#arma3_config
1 messages · Page 101 of 1
Sounds like the addon is not the best place to start learning
which is true for most addons I guess.
So would the right structure be as follows, then?
Define C_man_p_fugitive_F as being replaced 1 time by several new classes.
did you read the page about class inheritance I linked
If you make retextured DLC items, and remove the DLC config parameter, is that allowed? I have seen retextured DLC items that don't trigger the watermark effect, but I'm not sure if that is encouraged, but if there are no issues, I would ideally like to not have my retextured version of a DLC object create a dependency
I recall there being a lack of the watermark effect on mod versions of DLC equipment back before I had the marksman DLC when I was playing around with some custom retextures, and I have heard the same from friends. I always thought that would be weird, since players could just make a patch to unlock the DLC for non-owners, but I never really thought about it too much until now
but, if it isn't actually possible, then I don't need to worry about it anyway
I just don't want to restrict the amount of objects I have to work with to non-dlc objects, because the vanilla content is lacking in many areas and there is only so much that can be done with simple retextures. I guess players will just need to have the DLC if they don't like watermarks lol
@grand zinc I just had a friend test it, and it seems you're correct. I'll just keep using DLC items and not restrict myself for the non-DLC owner's sake and simply limit the use of DLC objects where I can. The only serious issue with compatibility would be for vehicles that can't be driven, but other than that, it's just a watermark, so no big deal.
Thanks for the info, though 🙏
Having problems with unitcapture not replaying the movement, I get an error saying there is an unknown variable
shown here:
https://gyazo.com/1aefd8d4c3caf51e639e30197bd0ff33
Error in-game: https://gyazo.com/0f2145c636d11937df87796a51385890
And here's the code:
[_unit, HLF_fireData, true] spawn HLF_fnc_infUnitPlayFiring;
it seems that the function is not setup properly, which usually means a typo or a missing entry in CfgFunctions (and not CfgVehicles)
i am using infantry @strong shuttle and also now i reset arma without mods and the little box at top right doesnt even signal im recording data
I found the script(s) you use, and based on the error you're missing the CfgFunctions entry in the descriptions.ext
*made a typo before
So the description file is nescessary to have?
yes, it's required to add configs to your mission
Oh i thought that was just for his specific mission file,. ill try it with that and let you know
@strong shuttle now im getting a completely different error about something else,
error: https://gyazo.com/698afa8128362ff1be778aee3a508a16
inside the script: https://gyazo.com/70cc3c133ce68086fa1a16b511a07fc3
is there some number i have to changea s it talks about a value not being there
I guess the recorded data you use is not correct, or you use the wrong dataset for the wrong function (move, fire and anim are seperated as far as I can see)
please note that I do not know the ins-and-outs of the script you use, I can only tell what I can see in the error message and the scripts themselves... although the readme should tell you how to properly use it
man if u dont understand it fully then idfk what im readin here
@strong shuttle See ive used it before, other people use it, no issue, but for me its just fucking issue after issue and i dont understand what to do
If i dont use animation data, it doesnt work, if i use it i get error for some time bs
Now i made animation where i use no animations, and its says Error Zero Divisor
i really dont know what to do, anything i try or attempt seems to cause an error somewhere else etc etc
Yea so @livid sigil i really dont know what to do, im puzzled af, there are no other posts made about this type of error anywhere else
https://SQFBin.com /Pastebin your Client RPT from when you got that error and let's see the full thing. What are you passing into the function?
can you dumb it down, by like a lot, i dont do scripting at all so you is confusing me
Erm, what part?
wait ima look online how to get that rpt file
%localappdata%\Arma 3
That's why I linked some sites to put the content 
Mhm. And what are you sending to the function? What code are you running to get that?
dumb that down if you may pls
If you are spawning or calling that function, what are you putting in the [] ?
the data that is given to me when i finish usting the unicapture recording tingy
but this time i have nothing in there
since there were no animations recorded so no data was given to be put in there
That's probably the cause of the zero divisor then. What's the point of using this function at all if you are passing it nothing?
i mean i can re do it this time with animations and it still threw similar errors up
Can you sqfbin the code you have right now?
in the section where im supposed to paste the animation data or the file from where im getting these errors from?
If by the latter you mean the contents of the function you downloaded, I don't need that. Just whatever you wrote.
That still doesn't show what you are passing into the function. Where are you running the function?
can i just link you the download to the files im using so you can see them all?
I guess?
Yeah, that doesn't say what you are running. I know the functions. The functions aren't the issue.
oh really?
Whatever you are passing to the function is likely incorrect or malformed.
Yes.
Finally found it..
all these files, except the captureData.sqf havent been modified by me
Try this instead: https://sqfbin.com/yuzeqisawoduzalerofa
https://www.diffchecker.com/PUOGedN6
You had an array inside and array inside an array. I removed a layer of arrays there.
So now it's an array of arrays.
The function loops through those arrays to run it if you look at it.
so is it only at the start and finish that i had too many "[ and ]"
or was it throughout the whole thing
Pretty much, start and end.
ok so im gonna do smtn now and ill test and see if it workssss
[ [content], [content] ] not [ [ [content], [content] ] ]
yea its cus i had it like dis HLF_moveData = [];
so i would paste in between those brackets, which i see now cuases me to have the issue
Yeah, those are empty arrays and not something to paste in.
@livid sigil well i can officially say, thx for the fix man
3-5 days, possible like 40 hrs of tryna find a fix
and all i needed to do is go on the arma 3 discord server
That's why it exists. Somethings just need another pair of eyes.
see i usually assosciate official game discords with toxicity but this one is well managed
its 4 am, i gotta be up in 5 hrs, so ima go passout, i rlly do appreciate the help mate, and being patient with me since i dont understand coding or it phrases
Good luck with your project anyhow and have a great night! 
What is typicalCargo vs crew
Because I noticed some mods have crew for both entries.
typicalCargo is an array of multiple unit class strings. I think crew is just one string.
typicalCargo doesnt work as intended though... the amount is set correct, but turrets just use the default unit
has to be unfucked by crewTurret (?) in turret config or so, cant recall from memory
^gunnerType
is there any info about "CfgAddons" >> "PreloadAddons" i cant find something about PreloadAddons in the wiki.... why use it when requiredAddons is there?!?
not sure, nor ever used it However I believe it's a way to make sure you're mod is loaded AFTER the ones listed in PreloadAddons, where as requiredAddons only make sure that those mods are available (and can be accessed during runtime).
would inheriting from the contact shotgun pellets create a DLC dependency on my new class?
That is a good question, but I think the ammo is fine
It should be fine
What is the fundamental difference between these two pieces of the config?
class LandVehicle {};
class StaticWeapon: LandVehicle {};
... etc.``` and
```class CfgVehicles {
class LandVehicle;
class StaticWeapon: LandVehicle;
... etc.```I checked through the configurator: properties in child classes are inherited the same way. But after updating RHS, the first config causes an inheritance error
First one is wrong
If anything, it should be like this
class LandVehicle;
class StaticWeapon: LandVehicle {};
... etc.```
And what will the game engine do? if it receives a line in config for base class class LandVehicle {};?
you redeclare landVehicle to contain nothing by this
not the greatest idea
only do {} if you inherit from something. That means the class is inherited "as is", without further modifications
class something {}; just (re)defines an empty class... useless mostly
class something {}; just (re)defines an empty class... useless mostly
nope
It works and inherits all properties. Same as code without brackets
@hard chasm would you enlighten a lost child ? 😇
No that's not how it works, @somber fern
Maybe they're just getting lucky with loadorder, i.e. don't have proper cfgpatches
Yeah, would make sense, if this addon is not getting loaded as last or something
If a fixed wing had human detecting sensors like the darter has
Would AI be able to use that craft to attack infantry?
AI in planes already can spot and attack infantry
AI in planes just aren't very good in the first place
@idle matrix ai planes cannot attack infantry
Helicopters yes, but not fixed wing
It's hardcoded and ie iron front is tricking system by adding irtarget = 1 to infantry
huh, nevermind me then
clever mission maker can always drop some invisible ir targets in the midst of players 😄
@hot pine Wait, like they become IR lockable targets?
Yeah, but it's iron front. They don't have ir-guided weapons in WW2
@somber fern ,reyhard already told you the difference between
class thingy{}; //>>potentially<< empties the contents of this class
and
class thingy;// an external reference
There is NO relationship between the two, and yes, you will find code that makes that error in your first example because the author assumes it has the same meaning.
A classic example of deliberately (and properly) emptying (note the word, the class is not deleted, it's emptied) is:
class Turrets{};// trees don't have turrets
From there it get's tricky. Because the only classes that can, in fact, be emptied are ones with have no inheritance of their own. Thus;
....
class A{};// another addon empties it```
```class B:{thingies...};
class A:B{};
....
class A{};// has NO effect at all```
one final word on 'empty' it means 'contents hidden from view'
Is anyone here familiar with submunitions?
Trying to set up a parent munition that on impact release sub munitions within a 360° ring of the impact point
tried submunitionConeType[] = {"custom",...};?
No as I don’t understand the example given on the wiki with what I assume are coordinates
@untold temple
Yeah, they're X,Y coordinates relative to the plane that the parent munition is in
Would it be possible to fire backwards or up at all
submunitionInitialOffset to place it behind the object if you want. Otherwise try setting -ve speed values
-ve?
so I'm retarded as f**k, can show me an example of how that would be written?
{
submunitionAmmo = "SubMunition";
submunitionConeType[] = {"random", 10};
submunitionConeAngle = 360;
triggeronimpact = 1;
};```
@untold temple
Watch the profanity. The mods don't like it. May want to edit that.
ty
you don't want coneangle to be 360. That's the spread angle
so you want that to be 90
assuming you want them to spread perpendicular to the parent
I want them to spread in a ring
think, shrapnel - like
ideally some firing at a slightly upward trajectory.
yeah but 360 is no different to setting it to 0
180 will fire it backwards probably
I'd go for between 90 and 180
so it's backwards but outwards
is it 2 numbers?
submunitionConeAngle = 180;
that should fire it in a 360 ring, no?
no, it'll fire them straight backwards and they will fall according to gravity
how would you suggest getting them to fire in a random direction?
submunitionConeType[] = {"custom", {{0,0}, {-1,0}, {1,0}, {0,-1}, {0,1}, {-.5,0}, {.5,0}, {0,-.5}, {0,.5}} };
http://mathworld.wolfram.com/images/eps-gif/ConeDimensions_1000.gif the angle is that θ at the top of the cone
any angle that is not 0, 180 or 360 will create a ring, depending on how fast the submunitions are moving
otherwise you would have to use the custom distribution patter to place them at specific points away from the centre of the parent
but that's not randomised AFAIK
Perhaps then my explaination is flawed
I would like the shell to impact and then, from the point of impact fire submunitions around it. Similar to the way shrapnel would originate from a grenade
assuming the round was still at the moment of detonation
yes
releasing submunitions before that point is causing too much of a directional effect
No, I understand exactly what you want. I am saying that in order to fire away from the parent, the sub-munitions need to have velocity to make them move (hence the initspeed) and be launched at an angle that is not along the axis on the parent, because they will not spread out if they are launched at 0, 180 or 360 degrees
hey I know that symbol, theta!
{
submunitionAmmo = "Submunition";
submunitionConeType[] = {"custom", {{0,0}, {-1,0}, {1,0}, {0,-1}, {0,1}, {-.5,0}, {.5,0}, {0,-.5}, {0,.5}} };
submunitionConeAngleHorizontal = 360;
submunitionInitSpeed = 20;
triggerspeedcoef[] = {0.25, 0.5, 1.0, 1.5};
triggeronimpact = 1;
};```
Do you think this would work better?
because everything I have tried in doing this thus far has caused all submunitions to detonate at the initial point of impact of the parent
I'm not entirely sure what submunitionConeAngleHorizontal does. I haven't used it to see how it effects the shape of deployment relative to the parent's initial direction
so if submunitionconangle = 180; fires it straight back
submunitionconangle = 0; fires foreward
submunitionconangle = 90; fires perpendicular
do you have an idea on a means to merge these?
You want triggerDistance
Impact means it literally is hitting the ground before poof I believe
@urban ferry hitting ground first is intentional
At what distance is the sub spawning at relative to the initial shot?
current config is above
Yea, that doesn't tell me what your triggerDistance is
If you don't have that defined or set to 0 your literally spawning the sub-munition right into the same point of the inial impact, which means it probably doesn't even have room to do much.
because there is no trigger distance.
trigger distance is replaced by the parameter triggeronimpact
yes
How do you expect to do that when the impact is already hitting the ground, and the spread can't go above the ground?
I'm sure you can have it angle it up so it acts like shrapnel. But I don't know if I would trust it at spawning at the exact same point of the munition.
it can. It already is. It's only firing foreward.
because everything I have tried in doing this thus far has caused all submunitions to detonate at the initial point of impact of the parent
This is implying they are all exploding at the same spot. Hence the confusion
I have them firing after impact successfully, they're just all going forward
Were are they spawning at?
Because if it's for a split second, it might be easier to just spawn them at a higher level first to make sure your having a actual effect on them.
how tho
triggerDistance
XD
Then once you get the effect you want, you can shorten the distance. Because it might be changing things, it's just so fast and such a short distance you can't see it.
So even when using trigger distance I couldn’t get this effect
I haven’t found one that fires in a ring.
Well yea, but there is plenty of cluster munitions to attempt to produce that effect
Your goal is to make a ring.
Your current testing shows no effect on the config
You can't find the source of the issue.
So in that case, you start with something that you know works 100% and attempt to modify that.
Then at some point you will probably see you missed definition.
@autumn crater Not sure it's possible... someone asked on BI's forums in April last year and received no answer - seemed to have the problem you are https://forums.bohemia.net/forums/topic/216327-submunition-parameters-config-help/
They wanted "What I am looking for is that the submunitions spawn omnidirectionally (in a perfect sphere) with random chance of direction. Basically, if the parent ammo strikes something, the submunitions will spawn from that hitlocation, and can basically go in any theoretical direction afterwards" but no settings would do it apparently
@hard chasm in this example
class A:B{};
....
class A{};// has NO effect at all``` `class A{}` has no inheritance of their own?
class A inherits thingies... from class B
@undone quiver I did that before coming here.
@somber fern In the example above the contents of class B would normally show thru so that any user of class A would see them as if they were part of class A. (that is the point of inheritence).
when you attempt to empty class A in the example above, it has no effect The contents of class B (and if there were anything in class A) would still be seen.
in short, emptying only works on uninherited classes.
but the basic issue here, is you are mistaking an explicit external reference to a class; in some other pbo, to a creation, or emptying of a class{}
it was wrong of me and misleading to write it the way did, this should be clearer:
class A:B{more_thingies};```
neither thingies, nor more_thingies can be hidden from view
@autumn crater submunitionConeAngle[] = {0, 10}; submunitionConeAngleHorizontal = 720; submunitionAutoleveling = 1; submunitionConeType[] = {"randomupcone", 1};
I dont have source code at hand now but afair coneAngleHorizontal was divided by 2 for some weird reason
so if you want to have 360 degree randomness you have to input 360*2
you can check RHS rhs_mine_ozm72_a_ammo and see how it works there
ai planes cannot attack infantry
Helicopters yes, but not fixed wing
It's hardcoded and ie iron front is tricking system by adding irtarget = 1 to infantry
@hot pine unfortunately we had to disable it as it makes AI see radar signatures regardless of actual radar settings - as result tanks were snipping infantry at large distance and "through" foliage (aka one/few pixel were enough to get awareness levels) 😦
Thank you very much @hot pine I will try this out this afternoon
@stoic lily are you sure its not just an old setting "can see/fire at IR" creeping somewhere around in the base configs of the tanks and their weapons?
always possible we missed something but we did a full inherited dump of the classes
I'm trying to make a reskin of the AAF uniform and I've gotten to the config bit, however the sleeves rolled up variant just gives me the underwear model thing. The normal variant works fine. Does anyone know what might be going wrong? Here is the config itself by the way https://pastebin.com/WBd9821a
Already fixed it
it was missing the right scope definition apparently
@hot pine thank you very much man! Got it working as intended. Took some tweaking but I absolutely love it.
@hard chasm thanks a lot
anybody know what the units are for thrustTime in cfgammo?
or for that matter timeToLive...
@sullen fulcrum ```
thrustTime
float>0, seconds, (Missiles only)
How many seconds the rocket motor will produces thrust before dying out.
(Keep in mind that regardless of these thrust properties, "maxSpeed" puts a ceiling on missile speed).```
https://community.bistudio.com/wiki/Config_Properties_Megalist#thrustTime
Don't cross-post. I answered in #arma3_scripting
in a plane config, can landingSpeed help how fast a plane can taxi without taking damage, for instance over bumpy terrain?
I think thats the speed AI tries to use for landing?
yes, definitely, but I was wondering if there was another use for it?
well, I was really wondering if there's a config to help protect planes travelling on the ground
likely not
jet planes in general are meant to use flat airfields
what kind of behaviour do you have?
Doesn't it seem like some planes have more ruggedness, and some planes explode if you sneeze on them?
perhaps its not config but model issue
Behaviors seem to be different from plane to plane. I have a few
maybe, yeah
Well, I was thinking ahead, anyway. This would be for a different type of plane that has almost no envelope and needs to be able to resist hitting the ground and water and crashing
a plane that doesn't fly 😉
might be tough nut to crack that one. Since Plane and Helo simuations have some annoying hardcode damage things
Ok. I guess another option is to have an APC with a tall buoyancy level
There won't be an elevator, though. that kind of sucks
These hardcode things... It's like they already know what we;re trying to do in advance, and they're like "nope. we don't want you to have that"
theyre old limits
theres always the delete message option that will keep the moderators happy
yay thanks for le answer
Quick question, anyone have the issue of the turret(camera) working but not able to rotate?
I can post the code when I get home but just wanted to ask before hand.
first issue
second issue, view with no control
Turret Config - https://pastebin.com/CSPedQuS
Model Config - https://pastebin.com/UQPKtcix
Hello there, does hiddenSelectionsMaterials[] work on man class objects? It used to work only for vehicles like tanks, cars and so on
You can use it, but I think it's still the case that the materials don't always load unless they are applied in a model. And wounds wont work
hsMats works best on weapons now
now they fixed the LOD bug with it
hey i dont know what is the config.cpp for the custom map markers.
can someone send me the template for a custom map markers i would be grateful
the only documented question is from reddit and its useless
https://www.reddit.com/r/armadev/comments/1mfb0l/idiots_guide_to_making_a_custom_marker/
class CfgPatches
{
class Markers
{
units[] = {};
weapons[] = {};
requiredVersion=1.00;
};
};
class CfgMarkers
{
class CivilWarNorth
{
name="CivilWarNorth";
icon="\modFolderName\north.jpg";
color[]={1,1,1,1};
size=32;
shadow = 0;
scope = 2;
markerClass = "Flags";
};
class CivilWarSouth
{
name="CivilWarSouth";
icon="\modFolderName\south.jpg";
color[]={1,1,1,1};
size=32;
shadow = 0;
scope = 2;
markerClass = "Flags";
};
};
Hey,
I try to do a custom Main Menu for Arma 3 but I don't understand.
https://community.bistudio.com/wiki/Island_Anims_-_Care_and_feeding
https://sqfbin.com/divequmuxesexigojahi
In my logs I don't see my mission loading but the Arma3 mission.
https://gyazo.com/c00fdef9608194fde9de93010c54c8d3
does anybody can help me please?
class CfgCharacterRoles {
class Groupleader {
//
};
class Medic{
//
};
};
Is there a way to have all classes from a cfg returned as an array?
private _allRoles = (configFile >> "CfgCharacterRoles" ) call BIS_fnc_GetCfgData;
Tried that but failed
meh just found configClasses
sorry
Is there at least a way to have it nicer? [bin\config.bin/CfgCharacterRoles/Groupleader] is a bit noisy for my cause
["Groupleader", "Medic"] would be a perfect result
_blah = "true" configClasses(configFile >> "Blah") apply { configName _x };
will convert the array of configs to their config names.
ah awesome thx buddy
hi, is there a guide on packing rotors for a heli? I tried a simple model.cfg based approach, but the rotors rotate a bit and get smaller and hide finally
looks pretty weird, I have a video on dropbox if anyone wants to see it
Really crazy commander turret things going on with my tank. I have a commander turret atop the main turret. Main turret works great, even with gunner position in the chassis (via video feed). Commander is inside the turret, and has his own scope-turret with animated visible model. The scope is facing forward in the .p3d, but, it initializes 180 degrees to the back when playing. The turret range properties are:
maxElev = 45;
initElev = 0;
minTurn = -360;
maxTurn = 360;
initTurn = 0;
The rendertarget display shows the feed turned around 180 to the rear, too, and the controls are swapped such that Left = right and up = down, and vice versa.
Lastly, the optics mode is flipped backwards 180 (imagine looking up so much you're looking backwards, and upside-down) .
adjusting the axes of these selections (scale two points -1,-1,-1), I can get the PIP looking forward. It's not the right way because the point "commanderview" is in from of the point "commanderview_dir", which should make it aim backwards. In this case it's a double negative, I think. Even though the interior PIP now seems to be operating well, the turret outside is not facing the same way, and optics mode is still flipped backwards/upsidedown.
Is it possible to add an inventory to an object via config?
For clarification, I also had to scale the turret axis (obsturret_axis) and the scope axis (obsgun_axis) with (-1,-1,-1), just to get it do that above.
@flint goblet Yes you can use
class TransportBackpacks
class TransportMagazines
class TransportItems
class TransportWeapons
well... I mean this works for vehicles. Never tried in static object
Getting back to my tank turret weirdness... I just wanted to point out I also tried negating the values of the selections' min and max angles in the model config. It had the same effect as scaling -1's to each set of two points.
So, I'm here, wondering if there's a config parameter that's possibly missing or something.
I want to add a new scenario 3DEN editor attribute.
What I did so far is adding .../addons/rpg/Cfg3DEN.cfg
class Cfg3DEN {
class Mission {
class CoopR_RPG {
displayName = "CoopR RPG Attributes";
//display = "Display3DENEditAttributesPreview"; // Optional - display for attributes window. Must have the same structure and IDCs as the default Display3DENEditAttributes
class AttributeCategories {
class Logging {
class Attributes {
class LogLevel {
displayName = "Log Level";
description = "The log level to use for this addon";
typeName = "NUMBER";
class Values {
class opt_1 {name = "None"; value = 0;};
class opt_2 {name = "Info"; value = 1; default = 1;};
class opt_3 {name = "Debug"; value = 2;};
};
};
};
};
};
};
};
};
And add #include "Cfg3DEN.hpp" to .../addons/rpg/config.hpp.
I thought that be it. But no category appearing in the 3DEN Editor under theAttributes menu tab.
Did I misunderstood something with those attributes?
I expected CoopR RPG Attributes to appear here:
@random harbor apart from faulty class CAWorld; context definition (has to be in cfgWorlds), it looks fine - however BI disabled the main menu cutscene with the 3 quick access boxes, didnt they?
not sure if this is the right place to ask but.... am I able to grab the mission files from mpmissions off my wasteland server and put them in the same folder on my exile server really wanna get those missions in exile so i can change my wasteland into an epoch.... got a whole batch of fresh arma junkies looking for a great combat zone
bummer thank you so much
@gritty rune are you still looking for a suggestion on the heli folding rotors? I did the 3CB Merlin and can explain my method.
http://i.imgur.com/NTFULwZ.jpg
I'm creating a mod with new content for my mission but i don't know how to make this content avaliable in new classnames, i believe i need to do a config, but i have no clue how to do that, anyone can point me to the basics?
arma 3 samples on steam got pretty good example configs and BI wiki contains good description on how config inheritance works
@hearty sandal thanks. Do you have in mind a small mod i can download to check?
CUP is good to check and learn for beguiners?
@sullen fulcrum https://store.steampowered.com/app/390500/Arma_3_Samples/
In CfgPatches, i need to put Arma 3 vanilla addons in requiredAddons[]? If Arma 3 vanilla addon always loads first than custom addons, the answer is no.
@grand zinc , this?requiredAddons[] = {"A3_Data_F_Enoch_Loadorder", "A3_Data_F_Mod_Loadorder"};
What is Enoch?
enoch is the non-optional part of contact dlc
Thankyou for your kindness.
I can make a config.bin from my config.cpp file with CfgConverter tool but when i use the addon builder i get this error:Build failed. Result code=-1073741819 Binarize task failed.
That means an error happened
check logs
Or use proper tools instead of addon builder
This config is ok? I just tried to create a ceil object from a original plate model: https://pastebin.com/UaqgqXdf
@grand zinc i get error even if i remove the config.cpp, so the error is in CfgConverter code=1.
you cannot remove a config.cpp
a mod pbo needs to have CfgPatches
class House;
class House_F: House {};
Why?
Just do
class House_F;
model = BRPVP\models\helion4_ceil.p3d; // Path to model missing quotes
vehicleClass = Structures; missing quotes
i removed MY config.cpp, Addon builder is supposed to create a basic config.bin, like it was doing... but now it give an error in CfgConverter code=1
Addon builder is supposed to create a basic config.bin
That's new to me
yes, it creates
have you looked into the logs?
Dunno where addon builder saves them
but they probably tell you what's wrong
no relevant info
binarize have a log
it just says that:
@grand zinc on Arma 3 Sample "game" they use no quotes on those two.
Arma 3 sample rvmats also have invalid position matricies on their stages. So what? It's still wrong
ok
but running CfgConverter on this config, in the link, generates the config.bin with no error messages
With no quotes
it just says that:
what is "that"
oh
can be.
since binarize.exe is not used in config.cpp
i'm using the model extracted from the PBO file, this PBO file was created by Addon Builder
May be Addon Builder changed the model
and now it's causing the error
When i open the model in Object Builder it closes
@grand zinc Addon Builder Binarized the model? Can i unbinarize it?
if not i have lost my model
no you can't unbinarize models
Addon Builder was trying to binarize an already binarized model, and this was causing random errors
Does anyone know where I can find the config (in game or in pbo) for the RscOptics_LaserDesignator class
@grand zinc i found the unbinarized model, also, it's all working now! Thanks!
@sullen fulcrum why are you packing helion4's object I doubt you're him. I think you're slipping down the wrong slope now.
Hello, I just wanted to know if anyone know how I can find the model.cfg and config.cpp of the Praetorian 1C from jet DLC ?
I'm a currently working on a CIWS system but I cant find any CIWS template in ArmA 3 sample assets =/
Configs you can find from unpacked A3 data if you've set up the dev environment correctly. Model. Cgf doesn't really offer anything special. The animation mechanics is the same in the samples.
Yeah but when I look at the pbo with pbo manager, I only see the .P3D and a file name "config.bin" =/
@regal spire you're working with wrong methods I'm afraid.
PMC wiki has steps to set up the tools and P drive
This is the first stuff I try to get ingame, usually I just do the LODs and texture and someone else do the config for me lol
You're kinda hopping into the deep end with a complex object if you got no idea how the whole workflow goes.
I know how to set up a basic box, and make the LODs working, so I thought a basic turret like a CIWS will be something "easier" to do than a vehicle
Not really. No. :D
I need someone to explain filepaths when it comes to addons. I've added
logo = "\x\frd_vof\addons\main\data\mod.paa";
to my mod.cpp file, though it throws Warning Message: Picture \x\frd_vof\addons\main\data\mod.paa not found
Here is the addon structure:
.
├───addons
│ └───main
│ ├───data
│ └───functions
└───keys
It is also throwing a similar error for my preinit script
Script \x\frd_vof\addons\main\XEH_preInit.sqf not found
class Extended_PreInit_EventHandlers
{
class frd_VOF
{
serverInit = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
no pboprefix?
Let's say you have
main.pbo\file.txt
The final path will be
prefix\file.txt aka prefix\pathInPbo
If you don't have a prefix, Arma will use the pbo name.
so it would be
\main\file.txt if you didn't set a prefix.
The prefix is a pbo property, so how it's set depends on the tool.
Mikero reads it from $PBOPREFIX$ file.
Addon builder has it in the options.
I've packed the main folder into a .pbo using PBO manager
Not sure if that makes a difference
compared to using addon builder or Mikero
Again the manager
Wth is this??? Past couple of months everyone is using the manager
haha right?
maybe someone made a shitty "how to make life server" tutorial
Use the right workflow if you want any chance with debugging.
Yeah using bullshit tools isn't gonna get you far
might work for packing a mission.sqm and a description.ext together but not for much else
@tough cliff what tutorial you were following?
I've used it for a couple of years at this point, mainly for opening mission files and such but I guess it isn't suitable for addon building
Not really following any tutorial, just trying to replicate some github repos structure
It is not yeah.
Mainly the CBA one
Are you creating something big and complex?
I'm creating a fork of this mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1352522482&searchtext=dzn
Wouldn't call it large
Is it set up like CBA?
just use addonbuilder or pboproject for packing. You can still use the manager for unpacking/viewing content
Nope, restructuring it to use CBA macros and CBA_fnc_waitAndExecute and such.
It's better to unpack sruff with better tools too.
in what sense better?
Using addon builder to pack the .pbo yields the same result
and you've set the prefix in the addon builder options?
It is currently empty, hovering over it it says "Leave the box empty to compute automatically."
I'm not sure what I'm supposed to put in there
Is it the component name, addon name or something like x?
Looking at the generated .pbo it has simply picked the filename.
I explained above how prefix works
Thanks @grand zinc, managed to figure it out.
If anyone can help: my model can be used as a ceil or a floor, it's just a thin 15x15x1 block done for me by Helion4 from Epoch. Right now i created a class name for it, inheriting from House_F class.... But i ask, there is a better class to inherit from?
@hearty sandal this model was done for me by Helion4 from Epoch Discord, it is just a 15x15x1 block to be used as a ceil or floor.
🤔
@peak laurel can you confirm the above please?
basically its not very good idea to build things like that
I get that you are probably doing some sort of base building system since everyone makes those but they are not very good for the scenario
confirmed. I made that for him to use.
Hello, I'm not sure if it's a config or an animation problem so I've just posted in here , I have made a RTM file and for some reason my third person view is on the ground , how do I go about changing that. Thanks
animation problem. Your rig needs the camera bone
Ok thanks . @hearty sandal
Calling all you tank and turret masters out there! Could someone venture to point me in the right direction? I have a problem with tank commander views that's kind of hard to explain, so I made a handy YT video and embedded it into the BI forums:
https://forums.bohemia.net/forums/topic/219716-tanks-and-turrets-troubleshooting-need-help/?do=findComment&comment=3374002
@hearty sandal no problem at all.
On Cfg_Magazines modelSpecial is the model that appears when the magazine is in a weaponHolder?
No, the model when dropped or weaponholder is the one in model =
@untold temple thanks!
My first food item! 😌sqf class CfgMagazines { class CA_Magazine; class Mag_BRPVP_Food_01: CA_Magazine { scope = 1; count = 1; displayName = $STR_food_01_displayname; model = "\A3\weapons_F\ammo\mag_univ.p3d"; picture = "\BRPVP\images\crispy_bread.paa"; }; };
@dry carbon have you tried flipping the points?
thank you, and yes
I've tried scaling them -1,-1,-1, and I've tried using opposite values in the model.cfg
none of the has any impact on the optics mode
also you dont define the commanders optics points anywhere in your commander turret config
well if they are not defined they will default to 0,0,0
and when both of them default there strange things like that can happen
not this?
memoryPointGunnerOptics = "commanderview";
no not that one
then I have class viewoptics and class OpticsIn: Optics_Commander_01
possibly im thingking of the gun direction
even though it does not have a weapon, the gun direction is what defines the direction of the view
ok, so... the view is attached to the gun. Maybe I got it backwards because of the gun_beg/gun_end debacle
wait, no... my logic is flawed because there's no gun barrtel
but could be just 😵
the commanderOptics you have there is a turret
and turret has certain parts it needs to function
compare to the config to any commander periscope in vanilla vehicles
I'm using the Slammer's for reference
it seems to be missing axes, and the view memory points are inconsistent. adding to the confusion
oh, and Czech
So, I need to recheck the "gun" memory points and make sure it has them in the right order, and make sure they exist...
feels like I've done all this already. I've been 'round and 'round with this so much
I tried to add sounds to my addon, but they are not avaliable in game:sqf class CfgSounds { sounds[] = {"BRPVP_eating","BRPVP_stomach"}; class BRPVP_eating { sound[] = {"\BRPVP\sounds\eating.ogg",1,1}; titles[] = {}; }; class BRPVP_stomach { sound[] = {"\BRPVP\sounds\stomach.ogg",1,1}; titles[] = {}; }; };
sounds[] = you are overwriting the sounds array and deleting everything that was in there before
but not sure if the game even reads that array
@grand zinc i put CfgSounds inside CfgMagazines... 🙄 sorry!
Will test now.
Working!
@dry carbon Can you provide me the whole data pack? I can take a look then.
@astral pagoda LMK when you're available. I'd rather send you that in private.
hey i dont know what is the config.cpp for the custom map markers.
can someone send me the template for a custom map markers i would be grateful
the only documented question is from reddit and its useless
https://www.reddit.com/r/armadev/comments/1mfb0l/idiots_guide_to_making_a_custom_marker/
class CfgPatches
{
class Markers
{
units[] = {};
weapons[] = {};
requiredVersion=1.00;
};
};
class CfgMarkers
{
class CivilWarNorth
{
name="CivilWarNorth";
icon="\modFolderName\north.jpg";
color[]={1,1,1,1};
size=32;
shadow = 0;
scope = 2;
markerClass = "Flags";
};
class CivilWarSouth
{
name="CivilWarSouth";
icon="\modFolderName\south.jpg";
color[]={1,1,1,1};
size=32;
shadow = 0;
scope = 2;
markerClass = "Flags";
};
};
Hi, can IR pointer be added to turret?
yes
Could you point me to some place on wiki or tell me how? I cant find it anywhere
its a weapon you can give to the turret
compare to any vanilla config of a vehicle that has turret mounted IR pointer
IR pointer != laser designator
If only IR reflectors
for scopes whats x1 zoom fov? is it .75? because for example the Kahila says its x5-x11 zoom but if I use call CBA_fnc_getFov it says the zoom is x14 and x33 (roughly).
0.25 is 1x
oh okay, I got .75 from this https://forums.bohemia.net/forums/topic/176475-getting-optics-magnification-from-the-config-in-a3/
i guess thats out of date then?
No, it was 0.375 and then 0.25 after marksman DLC, people just don't understand that the "zoomed in" narrow FOV view when you press Num+ without your weapon raised, is supposed to represent 1x, not the wider FOV
oh I thought just the normal first person view was x1 lol, thanks
Hey, looking for some help hope this is the right place to post this. I think i've got a handle on config editing but now I'm starting to use funcs and I'm looking for a way to get the names of all players in a a player's group so I can display them on screen. Does anyone know how I can go about getting the names?
@woeful spruce this belongs to #arma3_scripting , also you will get a better chance of getting an answer there
Can i make an ammo explosion less smoky? I mean, with less smoke or with faster fade out smoke.
Using a mod.
I have a city with 100 zombies (all done by me) and those zombies have explosive attack, but this can lead to tons of smoke in your screen, cursing FPS.
This is why i want to make smoke fade out fastelly.
How is the attack made. You should be able to change effects as you wish.
The zombie jump in player direction (using setVelocity) and when the zombie touch the ground at the end of the jump i spawn a explosive ammo on his foot.
Likely you need to configure new ammo type with different/custom effect
I will check Arma 3 Tools for an Effects editor.
There are none. And documentation is preety much zero on them. Editing them expects you to know how configs work and ability to deduct the rest.
Is RHS GAZ233114 gunnerType different from arma config? I'm trying to retexture them but cant change gunner type
what do you mean by gunner type?
crew = "I_soldier_F"; gunnerType = "I_soldier_F";
Driver and gunner unit
gunnerType has to be in the turret class. Possibly you're not doing the inheritance properly
Works in offroad and other veh types. rhs_brm1k_msv and rhs_tigr_sts_3camo_msv are different from all vehicles in arma
offroad doesn't have gunnerType defined. The only Arma 3 vehicles that do, are helicopters
So I_G_Offroad_01_AT_F gunner defined in crew config?
well I can't see any instance of gunnerType in that class or its parent Offroad_01_AT_base_F in the 1.94 config dump
Hmmmmmm, thats right:
class CargoTurret;
class Turrets: Turrets
{
class CargoTurret_01: CargoTurret
{
Full inheritance structure should be along the lines of ```C
class rhs_tigr_base;
class rhs_tigr_vdv : rhs_tigr_base
{
class Turrets;
};
class rhs_tigr_m_vdv : rhs_tigr_vdv
{
class Turrets : Turrets
{
class CargoTurret_01;
};
};
class MY_tigr_m : rhs_tigr_m_vdv
{
class Turrets : Turrets
{
class CargoTurret_01 : CargoTurret_01
{
gunnerType="MY_gunner";
};
};
};```
Hello all, does anyone understand how to create custom ACE Medical Systems. Simply I am able to create an action on another unit using the ACE_Actions. But when I do ACE_SelfActions > ACE_Medical > ACE_Head > myCustomClass. It doesn't appear or it creates its own directory of actions in the main Self Actions menu.
Post your full Config and i can have a look. Nice to see that you learned asking stuff at nearly the right place and don’t dm people
Can someone remind me what memoryPointCirculumReference is used for in a vehicle please?
calculating the size of the wheel?
Is it? It's a single memory point in the model usually, not near a wheel.
1 point for the wheel center and another (circumference) point for the edge/radius of the wheel
thas at least how I understood it
You might be thinking of the memory points "center" and "boundary" in class Wheels
Possibly
but also cant find such parameter in any config
only wheelCircumference = 2.277; /// diameter of 725
@nimble sequoia
Thanks for looking @hearty sandal . It's in the vanilla BIS class Car {} memoryPointCirculumReference = "circulumReference";
There's no reference to it in the community vehicles wiki either, so probably it's not important. But I'm curious about it.
indeed it seems to be there. Likely it is not used in anything since it has never come up anywhere
@hot pine could you confirm if its obsolete?
Thanks @hot pine, good to know it's an obsolete function and so the memory point can be removed from the model.
What model did you find such a relic on? 😄
I found it on a few 3rd party donations, but like a lot of things, I suspect it was just a cut and paste from something older without understanding what was being added.
in models?
that is rather odd
Im quite positive such point was never present in A2 models
possibly on some older stuff sure, not too familiar with those
@hearty sandal I've just rechecked - that memory point is also in current A3 models. Example: Offroad_01_unarmed_F.p3d
How are you checking them?
Using the odol online converter to see the memory lod
lol. it's a weird one, present in quite a lot of places, but none of us know what it is
it's nothing in a3
why is it in the BIS A3 models then? 😉
copy paste?
yeah, likely I guess
I was removing once soundFly from cfgMagazines & cfgWeapons
someone just pasted it everywhere in hope to get it working
I'm pretty sure it that memory point is some old a1/a2 thing
don't forget that i.e. MRAP 01 was created originally in 2012
but most of us were around in a2 days, and still we don't know (remember)
Anyway, without such mysteries, were would the excitement in Arma modding be? 😉
Question - made a custom faction and some pieces, trying to now add a little preview pic that shows up next to it in the arsenal and I cannot for the life of me figure it out. Anyone point me in the right direction?
@onyx stump Try this: https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Asset_Previews
Does that apply to the arsenal pics as well as the editor pics?
or are they the same thing, rather?
Which picture in the Arsenal do you mean? the little tiny icon next to the description?
yeah, if you're picking a piece of gear it shows a thumbnail next to the item name
Just checked - it's the icon = you want for the Arsenal
put it in your config.cpp
use a 128x128 _ca paa
thank you! Been driving me up a wall.
no probs 🙂
You can make the silhouette by loading up the model in Object Builder and taking a top down screen shot
also good to know. appreciated!
for a vehicle
Is the launch parameter -filePatching helpful? So far, I've been doing things where I compile a PBO and re-launch the game for every time I change something. I was wondering if this parameter allows me to instead make changes without closing the game each time. It would be especially useful in working with vehicle physx like powertrain, wheel, and suspension stuff.
It's best you can get
It was designed for that... but if you're using it for config changes you would need dev branch + diag_mergeConfig command afaik.
Yep ^
dev or profiling it was 🤔
dev
with filepatching only, game sees the changes in the files so you don't need to re-pbo all the time.
however changes to configs are reloaded only after executing diag_mergeConfig.
you should take a look at this, it speeds up the development immensely.
As arma takes a while to start even on fast cpu and 3.4gbps read speed m2 😬
right
and I've been doing it that way since beta. I know... many other have been doing it like that since OFP etc etc... Still... 6 years is a loooong time
yeah that's what I'm on about
lol
how many late nights did I fall asleep waiting
waking up 10 minutes later a little disoriented and forgot what exactly I was working on.
multitasking keeps you awake while you wait for stuff to load/pack
It has to be quiet multi-tasking these days. I tried doing Sudoku while waiting, but I'd fall asleep during that, too. lol
I'm suddenly realizing maybe it's the "late" part and not the "wait" part
So is this kinda what the process might be like?
- Switch to Dev branch
- Start game with -filePatching enabled into a mission with an asset I want to work on (still on that tank, btw)
- find it in config viewer thingy.
- alt-tab to Np++, make and save parameter changes
- alt-tab back to game
- input somewhere diag_mergeConfig and name the newly saved config.cpp
- reload the vehicle or entire mission. Observe changes.
Something like that?
afaik you only need the diag exe
so how would it know which config was changed?
not tested the merge config stuff though
you put the unpacked data into the arma3 folder
no in the root
ok
the root of Arma3 acts as the root of the engine folder structure
I need to switch back to stable after dev session, to play online again, right?
yes. unless you get the diag exe and it works with the merge config
If not you can always get separate arma installation via SteamCMD
a little confused on both answers
can someone confirm if diag exe is all that's needed? That would spare me switching back and forth, and I'm not sure how or if I can have separate installations (would that require using more disk space?)
Sorry this topic has outgrown "config_editing"
you would have 2 full install of the game yeah
for me filepatching has worked with texture/rvmat/p3d edits with just diag.exe in my normal A3 folder
merge config im not unfortunately sure
ohhh ok
all diag_ commands ive used have worked though
so I see no reason why it would not work
however changes to configs are reloaded only after executing diag_mergeConfig.
for config changes you would need dev branch + diag_mergeConfig command
Yep ^
So branch switching it is
at least it's not before and after every change
I'm kinda excited to get it working this way, but a little sore that I've been doing it the long way all along
This Eden config for mission/scenario attributes:
class Cfg3DEN {
class Mission {
class CoopR_RPG {
displayName = "CoopR RPG Attributes";
//display = "Display3DENEditAttributesPreview"; // Optional - display for attributes window. Must have the same structure and IDCs as the default Display3DENEditAttributes
class AttributeCategories {
class Logging {
class Attributes {
class LogLevel {
property = "MyMissionAttributeUniqueID";
displayName = "Log Level";
description = "The log level to use for this addon";
typeName = "NUMBER";
class Values {
class opt_1 {name = "None"; value = 0;};
class opt_2 {name = "Info"; value = 1; default = 1;};
class opt_3 {name = "Debug"; value = 2;};
};
...
resulted in this:
https://imgur.com/a/g9P2vMc
Any idea what I am missing out?
multitasking keeps you awake while you wait for stuff to load/pack
Sure.. Unless you work on 5 things in parallel, and all of the sudden everything goes fast already and you get super stressed trying to juggle everything.
Source: Me 20 minutes before end of workday, every day.
@lethal bobcat you don't inherit anything and you aren't setting the control type
https://github.com/michail-nikolaev/task-force-arma-3-radio/blob/master/addons/core/Cfg3DEN.hpp#L55
Not sure what control type you'd want for that format
@grand zinc yeah I just figured out the missing control type was the problem. I want to have a combo. A bit unclear how to fill it with values but I am just trialing 'n erroring for a while now. Thx for the link anyway
Trying to add more turrets to a vehicle and i think i have setten up the config ok, but the slots arent there
My current turret config ^
ideas on what needs fixing?
@sharp pagoda you defined new turrets in MainTurret
if you want to have those to be parent of main turret then follow the commandOptics example
otherwise put it to parent Turret class
fair enough, ty
next broken thing is its a bouncy castle
i have set the mass high = 20000
springStrength = 1000;
and the physX lod doesnt touch any of the wheel's mem points
set the SprungMass to vehicle total mass / number of wheels
springStrength should be between 25 and 100 x sprungMass
@sharp pagoda
don't forget to set the Geometry LOD mass
yep, i have it set
is something like this possible:
class LogLevel {
// ...
expression = "[_value," + DEBUG_CTX + "] call coopr_fnc_setLogLevel;";
// ...
}
Cause I'd like to use a macro inside a string code expression but have not figured out yet if that is possible
macros should work in single quotes from what I remember.
class LogLevel {
// ...
expression = '[_value, DEBUG_CTX] call coopr_fnc_setLogLevel;';
// ...
}
You can always take a look at how it's done in CBA with QUOTE macro
#define QUOTE(VAR) #VAR
but then you need to handle arrays with ARR macro.
Ok thanks for the info buddy 💪
hm single quote seem not to be allowed
I'll take the macro approach
how long-winded is it to reconfigure a IND set of units to an OPFOR one?
can you just inherit or redefine the original IND cfg?
been years since i touched a config and a long time since i touched SQF or played arma hardcore, go easy on me thanks
single quotes are allowed in config
I need a hand with a FFV config. I want a cargo seat to be used both for normal sitting and as a gunner seat. Sort of like the offroad's standing positions. Currently the way I have it set up, a soldier can take both the positions but be in the same seat, so they're overlapping https://pastebin.com/ZMedG4mv
@dull bolt try this: https://hastebin.com/lejuroruxu.cpp
You should add the memoryPointsGetInGunner and memoryPointsGetInGunnerDir memory points too.
the intention for that was to only enable the option from the inside
but i may as well change it
When a position is a turret, it's not usually included as a cargoProxyIndex or transportSoldier
without the proxyindex, how does the config know where the passenger is?
Note the difference between proxyIndex = in class Turret and cargoProxyIndexes [] = in the main config
I notied with like CfgConvert if I say have the follow
#define some_cool_macro ammo_name
ammo = some_cool_macro
The compiler(? is that the right word) would do
ammo = "ammo_name";
is there away I can do that for my own attributes I make?
explain
the preprocessor will do that
Are you asking whether you can use macros? yes you can
ah okay ill explain 1 sec
Okay so lets say for example u have tf_encryptionCode and I decide to assing its value with a macro just because. I could assign the value "tf_west_radio_code" like so.
#define tfarwest "tf_west_radio_code"
tf_encryptionCode = tfarwest
now what if I did this, where I didnt put the quotes around in the macro definition
#define tfarwest tf_west_radio_code
tf_encryptionCode = tfarwest
Is there anyway to make the preprocessor add quotes around automatically? I think it even adds semicolon too.
#define tfarwest tf_west_radio_code
#define QUOTE(x) #x
tf_encryptionCode = QUOTE(tfarwest);
any way without having to use a quote macro?
I just found it interesting the preprocessor would insert quotes for base game attributes
you can use ' quotes
so like this?
#define tfarwest tf_west_radio_code
tf_encryptionCode = 'tfarwest'
correct
ill use that then
the animation looks fine in buldozer
hi all, quick question. I have a heli that has an weapons, I m trying to do a version of this same heli with out the weapons. I m looking at the sample and i see there is a animation that hide the weapon. class HideWeapons:damageHide. But i m having problems the weapon wont hide. i moves back but it does not fully hide. does anyboody knows why?
That screenshot is visibly stretched
it is just my monitor action up
sorry about that
any idea on how i could solve my problem
it is driving me crazy
but the sample works fine
😦
so everytime it is part of another section i get this problem?
well yes
all the different moving parts have to be part 1 moving selection
so if the thing needs to be hidden, the hide bone should be before the rest of the bone chain
so hidebone - turret bone - gun bone
none of the mesh needs to be then part of the hide selection as they are connected to the hide bone
and when that is hidden evertything after it is hidden too
the examples I suppose
how their skeletons are arranged in different skeleton parent - child chains
the "how to animate a model" page in the BIwiki
and modelcfg page
its the same as you have to chain gun after turret
so that moving the turret moves the gun too with it
but moving gun moves only the gun
something like this
class HideWeapons : damageHide
{
selection = "Civilian_hide";
source = "Proxy";
animPeriod = 0;
};
class HideMinigun:damageHide
{
selection="OtocHlaven";
source="Proxy";
animPeriod=0;
};
it worked
thank you @hearty sandal
not quite what I meant but if it works the 👍
ok so it sort of work, I guess i m back to the begining kind off
ok so i have a section that is name damageHide, and as one would assume it has an animation that hide it anytime there is damage to the heli.
now i m trying to apply the to the same selection another selection
called
Civilian_hide
so i can hide it anytime i chose the civilian version of my heli
hello i have a problemis which is that i want to add sirens to the D3S cars and i dont know where to begin with becaus i cant find nothing in the internet that can help me. i hope sombody can help me.
"found nothing on the internet" ... lol. Hard to believe. That question is asked multiple times every month.
@strange egret thank you for your help but i made it my self and got it to work
@gleaming oar bun well played like a true gentleman.
is possible to get eventhandlers from RscDisplayInventory listboxes?
for some reason, when my wheel turning animation and my front steering animation are in conflict with eachother
https://gyazo.com/dc226078dfc96f3e856d185e85c16c63
You model is likely not set up correctly
Would anyone happen to know why I get this error? https://cdn.discordapp.com/attachments/258350836080574479/615281116152332318/107410_20190825221737_1.png
The filepaths are correct
I know that for a fact
the icon just doesn't load in the inventory menu
but
it shows up just fine in the arsenal next to the item
also the filepath in the config is "gordon_reskins\universalstuff\icons\uniforms\stripeywoodland.paa"
and it worked perfectly fine before as well which is the weird part
@idle matrix did you notice that the error message references yourfile.paa.paa two .paa's there
yeah but the filepaths are correct like I said
do a config.cpp search on "stripeywoodland.paa" and post all lines
picture="gordon_reskins\universalstuff\icons\uniforms\stripeywoodland.paa";
that's the only line that has that
and again, it worked fine
I wouldn't worry too much about it though, I just removed all picture lines so it just uses the icon of the uniform it inherits from, not that big of a deal really
Could you tell me those rules please? Not that I really need it, but having pictures work would be nice
there are some broken physx wheels - probably fault cfg?
maybe, but ive double checked them a few times
if you can send me pbo I can quickly see which one it is
So I would like to replace NATO units in the East Wind Campaign with BAF units. Any idea how I'd go about that?
@hot pine check PM
boneName = ""; thats first issue
2nd thing is related to p3d
just take a look at my pic and then check memory points in memory LOD for that wheel which I marked on screen
notice that selection for that memory point contains 2 points
the mem points for the wheel (wheel_1_2) are fine
it is not 1_6 😛
it's marked on pic
I was also quite confused at first but it's quite nice brain exercise when you try to rotate stuff just in your head and get proper orientation of object 😉
Hey guys so I have made major progress in the helicopter but are still having some snags. So far I have gotten, the doors to open and close, the probe to go in and out, the pilots and co-pilots clocks, and the speed indicator to work. The snag that I am having is understanding the value scale for the model.cfg. Can someone explain it?
For instance, the vert speed indicator is default at the 270 deg location. It will then go plus or minus based off vert speed. When I set the min and max at 30 and -30, the needle is changed orientation at start.
So my main question is what is the scaling for values? 0 = 0% and 1 = 100%
Or if angle1 = rad 360 then min and max are based off the 360
@idle matrix wrong guy to ask sorry
That's okay, don't worry about it
@calm panther the vertSpeed animationSource is likely in metres per second.
So
minValue = 0;
maxValue = set to max vert speed on your dial (in m/s)
Then move your needle in the model p3d to point at 0
angle0 = "rad 0";
angle1 = "rad (number of degrees rotation to get the needle pointing at the maximum vert speed on dial)";
@nimble sequoia I tried that but the needle also needs to go in the negatives
maybe:
maxValue = set to max vert speed on your dial (in m/s)```
and
angle1 = "rad (number of degrees rotation to get the needle pointing at the maximum vert speed on dial)";```
You can go into Buldozer and select the animation source to find out what possible values are
I’ll try that, thanks. Been having some issues with bull dozer crashing.
(unnecessary profanity removed)
For the man blood mist impact, is that controlled by firegeo? When i changed it to a metal it didnt seem to effect the blood mist
impactEffectsNoBlood = "ImpactMetal";
impactEffectsBlood = "ImpactMetal";```
in the characters cfgVehicles class @woven flax
danke
have you compared to the sample car?
Can i get some help with a few turrets, My Commander, Loader and hull MG dont move and i cant rotate their turret
^ current turret config. First time im avtually making them and i dont really know where i messed up XD
Way too many turrets classes in your inheritance @sharp pagoda
is that causing the problem?
Likely it starts from there
huh? I don't think so
turretAxis``` what is this? never seen this before
body = "MG_turret";
gun = "MG_turret";``` it cannot be same thing
What is memory point "zamerny" for in a vehicle p3d please?
It's in BIS vehicles (eg Offroad_01_unarmed_F.p3d).
It appears in the config dump only under class Man {}:
memoryPointAim = "zamerny";
memoryPointCameraTarget = "zamerny";
memoryPointCommonDamage = "zamerny";
So what is it's relevance to a vehicle? Anyone used it?
it's the vehicle center
As far as i know its the aiming point for AI
Ah I see. So if it's missing, that point will default to centre of vehicle?
basically a "center of mass" thing, even though it's not the real center of mass, for example on most cars its close to the engine
not sure what happen if miss
Actually I should have searched discord before posting, as it's been asked before. Thanks for the answers chaps.
Working on an off center scope for one of my rifles.
Before I go further is anyone aware if theres a way for me to correlate the round to the scope?
https://gyazo.com/703b0218560a28438dcf7300655a6267
Is there a way via config or script to hide a vehicle from passive or active radars?
What might typically cause a tank to suddenly drop sped whenever it reaches a certain number? I've got one that once it gets up to about 50kph, it drops down to about 20kph. It lurches forward as if braking when it does this.
sounds like a gearbox issue to me
thought it might be.
Does anyone know how to fix this?
I looked into line 52 and there really isn't anything wrong
statement = "this animate ["
Line 52 ^
show the entire line
you need to either do statement = ' "some string" ' or statement = " ""some string"" "
sounds like a gearbox issue to me I'm having second thoughts about this now. I've noticed the drop happens while the gear is still within its optimal range. I'd expect it to happen during a gear change (judging by audio).
oh my bad, the whole line is here
statement = "this animate [" "door1" ",1];this animate [" "door2" ", 1]"; };
Hey guys, dumb question, but is it here I can ask for help with "description.ext" or a different channel? 🙂
YEs go on
The .ext file is also a config
Maybe also worth to try at #arma3_scenario but depends on question really
I just can't get it to do the functions that the codes / scripts, are meant to.
I've tried showGPS false;
It just won't remove the GPS "function"
so... what do you want to achieve? this .ext file is NOT where you typically want to put scripting functions
I want to take away the vanilla GPS function, the brackets keys in essence
I am running a modded build and want them to use the modded GPS'
That's a scripting function though. What exactly have you done in the description?
showGPS = false;
disableVoN = 1;
That is all i've done, and those should be description.ext scripts
disableVoN is for the server.cfg, disableChannels is for the description.ext: https://community.bistudio.com/wiki/Description.ext#disableChannels
showGPS may not exist in A3, I'm not sure there.
it does say what line and what the problem is
i checked the line
if its not your made then you might not be able to do anything about it
statement = "this animate [" "door1" ",1];this animate [" "door2" ", 1]"; };
im not sure if statement allows multilines like that
statement = "this animate [" "door1" ",1];this animate [""door2" ", 1]"; };
should I go like this then?
where does the error pop up?
when launching arma 3
is it your addon?
the building is inside the modpack I am launching
life maps
are generally poop
sorry to say
well you can try making config patch addon
what does that mean
you make a new config that fixes stuff and loads after the crap
or you know, dont use poorly made mods and modpacks
But this one works lolm how do I make a new config
go ingame and add a line in the execute statement?
alright : (
and sad to say the addons do not sound worth fixing
thanks for the either way 🙂
Sorry for responding late, the disable VON on config doesn't work for me.
for rotorlib AFM changes, is there any debug mode to visualize what one does? For example, what is InfoPrint tag doing?
after changing the positions in the xml to reflect the CH-46 model, the tail rotor comes to a standstill when collective is applied, here the changes: xml <CenterOfGravity x="0.0" y="-1.2" z="-2.16"/> <Fuselage forceExertionPntX="0.0" forceExertionPntY="-1" forceExertionPntZ="0" rotationalResistance="10000"> (Main Rotor) Rotors->Rotor->Geometry <Position x="0.0" y="4.5" z="4" /> <!-- Huron <Position x="0.0" y="-2.18" z="4.6" /> --> <Tilt lateralTilt="0.0" longitudinalTilt="-6.5" /> <Blades radius="7" chord="0.641" rootCutout="2" count="4" hingeOffset="0.38" flappingHingeLowerLimit="-5" flappingHingeHigherLimit="30" /> <Rotation clockwise="false" /> (Tail Rotor) Rotors->Rotor->Geometry <!-- Huron <Position x="0.0" y="-14.03" z="6.35" /> --> <Position x="0.0" y="-14" z="6" /> <Tilt lateralTilt="0.0" longitudinalTilt="-6.5" /> <Blades radius="7" chord="0.641" rootCutout="2" count="4" hingeOffset="0.38" flappingHingeLowerLimit="-5" flappingHingeHigherLimit="30" /> <Rotation clockwise="true" />
Is there anyone that knows any way of removing or disabling "GPS minimap and the vanilla mine detector" ?
oh well, loading the right mod solved this miracle, bummer
Ehm, I figured out VON. I was just being dumb. But is there a way to disable GPS & Mine detector?
Hi all, question. I have a plane that has parts being called by proxy
how can i disable on the config?
Hi guys!
Does anyone know the difference between hitbody and hitHull on vehicles?
hitbody can pass some damage to general hitpoint pool via passthrough but mainly, it's used for damage material switching
hitHull can cause delayed catastrophic explosion if hullDamageCauseExplosion is set 1
Okay I understand, if I can make a repair system I have to repair both parts ?
yes
👌
Does anybody know in regards to adding custom attachments to modded weapons, if certain mods either do not allow the attachments for some weird reason or they require you to add the attachments in a different manner. - To help explain my problem, I am attempting to create ‘weapons with attachments’ for my custom faction in config.cpp, (one weapon within the config, using 3CB weapons): ``` class UK3CB_BAF_L129A1;
class L129A1_TA648_IRpointer_Bipod: UK3CB_BAF_L129A1
{
class LinkedItems
{
class LinkedItemsOptic
{
slot = "CowsSlot";
item = "UK3CB_BAF_TA648";
};
class LinkedItemsAcc
{
slot = "PointerSlot";
item = "UK3CB_BAF_LLM_IR_Black";
};
class LinkedItemsUnder
{
slot = "UnderBarrelSlot";
item = "UK3CB_underbarrel_acc_fgrip_bipod";
};
};
};
if the weapon model does not have the attachement proxies they wont work
Is that possible? - Due to the fact that you can still add attachments to the same weapons ingame.
@fluid oasis do you have correct CfgPatches with requiredAddons?
@hot pine I added the required addons to CfgPatches, though it still does not work. - I have similar configs using different mods that seem to work fine.
what is the new addon packed with?
do your new weapon class show up in the editor/arsenal?
is it actually inside cfgWeapons class?
yes, the new weapons are listed under cfgWeapons - and no weapons do not show up in the editor/arsenal as they are intended to be hidden and only added to AI units
can you show whole config?
i sent you the config in DM, as the config is too large for the chat
possitive that those weapons are using "CowsSlot" etc from the slots classnames?
Not some custom classname
for future reference, pastebin.com is easy way to share configs
that did not cross my mind @hearty sandal , will do in the future
@untold temple In regards to slots, I am not particularly sure. - ( I am a bit of noob in regards to configs in arma )
try using requiredAddons[] = {"UK3CB_BAF_Weapons_LoadOrder"};
no change
also, you might want to inherit from UK3CB_BAF_L129A1_FGrip_Bipod
it seems there is gripod system there
yeah, the weapons have custom slot names by the looks
asdg_FrontSideRail_UK3CB_BAF_L129A1, asdg_MuzzleSlot_UK3CB_BAF_L129A1, asdg_OpticRail_UK3CB_BAF_L129A1, UK3CB_underbarrel_rifle_slot
not to sound stupid but... does that mean I am just incorrect in using:
class LinkedItemsOptic
{
slot = "CowsSlot";
item = "UK3CB_BAF_TA648";
};
yes
slot is not correct
needs to match the slot classname that the weapon has
CowsSlot is just the conventional name that BI use on their weapons, and some addon makers choose to use the same name
ah, okay - I will change the slots and give it a try
Can someone link an easy to follow tutorial for creating a faction? I dont really want to add anything, i just want to have my loadouts be default in certain scenarios
I dont think there is such tutorial
and Im not sure if you could add such loadout as it would not be multiplayer compatible
{
class OctomsMod
{
units[]={};
weapons[]={};
requiredAddons[]={};
requiredVersion=0.1;
};
};
class Cfgweapons
{
class cannon_125mm;
class 125mm: cannon_125mm
{
displayName="125MM";
//Values to edit
};
};
class CfgVehicles
{
class B_MBT_01_TUSK_F;
class Slammer: B_MBT_01_TUSK_F
{
displayName="SlammerUP+";
class Turrets
{
class MainTurret
{
weapons[]= {"cannon_125mm"};
Magazines[]= {"24Rnd_125mm_APFSDS"};
//Values to edit
};
};
};
}; ```
cant figure out why the 125mm wont inherrit,trying to get a 125 cannon onto a slammer up, when i spawn it in theres no gunner seat or commanders seat
@untold temple This worked:
```class UK3CB_BAF_L129A1;
class L129A1_TA648_IRpointer_Bipod: UK3CB_BAF_L129A1
{
class LinkedItems
{
class LinkedItemsOptic
{
slot = "asdg_OpticRail_UK3CB_BAF_L129A1";
item = "UK3CB_BAF_TA648";
};
class LinkedItemsAcc
{
slot = "asdg_FrontSideRail_UK3CB_BAF_L129A1";
item = "UK3CB_BAF_LLM_IR_Black";
};
class LinkedItemsUnder
{
slot = "UK3CB_underbarrel_rifle_slot";
item = "UK3CB_underbarrel_acc_fgrip_bipod";
};
}; ``` - Thankyou, one last question how do you find the custom weapon slot names? I am currently looking through the weapon in the config viewer and I am lost.
also you cant just add a turret
it would be invisible
and it would ho selections to get the needed points from
@fluid oasis It should be in the config viewer, but you need to expand the weapon class in the left-hand list, and then the weaponSlotsInfo subclass inside that
also @sullen fulcrum your inheritance is broken.
youre not inheriting the turret class
youre overwriting it
@untold temple ah, I understand - thanks for the help everyone (this was a headache)
@hearty sandal alright i honestly just want to change the ammo type used, but i didnt think its possible, like instead of the cannon shooting 120mms i want it to have 125s and a SPMG for the coaxial. is there anyway of just changing the ammo without invisible turrets happening
yes, proper config inheritance
you inherit the classes and then apply the changes you want to make
yours is semi close
but not quite there yet
@fluid oasis https://imgur.com/Lb4DBtz
can you help me a bit further as to making it proper im new to this and i have no idea what im doing tbh
is it the CFGweapons thats the issue?
@nimble sequoia Yh , I get it now - thanks for the confirmation
There's also a 3cb-modding-support channel on the 3CB discord https://www.3commandobrigade.com/
@hearty sandal im still a bit confused, why was CfgVehicle used in conjunction with an infantry?
everything in Arma is basically a "vehicle"
buildings are inside cfgVehicles
units are inside it
etc
well almost everything
you should also study the Arma3 samples from steam
helmets and vests for example are weapons
true
no
its a weapon
so its in the cfgweapons
all objects you can place down are "vehicles"
there are different types of entities too
so to fix a part of this inheritance do i remove the class turrets and class mainturret?
because i was only overwriting it
no you need to inherit it properly so you get the rest of the config stuff there and change only the weapon and ammo lines
{
class O_MBT_04_command_F;
class 125mm: cannon_125mm
{ ```
am i on the right track? thats the t140ks class name and im guessing that can help inhert the cannon
rip
time to ctrl z back on track :p
honestly have no idea how to fix the inheritance lol
did you read what was in the link I pasted
have you looked into the Arma 3 samples on steam
this has good bits about inheritance too
but its up to you to study this stuff
i have but its a bit confusing to debunk the meaning
{
class OctomsMod
{
units[]={};
weapons[]={};
requiredAddons[]={};
requiredVersion=0.1;
};
};
class CfgVehicles
{
class B_MBT_01_TUSK_F;
class Slammer: B_MBT_01_TUSK_F
{
displayName="SlammerUP+";
class CfgWeapons
{
class cannon_125mm;
class 125mm: cannon_125mm
{
displayName="125MM";
//Values to edit
};
};
weapons[]= {"cannon_125mm"};
Magazines[]= {"24Rnd_125mm_APFSDS"};
//Values to edit
};
};
hows this look
even further from correct than before or closer?
about the same
cfg weapons does not belong inside cfgvehicles
they are at the same root level
pls load the Arma 3 samples
its auto crashing on startup need to verify first
im probably using it wrong when i open it from steam a tab opens and closes immedaitely
verified and same results
ah i see them
hmmm what can i copy and paste from this cfgvehicles.hpp xD
i only need to use the turret so ill C+P shit from that section
problem is that you are just throwing it at the wall and seeing if anything sticks
look at the config
and draw lines to it where different things go and connect to
Ok ill do this now
it wont really work if youre just 🐒 at ⌨ and copy paste untill someone says yeah thats good
first thing i notice is cfgvehicles is at the top so ill fix that first ig
do note that the hpp files are combined in the config.cpp file by the include commands
alright i think i sorta got this now
I can't access the inventory in a vehicle. Anyone know what config setting controls that?