#arma3_config
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I'm going out to pub... ๐ป so don't expect any support from me anytime soon.
You can find more people with hemtt knowledge on ace slack tho.
I've found out that i cannot see my vehicles / faction in zeus
yet i have set
scope = 2;
scopeCurator = 2;
in CFGVehicle
any ideas what else can be causing it?
do you mean you have that in the CfgVehicle class, or the vehicle's actual class?
the vehicle's class itself
say
i have me base class
and then i make a public version of it like this
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
};```
it shoud be visable, but i do not know why i cant see it
is it added to cfgpathes ? i guess not
yrp, i didnt
i added them and i still cant see them in zeus
i can see them in editor but not in zeus
i have multiple vehicles in all diferent pbos btw and i have in all of them these files:
CfgPatches, CfgVehicleClasses, CfgFactionClasses
for them to show up in zeus
and it all of the induvidual cfg patches i have the vehicle's public class name
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[] =
{
"PZD23_R75_01"
};
weapons[] = {};
scope = 2;
scopeCurator = 2;
};
};
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[] = {};
scope = 2;
scopeCurator = 2;
};
};
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_9_C_01",
"SDK_251_9_C_02"
};
weapons[] = {};
scope = 2;
scopeCurator = 2;
};
};
Why do you have the same cfgpatches classname for all of them?
they're all class PZD23_vehicles_01_blue
That should be unique for each addon
why do you have scope=2 and scopecurator in cfgpatches
๐ indeed those need to be inside the actual cfgVehicles class for that vehicle
yeeeep. they are in cfgvehicle
i missread a suggestion
isn PZD23_vehicles_01_blue in CFGPatches refering to the faction?
Anyone can help me with my addon?
I have uploaded what I got on my P drive to github here -> https://github.com/IgorSzyporyn/bawaforl
It is a minimal addon that should simply just add a flag - but proProject wont crunch
I yanked what made sense from a dePbo of RHS: AFRF
When I know I can pack this - there will be a faction as well
thought they would be auto included based on their namespace
well thats a start ๐
do I include first or last in the file - or wont it matter?
and also some stuff was puzzling - kind of black box in the dePBO I did
like no reference of the file "script_component.hpp" or it being included
makes me think there is a surrounding dev setup to be installed if I wanna do the thing I wanna do - also the Stringtable file puzzled me - how it got involved in the process
but could be pboProject that does it..?
@granite grotto what mod have you unpacked?
They do have a more complex setup for their own dev methods
I'm more than willing to go with a much simpler setup ๐
So for the uninitiated it might be too much
Best to look into unpacked vanilla Arma configs or use the Config dump from the BI forums
Just wanna do a faction based addon so I can get on with my game world ๐
Bit of a general question, but does anyone know if there are any good examples (or if this is even possible in ArmA) of a hovercraft? Something that can quickly move over water, but also move almost equally well on land?
yes you can make them (use carX simulation as base)
Anyone know why my marker image is being distorted to square shape - it has the same dimensions as for instance flag_nato_co.paa
Also in the dropdown in ALiVE ORBAT module - where you pick a flag for your new fact - it is also showing with distorted proportions in relation to other
size is 512x256 btw
class CfgMarkers
{
class flag_NATO;
class baw_flag_ORL: flag_NATO
{
name = "Orthodox Republic of Limnos";
icon = "\@baw\addons\main\data\flag\flag_orl_512.paa";
texture = "\@baw\addons\main\data\flag\flag_orl_512.paa";
};
};
and now I look at it - probably because icon has different proportions...
the path also looks very wrong
Never use @ folders
And generally it's not advice to use addons folder in there either.
Your folder structure could look like baw\baw_main\data\stuff or just baw_main\data\stuff
Assuming baw is your mod to begin with and not something you unpacked.
with baw_main being your "addon name" in cfgPatches
ok thanks guys
I wanted to make an entry for the dropdown when you use ALiVE Orbat Module - and it turned out it was CfgMarkers that kicks that feature off
I was pursuing this thing - can people tell me what it is?
// Add the country flag as a flag carrier
class FlagCarrier;
class baw_Flag_ORL_FC: FlagCarrier
{
author = "Badgers Community"
displayName = "Orthodox Republic of Limnos";
_generalMacro = "baw_Flag_ORL_FC";
scope = 2;
scopeCurator = 2;
class SimpleObject
{
eden = 0;
animate[] = {{"flag",0}};
hide[] = {};
verticalOffset = 3.977;
verticalOffsetWorld = 0;
init = "''";
};
class EventHandlers
{
init = "(_this select 0) setFlagTexture '\@baw\addons\main\data\flag\flag_orl_512.paa'";
};
}
hello all , i have made a throwable stone grenade that works great but can't seem to get the Ai to use it .I use a ai unit with just my throwable stone grenade, but they will not throw it ,but if i add any other grenade then they will throw that .Any help would be great thanks. this is my cfg ammo class stone_grenade: SmokeShell { timeToLive=900; grenadeFireSound[]={}; grenadeBurningSound[]={}; model="\Medieval_stone_weapons\stone.p3d"; simulation = "shotShell"; SoundSetExplosion[] = {""}; soundHit[] = {"", 0, 1}; hit = 10; cost = 1; indirectHit = 0; indirectHitRange = 0; deflecting = 5; airFriction = -0.001; whistleDist = 16; typicalSpeed = 26; explosionTime=0; fuseDistance=0.5; directionalExplosion = 0; deflectionSlowDown = 0.8; simulationStep = 0.05; supersonicCrackNear[] = {}; supersonicCrackFar[] = {}; soundHit1[] = {}; soundHit2[] = {}; soundHit3[] = {}; soundHit4[] = {}; multiSoundHit[] = {}; };
i got it working by changing smokeshell to GrenadeHand
That would make sense. Smokeshell is not offensive weapon
What do I do if my weapon isnt showing the ammo in the backpack
I coded it in to say the .45 acp same with the zubr but it doesnt show the ammo
magazines[] = {6Rnd_45ACP_Cylinder};
try magazines[] = {"6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder"};
If you have only 1 mag it goes into the weapon
well he didnt encapsulate his ammo in quotation marks either
config stuff usually auto falls back to quotes.
Though not sure if the "word" starts with a number ๐ค
maybe, but if he writes his config correctly the first time, rules out further issues
I suggest using pboProject to pack it.
@versed kindle I think you may have wasted your time as so far there has not been a ST mod that uses legit assets and each of them are build on ripped models from other games.
also you should delete your message from other channels as crossposting is not allowed
nope
but also IP theft is not taken very well around here so you may have hard time finding help
you really dont care about using stolen assets?
its not internal if you share it with friends. Its a matter of principle
eitherway its illegal
"i pirated your videogame, i have no issue with it. I may replace it with a legit copy later... maybe" ... nope, still illegal
oh i do
doing stuff wrong way is your choice but dont be supprised if it closes doors on you when you need help
lets hope none of them leaks it to a friend who then shares it with his friends and so on and so on then.
Oh but its not. Its on all of you
oh but if youre using stolen assets and someone leaks that it does not mean youre not just as responsible in the eyes of the law
but youve been informed now
carry on as you see fit
Q: Any proper way to doing the actual mod icons in config.cpp? trying to get rid of the puzzle piece that shows up. Been trying to get it to find tutorials on proper .cpp making with no luck.
anyone able to point me in the right direction?
mm you need mod.cpp or whatsitcalled
ive made one, and have been looking at the OPTRE mod to see how to get it to work. but its still not showing up
i do get a popup saying that picture - not found
picture exists, and the file path is correct
If it says picture not found then it's not correct.
is it okay to drop snips here? cause ive been scratching my head over this.
logo images are imagename_ca.paa right?
Is it possible to use 4 and more arguments at:
statement = ([this, 'Door_3_rot', 'Door_Handle_3_1_rot', 'Door_Handle_3_2_rot'] call BIS_fnc_DoorOpen);
If i change it like:
statement = ([this, 'Door_3_rot', 'Door_Handle_3_1_rot', 'Door_Handle_3_2_rot', 'Door_Handle_3_3_rot'] call BIS_fnc_DoorOpen);
Door isn't work correctly (script error)
look into the function definition
no
the actual code
unpack the pbo where it's in. Or the ingame functions viewer
I assume you most likely can't do it. But dunno
View ingame func viewer*? ๐
{
sounds[] = {"StandardSound","SilencedSound"};
class BaseSoundModeType
{
weaponSoundEffect = "DefaultRifle";
closure1[] = {"Test_weapon_01\sounds\Metro_shot",1.7782794,1,10};
closure2[] = {"Test_weapon_01\sounds\Metro_shot",1.7782794,1,10};
soundClosure[] = {"closure1",0.5,"closure2",0.5};
};
class StandardSound: BaseSoundModeType
{
begin1[] = {"Test_weapon_01\sounds\Metro_shot", 4,4};
soundBegin[] = {"begin1", 1};
};
class SilencedSound: BaseSoundModeType
{
begin1[] = {"Test_weapon_01\sounds\Metro_shot", 4,4};
soundBegin[] = {"begin1",1};
};
recoil = "recoil_single_Test_rifle_01"; /// defined in cfgRecoils
recoilProne = "recoil_single_prone_Test_rifle_01"; /// defined in cfgRecoils
minRange = 2; minRangeProbab = 0.5; /// Task Force Balance black magic - this is the probability which AI thinks it would hit target at set range with
midRange = 200; midRangeProbab = 0.7; /// it is no real probability of hit, just used for AI to compute if the shot is worth to take - AI chooses highest
maxRange = 400; maxRangeProbab = 0.3; /// probability of the weapon, does some calculation and compares it with calculated probability of other weapons
}; ```
Did I do something wrong here, the sound when it fires wont play
!purgeban @versed kindle 0 stolen content/modifying stolen content
*fires them railguns at @versed kindle* ร_ร
Can someone help me with ACE and making a thermal-seeking missile?
I'm completely lost in trying to get the guidance to work. It appears to guide if the missile is close, but then immediately turns away from the target.
class OPAEX_M41_Rocket_HEAT_Thermal: OPAEX_M41_Rocket_HEAT_SACLOS
{
class ace_missileguidance
{
enabled = 1;
//Aerodynamics
minDeflection = 5e-005; //0.00025;
maxDeflection = 0.075;
incDeflection = 5E-005; //0.0005;
//Seeker
canVanillaLock = 1;
defaultSeekerType = "Optic"; //apparently thermal is not used by the titan, but Optic is.
seekerTypes[] = {"Optic", "Thermal"};
defaultSeekerLockMode = "LOAL"; //"LOBL";
seekerLockModes[] = {"LOAL", "LOBL"};
seekerAngle = 300;
seekerAccuracy = 1;
seekerMinRange = 1;
seekerMaxRange = 2500;
//Program
seekLastTargetPos = 1;
showHintOnCycle = 1;
defaultAttackProfile = "JAV_DIR"; //Normally DIR or JAV_DIR or JAV_TOP
attackProfiles[] = {"JAV_DIR", "JAV_TOP"};
};
};
I've tried using thermal and optic. Both don't really work when I fire the bloody thing.
i finally figured out what i was doing wrong with my mod.cpp.
Can anyone tell me if "rarityGroup" in the following config snippet works so 0 is VERY rare (will never show) and 1 is NOT AT ALL RARE (will 100% show up) - or the other way around?
class aw_group_orl_infantry_squad_sniper
{
name = "Infantry Sniper Squad";
side = 0;
faction = "aw_faction_orl";
icon = "\A3\ui_f\data\map\markers\nato\o_inf.paa";
rarityGroup = 0.75;
};
well not "show up" - be used I guess
And also - I've seen "Air groups" with both men and without men to go along with the air unit (say a helicopter)
Is it so that if I do not add any humans to the group then it will just default load crews, and if I do load in humans in the group - then it will override crewmembers with my guys
having a small issue with triggerAmmo command
I know it was discussed in the past, and I'm partly getting where I want to be
i want to detonate a 40mm grenade on a firing range designed to simulate a battlefield for new recruit training
triggerAmmo _G_40mm_HE;
_this setDamage 1;```
This creates a 40mm round on the ground...but it doesnt detonate it. removing either/or triggerammo and/or setDamage doesnt resolve issue
however, I did get C-4 charges to explode using CreateVehicle and setDamage alongside a uiSleep command on ANOTHER trigger...so I was a little surprised to see that one trigger detonated ALL charges
@candid flower _g_40mm_he variable is unassigned/undefined
my_splendid_var = "G_40mm_HE" createVehicle position Tube1;triggerAmmo my_splendid_var
@hot pine i just plugged that into a trigger. it created the round on the ground...but the round did not explode - it just disappeared
are you using devbranch/rc?
not sure what that is...i was in Eden Editor
what is your game version?
i have the latest up to date through steam. however, Eden Editor indicates 1.92
i have some mods loaded, sure, but would they interfere?
dont grenade have minimum arming distance/time? Or does that not play into triggerammo?
im not aware
yes they have minimum distance.
I would expect triggerAmmo to override that tho
ah, it doesn't work with grenade sim
it works with shotSubmunition/shotShell/shotBullet/shotMissile/shotRocket
updated wiki
*sorry for multiple channels , is it possible to completely remove Pawnee/Hummingbird windshield?
no
also if you post on many channels Discord has delete message function
please us it
because multiple channel spam gets you kicked @clever umbra
thanks, sorry
what is the purpose behind "signing" a mod, how do I go about doing it for mine, and what issues would arise if it is not done?
it means the server has a key it checks against the keys of the pbos on the client and if they dont match the client gets kicked
it prevents use of modified/wrong version of client files
gotcha
@hot pine so is it not possible to trigger a 40mm grenade shell explosion? or is some other kind of syntax required?
Hello, i need some help. How do i make so when someone enters my server they cant set by themselves the roles of police and EMS? how do i lock it to make a whitlelist?
So I tried to make a config with custom ammunition
But in game the ammo type doesnt appear in the arsenal, so I cant add any more to my loadout
What could be the issue, the CfgAmmo or the CfgMagazine?
is the weapon configured to accept the custom magazine?
Yes
It gives me 3 in the inventory
and I am able to fire fine just doesnt appear in arsenal
I think at least. Im noticing now in the inventory it says the mag is accepted for the TRG and a few other variants but not my weapon
thats probably why
even though my weapon is using and spawning with the ammunition
the bit that says what guns the mag goes in isn't automatically generated, so it can easily end up not mentioning guns it does work in
anyway, is the scope correct for the magazine?
Hey guys can someone add me, I am trying to reskin a helmet and I am getting a few errors
you can describe your issue here if its a config error
@idle matrix Im assuming the scope is supposed to be 2?
Its 2 for the actual weapon im assuming it would need to be 2 also for the magazine
yep
2 is correct
are you making a new class for the magazine or trying to edit an existing one?
actually, can you just put the config on pastebin or something?
I ended up fixing it.
Few things were wrong.
The scope value had a . there, I had useless classnames that werent defined that were in all honesty probably breaking it.
Just your normal stuff
heres what it looks like ^
hate to break it to you @sullen fulcrum but Metro objects as far as I know are not free to use in other games.
so you cant use them
@hearty sandal We had someone look at the model
This ones good, but the others we had arent
I think
at least
the guy running the mod said its a different model
@hearty sandal
Still stuff from other games is usually a no no
slight bump with my weapon, i cant give it ranging. i have given it the discreteDistance array with the ranges but i cant range it ingame
ideas?
nvm i was a dumm dumm and didnt have balistic computer in cfgWeapon
class CfgPatches
{
class Helmets_Test
{
requiredVersion = 1.60;
requiredAddons[] = {"VSM_HELMETS"};
units[] = {};
weapons[] = {};
};
};
class CfgWeapons {
/extern/ class ItemCore;
/extern/ class InventoryItem_Base_F;
/extern/ class HeadgearItem;
/extern/ class VSM_OPS_2;
class TestItem: VSM_OPS_2 {
scope = 2;
weaponPoolAvailable = 1;
displayName = "Test Helmet";
picture = "\#\#\#.paa";
model = "\VSM_Helmets\models\VSM_ops_2";
hiddenSelections = {"_helmBase", "_helmStrobe", "_nvgBattery", "_Peltor"};
hiddenSelectionsTextures = {"VSM_Helmets\Textures\VSM_ops.paa", "vsm_helmets\textures\helmet_1_co.paa", "vsm_helmets\textures\vsm_ech_2_projecthonor.paa", "vsm_helmets\textures\rr_ops\tex\headset_co.paa"};
class ItemInfo: HeadgearItem {
mass = 15;
allowedSlots = {901, 605};
uniformModel = "\VSM_Helmets\models\VSM_ops_2";
modelSides = {3, 1};
hiddenSelections = {"_helmBase", "_helmStrobe", "_nvgBattery", "_Peltor"};
class HitpointsProtectionInfo {
class Head {
hitpointName = "HitHead";
armor = 6;
passThrough = 0.500000;
};
};
};
};
This is the error - File helmet/config.cpp, line 26: .ItemInfo: Undefined base
class 'Headgearitem'
I have no idea why it isnt working? Can someone help me
@echo trench pls next time post config on pastebin.com and link here. its easier to read
or atleast in a code block :U
and your calss itemInfo is inheriting from class HeadgearItem that you have not defined inside the VSM_OPS_2
I've already read it mate, but I will read the inheritance again
I dont really know how to explain it any better
this part is pretty much what you are doing
why do you have the /extern/
I dont think that works
what program are you packing your addon with?
`class CfgPatches
{
class Helmets_Test
{
requiredVersion = 1.60;
requiredAddons[] = {"VSM_HELMETS"};
units[] = {};
weapons[] = {};
};
};
class CfgWeapons {
/extern/ class ItemCore;
/extern/ class InventoryItem_Base_F;
/extern/ class HeadgearItem;
/extern/ class VSM_OPS_2;
/extern/ class ItemInfo;
class TestItem: VSM_OPS_2 {
scope = 2;
weaponPoolAvailable = 1;
displayName = "Test Helmet";
picture = "\#\#\#.paa";
model = "\VSM_Helmets\models\VSM_ops_2";
hiddenSelections = {"_helmBase", "_helmStrobe", "_nvgBattery", "_Peltor"};
hiddenSelectionsTextures = {"VSM_Helmets\Textures\VSM_ops.paa", "vsm_helmets\textures\helmet_1_co.paa", "vsm_helmets\textures\vsm_ech_2_projecthonor.paa", "vsm_helmets\textures\rr_ops\tex\headset_co.paa"};
class ItemInfo: HeadgearItem {
mass = 15;
allowedSlots = {901, 605};
uniformModel = "\VSM_Helmets\models\VSM_ops_2";
modelSides = {3, 1};
hiddenSelections = {"_helmBase", "_helmStrobe", "_nvgBattery", "_Peltor"};
class HitpointsProtectionInfo {
class Head {
hitpointName = "HitHead";
armor = 6;
passThrough = 0.500000;
};
};
};
};`
remove all teh extern stuff, its of no use for you
just makes things messy
also
what program do you pack the addon with
Hey can anyone help me I made a vehicle and I can get out of the vehicle but can't get in?
Ye I fixed my issues now
At the moment just PBO Manager
PBO Manager is not capable of compiling/binarizing (and therefore optimizing) your content for Arma, it is a legacy tool for opening PBO files and working with mission PBO's only and should be treated as such.
Is it possible to have multiple player classes with different sprinting speeds that people then choose or would i have to use scripts to change sprinting speed?
There is a mod that changes it based on weight here https://steamcommunity.com/sharedfiles/filedetails/?id=1809362058 @toxic solar
Basically lighter is faster, heavier is slower
Ahh cool thz, @night ocean.
Is it possible to sort items added through different configs with the += operator? Or only through the load order?
redefine or load order
Hey, I am currently trying to create an Arma faction as a mod. So basically just readjusting loadouts. I am not that used to scripting though and I am not sure were to put the CfgPatches and the Full Faction script I extracted from the Orbat creator. Could anyone help me out?
Is it possible to combine strings in a config class?
Like displayName = "Part 1, " + "Part 2";
so the final result would be displayName = "Part1, Part2"
I know doing it this way doesn't work, but I remember seeing it done somewhere a while back, but I don't remember where or how specifically it was done
I am essentially just trying to add something to the end of the vanilla A3 string on a retextured object
that way, at least the first part of the string matches the user language
@inland gulch https://community.bistudio.com/wiki/PreProcessor_Commands#.23.23
however not sure if you can do it with stringtables
Am I supposed to do it like this:
#define STRINGMERGE(g1,g2) g1##g2;
class thing {
displayName = STRINGMERGE("string1"," string2")
}
Or like this:
#define STRINGMERGE(g1,g2) displayName = g1##g2;
class thing {
STRINGMERGE("string1"," string2");
}
the first one just makes the display name literally appear as STRINGMERGE("string1"," string2") and the second gives a non-specific error in random places
Anything I put after displayName = is displayed literally, no matter what, in game. I'm not sure what I'm doing wrong
it works, just not with the string table strings
eval/exec 'localize' is not binarisable
format doesn't work either
is such a simple task as combining two strings impossible?
" is displayed literally, no matter what, in game" your macro is not defined properly, the preprocessor doesn't find it. And thus auto-fallbacks to the parse as string
Is there any way to find any indication of what the specific issue might be?
For my specific goals I think it is most important to know if using macros could actually work with a string table string to begin with, because if that isn't possible then it really isn't worth the time or effort for me to figure out anyway right now
@inland gulch from desc.ext: __EVAL(localize "STR_AAS_EXT_DEFAULT" + ": " + localize "STR_AAS_EXT_SMALL")
eval/exec 'localize' is not binarisable
I already tried that
compile also doesn't seem to work in the config.cpp
@inland gulch you can just pack a pbo - you dont have to rapify configs
@inland gulch Ah I see, so the macro example you posted isn't actually the code you have?
Preprocessor is executed before packing, but you cannot know what language the user has before packing.
You could however use the preproc to build the name of the localized string.
Like
displayName = DOUBLES("$STR_BLA", "blub"); // -> $STR_BLA_blub it's a CBA macro.
I'm not sure I understand
is doubles a defined macro like #define DOUBLES(x,y) x##y;?
As I said it's a cba macro
https://github.com/CBATeam/CBA_A3/blob/master/addons/main/script_macros_common.hpp#L481
Ignore the leading ## that's an error that will be fixed soonish
#define DOUBLES(var1,var2) var1##_##var2
I don't think creating the name of a string table string is useful for much of anything tbh.
If I under stand correctly, in your example, $STR_BLA is not the name of a full string table string, and blub is not an entirely separate string that you are appending to whatever the localized version of STR_BLA is, but instead you get $STR_BLA_blub which actually represents a string from the string table
What I'm a trying to do is combine $STR_BLA_blub with an entirely different string from within the config, so the first half of the string is the localized version of whatever STR_BLA_blub represents, and the second half is whatever I added to it. So only the first part of the string changes depending on the user language, but the added part doesn't
I'm guessing this simply isn't possible
yes
you cannot localize at pack time
There is the executable string code type in config that basically no pbo packer supports and that I've never tried out, which might be able to do that.
well ... you could
technically
theoretically
using other tools
slaps SQF-VM in your face
or some proper text generator
Is it possible to use head tracking to animate parts of an air vehicle, say a searchlight, in user controls? I've got something like this, and I want it to match where the player is looking in 1st and 3rd person POV.
In the past, I've had some success in making folding wings, similar to the F181's, and keybinding them to the combat/low-ready stance toggle (which is not typically used in aircraft). For me that's 2x 'C', so I press C, C, and the wings folded. I did all this without scripts. Head tracking is a bit more complex, but if this is do-able in config, then great!
i think you can tie a turret to a units view.... thats how the apache etc used to work (not sure about a3 helicopters)
Yeah I saw that... it was script intensive
I want to avoid using the pilotCam to attach a searchlight, since it has an inherent adverse way of using head tracking
@lofty zealot explain me how you detect the language of the USER at pbo pack time?
Magix
and a two run principle
๐
aka: start once, build lang
start twice: use existing
@novel lava I should have mentioned this is for a one-man patrol vehicle, so a pilot has no turret
oh, hmm
or some sort of installer ๐ค
yeah don't know then - that's the only config way of doing it im aware of
Thanks for the try. I think I just need to know how to use the head tracking for user animations
anyone know what might be causing my game HUD to disappear in only one vehicle? It's one that I've made, but I'm not sure what I borked to make it blank.
I'm comparing to my other vehicles, little by little, but thought if there was a typical culprit I could eliminate some work
@dry carbon
driverWeaponsInfoType = ""; //"RscOptics_CAS_01_TGP";```
Void
ok
would either of these also be related to a "rcs_InGameUI" warning message I get when getting into the heli?
PS the only reason I would use blank quotes on purpose is because it was referring to a vanilla model/texture that wasn't being found on compile
hence the commented parts
That did the trick, on both accounts, Thanks reyhard!
is it planeX UAV?
simulation = "airplanex";
What untitinfo are you using?
Only two present are for RscOptics_AV_pilot
Is there any way to make plain and plainX not ignore infantry? or is this hardcodedinto the engine.
So im getting this error with my macros.hpp
i think the issue is somewhere the #include is giving a wrong path
but ive checked through all of em with no avail
its all right
and the only place im finding the macros.hpp includes is in the ui files
Anyone have experience with the liberation mod? having some issues getting the server started and think the issue is lying here
Apologies if this has already been answered but does anyone know what this is referring to in yesterdayโs Dev announcement?
โThe weapon attachment arrays were updated, so mods may initially not be fully compatible yet. Please allow their creators some time to iterate as well.โ
If you are using for instance CBA you might have to wait for update which includes new accessories variants
vanilla content is mostly still using outdated single array syntax for defining accessories so each time some new accessory is added, CBA have to convert it to JR
there is slow progress on converting it to that alternative syntax (which is available since 1.42 I think?) but there were some bigger issues to solve first
Oh I think CBA doesn't have that on their screen yet. I'll poke them
thanks!
You can send them new accessories list
"optic_Arco_AK_blk_F","optic_Arco_AK_lush_F","optic_Arco_AK_arid_F",
"optic_DMS_weathered_F","optic_DMS_weathered_Kir_F","optic_Arco_lush_F","optic_Arco_arid_F","optic_Holosight_lush_F","optic_Holosight_arid_F","optic_MRD_black","muzzle_tma_65"
bipod_02_F_lush
bipod_02_F_arid```
there will be also some contact specific accessories but actually now I realized how tricky it will be to include them in JR
Only downloaded for DLC owners with DLC enabled?
Not sure if Engine throws errors if you define accessories that don't exist?
yeah :/
Do they really have to be in the optional part?
I mean, some small attachments won't make the mandatory download that much bigger
Don't think a compat mod is a big problem tho. CBA already has a couple optionals
they don't but probably too late to move that now
are the new attachments, DLC restricted?
Mostly not - only Promet & Training Muzzle Adapter are premium
@hot pine the Apex AK supports optics now if CBA add a slot for it too, right? Or a separate AKMN class, I guess
@untold temple yes, Apex AK could mount accessories if CBA class slot is added
why doesnt defining dummy classes in CBA not work?
I have a Dismount action that places the player at the memory point closest to where they are looking, and want to also want to hide the hard coded Get Out action. Where in the config hierarchy does it make the most sense to insert these changes?
can vehicles use magwells?
whats the purpose of multipler? from this https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#multiplier.3D1
doesnt the burst attribute do that in the fire mode class?
it means how much ammo 1 shot of the weapon depletes
oh okay
I went ahead and looked though a AIO config, which crashed lol, and saw that the flares use it so that makes sense
So, I made some editor previews and used a macro to add them to the classnames of the things that they are for. I got it working by making an addon specifically for the editor previews that is loaded before the actual addon where those classnames are defined.
#define CLASS_EDENPREVIEW(x) \
class x {editorPreview = \path\addon_editorPreviews\data\x##.jpg;}
class CfgVehicles
{
CLASS_EDENPREVIEW(ObjectClassName)
};
This is my macro. The editor preview addon is loaded first, as I said, and the actual classes are defined in an addon that requires the preview addon to be loaded first. So, my question is, are there any problems I will run into by doing this this way? Doing it so the editor preview redefines those classes later causes a lot of inheritance issues, and I'm wondering if this might have some less obvious ones somewhere
Everything seems to be fine in game, so it appears to be working as I intended it to
@inland gulch you are missing inheritance so it's not going to work actually
That was the problem I ran into before, but if I load the preview addon first, it seems to work just fine
it's very bad solution which will cause a lot of headaches in future
key word 'seems', as I'm not sure if it will cause issues
that's what I was concerned about lol
#define CLASS_EDENPREVIEW(x, y) \
class x: y {editorPreview = \path\addon_editorPreviews\data\x##.jpg;}
class CfgVehicles
{
CLASS_EDENPREVIEW(ObjectClassName, ParentClassName)
};
So I'll have to do it like this and manually add the parent class for each object, then?
It's basically a major annoyance but I could probably process a list with a script from in game to make it easier and avoid mistakes
not sure if you really need the ## there? I think the . should already be a non-name character, thus be a delimiter
@grand zinc I'll test it without them and see if it works.
@hot pine Thanks for the input
#define CLASS_EDENPREVIEW(x, y) \
class x; \
class y: x {editorPreview = \path\addon_editorPreviews\data\x.jpg;}
It actually needs to be like this since it's a different addon
@inland gulch why not use missions/scripts to generate the code?
I want to use macros for organization's sake and so I can add new objects easily once their preview images are ready
generating the code is even easier and less work
generate the macros using script \(O_O)/
I have hundred's of objects with their own unique configs that don't have the editor preview paramater defined (I should have probably been adding them from the beginning) and a good percentage of the objects use their own macros that I wish to remain intact as macros (also for the sake of organization) so generating the code and manually extracting a single parameter and adding it to the class it belongs to seems like a bit too much work for me. I personally think this works best for my current situation. I have been needing to get this done for quite some time and decided to take a small break from other projects and check this off from my growing and incomplete to-do list lol
@grand zinc that's pretty much what I did
you can just outsource the definitions to its own config (as you seem to do anyway)
can anybody here point me in the right direction to learn general coding in arma and to better understand the syntax?
enoch config dumps anyone (AIO?) ?
nm, found something by kju - https://steamcommunity.com/sharedfiles/filedetails/?id=1763139073
there is one in ace slack.. to far away
The Unsung M-113 and some other tracked vehicles have main turrets that never turn with the vehicle, e.g. they always seem to face north. I've now tried to 'slave' otocvez to damagehide in model.cfg, but that does not seem to work either. Anyone knows which setting is needed so the main turret stays oriented with the vehicle?
Do you mean turret stabilization?
https://community.bistudio.com/wiki/Turret_Config_Reference#stabilizedInAxes_.3D_3
maybe, I'll give it a try
@strange egret thanks a ton, was looking for model.cfg stuff all the time, your advice was spot on!
another question in this area: when turning out the commander is out before the hatch opens. Is this a config setting or a delay built into the rtm of the commander out animation?
@gritty rune vanilla vehicles are using 2 stages animations for turn out
turning out anim and then, turned out one
it follows same principle as settle in animations in i.e. hatchback
@hot pine thanks, but I fail to see this. I check the test_tank_01 in the samples and I have hatchDriver/Gunner/Commander. I don't see how they are connected to the driver/gunner/commander turn out action?
gunner/driver/In/Actions
I thought those were for leaving the vehicle?
nevermind
confuse them with getiInAction and getOutAction
I'm starting to suspect that there's something wrong with the IdentityTypes and HiddenSelectionTextures entries in config.cpp files when it comes to implementing insignias and specific faces onto soldiers
I just created a mod with 100% vanilla ARMA assets...and in following along with how other working mods have configured their files, I repeated those configurations...and it STILL failed...
is there anyone here who has successfully been able to repeatedly get a soldier entry to deploy into the EDEN Editor with the right face and patch AND also get them to respawn with said face and patch in a live mission?
yes, see story characters
yeah i did so ๐ฆ
could you post your cfg?
sure
{
class Alpha
{
face = "WhiteHead_06"; // Dayton
glasses = "G_Combat";
name = "Alpha Operator"; // Alpha Operator
nameSound = "Alpha";
pitch = 0.9;
speaker = "male01engvr"; // VR English
};
};```
thats not all of it dude
gimme a sec XD
class AlphaForcePatch
{
displayName = "Alpha Force Patch";
author = "[TLS] Commander A9";
texture = "\AlphaMod\Alpha Force.paa";
textureVehicle = "";
};
};```
well, but I already see that you are doing it in wrong way
alrighty, what's the better way of doing it?
ive seen EventHandlers used, and that's worked ONCE on initial deployment, but not for respawns
and adding the EventHandler's script to the Respawn fields of soldiers doesnt resolve the issue
editorPreview = "\AlphaMod\AlphaSoldier.paa";
_generalMacro = "Alpha_Soldier";
author = "[TLS] Commander A9";
scope = 2;
scopeCurator = 2; // Available in Zeus.
scopeArsenal = 2; // Available in Virtual Arsenal.
side = 1; // BLUFOR
identityTypes[] = {"Alpha"};```
truncated of course
event handlers are way to go
hiddenSelectionsMaterials[] = {};
hiddenSelectionsTextures[] = {"\AlphaMod\Alpha Force.paa"}; // Patch isn't showing up automatically...```
well i got my event handlers working for the patch only...identity still fails, and my configs match up with how other entries are configured in CfgIdentities, so im at a loss ๐ฆ
class B_W_Story_Soldier_01_F: B_W_Soldier_F
{
CFGVEHICLES_B_W_Story_Soldier_01_F
editorSubcategory = EdSubcat_Personnel_Story;
DLC = Enoch;
displayName = $STR_A3_C_B_W_Story_Soldier_01_F0;
identityTypes[] = {NoGlasses};
uniformClass = "U_B_CombatUniform_mcam_wdl_f";
weapons[] = {"arifle_MX_Black_FL_EMP_F","hgun_P07_khk_F",DefaultManWeapons};
respawnWeapons[] = {"arifle_MX_Black_FL_EMP_F","hgun_P07_khk_F",DefaultManWeapons};
magazines[] = {mag_9(30Rnd_65x39_caseless_black_mag), mag_2(16Rnd_9x21_Mag), mag_2(HandGrenade), DefaultBLUManSignals};
respawnMagazines[] = {mag_9(30Rnd_65x39_caseless_black_mag), mag_2(16Rnd_9x21_Mag), mag_2(HandGrenade), DefaultBLUManSignals};
linkedItems[] = {"H_HelmetB_plain_wdl","V_PlateCarrier2_wdl",DefaultManLinkedItems,"NVGoggles_INDEP"};
respawnLinkedItems[] = {"H_HelmetB_plain_wdl","V_PlateCarrier2_wdl",DefaultManLinkedItems,"NVGoggles_INDEP"};
class EventHandlers
{
init = "[_this # 0,'WhiteHead_25','male01eng'] spawn BIS_fnc_setIdentity;[_this # 0,'EnochJointTraining'] call BIS_fnc_setUnitInsignia;";
};```
oh, so your eventhandler calls the specific face and voice, not the entry in CfgIdentities
yes
because ive used the face 'class' for lack of a better term for all NATO heads or all Green heads, but it never seems to work for a specific head
alright, ill try that
now does this result in the same face and voice each and every time upon a respawn? or does it default to the general 'default' face?
because i have that issue, even with eventhandlers...
probably init eh could be copy pasted as respawn too
im...not terribly sure what you mean by that XD
init = "[_this # 0,'WhiteHead_25','male01eng'] spawn BIS_fnc_setIdentity;[_this # 0,'EnochJointTraining'] call BIS_fnc_setUnitInsignia;";
respawn = "[_this # 0,'WhiteHead_25','male01eng'] spawn BIS_fnc_setIdentity;[_this # 0,'EnochJointTraining'] call BIS_fnc_setUnitInsignia;";``` like that
but try without respawn - perhaps setIdentity and setUnitInsignia functions are handling respawn somehow
not sure about it at the moment
roger. i was hoping there might be something like this, since weapons and items also have respawn entries
im surprised because there are BI entries without eventhandlers that seem to work just fine for implementing faces and patches...but then those fields are sometimes blank in the soldier attributes Identities panel...
bugs me a little...
ok, the faces work, finally. patches call too. ill try it with the respawn entry and see what happens
thanks so far @hot pine
Why this code dont work?
https://pastebin.com/D5numcYf
your units[]= array is invalid
that means?
you need to add the vehicles you add, into it
sry.
Explain more? @buoyant mason
Image: https://imgur.com/a/zl80VE2
Code: https://github.com/56curious/VKN_Offical_Mod/blob/master/VKN_Misc/config.cpp#L432
I've had this issue for months, have come back around to try and fix it. I want to have a custom main menu design.
In the picture, the left is what I see while in the GUI editor, on the right is what happens when the code is used.
I don't understand why some elements are displaying and some are not. In the code, lines 432 to 765 are the entire display adjustments. I looked into the script rscdisplaymain.sqf found in \a3\ui_f\scripts\gui\ but I can't see where my specific elements are changed from within the script. Of course I've left the IDs the same so that the main menu still functions.
If anybody has an idea on what I should look into, then let me know ๐
@pallid snow best overwrite the onLoad
also the delete may not work fully if subclasses depend on it (or you need to be careful to delete in the right order)
Not sure if this fits here
How could I make my custom mod icons show up? I've tried in mod.cpp but it just doesnt read them and shows the puzzle piece. Any ideas on how to fix it?
you tried cfgMods
{
defaultAction = "http://www.arma2.com/mods";
class Expansion
{
dir = "Expansion";
name = "Arma 2: Operation Arrowhead";
picture = "ca\ui\data\logo_arma2ep1_ca.paa";
hidePicture = false;
hideName = true;
action = "http://www.arma2.com/arrowhead";
};
};```
what is the image path in your mod.cpp
Curious, I tried doing something like that but it still didnt work
Dedmen, I tried both putting just the name of it while it was in the same folder as mod.cpp, aswell as putting the full path to it, both with no result. I cant provide the path rn as I'm away from home but I should be able to do it later today
@thorny vine - mod folder name need to match CfgMods entry - I have to fix that bug one day...
So I need both CfgMods and mod.cpp?
The mod folder name needs to match it's entry in cfgMods
mod.cpp is the same as cfgMods, similar to how missions have some files for events like onPlayerRespawn (if i'm not mistaken, I've just woken up from a nap so I might be wrong hehe)
@stoic lily Gave the onLoad overwrite a try, it seems it doesn't even seem to run my entry (used diag_log as a quick test). In terms of those deletes, I got that order from the game files when I was looking at the classnames for the ones i wanted to "hide"
whats your requiredAddons?
also do you use config dump or extract a3 pbos for configs?
Thanks for the tips guys, will try when I have the chance
requiredAddons[] =
{
"A3_UI_F",
"A3_UI_F_Curator",
"A3_Functions_F",
"A3_Functions_F_Curator",
"A3_Functions_F_Mark",
"A3_Modules_F",
"A3_Modules_F_Curator",
"A3_Map_Altis",
"A3_Map_Stratis",
"A3_Map_VR",
"A3_Map_Malden",
"A3_Map_Stratis_Scenes",
"A3_Map_Altis_Scenes",
"A3_Map_VR_Scenes",
"A3_Map_Malden_Scenes_F",
"VKN_Functions"
};
I just used A3Tools extract game data
you need the loadorder ones
I'll go have a look
Did some messing about again, still no differences ๐
Fighting with adding components to a vehicle.
Anyone know why this may be happening?
https://gyazo.com/148128180e2c631bc6a19c2e35d67a93
Following this webpage https://community.bistudio.com/wiki/Arma_3_Vehicle_Customization
At least one of the animations classnames should match the source name
So the class in AnimationSources should match the class in model.cfg?
Yes. And if that user source is controlling multiple animations you add (I think) useSource = 1; to the animationSources class
useSource alone is enough to get the animation working once when you click it, but seems to stop you toggling it on and off unless one of the anims matches the name
I guess the VhC menu uses animationPhase rather than animationSourcePhase to check what state the toggle boxes are in. But it will apply the animation with the animate command or the animateSource command, based on that config parameter
@untold temple do you know if objects spawned by the vehicle customization can be animated?
I had a radar dish that was spinning, now that its spawned by VHC it no longer spins.
I would imagine it still would so long as the bones aren't conflicting.
is the radar dish using a scripted source or just the native time source?
native time
Is it still rotating in buldozer?
Sorry for the delay, i believe this is a bone issue
"radarselection", "radardish",```
Regardless of what i do (Cause of bones) I either have it dissapear, or have it rotate
not sure what other way ill do it
what do the two bones look like in terms or selections?
The roating piece is radardish
if it's the exact same mesh in both selections you only need one bone for both anims, or you don't need to join the bones together in the skeleton
the entire radar section is radarselection
stand by
radarselection = https://gyazo.com/d5cae63ed9c487ad33b10c7b4c4817b2
yeah, they're overlapping
remove the parts of radardish from radarselection
then it should be set up with the skeleton as "radarselection","", "radardish", "radarselection",
can someone show me how to write to select a map for my mission
like i want altis as my map and antistasi as my mission
Missions are tied to a map, so either download a version of a specific mission for a specific map, or take all the code from map A and copy those in map B.
For example Antistasi has a version on the Steam Workshop for almost every single map available, and you can easily build it own your own map as well (see: https://github.com/A3Antistasi/A3-Antistasi)
thank you that fixed it
Hey guys, pretty beginner sort of question. Is it possible to overwrite a stringable, and if so how? I want to rename an object in a mod without repacking the mod. Simply changing the name to a normal string is not an option, I need to change what the stringable says.
Secondary to this, can I overwrite a function? Eg; can I create a new version of an ace function and make it replace the old one.
I think this is the right place but might be wrong... Thanks guys
@timber inlet you have to replace the whole pbo, or assign new string keys via config
Thatโs a shame, thanks
@pallid snow use config browser or config dump to verify your changes are actually active (and not overwritten by BI configs)
ErrorMessage: File config\Users\arma3\arma3.Arma3Profile, line 51: /DifficultyPresets/: Missing '}' Any help with this?
This is what Im using in my arma3profile
difficulty="custom";
class DifficultyPresets
{
defaultPreset="custom";
class CustomDifficulty
{
class Options
{
mapContent=2;
groupIndicators=1;
friendlyTags=0;
enemyTags=0;
detectedMines=1;
commands=1;
waypoints=2;
weaponInfo=1;
stanceIndicator=1;
reducedDamage=0;
staminaBar=0;
weaponCrosshair=0;
visionAid=0;
thirdPersonView=1;
cameraShake=1;
scoreTable=1;
deathMessages=0;
vonID=1;
autoReport=1;
multipleSaves=0;
squadRadar=0;
tacticalPing=1;
mapContentFriendly=1;
mapContentEnemy=0;
mapContentMines=0;
};
aiLevelPreset=3;
};
class CustomAILevel
{
skillFriendly=1;
skillEnemy=.8;
precisionFriendly=0.30000001;
precisionEnemy=0.30000001;
};
};
@vivid dagger get a decent text editor first ๐
Was using notepad++, any other suggestions?
VS code probably, I use sublime but I'm not sure I'd recommend that to anyone at this point
@vivid dagger You can still use Notepad++ I recommend using this it works (for me at least) http://www.armaholic.com/page.php?id=8680
Thanks! i'll give that a shot.
Not flawless by any means
Atom is a good one if you have a github repo, direct push/pulls
Almost any IDE has git integration these days.
!issuewarning @vivid dagger crossposting
Done.
Oof understood.
When making class damage what controls the order you place the textures in?
I understand that
Second definition is HALF damage
Third definition is FULL damage```
But why does BI have this for the hemtt
"A3\soft_f_beta\Truck_01\Data\Truck_01_cargo.rvmat",
"A3\soft_f_beta\Truck_01\Data\Truck_01_cargo_damage.rvmat",
"A3\soft_f_beta\Truck_01\Data\Truck_01_cargo_destruct.rvmat",
"A3\soft_f_beta\Truck_01\Data\Truck_01_cover.rvmat",
"A3\soft_f_beta\Truck_01\Data\Truck_01_cover_damage.rvmat",
"A3\soft_f_beta\Truck_01\Data\Truck_01_cover_destruct.rvmat",
"A3\soft_f_beta\Truck_01\Data\Truck_01_ext_01.rvmat",
"A3\soft_f_beta\Truck_01\Data\Truck_01_ext_01_damage.rvmat",
"A3\soft_f_beta\Truck_01\Data\Truck_01_ext_01_destruct.rvmat",
"A3\soft_f_beta\Truck_01\Data\Truck_01_ext_02.rvmat",
"A3\soft_f_beta\Truck_01\Data\Truck_01_ext_02_damage.rvmat",
"A3\soft_f_beta\Truck_01\Data\Truck_01_ext_02_destruct.rvmat",
"A3\soft_f_beta\Truck_01\Data\Truck_01_int_base.rvmat","A3\soft_f_beta\Truck_01\Data\Truck_01_int_base_damage.rvmat","A3\soft_f_beta\Truck_01\Data\Truck_01_int_base_destruct.rvmat","A3\soft_f_beta\Truck_01\Data\Truck_01_int_base_VP.rvmat","A3\soft_f_beta\Truck_01\Data\Truck_01_int_base_VP_damage.rvmat","A3\soft_f_beta\Truck_01\Data\Truck_01_int_base_destruct.rvmat","A3\soft_f_beta\Truck_01\Data\Truck_01_int_board.rvmat","A3\soft_f_beta\Truck_01\Data\Truck_01_int_board_damage.rvmat","A3\soft_f_beta\Truck_01\Data\Truck_01_int_board_destruct.rvmat","A3\soft_f_beta\Truck_01\Data\Truck_01_int_board_VP.rvmat","A3\soft_f_beta\Truck_01\Data\Truck_01_int_board_VP_damage.rvmat","A3\soft_f_beta\Truck_01\Data\Truck_01_int_board_destruct.rvmat","A3\data_f\Glass_veh.rvmat","A3\data_f\Glass_veh_armored_damage.rvmat","A3\data_f\Glass_veh_armored_damage.rvmat","A3\data_f\Glass_veh_int.rvmat","A3\data_f\Glass_veh_armored_damage.rvmat","A3\data_f\Glass_veh_armored_damage.rvmat"};
};```
What controls the order in which the three rv mats are made per object on vehicle
what is weird in hemtt?
Nothin in particular. My question is why is the texture in that order
I get that they go in groups of three, but what controls the group placement if anything?
It doesn't matter in what order those groups are
Still having issues with advanced flight model locked on my server, if anyone has any experience help would be greatly appreciated.
Added ForceRotorLibSimulation = 0; to decription.ext in the kp_liberation.pbo, unsure of this was the correct place.
Running a dedicated through nitrado not sure what thatโll effect.
Thank you
Guys, I am looking around for guides on faction creation / editing.
I am having a heck of a time trying to track down a good example, and some of the guides are telling me opposite things.
Whats your go to guide.
reading the in game configs and adapting similar structures
All in One config dump is very useful source for that for example
there are very little "specific how to do X" guides
ALiVE ORBAT is useful for making factions.
needs Alive though doesnt it?
No, you need it only to create the configs.
@hearty sandal should I google All in One config dump to check it out?
That sounds like exactly what I need honestly.
(New here, so might be in wrong spot. Sorry if I am.)
I'm trying to figure out how to enable/give the Mk6 Mortar (or, more likely, a duplicate so as to not overwrite the default one) the Guided/Laser Guided ammunition.
Based on the BIStudio wiki, I've gathered that the "CfgVehicles_WEST" (for the NATO one) details the magazines the mortar is given when spawned.
I also downloaded the Arma 3 Tools from Steam. I have tried to find various files to do the bin->ccp conversion, but haven't found any that deal with the data I'm looking for.
Beyond that, I'm completely lost.
@sacred void easier to do this via scripting
Ok, thanks. (I'll ask there when I wake.)
Trying to add a pilot cam to my aircraft, I have the view but the camera is facing forward. Am I able to change that by adjusting the values in that definition or is that dependent on the direction of the memory point the camera is defined to?
Iโm trying to get the camera to face down. Like a sling load camera
@plucky shell itโs stopping the server completely?
@plucky shell whats the error
In reality the answer to a error is not skip it but actually fix it lol
Working on a turret config that allows you to turn in/out.
What controls what position has what weapon? Basic idea is turned in has a .50, turned out has a FFV weapon.
Currently the primary weapon of my character seems to be the only weapon i can pick.
Config does have
magazines[] = {"100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow","100Rnd_127x99_mag_Tracer_Yellow"};```
Anyone have any ideas? I tried swapping isPersonTurret and a bunch of other variables with no success
don't use isPersonTurret
there is separate action for that
personturretAction @woven flax
okay so complety remove isPersonTurret?
or set to 0
okay testing now
Okay some progress, i can turn in/out. However now if I turn out i cant rotate character or shoot
Setting isPersonTurret to 1, i can move as FFV in both turn in and turned out.
Changing it to 0, i can use my vehicle weapon, but turning out means i can no longer use my FFV weapon
Also for some reason he starts turned out.
That config I sent contains
personTurretAction = "vehicle_passenger_stand_2";
isPersonTurret = 0;
turnedin and out actiosn for the driver
in the config
there are parameters for those
driverAction = "Driver_APC_Wheeled_03_cannon_F_out";
driverInAction = "Driver_APC_Wheeled_03_cannon_F_in";```
for example
@woven flax try isPersonTurret = 1 then
@hot pine isPersonTurret = 1, i can move as FFV in both turn in and turned out.
Changing it to 0, i can use my vehicle weapon, but turning out means i can no longer use my FFV weapon
FFV is a bit funny on wheeled vehicles tbh
What is odd that I always start turned out, instead of the usual turned in
so i wonder if something else is fucking up up the tree
if you want to start turned in then you need to use hideProxyInCombat = 1
allowLauncherIn=0; try this too
trying noqw
now
What does allowLauncherIn do? Its not in the turret config reference
same issue
If im turned out, im in the FFV proxy, i have the option to use my weapon, but i cant turn and I cant shoot
inGunnerMayFire=1; ```
is what i currently have
removed enabledByAnimationSource
Kept outGunnerMayFire=0;
Kept inGunnerMayFire=1;
Same issues, turned in can shoot the vehicle weapon
Turned out stuck in a FFV pose with no ability to move/shoot
https://pastebin.com/Q1mA0Q6i try comparing perhaps
it's working on rhs stryker for instance
ffv? use hideProxyInCombat = 1
if they are supposed to be turned out then there is no solution for that
Anybody ever use head-tracking with the pilot camera? I tried this, but it seems very sluggish to start and then hard to stop. I'm already using head tracking for freelook, which works precisely as expected, and it would be great if the Pilot Camera could keep up with it a little better.
So, my point is that I was hoping there's a config parameter that changes the responsiveness of the pilot camera with head tracking input.
...or is there a config that can force using "Freelook" to aim the pilot cam?
can i assign multiple bounds to a wheel in the physX config?
i have some purely animation wheels that need to rotate
multiple bounds? how would that work?
I dont think you can do that
each wheel would neet to be separately configured
you can however run animations on any mesh with the wheel animation sources
yes, i have configured them with the source "wheels" and they work in bulfozer but not in game
are they part of some other animated selection?
Any ideas what might make a tank immobile in a MP mission, even though it's definitely mobile in SP? I think it might be related to the hasDriver=-1; parameter, which enables it to be a one-man tankette fully controlled by the commander. If that's not the problem keeping it from moving in MP, then what else might it be? I'm already noticing that it won't turn off the engine when the commander gets out, and that AI can't drive it (of course, since it requires commander input).
It may need a fake driver still.
any difference on how it is created/spwaned in SP and MP test?
I don't think so...
Another member of my team does the set up for MP missions
He's competent
is the problem with AI or player or both?
I had made the tank months ago, and it worked in SP. He noticed the difference weeks ago when he set up a MP mission with it, and then we all tested it. He tried to find out if there was something different before we tested it
Well, AI can't even drive it even in SP. I've accepted that. Players can't drive it in MP, but the turret and guns work
yes
if you add AI gunner etc to it does that work then?
Hmm... haven't tried yet
Could be worth testing if there is a connection
or it could reveal some other problem
here's a video for visuals. The video topic is about visibility from the occupant's position, but it gives an idea of the configuration for this purpose:
https://www.youtube.com/watch?v=NYvDvHzQ11g
Ok. I'll test that. Testing in MP is a process, because it depend on when the server host is available to upload
just local hosting with a friend would probably be enough
doesnt have to be a dedicated server
although it is of course a possiblity that it is somehow dedicated server issue. Just cant see how it could be
We have run into (and corrected) dediServer problems already, so It's a possibility
it's the least common denominator, for sure. If it works in Dedi, then it works
@hearty sandal mnope, they are the only one @sullen fulcrum Checked but all the names are correct
@hearty sandal We ran some tests today. Without changing the configuration, my one-man tankette was half-working on a non-dedicated server. Only the host could do everything: drive it and use the turret/guns. Guests could only fire the guns and move the turret. On a dedi-server the admin is not able to drive it; I assume it's because he's not playing through the server computer as a true host.
Anybody know real quick how to enable a crosshair on a plane for fixed guns? I just need a simple + for 1stPOV. It's showing for 3rdPOV, but I can't seem to find out how/why.
How difficult/simple is it to add a "fake driver," which will do nothing except occupy a seat?
you could use one of the UAV AI thingies. they are invisible
Thanks. I'm not sure I follow what a UAV AI thingie is, though
I'm guessing it's an AI that does nothing, and then I use a vehicle lock parameter to disable it from getting out? Or... will it already not attempt to get out?
@dry carbon all unmanned vehicles have fake drivers and gunners for example
And with fake I mean invisible dummy AIs that drive and fire.
What if I don't want them to do anything except occupy a position?
I dont want them to get out, turn on anything, move anything, or even try to think at all
They just need to trick the code to thinking it has an driver, for MP purposes, but really the commander will do everything.
Thanks, @strange egret @hearty sandal @grand zinc and @lone lion . It looks like I have some homework ๐
Quick question (and I feel embarrassed for having to ask), but where do I start with that disableAI information? Is it something I put into the vehicle config somewhere, or does it require making an AI config? (Non-vehicle stuff is a little foreign to me)
It's a script command that could perhaps be run on the occupying AI on init event handler. It might not be the ideal solution but right now can't think of any other either.
Oh ok
I'm kinda scared of Scripting
I'm still trying to fix all my mistakes in configs
lol
for mistakes
but disabling AI is tricky
Im not sure if the UAV AI does anything if its not told to do something
For an artist, it's all way outside my wheelhouse. I'm not even on the same boat
That makes sense about the UAV AI
I guess that's a good starting point for my homework, since there's an official use for it
Maybe you could create it as agent instead 
hasDriver = -1;
for one man tanks/vehicles
for scripted solution its done with agents indeed
@dry carbon ifa3 lite
@stoic lily The ``hasDriver=-1;" line works with only SP. If you ware hosting a MP local mission, then it also works for you, but not for your guests.
we played just fine with in DS env
For a dedi-server, the admin is not really a host, but more like a guest in charge, so it doesn't work for them either
you only need to make sure your are effective commander over the AI in the vehicle
AI wont move it
so if you are not effective commander, you wont/cant drive as result, and AI wont drive as there is no driver
anyhow as said just use the scripted version if you cant get the config one working:
https://forums.bohemia.net/forums/topic/202013-one-man-tank-script/
Hi all, Want to play with a One man tank? Here is a little script for World of tank aficionados. Works on all tanks in game, as far as you can jump into the drivers seat. Usage: youre driver until you move the mouse, pointing cannon at cursor direction. Driver is always in 3r...
I'm not sure i follow. It's working for us in SP, as expected (and we are okay with no AI using it). It's the fact that it turns on and tris to move but won't in MP that we are having problems with
as said no clue what you are doing, but it works for us in DS env
and as explained if the setup isnt right with AI crew, they wont move
Hmm. I wonder if it's a model thing, then?
something with the geomLOD or other?
something with the geomLOD or other?
Do you have a public copy of your working model?
Also, does the engine stay running when your commander leaves?
@stoic lily your version has AI in it yes?
@dry carbon your version does not have any AI in it?
Correct on my part
Im sensing this is the difference and what I tried to say earlier too
that you need the fake hidden AIs there to do the work
Yes, that's the path I was leaning towards now
I'm just now getting back to my PC, so I haven't had time to implement it
And I'm grateful for all the help I'm getting from a lot of good folks
It's a little confusing with so many chefs in the kitchen, though
no we played with pure player (one man) tanks
Did you try the FFF mod?
i just know that AI is an issue as various people ran into that - including myself
The tankette in question is part of my FFF mod
I mean.... it's a pretty decent mod, but I'm toiling away trying to improve it
This is one of those things
So, my set up is the same - pure player, hasDriver=-1;
best reach out to reyhard next week
he has also experience with it
and if you can provide him a simple demo of the issue, there is a slight cache to see it fixed
He was the one who pointed me towards hasDriver=-1; in the first place.
I just don't know why it doesn't work on our servers
or as a guest of a local server
How can i remove the rangefinder at the bottom of my optic?
the - - - - that when you press T they rangefind?
And on a second note, my FFV slots are really zoomed in when you enter them, they fix themselfs when you turn out/turn in, but when you enter them its like constantly holding your RMB
change turretInfoType to get rid of the rangefinder
And make sure your optics configuration is right. There is a parameter for default zoom. Perhaps that is incorrect.
@untold temple Ill look into the turret info type
@hearty sandal this is my base cargoturret but i dont see anything about default zoom
{
gunnerAction = "passenger_flatground_4_vehicle_passenger_stand_1";
gunnerInAction = "passenger_generic01_foldhands";
memoryPointsGetInGunner = "pos_gunner";
memoryPointsGetInGunnerDir = "pos_gunner_dir";
gunnerName = "Passenger 1 (Right)";
proxyIndex = 4;
isPersonTurret = 1; /// this turret is able to fire both when turned in and out
forceHideGunner = false;
viewGunnerInExternal = 1;
animationSourceHatch = "turnout_R3";
startEngine = 0;
class TurnIn /// limits for gunner turned in
{
limitsArrayTop[] = {{33.8208, -93.9616}, {40.8906, 66.5705}}; /// points for the upper curve
limitsArrayBottom[] = {{-9.4643, -94.5753}, {-8.3683, -67.6867}, {-9.7173, 43.6372}, {-10.1082, 78.9166}}; /// points for the lower curve
};
class TurnOut: TurnIn {}; /// turn out uses the same limits as turn in this time
};```
Well you don't have the view stuff defined. So they are coming from the cargoTurret class you are inheriting from.
well you mean this one class CargoTurret; XD
Yes. And that likely has some default values defined
Compare to some vanilla cargo turret setup. Do they have any view related parameters
{
class ViewGunner: ViewCargo
{
};
class Hitpoints
{
};
animationSourceBody = "";
animationSourceGun = "";
body = "";
canEject = 1;
commanding = 0;
dontCreateAI = 1;
gun = "";
gunnerGetInAction = "GetInLow";
gunnerGetOutAction = "GetOutLow";
gunnerName = "cargo";
hideWeaponsGunner = 0;
isCopilot = 0;
memoryPointsGetInGunner = "pos cargo";
memoryPointsGetInGunnerDir = "pos cargo dir";
primaryGunner = 0;
proxyType = "CPCargo";
startEngine = 0;
turretFollowFreeLook = 0;
viewGunnerInExternal = 1;
disableSoundAttenuation = 1;
outGunnerMayFire = 1;
isPersonTurret = 1;
showAsCargo = 1;
maxElev = 45;
minElev = -45;
maxTurn = 95;
minTurn = -95;
};```
at least thats what is in the A.I.O.
Do any cargo turret positions on any vehicles have any changes?
well for the rest of my FFv i have pretty much only changed the proxyindex name and hatchsource
and IsPersonTurret to 1 or 2
its just a minor inconvineance buts its ok
im still scratching my head at those wheels that dont wanna turn ingame, but do in buldozer
I meant check the final cargoTurret classes in vanilla vehicles if they add any view parameters.
What source are you using for the wheels?
wheel
as for the default cargo turret
{
CargoTurret_01[] = {-75, 65};
};```
this thing?????
or that effects if theres another person sitting next to them
Dunno.
as for the wheelsi can think of 2 solutions
making some "fake" physX wheels and assigning the bonenames to them
or switching the animation source to somethhing else
welp i tried to implement my 2 solutions and pretty much none of them worked. the "fake" physX wheels broke the handling and the animationsource also didnt help a lot, i tried with speed and wheelL/wheelR (yeah i know they are tankX but it was worth i try) kinda ran out of ideas
any part of the models shoudl be possible to animate with the same wheel sources as your wheels
was it a tank or a car youre making?
nvm fixed with animationsource speed, unsure why it didnt work the first time
In order to overwrite a vanilla function for compatibility reasons, would I have to make a mod or could I create a cfgFunctions entry in a mission file. Also, what would the config entry look like? To give some context, I need to overwrite a warlords function. I've already set up a scenario in the editor.
pretty sure you'll have to make a mod
How to check if a vehicle is open like quad or prowler for example or closed like hunter
sound environment
vehicleconfig >> attenuationEffectType
CfgSoundEffects >> AttenuationEffects >> type
look for gain
Gracias
Hey I have one qeustion, is it possible to change these x,y,w,h parameters to make them for every resolution/aspect ratio perfect?
class MainBackground : RscPicture {
idc = 5000;
style = 2096;
text = "\A3S_assets\ui\Inventory\A3Survival_Inventory_Main.paa";
x = "0.1205 * safezoneW + safezoneX";
y = "0.14778 * safezoneH + safezoneY";
w = "0.768281 * safezoneW";
h = "0.693 * safezoneH";
};
So how I am able to make my ui for every resolution perfect ?
as far as I know you cant. some resolutions and UI scale settings will always have some issues
I might be wrong
I mean exile and other mods have their ui's for every resolution perfect , but I have no clue how to do it
So I guess it is possible
if I have a class in addonRootClass do I still need to put that class inrequiredAddons[]?
I'm not sure if addonRootClass is a real cfgpatches thing.
It is. But not sure what the engine really reads out of it
I have a weird issue with the Qilin, I am trying to use the unarmed version of it but ingame it looks like the minigun version. The minigun is not usable and it acts like the unarmed version. This is my config.
class O_T_LSV_02_unarmed_F;
class LSV_unarmed_EPMC: O_T_LSV_02_unarmed_F
{
crew = "EPMC1";
side = 0;
scope = 2;
faction = "Enemy_PMC";
displayName = "LSV Unarmed";
hiddenSelections[] = {"Camo1"};
hiddenSelectionsTextures[] =
{"PMC\addons\Data\LSVE.paa"};
class EventHandlers
{
init = "(_this select 0) setVariable [""BIS_enableRandomization"", false];";
};
};
@dull pine you need "if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;};" in event handler
or wait - what are your cfgPatches?
class CfgPatches
{
class My_Mod_Config
{
units[] =
{
"EPMC1",
"EPMC2",
"EPMC3",
"EPMC4",
"EPMC5",
"EPMC6",
"EPMC7",
"EPMC8",
"EPMC9",
"EPMC10",
"Jeep_EPMC",
"Jeep_EPMC_LMG",
"Van_EPMC",
"LSV_unarmed_EPMC",
"LSV_134_EPMC",
"LSV_AT_EPMC",
"RifleSquad1",
"RifleSquad2",
"RifleSquad3",
"RifleSquad4",
"RifleSquad5",
;
};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {"A3_Characters_F"};
};
};

I am pretty new to this
@hot pine it does not have the minigun anymore but my texture is being overridden by the vanilla texture
init = "(_this select 0) setVariable ['BIS_enableRandomization', false]; if (local (_this select 0)) then {[(_this select 0), '', [], false] call bis_fnc_initVehicle;";
how bout dat?
you probable removed the randomization disable thing now?
ill try it now
it has my texture but still the same issue with the minigun being visible
you are missing cfgPatches for quilin
best is to use loadorder addons though
@dull pine requiredAddons[] = {A3_Data_F_Enoch_Loadorder}; use this for instance
I found the solution, I am not going to have the unarmed version. I know it is something that I am doing wrong and I will work on the config part of things and come back to this when I have more experince
Thanks for all the help
The project that keeps on giving.
Two issues in this gif.
https://gyazo.com/19e1049420aff6675cd758c721df958b
Issue #1: For some reason in the gunner view the camera will not follow the weapon. I have confirmed the proxy is weighted correctly and the model.cfg is correct. I copied lod 0 to gunnerview. As shown in the video the proxy follows the weapon just fine. Any idea what could cause this on config side?
Issue #2: Aiming down the weapon has a screenoverlay.
I am using gunnerOpticsModel = "\A3\weapons_f\reticle\optics_empty";
and
turretInfoType = "RscOptics_Offroad_01";
What else could be causing this?
think the turret has a usePIP parameter for the camera thing?
you might also need to use empty RscOptics type
it's OpticsIn
indeed it is
class OpticsIn
{
class Wide: RCWSOptics
{
gunnerOpticsModel = "A3\Weapons_F_Tank\acc\reticle_Vorona.p3d";
initFov = 0.0583333;
minFov = 0.0583333;
maxFov = 0.0583333;
visionMode[] = {"Normal", "TI"};
thermalMode[] = {4, 5};
gunnerOpticsEffect[] = {};
};
class Narrow: Wide
{
initFov = 0.0291667;
minFov = 0.0291667;
maxFov = 0.0291667;
};
};```
for example
So...interestingly enough. I commented out viewgunner for experimenting.
Now the camera is working. Still have the overlay.
Any idea on why this would of fixed my camera?
Quick question, I can't get the notification system of A3 to work with localized text. My description.ext is as following :
class HeliDelete : HeliInfo
{
description = $STR_heliDelete;
};
and my stringtable.xml is
<?xml version="1.0" encoding="UTF-8"?>
<Project name="GSRI Opex Template">
<Package name="Helicopter">
<Key ID="STR_heliDelete">
<Original>%1 has been deleted.</Original>
<French>%1 a รฉtรฉ supprimรฉ.</French>
</Key>
</Package>
</Project>
What is wrong with this ?
have you checked packed pbo to see if it contains stringtable.xml?
For now I'm testing only with eden, should it behave differently ?
no idea, it might
it looks like it's not related to the notification system : when using localize "STR_heliInfo" a blank string is returned. Stringtable.xml seems to be ignored for some reason
tested with packed PBO : the stringtable file is correctly added but the string is not found either.
What controls animation of a proxy in gunner view? Is there any special things or is it pure related to model.cfg/selections in the p3d
what kind of proxy and animation? You can't animate proxied parts of vehicles
character animation is the same in all LODs
so same model, i copied my LOD 0 to my viewgunner
notice how in the view LOD my dude rotates with turret. In the gunnerview it does not
should just be a selections thing. If you copy and paste the proxy from the working LOD to the view LOD it should work
Thats what i did but no luck
That would imply that there is some selection issue with the vehicle parts in that LOD, I would think
How does arma handle creating NVG on the screen? Is it some sort of overlay? Im trying to think of how I could create a "shitty" version of NVG thats heavily pixelated.
How possible would it be to make an autogyro in A3? 
Hi guys.
Im trying to make a basic helicopter flightmodel from thw ground up
in the Geometry lod I have put 5 boxes (left front, right front, left back, rightback and center)
with the center one slightly lower and but 20% of the total mass
envelope goes from 1.7 in stept to 3.5 and comes back down
when hovering though, there is no way to roll the helicopter left or right
until I get some forward speed
what part of the config or model controls that roll rate?
@maiden lodge are you inheriting some vanilla helo config?
also is it very big or very small helo or normal sized
and whats the overall mass
is a relatively small helo
like...5m rotor span.
inheriting from Helicopter class
the geolod, I litterally only put down 5 small cubes
do they have mass?
yes
total mass is 100.
20 each
that is quite low but probably should work
Arma geometry mass is not really comparable to real world things
often it has to be a lot more than the real thing
how wide is it?
can you try inheriting from say littlebird?
just to see if that changes anything
Its a combination of many things I think
mass and weight distribution play a part and some config values too
yes. However which?
So far I just found:
p3d mass
Envelope
altmaxpower
altmaxforce
how far you place the boxes apart is very important - moment of inertia is the keyword.
"textureSources config property "decals" (an array of texture indices for decals)"
do we know anymore about this? for vehicles I assume, but what?
wheres the quote from?
changelog
class TextureSources
{
class Blufor
{
displayName = "Sand";
author = "Bohemia Interactive";
textures[] = {"\a3\soft_f_Beta\truck_01\data\truck_01_ext_01_co.paa", "\a3\soft_f_Beta\truck_01\data\truck_01_ext_02_co.paa", "\A3\Soft_F_Gamma\Truck_01\Data\truck_01_mprimer_CO.paa"};
factions[] = {"BLU_F"};
};
class Olive
{
displayName = "Olive";
author = "Bohemia Interactive";
textures[] = {"\a3\soft_f_Exp\truck_01\data\truck_01_ext_01_olive_co.paa", "\a3\soft_f_Exp\truck_01\data\truck_01_ext_02_olive_co.paa", "\A3\Soft_F_Exp\Truck_01\Data\truck_01_mprimer_olive_CO.paa"};
factions[] = {"BLU_T_F"};
};
};```
from almost latest all in one config dump
did it like couple of days ago and now have to do new one xD
could not spot any decals stuff though
might it mean random textures on decals?
like for terrain stuff?
@hot pine share ur sikrits pls
terrain stuff doesn't support hiddenSelections in general. I imagine it will be for certain vehicle markings. Numbers, maybe roundels etc.
karts have random numbers but i think they're using the license plate tech for that
it's for karts mainly
I have a hard time with UI configs again.
when I remove class ScrollBar; it says its not defined. When I keep it it says Member already defined
For base classes I typically just export base classes from GUI editor and paste them into defines.hpp or something
Should this be firing every time the player respawns, or have I got the wrong idea?
class Extended_Init_EventHandlers {
class CAManBase {
class tft_dismount_init_eh {
init = "if (_this select 0 == player) then {[] call tft_fnc_addDismountAction}";
};
};
};
Can vest, helmets, and backpacks have animations?
No, they use character skeleton and you can't add bones to that
You can hide parts with hiddenSelections, but that's about it
๐ this seriously hampers my backpack carried automated defence turret concept
|| attachTo
||
Could you add a empty in the model itself as a reference point to attach to?
does anyone have time to talk me through the model.cfg?
Have you read the "how to animate a model" page on BIwiki?
And the model.cfg page?
@calm panther
So has anyone done a config for NVGs needing batteries for use
impossible with just config
I was wondering if it would be like how the Laser Designator is written and needing the batteries to work
Not always.
ok just wondering, part was not going the distance i wanted
Are axis static or can can they be moved by other animations?
*Axis used in model animations
If bones are parented together properly their axis moves with them yes.
@calm panther in translation animation if you set the direction animation memory points the offset 0-1 goes that distance once and 0-2 twice and so on. Default 0-1 offset is 1 meter.
Not sure if this is the correct place, but I'm trying to create a dialog. But my created buttons are kinda misaligned. I calculated the y position with a fix value to add. So I got a starting point and I added 0.044444 for every step. But my created buttons have many different space between each box. How can I fix it?
So if im gonna be using CBA, do I need to add the below code to each object im going to attach a script with Extended_Init_EventHandlers?
class EventHandlers {
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base {};
};
I added that because I was getting a XXX does not support Extended Event Handlers! in the RPT file and the doc said to use of the three methods to remove that. But do I really need tho?
IIRC, that's just a warning.
so I can just remove that, and I should be fine,nothing bad will happen?
from what i recall if CBA has to use the scripted fallback, it takes some performance as this is constant checking on new entities
hmmm okay, ill keep trying. the issue im having is if I keep that class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base {}; part in , the script doesnt execute just for that one specific object
need more context and code
CBA just uses this macro to enable XEH in classes
https://github.com/CBATeam/CBA_A3/blob/master/addons/xeh/script_component.hpp#L42
Which is.... what you did plus the SLX_XEH_DISABLED = 0
Is the new ERA system tied strictly to tank simulation? Or can it be utilized for car and plane?
Slat armour uses the same tech and that's on wheeled vehicles
My idea is instead of using it for actual armor
I want to to utilize it to simulate more dynamic battle damage.
I.E chunks being blown off.
You could do that with the existing hitpoints system and hide animations
You could give hitpoints a low damage threshold with the normal hitpoints system
Can you still adjust what type of warhead will do more damage to that specific piece?
I think that's the thing that is specific to armorcomponents
mmmm, gives me a bit to think about.
I want my flyers to look like swiss cheese when they land XD
Anyone know the length of the MX in A3?
in a3 sample files there is the MX (super low poly) but proportions/length is right
yeah
I'm using the MX to scale my model
I dunno what the length of the MX is ingame hence why I ask
you can view coordinates of vertices in object builder by selecting them and then hitting E
coordinates are in m
roger, cheers
sorry i meant shift+ E
is there a updated cfgPatches for A3_Data_F_Tank_Loadorder to include contact dlc? I tired looking for A3_Data_F_Contact_Loadorder but I couldnt find it
ah okay, whats enoch?
ah okay, I googled it and it means ancestor of Noah lol?
Enoch is codename for Livonia...
oh okay lol
lol
I am trying to setup a warlords game with custom factions and custom assets, even though I've never done it before.
In order to learn, I decided to copy paste the example given by the wiki https://community.bistudio.com/wiki/Arma_3_MP_Warlords#2._Custom_asset_lists
Sectors are indeed being populated and factions are set up correctly, however, the asset list is not working. Instead of showing the specific items in this custom asset list, it's showing only 2 things, the "Gear" and "Strategy" tabs.
Note: If I use the default asset list, it works.
Any ideas? Is the Wiki wrong?
Also, no error window appears upon initialization and during gameplay
Is it possible to duplicate an Arma asset but with modified config?
Weird... I found this online
Seems to be the default code for Warlords, and yet, if I copy and paste this in my description.ext, it does not work
@fossil moss yes. It's called inheritance
anyone know why a weapon would fire with what seems like vanilla automatic ranging when it should be firing straight ahead? https://i.vgy.me/6jWfGK.png
weapon has its own fixed initspeed that overrides the magazine value?
I don't think so?
this is inheriting from the apex RPG-7 currently
I don't think it has a set initspeed
sorted it out by giving it a higher init speed
question
Red Hammer Studios' Russian Federation mod deploys riflemen who are armed with AK-class weapons with a muzzle break automatically fixed to the weapon
im trying to prevent this, and my entries of no text in the LinkedItemsMuzzle entry are having the desired effect, but returning an error that says 'no entry cfgweapons'
is there something i can type in my cfgweapons attachment configs that will create no attachment WITHOUT producing an error? or, better yet, is there an easier way to deploy the rifleman with the weapon and NO attachment?
!issuewarning @echo trench crossposting
Done.
@candid flower have you tried just a blank entry like say cpp attachStuffBla="";?
yeah, still popped the error. it had the desired effect, sure, with no attachment, but the game thinks its missing an entry...
i checked the RHS weapons entry assuming an eventhandlers script was causing the attachment to appear - i didnt find one
stranger still...
if you save a loadout in the arsenal editor using said weapon WITHOUT the attachment, switch loadouts, then switch back, the loadout will reload WITH the attachment
hmm, I don't know then
can you put your config on pastebin or something?
even if I can't help it's bound to help someone who knows what's up
They have muzzle attachments by default because they're in the linkedItems for the arsenal baseWeapon. There's nothing scripted involved
no entry errors will be because you're not doing inheritance properly
crap
class AK74None: rhs_weap_ak74
{
scope = 2;
scopeCurator = 2;
scopeArsenal = 2;
displayName = "Baktriastan Conscript AK-74";
class LinkedItems
{
class LinkedItemsMuzzle
{
slot = "MuzzleSlot";
item = ; // Designed to incorporate no attachment; this is working, but returning an error.
};
};
};```
also happened with item = "";
I think I see whats going on here, you're editing subclasses without having defined and inheriting them
Have you tried simply not putting linkedItemsMuzzle in there so it's just a totally empty class LinkedItems?
hmm, no i havent
aw man, the wiki page I needed got updated and doesn't have what I was looking for
nah, this weapon entry is copied exactly as my other working weapon entries are typed, albeit with the names changed to address the AK-74
anyway, if that doesn't work, try item = "-";
ok
though I imagine empty LinkedItems should do it
alrighty
oh and you will need to baseWeapon = "AK74None"; else it will revert to rhs_weap_ak74 in Arsenal again
though do use tag_ infront of your classnames. Generic classnames like "AK74None" are a recipe for disaster
oh...
alright we'll see what happens
Hello, fellow Arma tinkerers. I am a rookie modder who is working on a reskin of an open source mod (the Crasus Shirt Mod). I have tried tinkering with the config.cpp file multiple times, but no matter what I do, I receive the error "Some input after EndOfFile" when I launch the game with the mod loaded locally. Note that all that I am doing at this point in time is testing a few custom skins with the original skins blocked by "//" Could a veteran please review my pastebin and let me know what I am missing? Thank you.
An RPT from when you get that error would help.
@livid sigil : https://pastebin.com/xD6vLxpr
Thank you. Please let me know if you would benefit from any other information.
0:37:32 File C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Window Breaker\mod.cpp, line 6: '.actionName': Missing ';' at the end of line
@livid sigil , thank you for looking through my documentation. I have not done anything with or to "Window Breaker." It is a functional Steam Workshop mod. I am (99%) confident that the issue must be within that original pastebin, which is the only config file that I have modified since I last had everything working.
Please let me know if you should have any other thoughts/ideas for me.
Looks like the window breaker could use some bug fixing.
If you are editing the downloaded mods files directly, you are doing retexturing wrong though.
You should be creating a completely new retexturing mod that only refers to the the original stuff.
@hearty sandal , what do you mean by that?
I am editing the source files that are shared on GitHub. For the sake of testing, I am simply blocking out the original skins with "//"
yeah you seem to have commented out all the important parts
the config is completely broken
I strongly suggest you dont try to edit it before you understand how the config works
Arma 3 Samples have some that may be of use in that regard as they are mostly commented with what each line does
these may be important topics
to get started
@hearty sandal , thank you. I will look into those matters and see what happens.
The error that I am getting even with the original settings of the config.cpp (none of my changes) is "C_man_p_fugitive_F: Member already defined." Yet loading the mod as packaged originally does not yield that error message. Do you have any idea what is causing that problem?
Basically, the mod defines a new C_man_p_fugitive_F multiple times. It works as packaged originally, but it does not work when I load the file from GitHub locally.
I cant really say. From what I looked into the pastebin its all messed up in very basic level.
What level?
The only changes that I made were (a) attempting to add my own classes based on those that already exist (everything called "PSO...") and (b) attempting to block the original assets with simple "//" in front of each of the original "class ____" lines.
Also, I should note that the problem does seem to be distinctly within cfgVehicles. If I block cfgVehicles entirely but keep my own assets in cfgWeapons, then I am able to load the mod. I simply do not see the textures.
commenting out the classes is the problem
you left their contents floating
and basically broke the whole config
it would be simpler to make a new config and inherit the class you mean to alter
so that you dont mess with the original but derive a new one from it
Anyone familiar with Aircraft MFD's
some. might be best just to ask your question though
@hearty sandal , thank you. What does that have to do with the problem of me receiving the "C_man_p_fugitive_F: Member already defined" error in the STOCK config? I am still puzzled ๐ค
I need to make a few MFDs but want the most basic display so that I may understand it. I have read https://community.bistudio.com/wiki/A3_MFD_config_reference but still dont understand @hearty sandal
I have gotten the neddles on the indicators to work so I am now on to the MFD
I dont thing there is any better guide or reference than that @calm panther , you will just have to experiment with it
ok no worries thanks
MFDs are more advanced feature and Id guess you need to understand quite well how the configs work in order to make your own
@worldly quartz that means you have same classname somewhere in your config.
@hearty sandal , precisely. That is what I am wondering. The original mod's config defines C_man_p_fugitive_F several times. Is that acceptable?
