or is it that whole rotor lib stuff that I need to tweak around

hearty sandal
#

are you using the advanced flight model?

clear raft
#

No

hearty sandal
#

Dont have time to dig up the configs to look for the parameters but yeah thers couple for different sensitivities

old gulch
#

itx the turn coeficients and stuff

vale pulsar
#

Please help me ๐Ÿ˜‹

lone lion
#

hmm. I have units defined in single file, but appends refuse to work

#
class rof_taki_o_soldier_base: Afghan_Civilian1
{
    // ...
    linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"};
    // ...
};```
#
class rof_taki_o_soldier_unarmed: rof_taki_o_soldier_base
{
    // ...
    linkedItems[] += {"rhsgref_chestrig"};
    // ...
};```
#

then in config explorer:

#
linkedItems[] = {"rhsgref_chestrig"};
novel lava
#

iirc appends DON'T work if they're from the same file?

lone lion
#

ah

#

so far I only used them with no problems ever, but in description.ext file

#

"Throw", "Put" here I come...

warped perch
#

I'm interested in making some custom effects for a 150mm shell but am struggling to find any solid examples. Does anyone know of any?

narrow musk
#

do you people know a way to disable being able to open the UAV terminal?
I could use DisableUserInteraction but it would remove all the other interactions aswell
thing is I have a computer that activates the drone by itself and it would be useless if players could just do it from anywere

stoic lily
#

@lone lion you can only append to existing definitions for the class in another config

#

otherwise its turns to a common =

hot pine
#

@lone lion try using macro instead

#
#define COMMON_ITEMS "ItemMap","ItemCompass","ItemWatch","ItemRadio"
linkedItems[] = {"rhsgref_chestrig",COMMON_ITEMS };
proven bison
#

Is there any chance when i create a faction, using vanilla/modded content, that i can assign parts/paint to vehicles and disable randomisation ?

hearty sandal
#

if you create custom vehicle classes then likely yes

old gulch
#

Is there a way to reduce recoil on a vehicle weapon? I'm not sure what I did making this one but for some reason the recoil at 3outof10 is causing the vehicle to nearly barrel over when the gun shoots. What's it calculated from?

hearty sandal
#

weapons recoil parameter in the weapon config

old gulch
#

Thanks

hearty sandal
#

you can create custom recoil array or use one of the existing ones

quaint rampart
#

Hello everyone, I have made a helicopter and want to make it able to land on the water like a hydro-copter. I've seen some hydroplanes before and thought "hey why dont i do this for helicopter", could someone point me in the right direction?

#

Someone gave me a hydroplane script not too long ago that was made by gnat and adapted by saber. I wonder if i could change it up to work for helicopter?

if !(local _plane) exitwith {};
_Float1 = "Test_Heli_01" createvehicle[0,0,0];


_Float1 setVectorUp [0,0,1];
sleep 0.1;  
// sleep command added, it's better for performance

while {(alive _plane)} do {
    _xx = getpos _plane select 0;
    _yy = getpos _plane select 1;
    _zz = getpos _plane select 2;
    _dd = getdir _plane;
    // getdir added, so the float can adjusted better
    
    sleep 0.025;
    // sleep command added, it's better for performance
    if(_zz < 29) then
    {
        if(surfaceIsWater [_xx, _yy]) then
        {
            
            _Float1 setvelocity velocity _plane;
            _Float1 setVelocity [0, 0, 0]; 
            _Float1 setdir _dd;                        
            _Float1 setpos [getpos _plane select 0, getpos _plane select 1, 0.20];
            
            sleep 0.025;
            // sleep command added, it's better for performance
        }
        
    };
    
};
deleteVehicle _Float1;```
#
_plane = _this select 0;

_makefakefloat = [_plane] execvm "\Test_Heli_01\scripts\posfloat.sqf";
// _plane = setvelocity [0,0,1];
sleep 0.2; 

// sleep command added, it's better for performance

_xx = getpos _plane select 0;
_yy = getpos _plane select 1;
_zz = getpos _plane select 2;

if ((_zz < 7) and (surfaceIsWater [_xx, _yy])) then
{
    _plane setposasl [_xx, _yy, 0.0];

};

sleep 2;```
#

first one is posfloat, bottom is seainit

#

pretty much what would i need to adapt these scripts to a helicopter?

elfin temple
#

why does the rvmat not need a leading \ in paths but config.cpp does

config needs \myfolder\Data\sometexture.paa
rvmat needs myfolder\Data\sometexture.paa

#

I lost a bunch of time figuring this out

ornate wing
#

why the f... defining eventhandler in config on an unarmed prowler makes turret show up?
Inheritance is done from unarmed prowler, and unless eventhandler is defined everything is fine

#

technically it still remains an unarmed vehicle but with frozen turret on top.

hot pine
#

can you post whole config?

ornate wing
#
class B_LSV_01_unarmed_F;
class MY_B_LSV_01_unarmed_F : B_LSV_01_unarmed_F {
        displayName = "Rusty Prowler";
        scope = 2;
        side = 3;
        scopeCurator = 2;
        armor = 50;
        class HitPoints  {
            class HitEngine {
                armor = 2;
                material = -1;
                name = "motor";
                visual = "motor";
                passThrough = 0;
            };
            class HitFuel {
                armor = 1;
                material = -1;
                name = "palivo";
                passThrough = 0.5;
            };
            class HitBody {
                armor = 1;
                material = -1;
                name = "karoserie";
                visual = "";
                passThrough = 0;
            };
            class HitLFWheel {
                armor = 0.8;
                material = -1;
                name = "wheel_1_1_steering";
                visual = "LeftFrontWheel";
                passThrough = 0;
            };
            class HitRFWheel {
                armor = 0.8;
                material = -1;
                name = "wheel_2_1_steering";
                visual = "RightFrontWheel";
                passThrough = 0;
            };
            class HitRF2Wheel {
                armor = 0.8;
                material = -1;
                name = "wheel_2_2_steering";
                visual = "RightBackWheel";
                passThrough = 0;
            };
            class HitLF2Wheel {
                armor = 0.8;
                material = -1;
                name = "wheel_1_2_steering";
                visual = "LeftBackWheel";
                passThrough = 0;
            };
        };
        class EventHandlers;
    };```
#

if I comment class EventHandlers; - turret won't show up

#

but I need to define my custom eventhandlers, and I tried to define them to overwrite default ones - turret still shows up.

grand zinc
#
class LSV_01_unarmed_base_F;
class B_LSV_01_unarmed_F : LSV_01_unarmed_base_F {
    class EventHandlers;
};
class MY_B_LSV_01_unarmed_F : B_LSV_01_unarmed_F {
        displayName = "Rusty Prowler";
        scope = 2;
        side = 3;
        scopeCurator = 2;
        armor = 50;
        class HitPoints  {
            ...
        };
        class EventHandlers : EventHandlers {
        
        };
};
ornate wing
#

didn't think about it, thanks, will try๐Ÿ‘

#

copypasted your example, still same issue:
https://imgur.com/a/rSvbkUt
100% an eventhandler thing. Defining it even in B_LSV_01_unarmed_F causes turret to show up.

grand zinc
#

Yeah the BIS_fnc_initVehicle is called from the "init" eventhandler, that probably hides the turret

ornate wing
#

oh so I shall define it in init eventhandler along with my init thing...

#

will try

#
        class EventHandlers
        {
            init="if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;};";
        };
    };```
yep, adding this seems to work. can I run several scripts from init line?
like this:

class EventHandlers
{
init="if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;}; _this call my_fnc_myfunction;";
}; ```

grand zinc
#

yes, like any other script

tawny grove
untold temple
#

Too many magazines in the array IIRC

tawny grove
#

how many is too many? what kind of order of magnitude?

untold temple
#

can't remember, but that's what it was

tawny grove
#

cool, thanks. Hopefully I'll see a big array someday, delete it, and it will all be fixed ๐Ÿ˜ƒ

untold temple
#

Had 17x rhs_mag_100rnd_127x99_mag_Tracer_Red mags on that M113 before, now we have 15 of them

#

Can't remember exactly whether it's simply the number of mags, or the bit-length of the array (because the classname is quite long it made for quite a long array in terms of characters)

#

reyhard might remember which, if he sees the chat tomorrow morning

tawny grove
#

That's really helpful, thanks for looking into it โค

sullen fulcrum
#

how do I make AI use a weapon that's originally a rifle (CUP_arifle_M16A1) like an LMG? I made a new class inheriting from it, with modes[] borrowed from the MX SW. I'm testing it in the editor with a man using the rifle, but he still fires it like a rifle, maybe even slower than the regular M16A1.

wintry tartan
#

Is there any config to tweak heat coef, how fast to get hot/cold of a vehicle?

stuck spear
#

hey i love your animation viewer bro

granite grotto
#

Question - can a mission also contain a config.cpp where I can store my custom faction declarations for my mission?

opal crater
#

nope.

granite grotto
#

I want custom faction in my mission - with custom flags - how do I go about that then?

opal crater
#

Create an addon.

granite grotto
#

do I have to make an addon with the faction? (will be no custom models etc...)

opal crater
#

yeah, config only addon where you inherit classes from some faction and edit their gear etc.

#

look into alive faction generator

granite grotto
#

using ALiVE Orbat tool

opal crater
#

there was also other one that is quite new but I don't remember the name. It was on workshop frontpage at some point.

granite grotto
#

that will let me export the CfgFactionClasses etc..

#

struggling on how to add a custom flag to the list of flags

#

guessing that can be done in the addon config as well - but can find no documentation on it

#

like how RHS did it

opal crater
#
class CfgVehicles
{
    class Flag_White_F;
    class armaforces_flag_white: Flag_White_F
    {
        author = "ArmaForces, veteran29";
        displayName = '$STR_armaforces_flag_whiteName';

        class EventHandlers
        {
            init = '(_this select 0) setFlagTexture "\armaforces\mod\flag\data\flag_512_co.paa"';
        };
    };
};

class CfgPatches
{
    class armaforces_flag
    {
        units[] = {
            "armaforces_flag_white"
        };
        weapons[] = {};
        requiredVersion = 1.0;
        requiredAddons[] = {"armaforces_main", "A3_Structures_F_Mil_Flags"};
        version = 1.0;
        versionStr = 1.0;
        versionAr[] = {1,0};
        author = "veteran29";
    };
};

#include "CfgVehicles.hpp"
granite grotto
#

awesome mate!

#

soo nice to know there is help to be gotten - been feeling very alone ๐Ÿ˜„

#

And I make an addon just by minimum having these now 2 files and then binarize them using the arma 3 tools?

#

like can an addon simply be a config.cpp file?

#

And the path in setFlagTexture "\armaforces\mod\flag\data\flag_512_co.paa"' -- how do I make that relative to the addon folder I am in - will .\ work?

opal crater
#

I'm not sure how the addon builder creates the path. Can it read PBOPREFIX or something?

astral pagoda
#

It would be maybe wiser to use pboproject

opal crater
#

he just wants to pack single config.cpp addon ๐Ÿ˜„

granite grotto
#

will have custom paa files to use

#

for flags etc.. probably also icons for the custom units

astral pagoda
#

Even better, if it's simple addon ๐Ÿ˜‰

granite grotto
#

Hmm I wandered into a esthetic debate here now I can read ๐Ÿ˜„

#

Hmm - had problems loading Mikero's tools

#

so pboproject is a no go for now

opal crater
#

It's more portable. You only need single exe in your system.

#

whole project configuration is bundled with the project.

#

No P drives and stuff like that.

granite grotto
#

Thanks - I really appreciate the help!

opal crater
#

However pboProject is better for begginers imo. (after you will set it up :D)

granite grotto
#

Why the extra split up with another addons folder inside

#

addon_template/addons/then_here_the_actual_addon

opal crater
#

Read the documentation it's how the hemtt projects are supposed to be structured.

granite grotto
#

ok will read about hemtt projects

opal crater
#

bonus stuff in my template:
it has automatic workshop publishing after adding workshop id in the config.

#

Try to create project with hemtt only to understand how it works.

granite grotto
#

ok thats the python scripts in tools then

opal crater
#

Then switch to my template as you don't need cba macros and all that stuff

granite grotto
#

So the binarization is also a part of the automated deployment?

#

like a full build and CI

#

sweet - like being at work ๐Ÿ˜„

#

But binarizing (right word?) a folder with a simple config.cpp and thats it - that would also work right?

opal crater
#

it will.

#

hemtt only supports binarisation for now, so if you have any includes it must be able to resolve them.

#

In the future there will be an option to pack addon without binarisation so includes will be resolved by arma itself.

#

I'm not sure if this is called binarisaiton tho ๐Ÿค”

granite grotto
#

I will have dependencies - but no includes

#

pbo-ization then

#

pbosmify