#arma3_config

1 messages ยท Page 100 of 1

granite grotto
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Thanks a bunch - gonna be asking more questions probably ๐Ÿ˜„

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now AFK for smoking

opal crater
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I'm going out to pub... ๐Ÿป so don't expect any support from me anytime soon.
You can find more people with hemtt knowledge on ace slack tho.

sharp pagoda
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I've found out that i cannot see my vehicles / faction in zeus

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yet i have set

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scope = 2;
scopeCurator = 2;

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in CFGVehicle

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any ideas what else can be causing it?

idle matrix
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do you mean you have that in the CfgVehicle class, or the vehicle's actual class?

sharp pagoda
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the vehicle's class itself

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say

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i have me base class

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and then i make a public version of it like this

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        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
    };```
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it shoud be visable, but i do not know why i cant see it

strange egret
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is it added to cfgpathes ? i guess not

sharp pagoda
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yrp, i didnt

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i added them and i still cant see them in zeus

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i can see them in editor but not in zeus

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i have multiple vehicles in all diferent pbos btw and i have in all of them these files:

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CfgPatches, CfgVehicleClasses, CfgFactionClasses

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for them to show up in zeus

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and it all of the induvidual cfg patches i have the vehicle's public class name

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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;
    };
};
untold temple
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Why do you have the same cfgpatches classname for all of them?

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they're all class PZD23_vehicles_01_blue

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That should be unique for each addon

novel lava
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why do you have scope=2 and scopecurator in cfgpatches

hearty sandal
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๐Ÿ‘€ indeed those need to be inside the actual cfgVehicles class for that vehicle

sharp pagoda
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yeeeep. they are in cfgvehicle

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i missread a suggestion

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isn PZD23_vehicles_01_blue in CFGPatches refering to the faction?

granite grotto
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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

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I yanked what made sense from a dePbo of RHS: AFRF

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When I know I can pack this - there will be a faction as well

novel lava
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well your config.cpp is missing the includes

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so all your .hpp files are worthless

granite grotto
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thought they would be auto included based on their namespace

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well thats a start ๐Ÿ˜„

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do I include first or last in the file - or wont it matter?

novel lava
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doesnt matter

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well, you want it after cfgpatches

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so last i guess

granite grotto
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and also some stuff was puzzling - kind of black box in the dePBO I did

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like no reference of the file "script_component.hpp" or it being included

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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

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but could be pboProject that does it..?

hearty sandal
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@granite grotto what mod have you unpacked?

granite grotto
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Basically the addon will just have a faction, orbat and flag to use

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RHS: AFRF

hearty sandal
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They do have a more complex setup for their own dev methods

granite grotto
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I'm more than willing to go with a much simpler setup ๐Ÿ˜„

hearty sandal
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So for the uninitiated it might be too much

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Best to look into unpacked vanilla Arma configs or use the Config dump from the BI forums

granite grotto
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Just wanna do a faction based addon so I can get on with my game world ๐Ÿ˜„

vital tundra
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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?

strange egret
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yes you can make them (use carX simulation as base)

granite grotto
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Anyone know why my marker image is being distorted to square shape - it has the same dimensions as for instance flag_nato_co.paa

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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

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size is 512x256 btw

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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";
    };
};
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and now I look at it - probably because icon has different proportions...

grand zinc
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the path also looks very wrong

hearty sandal
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Never use @ folders

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And generally it's not advice to use addons folder in there either.

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Your folder structure could look like baw\baw_main\data\stuff or just baw_main\data\stuff

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Assuming baw is your mod to begin with and not something you unpacked.

strange egret
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with baw_main being your "addon name" in cfgPatches

granite grotto
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ok thanks guys

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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

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I was pursuing this thing - can people tell me what it is?

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// 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'";
  };
}
carmine zealot
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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[] = {}; };

carmine zealot
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i got it working by changing smokeshell to GrenadeHand

hearty sandal
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That would make sense. Smokeshell is not offensive weapon

sullen fulcrum
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What do I do if my weapon isnt showing the ammo in the backpack

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I coded it in to say the .45 acp same with the zubr but it doesnt show the ammo

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magazines[] = {6Rnd_45ACP_Cylinder};

somber cloak
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try magazines[] = {"6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder"};

hearty sandal
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If you have only 1 mag it goes into the weapon

somber cloak
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well he didnt encapsulate his ammo in quotation marks either

grand zinc
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config stuff usually auto falls back to quotes.
Though not sure if the "word" starts with a number ๐Ÿค”

somber cloak
#

maybe, but if he writes his config correctly the first time, rules out further issues

hearty sandal
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I suggest using pboProject to pack it.

hearty sandal
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@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.

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also you should delete your message from other channels as crossposting is not allowed

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nope

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but also IP theft is not taken very well around here so you may have hard time finding help

hearty sandal
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you really dont care about using stolen assets?

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its not internal if you share it with friends. Its a matter of principle

strange egret
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eitherway its illegal

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"i pirated your videogame, i have no issue with it. I may replace it with a legit copy later... maybe" ... nope, still illegal

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oh i do

hearty sandal
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doing stuff wrong way is your choice but dont be supprised if it closes doors on you when you need help

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lets hope none of them leaks it to a friend who then shares it with his friends and so on and so on then.

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Oh but its not. Its on all of you

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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

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but youve been informed now

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carry on as you see fit

paper path
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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.

paper path
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anyone able to point me in the right direction?

hearty sandal
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mm you need mod.cpp or whatsitcalled

paper path
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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

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i do get a popup saying that picture - not found

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picture exists, and the file path is correct

opal crater
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If it says picture not found then it's not correct.

paper path
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is it okay to drop snips here? cause ive been scratching my head over this.

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logo images are imagename_ca.paa right?

balmy pawn
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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)

grand zinc
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look into the function definition

balmy pawn
grand zinc
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no

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the actual code

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unpack the pbo where it's in. Or the ingame functions viewer

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I assume you most likely can't do it. But dunno

balmy pawn
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View ingame func viewer*? ๐Ÿ˜„

hearty sandal
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viewer

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not editor

balmy pawn
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my bad

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Yeah, thanks for the hint. I did not think to look at all.

sullen fulcrum
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        {
                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
        }; ```
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Did I do something wrong here, the sound when it fires wont play

unreal musk
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!purgeban @versed kindle 0 stolen content/modifying stolen content

violet driftBOT
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*fires them railguns at @versed kindle* ร’_ร“

dreamy peak
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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.

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    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"};
        };
    };
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I've tried using thermal and optic. Both don't really work when I fire the bloody thing.

paper path
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i finally figured out what i was doing wrong with my mod.cpp.

granite grotto
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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;
         };
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well not "show up" - be used I guess

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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

candid flower
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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
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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

hot pine
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@candid flower _g_40mm_he variable is unassigned/undefined

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my_splendid_var = "G_40mm_HE" createVehicle position Tube1;triggerAmmo my_splendid_var

candid flower
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@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

hot pine
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are you using devbranch/rc?

candid flower
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not sure what that is...i was in Eden Editor

hot pine
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what is your game version?

candid flower
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i have the latest up to date through steam. however, Eden Editor indicates 1.92

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i have some mods loaded, sure, but would they interfere?

strange egret
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dont grenade have minimum arming distance/time? Or does that not play into triggerammo?

candid flower
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im not aware

grand zinc
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yes they have minimum distance.
I would expect triggerAmmo to override that tho

hot pine
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ah, it doesn't work with grenade sim

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it works with shotSubmunition/shotShell/shotBullet/shotMissile/shotRocket

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updated wiki

clever umbra
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*sorry for multiple channels , is it possible to completely remove Pawnee/Hummingbird windshield?

hearty sandal
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no

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also if you post on many channels Discord has delete message function

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please us it

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because multiple channel spam gets you kicked @clever umbra

clever umbra
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thanks, sorry

candid flower
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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?

hearty sandal
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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

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it prevents use of modified/wrong version of client files

candid flower
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gotcha

candid flower
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@hot pine so is it not possible to trigger a 40mm grenade shell explosion? or is some other kind of syntax required?

sullen fulcrum
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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?

sullen fulcrum
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So I tried to make a config with custom ammunition

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But in game the ammo type doesnt appear in the arsenal, so I cant add any more to my loadout

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What could be the issue, the CfgAmmo or the CfgMagazine?

idle matrix
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is the weapon configured to accept the custom magazine?

sullen fulcrum
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Yes

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It gives me 3 in the inventory

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and I am able to fire fine just doesnt appear in arsenal

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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

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thats probably why

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even though my weapon is using and spawning with the ammunition

idle matrix
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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

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anyway, is the scope correct for the magazine?

echo trench
#

Hey guys can someone add me, I am trying to reskin a helmet and I am getting a few errors

hearty sandal
#

you can describe your issue here if its a config error

sullen fulcrum
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@idle matrix Im assuming the scope is supposed to be 2?

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Its 2 for the actual weapon im assuming it would need to be 2 also for the magazine

idle matrix
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yep

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2 is correct

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are you making a new class for the magazine or trying to edit an existing one?

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actually, can you just put the config on pastebin or something?

sullen fulcrum
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I ended up fixing it.

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Few things were wrong.

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The scope value had a . there, I had useless classnames that werent defined that were in all honesty probably breaking it.

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Just your normal stuff

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heres what it looks like ^

hearty sandal
#

hate to break it to you @sullen fulcrum but Metro objects as far as I know are not free to use in other games.

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so you cant use them

sullen fulcrum
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@hearty sandal We had someone look at the model

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This ones good, but the others we had arent

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I think

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at least

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the guy running the mod said its a different model

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@hearty sandal

night ocean
#

Still stuff from other games is usually a no no

sharp pagoda
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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

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ideas?

sharp pagoda
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nvm i was a dumm dumm and didnt have balistic computer in cfgWeapon

echo trench
#

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

hearty sandal
#

@echo trench pls next time post config on pastebin.com and link here. its easier to read

grand zinc
#

or atleast in a code block :U

hearty sandal
#

and your calss itemInfo is inheriting from class HeadgearItem that you have not defined inside the VSM_OPS_2

echo trench
#

I dont get what you mean mate, so what is it I have to do?

#

@hearty sandal

hearty sandal
#

this might help you out to get started

#

especially the part about inheritance

echo trench
#

I've already read it mate, but I will read the inheritance again

hearty sandal
#

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?

grand zinc
#

It's
/* extern */ just a commend

#

as I said.. code block would be nice...

echo trench
#

`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;
            };
        };
    };

};`

hearty sandal
#

remove all teh extern stuff, its of no use for you

#

just makes things messy

#

also

#

what program do you pack the addon with

echo trench
#

At the moment just PBO Manager

#

Then the one in tools

#

and done

arctic quarry
#

Hey can anyone help me I made a vehicle and I can get out of the vehicle but can't get in?

sullen fulcrum
#

Use pbo project @echo trench

#

It lets you in on all the errors

sullen fulcrum
#

and im a hypocrite

#

fucking my pbo project broke

echo trench
#

Ye I fixed my issues now

somber cloak
#

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.

toxic solar
#

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?

night ocean
#

Basically lighter is faster, heavier is slower

toxic solar
#

Ahh cool thz, @night ocean.

raven kiln
#

Is it possible to sort items added through different configs with the += operator? Or only through the load order?
redefine or load order

bleak ibex
#

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?

inland gulch
#

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

inland gulch
#

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

stoic lily
inland gulch
#

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

inland gulch
#

Anything I put after displayName = is displayed literally, no matter what, in game. I'm not sure what I'm doing wrong

inland gulch
#

Wait

#

__EVAL seems like it might work

inland gulch
#

it works, just not with the string table strings

inland gulch
#

eval/exec 'localize' is not binarisable
format doesn't work either

#

is such a simple task as combining two strings impossible?

grand zinc
#

" 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

inland gulch
#

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

stoic lily
#

@inland gulch from desc.ext: __EVAL(localize "STR_AAS_EXT_DEFAULT" + ": " + localize "STR_AAS_EXT_SMALL")

inland gulch
#

eval/exec 'localize' is not binarisable
I already tried that

#

compile also doesn't seem to work in the config.cpp

stoic lily
#

@inland gulch you can just pack a pbo - you dont have to rapify configs

grand zinc
#

@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.

inland gulch
#

I'm not sure I understand

#

is doubles a defined macro like #define DOUBLES(x,y) x##y;?

grand zinc
#

As I said it's a cba macro

inland gulch
#

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

grand zinc
#

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.

lofty zealot
#

well ... you could

#

technically

#

theoretically

#

using other tools

#

slaps SQF-VM in your face

#

or some proper text generator

dry carbon
#

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!

novel lava
#

i think you can tie a turret to a units view.... thats how the apache etc used to work (not sure about a3 helicopters)

dry carbon
#

Yeah I saw that... it was script intensive

novel lava
#

turretFollowFreeLook = 0

dry carbon
#

I want to avoid using the pilotCam to attach a searchlight, since it has an inherent adverse way of using head tracking

grand zinc
#

@lofty zealot explain me how you detect the language of the USER at pbo pack time?

lofty zealot
#

Magix

#

and a two run principle

#

๐Ÿ˜„

#

aka: start once, build lang

#

start twice: use existing

dry carbon
#

@novel lava I should have mentioned this is for a one-man patrol vehicle, so a pilot has no turret

novel lava
#

oh, hmm

lofty zealot
#

or some sort of installer ๐Ÿค”

novel lava
#

yeah don't know then - that's the only config way of doing it im aware of

dry carbon
#

Thanks for the try. I think I just need to know how to use the head tracking for user animations

dry carbon
#

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

hot pine
#

@dry carbon

        driverWeaponsInfoType = ""; //"RscOptics_CAS_01_TGP";```
dry carbon
#

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!

hot pine
#

is it planeX UAV?

foggy night
#

simulation = "airplanex";

hot pine
#

What untitinfo are you using?

foggy night
#

Only two present are for RscOptics_AV_pilot

undone quiver
#

Is there any way to make plain and plainX not ignore infantry? or is this hardcodedinto the engine.

sullen fulcrum
#

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

vivid dagger
#

Anyone have experience with the liberation mod? having some issues getting the server started and think the issue is lying here

fair hearth
#

Apologies if this has already been answered but does anyone know what this is referring to in yesterdayโ€™s Dev announcement?
โ€œThe 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€

hot pine
#

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

grand zinc
#

Oh I think CBA doesn't have that on their screen yet. I'll poke them

hot pine
#

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

grand zinc
#

Only downloaded for DLC owners with DLC enabled?
Not sure if Engine throws errors if you define accessories that don't exist?

hot pine
#

yeah :/

grand zinc
#

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

hot pine
#

they don't but probably too late to move that now

grand zinc
#

are the new attachments, DLC restricted?

hot pine
#

Mostly not - only Promet & Training Muzzle Adapter are premium

untold temple
#

@hot pine the Apex AK supports optics now if CBA add a slot for it too, right? Or a separate AKMN class, I guess

hot pine
#

@untold temple yes, Apex AK could mount accessories if CBA class slot is added

stoic lily
#

why doesnt defining dummy classes in CBA not work?

narrow swallow
#

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?

toxic solar
#

can vehicles use magwells?

toxic solar
hearty sandal
#

it means how much ammo 1 shot of the weapon depletes

toxic solar
#

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

inland gulch
#

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

hot pine
#

@inland gulch you are missing inheritance so it's not going to work actually

inland gulch
#

That was the problem I ran into before, but if I load the preview addon first, it seems to work just fine

hot pine
#

it's very bad solution which will cause a lot of headaches in future

inland gulch
#

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

hot pine
#

yeah, something like that would work

#

indeed, I would process it in script in game

grand zinc
#

not sure if you really need the ## there? I think the . should already be a non-name character, thus be a delimiter

inland gulch
#

@grand zinc I'll test it without them and see if it works.

@hot pine Thanks for the input

inland gulch
#
#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

stoic lily
#

@inland gulch why not use missions/scripts to generate the code?

inland gulch
#

I want to use macros for organization's sake and so I can add new objects easily once their preview images are ready

stoic lily
#

generating the code is even easier and less work

grand zinc
#

generate the macros using script \(O_O)/

inland gulch
#

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

stoic lily
#

you can just outsource the definitions to its own config (as you seem to do anyway)

spring spear
#

can anybody here point me in the right direction to learn general coding in arma and to better understand the syntax?

smoky kernel
grand zinc
#

there is one in ace slack.. to far away

stoic lily
gritty rune
#

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?

strange egret
gritty rune
#

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?

hot pine
#

@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

gritty rune
#

@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?

hot pine
#

gunner/driver/In/Actions

gritty rune
#

I thought those were for leaving the vehicle?

#

nevermind

#

confuse them with getiInAction and getOutAction

hot pine
#

yeah

#

check i.e. Commander_MBT_02_cannon_F_out action

candid flower
#

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?

hot pine
#

yes, see story characters

candid flower
#

yeah i did so ๐Ÿ˜ฆ

hot pine
#

could you post your cfg?

candid flower
#

sure

#
{
    class Alpha
    {
        face = "WhiteHead_06"; // Dayton
        glasses = "G_Combat";
        name = "Alpha Operator"; // Alpha Operator
        nameSound = "Alpha";
        pitch = 0.9;
        speaker = "male01engvr"; // VR English
    };
};```
hot pine
#

that's not how stary characters are configured

#

and your soldier cfg?

candid flower
#

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 = "";
    };
};```
hot pine
#

well, but I already see that you are doing it in wrong way

candid flower
#

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

hot pine
#

event handlers are way to go

candid flower
#
            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 ๐Ÿ˜ฆ

hot pine
#
    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;";
        };```
candid flower
#

oh, so your eventhandler calls the specific face and voice, not the entry in CfgIdentities

hot pine
#

yes

candid flower
#

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...

hot pine
#

probably init eh could be copy pasted as respawn too

candid flower
#

im...not terribly sure what you mean by that XD

hot pine
#
            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

candid flower
#

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

candid flower
#

ill keep experimenting...

#

๐Ÿ˜ฆ no success on "respawn" @hot pine

#

meh...

tawny sinew
#

Why this code dont work?

https://pastebin.com/D5numcYf
grand zinc
#

your units[]= array is invalid

tawny sinew
#

that means?

grand zinc
#

you need to add the vehicles you add, into it

tawny sinew
#

Okay i test it

#

units[]={"EC123Test"};

#

it doesn't work

grand zinc
#

you didn't say yet what doesn't work

#

so I found the first thing that's wrong

tawny sinew
#

sry.

buoyant mason
#

How to make a ammo without indirect projectile

#

?

hearty sandal
#

Explain more? @buoyant mason

pallid snow
#

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 ๐Ÿ˜‰

stoic lily
#

@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)

thorny vine
#

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?

pallid snow
#

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";
    };
};```
grand zinc
#

what is the image path in your mod.cpp

thorny vine
#

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

hot pine
#

@thorny vine - mod folder name need to match CfgMods entry - I have to fix that bug one day...

thorny vine
#

So I need both CfgMods and mod.cpp?

pallid snow
#

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"

stoic lily
#

whats your requiredAddons?

#

also do you use config dump or extract a3 pbos for configs?

thorny vine
#

Thanks for the tips guys, will try when I have the chance

pallid snow
#
        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

stoic lily
#

you need the loadorder ones

pallid snow
#

I'll go have a look

pallid snow
#

Did some messing about again, still no differences ๐Ÿ˜‘

woven flax
untold temple
#

At least one of the animations classnames should match the source name

woven flax
#

So the class in AnimationSources should match the class in model.cfg?

untold temple
#

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

woven flax
#

welp that fixed it

#

just needed to get the model.cfg to match

#

Thank you

untold temple
#

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

woven flax
#

@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.

untold temple
#

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?

woven flax
#

native time

untold temple
#

Is it still rotating in buldozer?

woven flax
#

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

untold temple
#

what do the two bones look like in terms or selections?

woven flax
#

The roating piece is radardish

untold temple
#

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

woven flax
#

the entire radar section is radarselection

#

stand by

untold temple
#

yeah, they're overlapping

#

remove the parts of radardish from radarselection

#

then it should be set up with the skeleton as "radarselection","", "radardish", "radarselection",

strong sand
#

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

strong shuttle
#

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)

woven flax
#

thank you that fixed it

timber inlet
#

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

stoic lily
#

@timber inlet you have to replace the whole pbo, or assign new string keys via config

timber inlet
#

Thatโ€™s a shame, thanks

stoic lily
#

@pallid snow use config browser or config dump to verify your changes are actually active (and not overwritten by BI configs)

vivid dagger
#

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;
};
};

stoic lily
#

@vivid dagger get a decent text editor first ๐Ÿ˜ƒ

vivid dagger
#

Was using notepad++, any other suggestions?

graceful steeple
#

VS code probably, I use sublime but I'm not sure I'd recommend that to anyone at this point

night ocean
vivid dagger
#

Thanks! i'll give that a shot.

night ocean
#

Not flawless by any means

pallid snow
#

Atom is a good one if you have a github repo, direct push/pulls

opal crater
#

Almost any IDE has git integration these days.

grand zinc
#

!issuewarning @vivid dagger crossposting

violet driftBOT
#

Done.

vivid dagger
#

Oof understood.

woven flax
#

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

hot pine
#

what is weird in hemtt?

woven flax
#

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?

astral pagoda
#

It doesn't matter in what order those groups are

vivid dagger
#

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 thatโ€™ll effect.

woven flax
#

Thank you

last rapids
#

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.

hearty sandal
#

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

narrow swallow
#

ALiVE ORBAT is useful for making factions.

hearty sandal
#

needs Alive though doesnt it?

opal crater
#

No, you need it only to create the configs.

last rapids
#

@hearty sandal should I google All in One config dump to check it out?

#

That sounds like exactly what I need honestly.

opal crater
#

You could literally google it instead of pinging him...

sacred void
#

(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.

stoic lily
#

@sacred void easier to do this via scripting

sacred void
#

Ok, thanks. (I'll ask there when I wake.)

silver pumice
#

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?

#

Iโ€™m trying to get the camera to face down. Like a sling load camera

silver pumice
#

@plucky shell itโ€™s stopping the server completely?

woven flax
#

@plucky shell whats the error

silver pumice
#

Send a picture of it

#

Canโ€™t help without knowing it

woven flax
#

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"};```
woven flax
#

Anyone have any ideas? I tried swapping isPersonTurret and a bunch of other variables with no success

hot pine
#

don't use isPersonTurret

#

there is separate action for that

#

personturretAction @woven flax

woven flax
#

okay so complety remove isPersonTurret?

hot pine
#

or set to 0

woven flax
#

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

hot pine
#

and did you used for
personturretAction ?

#

you need to put there some ffv definition

woven flax
#

Also for some reason he starts turned out.
That config I sent contains

personTurretAction = "vehicle_passenger_stand_2";
isPersonTurret = 0;

hearty sandal
#

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

hot pine
#

@woven flax try isPersonTurret = 1 then

woven flax
#

@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

untold temple
#

FFV is a bit funny on wheeled vehicles tbh

woven flax
#

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

hot pine
#

if you want to start turned in then you need to use hideProxyInCombat = 1

#

allowLauncherIn=0; try this too

woven flax
#

trying noqw

#

now

#

What does allowLauncherIn do? Its not in the turret config reference

woven flax
#

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

hot pine
#

enabledByAnimationSource remove this then

#

and maybe change outGunnerMayFire=1;

woven flax
#
                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

hot pine
#

it's working on rhs stryker for instance

hot pine
#

ffv? use hideProxyInCombat = 1

#

if they are supposed to be turned out then there is no solution for that

dry carbon
#

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?

sharp pagoda
#

can i assign multiple bounds to a wheel in the physX config?

#

i have some purely animation wheels that need to rotate

hearty sandal
#

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

sharp pagoda
#

yes, i have configured them with the source "wheels" and they work in bulfozer but not in game

hearty sandal
#

are they part of some other animated selection?

dry carbon
#

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).

hearty sandal
#

It may need a fake driver still.

#

any difference on how it is created/spwaned in SP and MP test?

dry carbon
#

I don't think so...

#

Another member of my team does the set up for MP missions

#

He's competent

hearty sandal
#

is the problem with AI or player or both?

dry carbon
#

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

hearty sandal
#

could very well be related to the SP AI behaviour

#

so its a 1 man tank?

dry carbon
#

yes

hearty sandal
#

if you add AI gunner etc to it does that work then?

dry carbon
#

Hmm... haven't tried yet

hearty sandal
#

Could be worth testing if there is a connection

#

or it could reveal some other problem

dry carbon
#

Ok. I'll test that. Testing in MP is a process, because it depend on when the server host is available to upload

hearty sandal
#

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

dry carbon
#

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

sharp pagoda
#

@hearty sandal mnope, they are the only one @sullen fulcrum Checked but all the names are correct

dry carbon
#

@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.

dry carbon
#

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.

dry carbon
#

How difficult/simple is it to add a "fake driver," which will do nothing except occupy a seat?

grand zinc
#

you could use one of the UAV AI thingies. they are invisible

dry carbon
#

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?

lone lion
#

Iirc iron front has vehicles in versionwith no driver

#

You could look up their configs

dry carbon
#

cool thanks!

#

"IFA3 Liberation" by PIONEER?

hearty sandal
#

@dry carbon all unmanned vehicles have fake drivers and gunners for example

dry carbon
#

ok. so I see what Dedmen was getting at, I think

#

I'll look at that.

hearty sandal
#

And with fake I mean invisible dummy AIs that drive and fire.

dry carbon
#

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.

strange egret
dry carbon
#

Thanks, @strange egret @hearty sandal @grand zinc and @lone lion . It looks like I have some homework ๐Ÿ˜ƒ

#

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)

hearty sandal
#

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.

dry carbon
#

Oh ok

#

I'm kinda scared of Scripting

#

I'm still trying to fix all my mistakes in configs

hearty sandal
#

its similar work. ๐Ÿ˜„

#

full of potholes

dry carbon
#

lol

hearty sandal
#

for mistakes

#

but disabling AI is tricky

#

Im not sure if the UAV AI does anything if its not told to do something

dry carbon
#

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

opal crater
#

Maybe you could create it as agent instead blobthinkingglare

stoic lily
#

hasDriver = -1;

#

for one man tanks/vehicles

#

for scripted solution its done with agents indeed

lone lion
#

@dry carbon ifa3 lite

dry carbon
#

@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.

stoic lily
#

we played just fine with in DS env

dry carbon
#

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

stoic lily
#

you only need to make sure your are effective commander over the AI in the vehicle

dry carbon
#

For us, It's locked into the ground in MP

#

It actually tries to move, but it's stuck

stoic lily
#

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/

dry carbon
#

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

stoic lily
#

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

dry carbon
#

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?

hearty sandal
#

@stoic lily your version has AI in it yes?

#

@dry carbon your version does not have any AI in it?

dry carbon
#

Correct on my part

hearty sandal
#

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

dry carbon
#

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

stoic lily
#

no we played with pure player (one man) tanks

dry carbon
#

Did you try the FFF mod?

stoic lily
#

i just know that AI is an issue as various people ran into that - including myself

dry carbon
#

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;

stoic lily
#

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

dry carbon
#

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

sharp pagoda
#

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

untold temple
#

change turretInfoType to get rid of the rangefinder

hearty sandal
#

And make sure your optics configuration is right. There is a parameter for default zoom. Perhaps that is incorrect.

sharp pagoda
#

@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
            };```
hearty sandal
#

Well you don't have the view stuff defined. So they are coming from the cargoTurret class you are inheriting from.

sharp pagoda
#

well you mean this one class CargoTurret; XD

hearty sandal
#

Yes. And that likely has some default values defined

#

Compare to some vanilla cargo turret setup. Do they have any view related parameters

sharp pagoda
#
            {
                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.

hearty sandal
#

Do any cargo turret positions on any vehicles have any changes?

sharp pagoda
#

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

hearty sandal
#

I meant check the final cargoTurret classes in vanilla vehicles if they add any view parameters.

#

What source are you using for the wheels?

sharp pagoda
#

wheel

#

as for the default cargo turret

#
                    {
                        CargoTurret_01[] = {-75, 65};
                    };```
#

this thing?????

#

or that effects if theres another person sitting next to them

hearty sandal
#

Dunno.

sharp pagoda
#

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

sharp pagoda
#

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

hearty sandal
#

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?

sharp pagoda
#

nvm fixed with animationsource speed, unsure why it didnt work the first time

vivid sigil
#

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.

idle matrix
#

pretty sure you'll have to make a mod

vivid sigil
#

:[

#

Thank you

sullen fulcrum
#

How to check if a vehicle is open like quad or prowler for example or closed like hunter

grand zinc
#

sound environment

#

vehicleconfig >> attenuationEffectType
CfgSoundEffects >> AttenuationEffects >> type
look for gain

sullen fulcrum
#

Gracias

cursive cliff
#

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";
        };
hearty sandal
#

no

#

as far as I know at least

cursive cliff
#

So how I am able to make my ui for every resolution perfect ?

hearty sandal
#

as far as I know you cant. some resolutions and UI scale settings will always have some issues

#

I might be wrong

cursive cliff
#

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

toxic solar
#

if I have a class in addonRootClass do I still need to put that class inrequiredAddons[]?

hearty sandal
#

I'm not sure if addonRootClass is a real cfgpatches thing.

grand zinc
#

It is. But not sure what the engine really reads out of it

dull pine
#

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];";
        };  
    };
hot pine
#

@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?

dull pine
#
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"}; 
    }; 
}; 
inland peak
dull pine
#

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

grand zinc
#

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?

dull pine
#

ill try it now

#

it has my texture but still the same issue with the minigun being visible

hot pine
#

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

dull pine
#

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

dull pine
#

Thanks for all the help

woven flax
#

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?

untold temple
#

think the turret has a usePIP parameter for the camera thing?

woven flax
#

Looks like it does

#

removing

hearty sandal
#

you might also need to use empty RscOptics type

hot pine
#

it's OpticsIn

hearty sandal
#

indeed it is

woven flax
#

class ViewGunner: ViewOptics{};

#

Basically im inheriting something up the tree\

hearty sandal
#
                    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

woven flax
#

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?

rustic cape
#

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 ?

grand zinc
#

have you checked packed pbo to see if it contains stringtable.xml?

rustic cape
#

For now I'm testing only with eden, should it behave differently ?

grand zinc
#

no idea, it might

rustic cape
#

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.

woven flax
#

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

untold temple
#

what kind of proxy and animation? You can't animate proxied parts of vehicles

#

character animation is the same in all LODs

woven flax
#

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

untold temple
#

should just be a selections thing. If you copy and paste the proxy from the working LOD to the view LOD it should work

woven flax
#

Thats what i did but no luck

woven flax
#

@untold temple Fixed by just removing the gunnerLOD

#

Which isnt very ideal

untold temple
#

That would imply that there is some selection issue with the vehicle parts in that LOD, I would think

woven flax
#

so deleted the entire LOD

#

copied LOD0 and make it gunnerview. Works fine

woven flax
#

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.

undone quiver
wispy patio
#

How possible would it be to make an autogyro in A3? 2think

maiden lodge
#

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?

hearty sandal
#

@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

maiden lodge
#

is a relatively small helo
like...5m rotor span.
inheriting from Helicopter class

#

the geolod, I litterally only put down 5 small cubes

hearty sandal
#

do they have mass?

maiden lodge
#

yes
total mass is 100.
20 each

hearty sandal
#

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

maiden lodge
#

Ok I assumed, light would make it super manouverable.

#

Not on the computer now

hearty sandal
#

Its a combination of many things I think

#

mass and weight distribution play a part and some config values too

maiden lodge
#

yes. However which?
So far I just found:
p3d mass
Envelope
altmaxpower
altmaxforce

strange egret
#

how far you place the boxes apart is very important - moment of inertia is the keyword.

narrow crow
#

"textureSources config property "decals" (an array of texture indices for decals)"

#

do we know anymore about this? for vehicles I assume, but what?

hearty sandal
#

wheres the quote from?

narrow crow
#

changelog

hearty sandal
#

            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

untold temple
#

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

hot pine
#

it's for karts mainly

lethal bobcat
#

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

vivid sigil
#

For base classes I typically just export base classes from GUI editor and paste them into defines.hpp or something

narrow swallow
#

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}";
        };
    };
};
undone quiver
#

Can vest, helmets, and backpacks have animations?

untold temple
#

No, they use character skeleton and you can't add bones to that

#

You can hide parts with hiddenSelections, but that's about it

hearty sandal
#

๐Ÿ‘† this seriously hampers my backpack carried automated defence turret concept

opal crater
#

|| attachTo XD ||

hearty sandal
#

working on that angle yeah

#

its just pain in the buttocks

undone quiver
#

Could you add a empty in the model itself as a reference point to attach to?

calm panther
#

does anyone have time to talk me through the model.cfg?

hearty sandal
#

Have you read the "how to animate a model" page on BIwiki?

#

And the model.cfg page?

#

@calm panther

calm panther
#

yes

#

I have gotten things to work before but want to make a config from scratch

lone spruce
#

So has anyone done a config for NVGs needing batteries for use

strange egret
#

impossible with just config

lone spruce
#

I was wondering if it would be like how the Laser Designator is written and needing the batteries to work

calm panther
#

are Animation Properties from a 0 - 1 scale?

#

such as offset or max value

hearty sandal
#

Not always.

calm panther
#

ok just wondering, part was not going the distance i wanted

warped perch
#

Are axis static or can can they be moved by other animations?

#

*Axis used in model animations

hearty sandal
#

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.

quasi sonnet
#

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?

toxic solar
#

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?

livid sigil
#

IIRC, that's just a warning.

toxic solar
#

so I can just remove that, and I should be fine,nothing bad will happen?

stoic lily
#

from what i recall if CBA has to use the scripted fallback, it takes some performance as this is constant checking on new entities

toxic solar
#

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

stoic lily
#

need more context and code

grand zinc
undone quiver
#

Is the new ERA system tied strictly to tank simulation? Or can it be utilized for car and plane?

untold temple
#

Slat armour uses the same tech and that's on wheeled vehicles

undone quiver
#

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.

untold temple
#

You could do that with the existing hitpoints system and hide animations

undone quiver
#

But this will allow me to make parts more weaker

#

.

untold temple
#

You could give hitpoints a low damage threshold with the normal hitpoints system

undone quiver
#

Can you still adjust what type of warhead will do more damage to that specific piece?

untold temple
#

I think that's the thing that is specific to armorcomponents

undone quiver
#

mmmm, gives me a bit to think about.

#

I want my flyers to look like swiss cheese when they land XD

wispy patio
#

Anyone know the length of the MX in A3?

strange egret
#

in a3 sample files there is the MX (super low poly) but proportions/length is right

wispy patio
#

yeah

#

I'm using the MX to scale my model

#

I dunno what the length of the MX is ingame hence why I ask

strange egret
#

you can view coordinates of vertices in object builder by selecting them and then hitting E

#

coordinates are in m

wispy patio
#

roger, cheers

strange egret
#

sorry i meant shift+ E

wispy patio
#

I was a little confused there for a bit, but that works

#

thanks

toxic solar
#

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

grand zinc
#

enoch

#

Enoch_Load

#

A3_Data_F_Enoch_Loadorder

toxic solar
#

ah okay, whats enoch?

grand zinc
#

The free contact stuff

#

contact is only the SP mission only alien stuff

toxic solar
#

ah okay, I googled it and it means ancestor of Noah lol?

astral pagoda
#

Enoch is codename for Livonia...

toxic solar
#

oh okay lol

undone quiver
#

lol

quick sphinx
#

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

fossil moss
#

Is it possible to duplicate an Arma asset but with modified config?

quick sphinx
#

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

grand zinc
#

@fossil moss yes. It's called inheritance

wispy patio
#

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

untold temple
#

weapon has its own fixed initspeed that overrides the magazine value?

wispy patio
#

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

candid flower
#

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?

grand zinc
#

!issuewarning @echo trench crossposting

violet driftBOT
#

Done.

idle matrix
#

@candid flower have you tried just a blank entry like say cpp attachStuffBla="";?

candid flower
#

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

idle matrix
#

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

untold temple
#

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

candid flower
#

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 = "";

idle matrix
#

I think I see whats going on here, you're editing subclasses without having defined and inheriting them

untold temple
#

Have you tried simply not putting linkedItemsMuzzle in there so it's just a totally empty class LinkedItems?

candid flower
#

hmm, no i havent

idle matrix
#

aw man, the wiki page I needed got updated and doesn't have what I was looking for

candid flower
#

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

untold temple
#

anyway, if that doesn't work, try item = "-";

candid flower
#

ok

untold temple
#

though I imagine empty LinkedItems should do it

candid flower
#

alrighty

untold temple
#

oh and you will need to baseWeapon = "AK74None"; else it will revert to rhs_weap_ak74 in Arsenal again

idle matrix
#

I think that'll help

untold temple
#

though do use tag_ infront of your classnames. Generic classnames like "AK74None" are a recipe for disaster

candid flower
#

oh...

candid flower
#

alright we'll see what happens

worldly quartz
#

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.

https://pastebin.com/NW3B4fAa

livid sigil
#

An RPT from when you get that error would help.

worldly quartz
livid sigil
#
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
worldly quartz
#

@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.

hearty sandal
#

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.

worldly quartz
#

@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 "//"

hearty sandal
#

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

worldly quartz
#

@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.

hearty sandal
#

I cant really say. From what I looked into the pastebin its all messed up in very basic level.

worldly quartz
#

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.

hearty sandal
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commenting out the classes is the problem

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you left their contents floating

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and basically broke the whole config

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it would be simpler to make a new config and inherit the class you mean to alter

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so that you dont mess with the original but derive a new one from it

calm panther
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Anyone familiar with Aircraft MFD's

hearty sandal
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some. might be best just to ask your question though

worldly quartz
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@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 ๐Ÿค”

calm panther
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I have gotten the neddles on the indicators to work so I am now on to the MFD

hearty sandal
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I dont thing there is any better guide or reference than that @calm panther , you will just have to experiment with it

calm panther
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ok no worries thanks

hearty sandal
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MFDs are more advanced feature and Id guess you need to understand quite well how the configs work in order to make your own

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@worldly quartz that means you have same classname somewhere in your config.

worldly quartz
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@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?