#arma3_config
1 messages ยท Page 102 of 1
i tried starting my arma and i need to define a newturret
{
class B_MBT_01_TUSK_F;
class Slammer: B_MBT_01_TUSK_F
{
class B_MBT_01_TUSK_F: B_MBT_01_TUSK_F
{
class Turrets {
class MainTurret:NewTurret {
class Turrets {
class CommanderOptics;
};
};
};
do i just make a new inheritance
or do i actually even need that right now
no you dont need to define new turret
theres nothing on that vehicle that can act as the new turret
you have the turrets a vehicle already has
right so ill just commend it out
I guess youll just have to try them out
this is almost like im writing this for you
got other stuff to do so, good luck, and read the pages I linked
ok ty
@hearty sandal multiplayer compatibility is not a concern of mine. the scenario im thinking about is dynamic recon operations. when you go to assign your team, there are different loadouts based on whatever faction you choose. i just want to make my own faction so that my loadouts are in the dropdown menu as opposed to the normal ones
i am trying to put the soundSetEnvironment array into an external filr,so i included the file insite the envsounds class.since i tried this the game crashes when the world is loaded.is that stuff that HAS TO stay inside the main config??
well rpt throws an "undefined variable in expression "wind" lol
Morning guys, I was having a small issue with one of my rifle configs.
The mod is packing and the rifle works in game but everytime I switch firemode and then reload the rifle the firemode goes back to semi on its own. Any ideas?
I have a universal or shared folder with no config of its own, but how do I compile it? I assume I need some kind of default or empty config, but what exactly goes in?
config.cpp + cfgpatches inside, "compile" to pbo and you can access the resources from other addons.
cfgPatches would be empty?
like this? ```
#define ARMA
class CfgPatches
{
class assets_pool
{
units[] = {};
weapons[] = {};
requiredVersion = 1.82;
requiredAddons[] = {"A3_sounds_f"};
version = "0.1";
};
};```
Yup, that worked! Thanks, @opal crater !
it's part of a larger mod
ok. relic
so... within the mod, this sits here:
P:\61jtf\assets_pool\[reused_paas_and_rvmats]
P:\61jtf\moreAssets\forExample\[files]
P:\61jtf\vehicleClasses\tanks\myTank01\[files]
dang discord formatting
duly noted
someone else unaware about tagging will create an addon with a pool
and will name his class assets_pool too.
And you've a confilict.
ofc they should TAG their stuff too...
good rule of thumb is MODNAME_ADDONNAME_classname
ok
or just MODNAME_ADDONNAME for tagging
or use CBA/ACE addon template and macros will do that for you.
(with HEMTT for easier compilation and component adding ๐ฌ )
so what you're proposing is a complete overhaul of all my folders, every p3d, every rvmat, every config and every hpp
welp. It means your stuff is not written "up to standards" ๐
It's just asking for conflict. Also I don't think you need to TAG rvmats and stuff like that.
But every config entry that can conflict with other addons should use that.
changing the name of the folders requires changing their location in the file paths
doesn't the class name need to match the folder name?
do you tag the classes of your vehicles/buildings whatever you're doing?
I guess not, at least not in the cfgPatches
here's me getting educated on the matter:
[10:00 PM] ScotG/Rooster3D: yes
[10:01 PM] mikero: then that's where ALL your files live...
...you made the best decision of all putting ALL your stuff in P:\your_tag
[10:05 PM] mikero: no one but no one, can put THEIR crap in there```
Something about that I misunderstood, I guess, or didn't fully grasp.
Admittedly, he never asked to see my cfgPatches, and there was no need to for what he was helping me with
but one can see why this might give a sense of security.
๐ค Maybe mikero tools have some auto class prefixing.
But im not aware of features of that. If it has it would be weird to me.
what his tools do with P: drive is that it does the pboprefix for you
so with path P:\61jtf\assets_pool
you have $PBOPREFIX$ 61jtf\assets_pool
so you can use this as paths in arma
I've got a feeling you'll run into problems using a tag name beginning with a number.
back when I started the 3CB mods, I couldn't just use "3cb_restofclassname" and had to take "uk3cb_restofclassname" - long time ago, so can't remember the reason why
whatever you do use though, register it on OFPEC https://www.ofpec.com
lol
Someone still uses that? ๐
exactly
??
you don't have to, but in case of conflict with some other modder who copies your tag and causes conflicts it might be helpful
I'm no slouch, yall. I'm just inadequately informed in some areas.
I have great passion for my work. I'm not just trying to bang out a crap mod
I think Apollo can vouch for that, since I know he's been following its progress for quite a while
Of course, I'd say my stuff is legit, but if that's not a shared opinion, then it's at least legit-adjacent.
but it's still in development, and that's why I'm here, putting my inadequacies on the table.
btw, @astral pagoda , I got to the root of my upside-down commander scope issues. It was ultimately because I had the sourceAddress of my commander_turret set to "clamp" when it should have been "loop."
Oh okay! Didn't catch that!
numbers at start of classname are valid, just look at magazines
hi all, I got a question. I am trying to have one back hawk with 2 weapons system, one with a 240 and another with a minigun. they both are maned , is it possible to do it by proxy?
yes it is
but my question is, can it still be maned by a player?
so one version will have a 240 mashine gun
and the other version will have a minimi
called by proxy
would it work?
Yes, you would want different animations for the crews in those turrets to fit the different weapons, but there's no reason it wouldn't work
also do note that proxy weapon like that would not have animated parts
awww I see so like a minimi wouldnt really turn/rotate as it shoots
so it is a better approach to have two models
of the same heli
it would yes
The gun would move but things like the ammo belt and feed cover wont move if the weapon is all one proxy
thank you guys, you all rocks as always
but all the small parts would not move
that's too bad, well i guess I will keep 2 models
i was trying to make my mod smaller
a model here or there doesnt really matter
.p3ds aren't really very big usually
๐
textures, sounds etc. take up more file space than most .p3ds
true thank gents
btw #arma3_model next time a model question comes up
multiple .p3ds are just more of a pain to manage when you want to update some aspect of all variants of that type of object
solution = make no mistakes
and pray BI doesn't change something or add something cool that you want to add
๐
What @nimble sequoia was saying earlier, about the tagname starting with numbers. @grand zinc and @hard chasm confirmed that it's okay to start classnames with numbers. However, if you are trying to be consistent all around, is there any instance where starting with a number is not okay? Examples: 61jtf.p3d, 61jtf.paa, etc? If so, then it may be best to avoid starting with a number for the sake of consistency.
Also, Mikero clarified that while having my files in P:\61jtf\ was a smart move that will prevent someone placing their assets in there, indeed it will not prevent conflicts if they decided to unwittingly make their own version of a file I have.
I don't know how any of this would stop someone from doing it intentionally, though.
Or why they would... but some people just want to watch the world burn.
As I mentioned before there was a reason that using a numbered tag was problematic for us, obviously not purely related to class names, but it was 5 years ago now so perhaps the issue is no longer present, or alternatively you'll discover it at an inopportune moment! Better to pass the caution from experience on than not.
it will not prevent conflicts if they decided to unwittingly make their own version of a file I have
using tag_nameOf.p3d prevents the likelihood of that happen. It is not malicious, it is simply you, fred, the girl next door, and her dog, have ALL called their p3d 'potato'. When map making, the engine doesn't know which one is being referred to. (clutter and land classes).
it is even more essential that you tag_classname. for every class you ever make.
that dog and it's friends are guaranteed to have:
class elephant
only you can have
class mytag_elephant
let them fight among themselves. you have lifted yourself out of the swamp
Oh yes, for anyone thinking "well, i've not had any problems", the answer is:
ho ho ho. Be patient. Your pbo will be unusable sometime in the future. The dog will come in and bite you.
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 73: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf"
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 85: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf"
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 97: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf"
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 109: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf"
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 121: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf"
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 133: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf"
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 145: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf"
Warning: OPTRE 7th Mod\addons\OPTRE_7th_UNSC_Units\spartan\config.cpp circa Line 157: (_this select 0) execVM "\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf" ```
so a friend of mine is having an issue while trying to pack this
the script works so we are not sure of what the problem is
any ideas?
{
init="(_this select 0) execVM '\OPTRE_7th_Functions\functions\spartan\fn_7th_spartan.sqf'";
};
my dll can't distinguish in config,cpp's between sqf statements that only produce constants, and the one above which clearly doesn't so is flagged as probably wrong (which it isn't). ordinarily you use sqf in exec eval statements and they must produce a constant value in order for that cpp to be baked to a bin. The choice is to just ignore all probable errors, and not bother at all. or at least warn.
example (only valid in a model.cfg)
angle = rad -90; // produces a constant.
angle = rad random(); // does not.
I'll look into seeing how i can improve above.
working on a jet, but I cannot, for the life of me get the HUD to appear. I have copied the Wipeout's MFD section as a test and still am having no luck regarding getting a damn hud to appear. Any thoughts?
got mem points right?
The hud itself (the one not using the model) requires memory points? @astral pagoda
if its not model projected hud, do you have it configured to be helmet/player view only?
showHMD = 1; plays a part on that I recall.
I think? I tried my own hand and had no luck so I copied the one from the wipeout
Where is showHMD going?
the root of the vehicle controls the pilot and each turret class can have it too
no luck on the showHMD = 1;
Wipeout have only HUD + MFDs with dynamic loadouts so it's not going to work as HMD
showHMD is only for gunner btw
helmetMountedDisplay is HMD flag
So, what is causing it to not appear for the pilot then?
(I realize that is a super broad question, but do you have any immediate ideas @hot pine )
The fact that it's not designed to be a HMD
I cannot find any notation on "HMD"
If you want a non-HMD HUD/MFD in a vehicle, it requires memory points in the model to provide the boundaries where the MFD will show
in either the dev reference or online
so how would you show it to be HMD or is that not an option and thus requires memory points?
You would need to write a new MFD class that uses correct sources for all the displays
or use one from a vehicle that actually has a HMD
https://community.bistudio.com/wiki/A3_MFD_config_reference lists all the various properties for MFDs and HMDs
Not completely
Hmd =helmet mounted display, hud = head unit display, mfd= multi function display
alright, well, I'm just gonna continue to beat my head against this then
i suggest to wear a helmet... it can be painful
Trying to get a particle to go direction of player.
Current I have moveVelocity[] = {"20*directionLocalZ"};
However no matter what way i change it i get these same results.
https://gyazo.com/b16c0b54d01054d0723c773bf303750e
Is there a way for me to have it reference the player direction? I want the "sparks" to fly our the barrel away from the player.
Config: https://pastebin.com/93AAgtPs
Will try again in the morning. Do you know if directionlocal is local to the players facing, or the world in general?
headgearList[] = {
"VSM_Beanie_tan", 1,
"VSM_Multicam_Boonie", 1,
"VSM_Bowman_cap_balaclava_Tan", 1,
"VSM_Bowman_cap_Tan", 1,
"VSM_Mich2000_OGA", 1,
"VSM_Mich2000_2_OGA", 1,
"VSM_OGA_Helmet1", 1,
"VSM_OGA_Helmet2", 1,
"VSM_oga_OPS", 1,
"VSM_oga_OPS_2", 1,
"VSM_Peltor_coyote", 1,
"VSM_FullShemagh_Tan", 1
};
class EventHandlers;
class EventHandlers: EventHandlers {
init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};";
};
Seems to not actually have any effect?
Not including class Eventhandlers; results in it not packing properly
for full unit class
Anybody had success randomizing headgear?
so, how would i go about making a ladder in arma?
i have the model, and its in-game, i just dont know where to go from there, or in other words, make it actually act as a ladder on this object i have.
it needs memory points and config definition
Can anyone tell me what this is?:
memoryPointTaskMarker
where are you picking it up from?
@dry carbon it's a memory point defining where 3d icon for task will appear
i.e. you can have task "Get in" (don't mistake it with get in order from leader) and if you press "J" then you will see icon for task
ok
I've got a custom soldier in CfgVehicles with a backpack assigned. However after spawning the unit in Eden the backpack remains empty, and even though uniform and vest are full, not all of the items (from items[] and magazines[]) are added.
Is it really required to make custom backpack configs just so I can put items in there?
Yep.
Anyone know If the "snap" sound when a bullet goes past is configurable per weapon?
@woven flax it's in cfgAmmo soundSetBulletFly[] = {"bulletFlyBy_SoundSet"};
Thank you @hot pine
Whats that best way to balance a bullet? Like between hit,caliber and velocity how should I go about setting those values, or should I just try something and see how it feels?
so for caliber=1 is that the 6.5mm or 5.56? Im unsure what unit it is really, like with velocity its m/s
caliber is in mm afaik
ACE has 5.69 for 556x45
and 9.017 for 9x19 M822
and 12.7 for .50
seems a bit all over the place, close to the real value, but rarely really on it
oh okay lol
so hit, indirectHit,caliber, whatever the velocity is through mag or weapon or ammo,and indirectHitRange are the only things that determine damage right?
lol 9.017 thats pretty specific
afaik caliber=1 is 6.5
it used to be 7.62 nato ๐
@AdamuzSystems#4107 https://community.bistudio.com/wiki/The_Land_xx_class
its setted like that
class CfgVehicles {
class House_F;
class land_pop_tuning : House_F {
@velvet mesa did you do all steps mentioned on that page?
well, I did. Indeed i copy pasted the comfig and models so...
Models?
model.cfg
config.cpp and model.cfg
The thing is model.cfg works, because i can animate it while beeing a mission object
I think you didn't read everything
Because otherwise you would propably mentioned p3d change
Model. cfg wasn't mentioned there anywhere
I had pop_tunning in units
Maybe its that
reyhard, i read that post sereral times among a few years
I came here cause it was weird XD
Which part is weird?
It animates in mission object and as simple object but not as map object ๐ฆ
First time getting this
Is everything in p3d set correctly?
What properties do you have?
Mystery solved
let me fix
what animation source do you use?
custom one
"Zeroanimation"
its linked to user
source = "user";
animPeriod = 5;
initPhase = 0;
};```
I can use in editor but not when packed with map
how are you trying to use it
3 ways
Putting in mission and playing it --> that works
Putting in map, terrain builder, packing and playing a empty map ---> not working
Putting in mission, setting simple object check and playing it --> that works
yes but how do you launch the animation
2 ways
cursorobject animate ["up", 3] --> in mission works
and selection the action on object (mission aswell)
useraction?
alright, those should work on terrain objects too
so you have class = house namedParameter in the geometry lod?
the land_p3dfilename class
and model.cfg class with p3dfilename class?
Not geometry onlo LOD 0
crunching ๐ฉ
BAM!
Working!
Buuuut last thing, the objects does not appear in map as grey object
you dont probably have a right map class in its geometry lod
hmm
Unsung and CUP have a conflict with regards to MainTurret for planes it seems. No entry 'bin\config.bin/CfgVehicles/Plane_Base_F/Turrets/MainTurret.maxHorizontalRotSpeed'. is seen. When I remove all Unsung dual seaters, it goes away.
the Unsung inheritance looks like:
class CfgVehicles
{
class Air;
class Plane: Air
{
class HitPoints;
class Turrets;
};
class Plane_Base_F: Plane
{
class Turrets: Turrets
{
class CopilotTurret;
};
class HitPoints: HitPoints
{
class HitHull;
};
class NewTurret;
class ViewPilot;
class ViewGunner;
class ViewOptics;
class AnimationSources;
class Eventhandlers;
class Components;
};
if both mods define Plane_Base_F somewhere and they neither mod is dependant form the other its loadorder nightmare
so whichever gets loaded last defines that class
Id perhaps make a UNS_Plane_Base_F : Plane_Base_F and add your new stuff there and leave the vanilla base classes totally alone
aa
I see a thing
class Turrets
{
class CopilotTurret: NewTurret
{
primaryGunner = 0;
gunnerForceOptics = 0;
body = "";
gun = "";
animationSourceBody = "";
animationSourceGun = "";
weapons[] = {};
magazines[] = {};
gunnerGetInAction = "GetInHigh";
gunnerGetOutAction = "GetOutHigh";
gunnerName = "Copilot";
gunnerNotSpawned = 1;
memoryPointsGetInGunner = "pos codriver";
memoryPointsGetInGunnerDir = "pos codriver dir";
minElev = -50;
maxElev = 30;
initElev = 11;
minTurn = -170;
maxTurn = 170;
initTurn = 0;
maxHorizontalRotSpeed = 3;
maxVerticalRotSpeed = 3;
startEngine = 0;
gunnerUsesPilotView = 1;
class ViewGunner: ViewPilot
{
};
commanding = -1;
turretCanSee = "1 + 2 + 4 + 8 + 32";
};
};```
from Plane_Base_F vanilla config from config dump
it does not inherit turrets class from class Plane
like in yours @gritty rune
this is not vanilla
so best to declare class Plane_Base_F; and then class uns_plane: Plane_Base_F?
it might be most clean way yes
class plane does not have turrets class at all
removing the turrets class inheritnace might also work
because these dont exist
well I guess there technically is empty turrets {}; class there
becasue allVehicles (distant parent class) has first
class Turrets { };
in it
class Allvehicles introduced the class newTurret that some classes use to define the basic turret settings
class newTurret
class turrets
{
class main turret : newTurret
{
};
};```
yes, that's defined in the actual class turret def
All In One config dump is good source to check these on
can someone tell me whats incorrect about this base class? im trying to definene animation sources: animationsources
do you have a space in the classname?
and do you have a class animationsources to actually inherit from somewhere
yes
{
class AnimationSources: AnimationSources
{```
ive used the same defining to define a turret before
{
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{```
couldnt figure out how to properly define AnimationSources
no i have one
also does b_MBT_03 have animationsources class?
and why do you even iherit it? you should not need to change anything in it
in the config with all the vehicles in it it has one, i dont think it uses b_MBT_03 now that i look closely
in the config file it has this
tex[] = {};
mat[] = {"A3\Armor_F_EPB\MBT_03\data\MBT_03_Ext01.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_Ext01_damage.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_Ext01_destruct.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_Ext02.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_Ext02_damage.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_Ext02_destruct.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_RCWS.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_RCWS_damage.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_RCWS_destruct.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_track.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_track_damage.rvmat", "A3\Armor_F_EPB\MBT_03\data\MBT_03_track_destruct.rvmat"};
};
class AnimationSources: AnimationSources
{
class muzzle_rot_cannon```
you dont need to inherit everything like that
only the things you intend to change
so for weapons the turrets
and then change the stuff in them you need
then i could just delete the whole animation thing?
yes
this part already inherits everything
the rest you need to define with iheritance if you want to change stuff but also keep the rest you inherit
the rest you need to define with iheritance if you want to change stuff but also keep the rest you inherit
that seems to be the issue i was having my game started, thanks for the help
fat rip my MFD class is fucked up aswell ingame i get errors regarding it and the tanks not showing in eden
I dont think you need that either
commented it out but my next error is cannon side and scope so ill c omment that out aswell now
when I said add 1 thing and test I meant it
its not very easy to climb backwards into the tree
youve added way too much
might be better to just start fresh again
and test more often when you add things
can anyone give me some advice on how i can make the water on our map dirty?i tried the SkyR reflection colour but i really want the whole thing to look duuuurdy.cpp class Underwater { noWaterFog=-0.001; fullWaterFog=0.001; deepWaterFog=200; waterFogDistanceNear=10; waterFogDistance=40; waterColor[]={0.039999999,0.16,0.22}; deepWaterColor[]={0,0.001,0.0089999996}; surfaceColor[]={0.039999999,0.16,0.22}; deepSurfaceColor[]={0,0.001,0.0089999996}; };assuming i need to change values here,but what values?is it rgb?rgba?
RGB (its just 3 values after all). And its float. 255 = 1.0 , 128 = 0.5
Hello, is there a sample uav model.cfg available?
Any idea why
#define COOPR_POSITION(X_POS,Y_POS,W_POS,H_POS) \
x = __EVAL((((X_POS * (getResolution select 0)) / 1920) * safeZoneW) / (getResolution select 0) + safeZoneX); \
y = __EVAL((((Y_POS * (getResolution select 1)) / 1080) * safeZoneH) / (getResolution select 1) + safeZoneY); \
w = __EVAL((((W_POS * (getResolution select 0)) / 1920) * safeZoneW) / (getResolution select 0)); \
h = __EVAL((((Y_POS * (getResolution select 1)) / 1080) * safeZoneH) / (getResolution select 1));
Returns "<null>" when put inside a mod config but works fine in the mission config?
; at the end of a #define could be a problem
But then it shouldn't work inside missionConfig?
That's the code, same in missionConfig and modConfig
#define COOPR_POSITION(X_POS,Y_POS,W_POS,H_POS) \
x = __EVAL((((X_POS * (getResolution select 0)) / 1920) * safeZoneW) / (getResolution select 0) + safeZoneX); \
y = __EVAL((((Y_POS * (getResolution select 1)) / 1080) * safeZoneH) / (getResolution select 1) + safeZoneY); \
w = __EVAL((((W_POS * (getResolution select 0)) / 1920) * safeZoneW) / (getResolution select 0)); \
h = __EVAL((((Y_POS * (getResolution select 1)) / 1080) * safeZoneH) / (getResolution select 1));
class RscButton {};
class MyGUI {
idd = -1;
class Controls {
class MyButton: RscButton {
COOPR_POSITION(1574,1008,342,68)
};
};
};
I keept it as basic as possible to be sure that the issue was not elsewhere
i have no idea, but I can say the semicolon is right there
@stable sandal you cannot evaluate scripts in such context
Oh okey, thanks. I suspected it a bit but maybe I was doing something wrong. I managed to do what I wanted to do (using onLoad and repositioning the elements with SQF).
Btw, the error was that getResolution was returning [0,0,0,0,0,0,0,0,false] and therefor dividing by 0.
a config.cpp bin is cast in concrete and can only use constants. GetResolution is only known after game has loaded (and in most cases, only after mission load). It will work in a description.ext because that is not compiled until just before mission start. but configs are binarised with no actual reference to the game engine. After all, you make an addon pbo on any machine you care to without even the game installed.
You might be able to get rid of eval completely and just store as string, when engine tries to getNumber from a string it will evaluate the script inside the string.
Not sure if the config script evaluator has access to getResolution tho
Yeah I replaced __EVAL by # to wrap al that in quotes and it works
Does anyone know of a good way to rename towns and cities on a specific map? I found out about the CfgWorlds config that I placed in config.cpp:
class CfgWorlds {
class Altis {
class Names {
class Pyrgos {
name = "Pyrgos 22";
};
};
};
};
But it seems to throw a few errors:
No entry 'bin\config.bin/CfgWorlds/Altis.RainParticles'.
No entry 'bin\config.bin/CfgWorlds/Altis.startWind'.
No entry 'bin\config.bin/CfgWorlds/Altis.gridNumbersOverLines'.
Does anyone have any idea how to fix those errors, or know an alternative to achieve the same thing?
CAWorlds I think
So then:
class CfgWorlds {
class CAWorld;
class Altis : CAWorld {
class Names {
class Pyrgos {
name = "Pyrgos 22";
};
};
};
};
?
actually singular
@bold marlin can you expand a little whats the purpose of what you are doing?
Hey, that worked!
I just want to rename some locations on a map for a mission to mission basis... Now I would prefer there to be an option like something I could do in the init field for a mission, or the mission's description.ext... but I tried the latter using the same code without success... the Wiki says the description.ext only accepts certain Cfgs, so I figured that may have been the reason so didn't keep trying
yeah terrain configs are like that.
for the purposes of training a new engineer in a minefield, is there a way i can either prevent a tripped mine from exploding, or prevent said mine from killing someone?
add an event handler which is handling damage of a unit
and find out which combination of inputs is being caused by a mine explosion
make dummy training mines that make no dammage
thats what i was originally going for, yeah
next question....how do you delete a mine AFTER it's diffused? looking through list of script commands now...i see removeAllOwnedMines, but i dont think that is quite it..
i tried "deleteVehicle" but it didnt work...probably because the mine in its "diffused" state is no longer considered a vehicle or...something? i dont think that sounds right
You need to delete the container in the ground, since it is a pick up able item on the ground after disarming
because we havent downloaded or purchased Laws of War ๐ฆ
you can still place the mines in the editor/zeus can't you?
also pretty sure you don't need to download Laws of War
comes with the game
indeed. can still place
so how does one "delete the container in the ground" @quasi sonnet ?
but if the mine has no specific name, will it work?
do you have some sort of addon that can update editable objects for zeus?
you can remove it through zeus then
indeed, but im going for automation
what im doing is creating a training area for engineers to practice disarming mines.
if you walk into a guard shack, it deploys IEDs and mines for engineers to disarm
what i want to do is prevent 'new' mines from deploying until all existing mines in a given area are disarmed, and also remove any disarmed mines left in the area if they cant be carried
ive successfully set up triggers to create the mines, so that works
ah I see
indeed
i mean, the player can pick up the disarmed mine of course, but im also trying to prevent trolling, in the sense of walking in and out of the trigger area which would deploy more mines
Is there a way to get the 3d model names / directories for the LDF and Spetsnaz uniforms, even though they are EPO files?
You can read them from the configs
I'm using Arma 3 default boxes on my mod, but those boxes are objects with physics and sometimes they goes under the ground. Can i create a box that don't have physics, like a static object?
Yes
createSimpleObject
Or create a standard object and disable its simulation with enableSimulation
@grand creek thanks, but i want to keep the inventory capabalities of the box.
Can i create a moded box and just change the simutation from ThingX to house?
That looks like a way
Sadly I don't know
@grand creek i tested and it works, box have inventory and is solid like rock
Still testing to see if i find some problem
Not sure if inventory functionality will be untouched
Is it possible to change the config of something in a mission? I'm intending, as a follow on to my previous questions, to rename locations on a map to be more relevant to a mission. The idea is having a map like Ruha, and pretending it's in Finland. The terrain is similar, but of course the names on the map give it away as being a German place
no
So, I have a metal wall that sprays out dirt when a bullet hits it. Well, I donโt want that to happen. I want it to have a spark or something different. So, can one of you gents help me out with that?
you need to set the penetration material in the material of your geom lod in the model
*firegeom lod
hmm, where do i actually set the penetration material though?
@cedar cave in Object Builder you select a piece of geometry that you want to apply it to, open the face properties (I think the default keybind is E), and edit the material to be the path to the penetration RVMAT you want to use. You can make your own material if you want, but the ones in a3\data_f\Penetration should cover nearly every scenario.
Change the simulation of a box from thingx to house (config) can cause any harm? I need help!
makes sense, thanks
@sullen fulcrum if you make a new derivative class then it should not affect anyone else's stuff.
@hearty sandal i did a new class... but i'm blind about side effects because i'm new to config. But, from my tests its working well, it even gets detected by nearEntities and entities commands.
What other things do you need from the object?
If you can't think of any which could be broken by lack of physics in an object then it's allright, no?
is there somewhere that describes how to make a item a misc item in virtual arsenal i cant find any info about it ๐ฆ
yes in any items config that is on that list
ACE makes misc items mine detectors I think. Or they did in the past
everything is a mine detector. some things are just better at it ๐
ive tried doing the config of other misc items but im new to this so i rly need something that can walk me through it step by step
there is no such thing really
theres BI wiki pages on how config works and how inheritance works
but nothing as specifc as how to make misc items
what are misc items?
when learning how to write configs, it helped me when I found some addon which was adding a bunch of items of the class I need, and I looked at its config file
rpt, packing logs what they tell you
Hello, i have a question about sounds. I have made a siren for mz police cars but the sound is to silent and i want to make it louder.
the config looks like this
sounds[]=
{
"Siren1",
"Siren2"
};
class Siren1
{
name="Siren1";
sound[]=
{
"\d3s_srthellcat_15\sounds\siren.wav",
1,
1
};
titles[]={};
};
class Siren2
{
name="Siren2";
sound[]=
{
"\d3s_srthellcat_15\sounds\yelp.wav",
1,
1
};
titles[]={};
};
can someone tell me wtich part is responsible for the volume of the sound_
https://www.google.com/search?q=Arma+CfgSounds
->
https://community.bistudio.com/wiki/Description.ext#CfgSounds
->
// filename, volume, pitch, distance (optional)
sound[] = { "fx\wolf1.ogg", 1, 1, 100 };
Man google is such a nice invention isn't it?
@rigid kitedmen so should i do this then?
class Siren2
{
name="Siren2";
sound[]=
{
"\d3s_srthellcat_15\sounds\yelp.wav",
1,
1,
200
};
titles[]={};
};
@grand zinc
try it out
ok thx a lot ๐
๐คฆ
so i tried it like this
class Siren2
{
name="Siren2";
sound[]=
{
"\d3s_srthellcat_15\sounds\yelp.wav",
2,
1,
200
};
titles[]={};
};
and with a 100 the sound voulume keeps the same
@gleaming oar why not increase the amplification of your original sample.
Hello everyone ๐๐ป
I have a model try to import it into arma 3 but know nothing about config and scripting could anyone give advice please?
Iโll post a picture for the model
Oops there is no insert pic
Thank you in advance
is the model from some other game or from a legit source you can actaully use?
you can paste link to your picture
@hearty sandal first of all thank you for your fast responding sir
Itโs a arma file actually when I tried to port it itโs going move just backward and forward
Yeah Iโll paste the link for sure ๐๐ป
Thank you again
Is it from OFP?
I was thinking so the one belong to OFP less details
is the model from the released data package?
No sir to be obvious itโs not
@viral gale I dont think you can port it then
porting means you are allowed to use the model, when you dont it becomes ripping/stealing
@hearty sandal maybe I miss understanding how to describe , sir I imported it into arma 3 -donโt know if itโs the right word-
And drive it forward and backward. Itโs not my own model, but itโs now fully working like lunching missile etc..
I can send files if itโs needed.
what I mean is that you dont have permission to use the model and you must not continue with this operation
Ohh, thanks for the advice, i was thinking it could be nice to have this truck for arma 3 .. maybe Iโll wait for it
hi maybe its not the right place to ask this but hupefully some of you can help me out.
i have an animated object with an class UserActions in there i have 2 classes for 2 animations on the object.
But the animation consits of multible classes with are all run by this
statement = "this animate [""bridge_road"", 5];this animate [""rampe"", 5];this animate [""zugstangen"", 5]; .....
is there a way to cleen things up so its just 1 statement that runns an amination "group".
config.cpp = https://pastebin.com/Gu8paQds
model.cfg = https://pastebin.com/L2vNQcni
@wind birch use the animateSource command
thanks
I see the AT turrets have a minimum distance to shot vehicles, can i use config to decrease this distance?
Thanks a lot!
yes
@hearty sandal can i make it lock faster?
I have in my mod computer comtroled Turrets that players uses to defend their base, but AT turrets are highly unefective because of the distance minimum limit and lock time.
possibly, turret movement speed is in the cfgvehicle class and weapon stuff in the cfgvehicles
Thanks
I found this CfgAmmo property on WIKI: weaponLockDelay. I want to use it but the M_Titan_AT_static ammo don't have it set? May be it's an old property?
My server isnt kicking players with high ping or desync issues. Is the following code from my server cfg configured properly?
maxdesync = 150; // Max desync value until server kick the user
maxPing= 300; // Max ping value until server kick the user
maxPacketLoss= 50; // Max packetloss value until server kick the user
kickClientsOnSlowNetwork[] = { 0, 0, 0, 0 }; //Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1)
kickTimeout[] = { {0, 0}, {1, 0}, {2, 0}, {3, 0} };
//Defines if {<MaxPing>, <MaxPacketLoss>, <MaxDesync>, <DisconnectTimeout>} will be logged (0) or kicked (1)
1, 1, 1, 1 seems to be the way to go
@unique wind
@regal gate thx
what might be the reason a sling loadable 50kg rescue basket stays on the ground and the rope detaches from it when shortened, instead of pulling it up?
thats the config: ```cpp
class Car_F; // extern
class ttt_stokesBasket: Car_F { // Ship_F {
model = "ttt_ch46\hoist\stokes_basket.p3d";
side = 1;
scope = 2;
scopeCurator = 2;
scopeArsenal = 2;
displayName = "Rescue Basket";
slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1","SlingLoadCargo2","SlingLoadCargo3","SlingLoadCargo4"};
slingLoadCargoMemoryPointsDir[] = {};
};```
the script looks like this: ```sqf
stretcher = "ttt_stokesBasket" createVehicle (getPos ch46);
[ch46, stretcher] spawn {
params ["_helo", "_stretcher"];
_stretcher enableRopeAttach true;
private _rope = ropeCreate [_helo, "ropeOriginRight", _stretcher, [0,0,0]];
// ropeCreate [_helo, [0,0,0], _stretcher, [0,0,0]];
sleep 2;
ropeUnwind [_rope, 1, 1, false];
waitUntil {ropeLength _rope < 1.1};
private _length = getPosATL _helo # 2;
ropeUnwind [_rope, 1, _length, false];
};
I have some facewear assets in my pack, I'd like to select a few of these from the NVG slot, is there a way to configure facewear assets for selection in the NVG slot?
So from what I've found so far nvg's are configured under the Binocular class, i'll give that a go...
on the sling load, if I change class to thingX it works: class ttt_stokesBasket: ThingX { But I would like to add a passenger to the stretcher ...
any ideas what class to use for that?
Hi, I don't really know if this is the right place to ask, but I desperately need some help modding in my own custom factions.
Me and a few friends have been using ALiVE to add in our own custom factions which has been working fine, but after we tried to make a second faction for one side (Like making another faction in OPFOR) everything started to go down hill
each of the factions are disappearing randomly from the editor like they're overwriting or something, but they all have unique .pbo names and each faction is a separate mod.
I've been using this base mod template that was on the ALiVE wiki, https://github.com/ALiVEOS/ALiVE.OS/blob/master/utils/tools/%40ModAutogen.rar
Any help is very appreciated, i'm completely lost on how to fix this, i've only been modding Arma for a couple days, if you can even call it modding. I've repacked all of my mods so many times to try and fix it but nothing is working.
@tranquil mauve Have you tried using Drongo's Config Generator, much easier to use imho. https://steamcommunity.com/sharedfiles/filedetails/?id=1771335720
Trying to change the "Crack" of a bullet going by the player. I currently have this in my config.
https://pastebin.com/eNe37sGa
But i still hear the crack. Any idea what else may be causing this?
Would this break the mod, if the version number is different to the stable release. sqf class CfgPatches { class EC_Data { units[] = {}; weapons[] = {}; requiredVersion = 1.62; requiredAddons[] = {}; author = "Capwell"; authors[] = {"Capwell"}; }; };
Does anyone know how to sort out this syntax highlighting within VSC? https://cdn.discordapp.com/attachments/620394340748886016/621364274807439390/unknown.png
Thanks โค @grand zinc
on the stretcher and sling loading problem, inheriting from car_f does not work, but inheriting from the quad bike works. Guess some fields need to be set and they are not present in car_f
Hi all I m trying to get the textures from ACR and BAF how do I go about doing that. I try to use Mikero and it does not work. I know BIS provided all the model, but how can I get the textures?
is there a way via config to make a vehicle harder to lock on or not able to lock on at all?
Depends on what your trying to lock on with.
what settings in a weapons config entry control recoil and/or physical displacement of the "vehicle" itself when firing?
i.e, this is happening when i fire a turret
https://cdn.discordapp.com/attachments/496033931993415700/622440938614030346/20190914103454_1.jpg
=before firing full box of RHS Mk. 19 ammo
https://cdn.discordapp.com/attachments/496033931993415700/622440975226372126/20190914103504_1.jpg
=after firing full box of RHS Mk. 19 ammo - note the profound difference in physical position
it's not damperforce or dampersize...
nothing's jumping out at me
muzzleimpulsecoef in cfgmagazine tells how "strong" it is. Mass of the vehicle is the only thing that acts against it. Maybe friction of the ground surface too, not sure, but its impractical to adjust that for eliminating this issue
crap
what config line controls how many magazines are loaded into a given vehicle's turret.....
im scouring for it now
magazines[]?
Can anyone explain why this Tank wont appear in Eden editor?
class MBT_T100
{
units[] = {"octoms_MBT_T100"};
weapons[] = {};
requiredVersion[] = {"0.100000"};
requiredAddons[] = {"A3_Armor_F", "A3_Armor_F_Gamma_MBT_02", "A3_Weapons_F_Tank"};
};
};
class Turrets;
class MainTurret;
class CommanderOptics;
class CfgVehicles {
/*extern*/ class O_MBT_02_BASE_F;
class octoms_MBT_T100_100: O_MBT_02_BASE_F
{
scope = 2;
_generalMacro = "O_MBT_02_cannon_F";
displayName = "T100Plus";
side = 1;
crew = "B_crew_F";
faction = "BLU_F";
vehicleClass = "Armored";
hiddenSelectionsTextures[] = {"a3\armor_f_gamma\mbt_02\data\mbt_02_body_co.paa", "a3\armor_f_gamma\mbt_02\data\mbt_02_turret_co.paa", "a3\armor_f_gamma\mbt_02\data\mbt_02_co.paa", "A3\Armor_F\Data\camonet_CSAT_HEX_Desert_CO.paa"};
class Turrets: Turrets
{
class MainTurret: MainTurret
{
class Turrets: Turrets
{
class CommanderOptics: CommanderOptics
{```
gunEnd = "Konec hlavne2";
memoryPointGun = "usti hlavne2";
selectionFireAnim = "zasleh2";
minElev = -5;
maxElev = 60;
weapons[] = {"HMG_NSVT", "SmokeLauncher"};
magazines[] = {"150Rnd_127x108_Ball", "150Rnd_127x108_Ball", "SmokeLauncherMag"};
discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000};
discreteDistanceInitIndex = 2;
turretInfoType = "RscOptics_MBT_02_commander";
class HitPoints
{
class HitComTurret
{```
armor = 0.1;
material = -1;
armorComponent = "hit_com_gun";
name = "hit_com_gun_point";
visual = "-";
passThrough = 0;
minimalHit = 0.1;
explosionShielding = 0.4;
radius = 0.15;
isGun = 1;
};
};
};
};
weapons[]=
{
"cannon_120mm_long",
"LMG_coax",
"HMG_static"
};
magazines[]=
{
"32Rnd_120mm_APFSDS_shells_Tracer_Red",
"20Rnd_120mm_HEAT_MP_T_Red",
"30Rnd_120mm_HE_shells_Tracer_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"200Rnd_762x51_Belt_Red",
"500Rnd_127x99_mag_Tracer_Yellow",
"500Rnd_127x99_mag_Tracer_Yellow"
};```
{
class HitTurret
{
armor = 0.8;
material = -1;
armorComponent = "hit_main_turret";
name = "hit_main_turret_point";
visual = "";
passThrough = 0;
minimalHit = 0.1;
explosionShielding = 0.2;
radius = 0.25;
isTurret = 1;
};
class HitGun
{
armor = 0.8;
material = -1;
armorComponent = "hit_main_gun";
name = "hit_main_gun_point";
visual = "";
passThrough = 0;
minimalHit = 0.1;
explosionShielding = 0.4;
radius = 0.2;
isGun = 1;
};
};
};
};
};
};```
I followed a format i used for a diffrent tank, i copied and pasted everything and replaced class names textued and addons, and all the main turret classes etc. Game starts fine but the tank is nowhere to be found(i check the correct faction for the tank)
What are you using to build the PBO? I copy and pasted your config into a new addon and I see the tank available under BLUFOR > NATO > Tanks > T100Plus
pbomanager and i got it working now
Do you know how to bisign properly? i tried creating a public bikey and i pasted them into 3 diffrent mods i made then i uploaded them to a test server with the bikeys and im getting some wierd error that the PBO is not accepted
I know people have had issues with PBOManager in the past when trying to sign them, something to do with a signature mismatch
how else should i do it? and should i be making a bikey from the generator in arma 3 tools or signing a pbo somehow , this is my first time doing this so i dont really know/understand how to do it
and for some reason all the mods in the server have a signature mismatch even though me and my friend can join just fine
all mods are up to date aswell
@sullen fulcrum PboManager is the wrong tool for packing up addons
it works for unpacking data and packing missions
but for everything else it is wrong
PboProject is the most useful for you since it feedbacks on most common errors
and it can sign mods too
And Im pretty sure I've told you this before already
๐
i fucked up the P drive and didnt know how to fix it lol
๐
do you still got the link for that
do search in discord for "PMC tools"
How hard would it be to do this?:
Create a vehicle that works like a Stomper with HMG, where the operator can drive and gun at the same time. Omit the need to use a terminal to control it, force operator to be on board. Allow turn out and in position for operator. Essentially, it may have the option to carry cargo troops, but create the illusion that there's only one crewman. Note: I've tried hasDriver=-1;, but this doesn't allow the operator to turn on/off lights, engine, etc.
Before doing anything, I'm looking at the problem and thinking "how do I eliminate the terminal?" This stems from a lack of understanding how the UAV terminals work, possibly, but also stems from not understanding how to force a permanent AI into the vehicle.
turn engine off by script. turn on is automatic anyway. use turret lights instead of "driver lights".
Also, it's still not working in MP maps. We can get in , but it's stuck to the ground.
When making a faction mod
if I want my unis to be able to be put into arsenal
do I need a seprate classname?
I see some mods having tro classes one for CfgWeapons and one for CfgVehicles
for uniforms and vests?
What is the diffrence between CfgVehs
and CfgWeapons?
Am I naming the models for my texture seprate
and refering to them in the CfgVeh
for the unit
Such as
class tfa_gen3_oga_fatigue_x: tfa_uniforms_g3_mc1_1l
{
displayName="[TFA] OGA Gen3 Fatigue, X-Ray";
picture="tfa_fatigues\data\ui\icon_gen3_x_ca.paa";
class ItemInfo: UniformItem
{
uniformModel="-";
uniformClass="tfa_gen3_oga_x";
containerClass="Supply50";
mass=40;
uniformType="Neopren";
};
};
Using TFA as an example.
This is from TFA's
cfgWeapons section
/// Sample vest config ///
class cfgWeapons
{
class ItemCore;
class Vest_Camo_Base: ItemCore
{
class ItemInfo;
};
class V_vest_new: Vest_Camo_Base
{
author = "Splendid Modder";
scope = 2;
displayName = "New Vest";
picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
model = "\A3\Characters_F\BLUFOR\equip_b_bandolier";
hiddenSelectionsTextures[] = {"\A3\Characters_F\BLUFOR\Data\vests_khk_co.paa"};
class ItemInfo: ItemInfo
{
uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier";
containerClass = Supply80;
mass = 15;
class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
{
class Chest
{
hitPointName = "HitChest";
armor = 16;
passThrough = 0.3;
};
};
};
};
};```
CfgWeapons is for vest to be accessable, but you need a Unit for a new uniform. Every unit obviously needs a uniform but every uniform need a unit to be shown
Can the class names be the same?
Probably not
- Timer before getting up after being knocked down, e.g. when ejecting out of a moving vehicle, is too long
is this configurable or same for every vehicle/engine hardcoded?
oh great, czenglish hardcoding struck again... without konec/usti hlavne the weapon cant use the resting mechanic (only bipod)...
why have muzzlePos/End in config when you can just assume its the same for every gun ๐ฉ๐
It's the profile of the server user. It'll be in whatever folder you have defined as -profiles= in your launch/startup parameters under another folder with the user running the server's name or whatever you defined as -name=.
i don't find.. its a cfg ?
it's a .Arma3Profile file.
What are your startup parameters for your server?
How do I get a mod logo to show in the arsenal
Looking in https://community.bistudio.com/wiki/CfgVehicles_Config_Reference and dont see a way to dictate how long a vehicle takes to start. Is there a parameter I'm missing?
What are the mass units of cfgMagazines?
They are obviously not kilograms, but what are they then?
I mean the "mass" property of a magazine
made up quantity that represents both mass and volume
they are volume in made up units. Not mass
ACE uses a formula to convert those to kg to display in the arsenal for comparison purposes
ACE has a forumla to convert them to kilograms, but they are just a approximation
huh, "mass" is actually volume, what a mess
thank you
I would expect it to be of kg*m^3 unit ๐
Okay, then.. I must have confused it, it's just ACE that interprets it that way
I have some loadouts that I made in the Virtual Arsenal that I would like to use for units in an addon. I've been trying to use ALiVE's orbat tool but it's not saving stuff like Facewear properly.
What's a good guide for doing things by hand?
Is it possible to set a different texture for a magazine model (in cfgMagazines)?
@ripe narwhal yes it's in the ftp. If you don't see the Users folder you have to message your server provider's support and tell them to give you access.
@grand creek only for magazine proxy
Hmm I'm not really familiar with this. I am making a simple magazine object to be picked up by player (it's just a box) for misc scenario purposes. It's not used in a gun or anything. Can I retexture that with that proxy?
for that you would use setTexture scripting commands
provided the model actually supports this
hidden selection. If its an item on the ground you can't get a reference to it and need a textured subclass in config
cfgMagazines supports hidden selection?
if its not to be used as actual magazine in a weapon, you dont have to use cfgMagazines
What should I use then?
I think I tried another config class but there wasn't SQF functionality for some kind of manipulation of that object in a container, I don't remember exactly
make it just an object?
I need to have it in my inventory
then you may need to make the different variations into p3ds
cfgWeapons -> all general items that are not magazines are in weapons
Oh ok, I will try to make my items weapons instead
that probably will work. not sure if you can access the weapon in the ground holder though?
weapon attachements, helmets, backpacks are all cfgweapons
backpacks are cfgvehicles
Indeed they're the one part of a unit other than the uniform, you can use setobjecttexture on
So I've made my cardboard box item a class in CfgWeapons and now I've set its hiddenSelections and their textures like it's set in the corresponding cfgVehicles object and the texture is fine now
However the model gets rotated 90 degrees and half of it clips into the ground when I put it on the ground, which makes sense for a gun but not for a cardboard box... is there any way to rotate it?
you know how weapons are on their side in the groundholder thingy
you have to counter that in your model
ah ok... problem is that it's not my model, i'm just using a model from base arma to craft a pickup item
then its a no go I suppose
you can always try to rotate the groundholder object though
yeah true
I believe they don't have some onDrop = ""; event handler?
I am not sure which part of this is wrong, but whenever i try to use this "patch mod?" using Local Mod on arma it keeps saying miopatch.paa missing
is there something wrong with my config?
{
displayName = "[MIO]MIO Patch";
author = "Doc";
texture = "\MIO\icon\miopatch.paa";
textureVehicle = "";
};```
@zealous mesa could it be you've missed off the _ca which would often be used? miopatch_ca.paa
no i have not put _ca
its just named miopatch.paa
should i be putting _ca?
What is this class? There are no instances of textureVehicle = in the config dump
i think that's for vehicle, i mean
i tried to look at what other config did and try to do the same
Are you trying to retexture an existing vehicle? Is there more to your config?
here mind if i dm?
ok
Is there a class I can inherit for a unit to be able to wear any kind of uniform?
It looks like a patch config.
If it says mipatch.paa is missing, then it's probably missing. Have you checked that the path is correct? @zealous mesa
@west monolith you mean also enemy uniforms?
No. The sides that can wear a uniform are defined in the uniform config
Yeah :/ I'm trying to figure out how to 'fix' that lol.
hmm. i already had modelsides defined in my config and it wasn't working. is it case sensitive?
config is not case sensitive no
right. well, i have one unit that spawns with a uniform, and one that doesn't. It's quite confusing https://i.imgur.com/FQMuLLK.png
check rpt
the restrictions are only for picking up stuff, not for adding it via script
you have something else going wrong
17:35:48 Uniform U_BG_Guerilla3_1 is not allowed for soldier class PCT_Scavenger_01```
this seems to be relevant but i don't know how to change what's allowed any more than what i already have
show your config
class CfgVehicles {
class B_Soldier_base_F;
class PCT_Scavenger_01 : B_Soldier_base_F {
scope = 2;
displayName = "Scavenger 01"; // In-game name of unit
faction = scav_units; // Puts unit under new faction
side = 2
modelSides[]={6};
uniformClass = "U_BG_Guerilla3_1";
backpack = "";
linkedItems[] = {"","","IIIE_Beard_Short_Light","ItemWatch","","","","","","","",""};
respawnLinkedItems[] = {"","","IIIE_Beard_Short_Light","ItemWatch","","","","","","","",""};
weapons[] = {"rhs_weap_Izh18","Throw","Put"};
respawnWeapons[] = {"rhs_weap_Izh18","Throw","Put"};
magazines[] = {"rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck"};
Respawnmagazines[] = {"rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_Slug","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck","rhsgref_1Rnd_00Buck"};
items[] = {"ACE_tourniquet","ACE_fieldDressing"};
respawnItems[] = {"ACE_tourniquet","ACE_fieldDressing"};
};```
CfgPatches?
class CfgPatches
{
class escape
{
units[]=
{
"PCT_Scavenger_01",
"PCT_Survivor_01"
};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]={};
};
};```
requiredAddons[]={}; wrong
You require other addons, so you should also properly enter them there
Yeah, it should include the stuff like RHS etc
everything you require.
but the uniform that's not working is from the vanilla game
ah, i assumed that it'd automatically assume that or something. What exactly should I put in there for that stuff?
interesting that all other things work :/
you inherit from a class that doesn't exist yet
A3_Data_F_Enoch_Loadorder in CfgPatches will require all of vanilla
i'll test and see if that helps. The other thing i considered was if perhaps i ought to create a uniform that inherits from the one i want to use and just changes the bare minimum (uniformClass in iteminfo, scope)
changing cfgpatches didn't help :(
check ingame config viewer
whether your changes appear there
Also it says U_BG_Guerilla3_1 is not allowed.
But you are only changing PCT_Scavenger_01
But afaik the CfgWeapons class doesn't have restrictions... weird
yeah. U_BG_Guerilla3_1 is the uniform i want to use
Ah!
The uniform says it belongs to B_G_Soldier_M_F
I assume it's only allowed on there then
you need to make a new uniform subclass too and change it's target
I'll try that. I assume that's the same as what i said - inherit from the original class and change scope and the uniformClass?
ye
Hmm, nothing changed except that i can't find that error in the RPT anymore :/
{
class UniformItem;
class U_BG_Guerilla3_1;
class PCT_U_BG_Guerilla3_1: U_BG_Guerilla3_1
{
scope = 1;
class ItemInfo: UniformItem
{
containerClass = "Supply50";
mass = 50;
scope = 0;
type = 801;
uniformClass = PCT_Scavenger_01;
uniformModel = "-";
};
};
};``` perhaps this is wrong somehow?
go up one more level
class Uniform_Base;
class U_BG_Guerilla3_1 : Uniform_Base {
class ItemInfo;
}
class PCT : U_BG_Guerilla3_1 {
class ItemInfo: ItemInfo {
}
ยฏ_(ใ)_/ยฏ
it shows up in config viewer, all nice and inherited
but it's still not appearing on the character
v_v
I wish I knew why this uniform has trouble but the other one doesn't :/
i rather dislike whoever chose to make the side restrictions for uniforms work the way they do -_-
couldn't the same effect have been achieved without linking a uniform to a specific unit??
No idea why it works the way it works either
x_x i hope that this issue doesn't affect too many of my loadouts that i plan to use
Okay. it should be obvious if you look at how uniforms are defined but they also don't get their appearance from their own config. they get it from the model parameter of the soldier they are tied to.
So previously I tried inheriting the uniform and changing the basics - i should have checked my inventory rather than just judging how the appearance didn't change. Because it actually did work. In order to make it actually work completely you need to define the model and textures in the custom unit as well
Still don't really see the benefit of this. its like. the opposite of modular lol
Where does one find/define the options for identityTypes? (Head_NATO, G_NATO_default etc) i can't figure it out in the config viewer for some reason :/
search a all in one config
Does anyone have any good scripts for camera controls, also scene settting config silders for for time of day, Overcast etc
yes the "splendid camera" system that is in game has those
How do i find them?
having an issue with attempting to assign custom gunners and commanders to vehicle slots
according to RHS, the gunnertype command should allow me to assign a custom loadout soldier into the gunner and commander's slot of a vehicle
however, in my current configuration, the gunner and commander do not show up at all :(
{
editorPreview = "?";
editorSubcategory = "trucks";
generalMacro = "GLASC_GAZ66_ZU23";
author = "[TLS] Commander A9";
scope = 2; // Not available in Eden Editor
scopeCurator = 2; // Not available in Zeus
side = 2; // INFOR
displayName = "GAZ-66 (ZU-23-2)";
faction = GLASC_BAF;
crew = "glasc_rebel_fsbbaf";
typicalCargo[] = {"glasc_rebel_fsbbaf","glasc_rebel_fsbbaf","glasc_rebel_fsbbaf"};
gunnerType = "glasc_rebel_fsbbaf"; // RHS advised this command is required to control personnel manning the weapons.
class Turrets
{
class CargoTurret_01
{
gunnerType = "glasc_team_leader_fsbbaf"; // RHS advised this command is required to control personnel manning the weapons.
};
class MainTurret
{
gunnerType = "glasc_rebel_fsbbaf"; // RHS advised this command is required to control personnel manning the weapons.
};
};
};```
did i miss something?
i searched in a search engine, but found only broken forum-posted commands with no resolution
that turret inheritance looks bad
so im missing inheritance?
alrighty
ill see what i can do
wait, you can specify inheritance in the middle of an open vehicle configuration?
i didnt pursue that though because the forum post indicated a failure to resolve the issue, but ill give it a shot
{
crew = "IP_B_Helipilot_F_EF";
displayname = "UH-80 Ghost Hawk (EF, Black)";
faction = "IP_EUROFORCE";
hiddenSelectionsTextures[] = {"\IP_EUROFORCE\air\txt\Heli_Transport_01_ext01_COEFBlack.paa","\IP_EUROFORCE\air\txt\Heli_Transport_01_ext02_COEFBlack.paa"};
typicalCargo[] = {"IP_B_Helipilot_F_EF"};
vehicleClass = "IP_Air_EF";
class Turrets;
class Turrets: Turrets
{
class MainTurret;
class MainTurret: MainTurret
{
gunnerType = "IP_B_helicrew_F_EF";
};
};
};```
This was on the forums...I'm assuming inheritance in this case failed because the name of the new turret class was the same as the original?
well, damnit, my configuration failed ๐ฆ
{
editorPreview = "?";
editorSubcategory = "trucks";
generalMacro = "GLASC_GAZ66_ZU23";
author = "[TLS] Commander A9";
scope = 2; // Available in Eden Editor
scopeCurator = 2; // Available in Zeus
side = 2; // INFOR
displayName = "GAZ-66 (ZU-23-2)";
faction = GLASC_BAF;
crew = "glasc_rebel_fsbbaf";
typicalCargo[] = {"glasc_rebel_fsbbaf","glasc_rebel_fsbbaf","glasc_rebel_fsbbaf"};
gunnerType = "glasc_rebel_fsbbaf"; // RHS advised this command is required to control personnel manning the weapons.
class Turrets;
class GTurrets: Turrets
{
class CargoTurret_01;
class GCargoTurret_01: CargoTurret_01
{
gunnerType = "glasc_team_leader_fsbbaf"; // RHS advised this command is required to control personnel manning the weapons.
};
class MainTurret;
class GMainTurret: MainTurret
{
gunnerType = "glasc_rebel_fsbbaf"; // RHS advised this command is required to control personnel manning the weapons.
};
};
};```
Hey guys, I've seriously neglected the ground holder config part for my mod and now I want to go back and make them...is there an easier way of doing this??? ๐ฌ
@candid flower you need to recreate the inheritance properly. check RHS configs/config dump/config browser
I think I'm going to try this fancy "macro" thing for the groundhandlers, then just copy and paste my patches info, do a little copy and paste, and that should work.
hi there! can anyone help me with getting custom helmets and vests in game?
I have managed to get uniforms in game
i just dont know how to fiddle with configs to get helmets and vests
that link will help you
go ahead and bookmark it. Best thing for getting stuff in game
Can anyone help real quick?
Arma saying i'm missing "}" at line 1070
but i don't seem to be missing naything
class ItemCore_29;
class MY_NEW_WEAPON_WHICH_IS_NOT_IN_CUP_NAMESPACE_29 : ItemCore
{
author = "My Name";
dlc = "My dlc name";
scope = 2;
allowedSlots[] = {901}; //see https://community.bistudio.com/wiki/CfgWeapons_Config_Reference#allowedslots.5B.5D.3D.7B.7D
displayName = "AFRF AnaKamysh Combat (Fingerless)";
picture = ""; //custom preview for eden editor
model = "\A3\Characters_F\Common\Suitpacks\suitpack_universal_F.p3d"; /// how does the uniform look when put on ground
class ItemInfo : UniformItem
{
uniformModel = "-";
uniformClass = "MY_NEW_VEHICLE_WHICH_IS_NOT_IN_CUP_NAMESPACE_29"; //note that it matches the cfgvehicles class here!
containerClass = Supply60;
mass = 20;
};
};
Line 1070 is the displayName line
everything looks fine to me atleast through a glance
i don't see what's wrong here
disregard
saw whats wrong
missed a bracket at the end of cfgweapons
Hi guys, I need a quick question answered. What's the best way to rescale text depending on the players resolution. I tried using sizeEx (i.e moved to #arma3_guisizeEx = 0.185;) but it doesn't look correct on all machines ๐ค
Might beb est to ask in textures section?
possibly, buttt repost ๐
๐
actually #arma3_gui
Anyone here can help me with my config?
Idk what's wrong
a couple of the uniforms are loading the wrong textures in game
If you can please dm me so i can send you the config to look at
pastebin it here ....
did you check the rpt?
@mellow crow is that a joke?
whats with the classnames?
how looong is it?
start with 1 class and when that works copy another
If only couple of uniforms bug, perhaps list those
Id wager no one has energy to go through 114 identical looking classes
and make sure the uniforms you use actually support retexturing
This is a practice one
I had help from CUp folks
So i didn't bother renaming it since i'm just getting the hang to things
It's the SURPAT uniforms, it's loading not Surpat.paa but Urban.paa. I checked it and the line seems correct
They do support retexturing as most of them works
again, this is just be dabbling into it and the class name was like that because i made a mistake asked the folks over at CUP who generously corrected them and sent them to me
Should be AFRF Surpat Combat (Fingerless)
One mo
class CUP_Creatures_Military_RUS_Soldier_Base_59;
class MY_NEW_VEHICLE_WHICH_IS_NOT_IN_CUP_NAMESPACE_59 :CUP_Creatures_Military_RUS_Soldier_Base
{
author = "My Name";
scope = 1;
scopeCurator = 0;
displayName = "Some camo 6";
model = "\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Russia\CUP_RUS_Uniform_80s_rolled_up_gloves.p3d";
uniformClass = "MY_NEW_WEAPON_WHICH_IS_NOT_IN_CUP_NAMESPACE_59"; //note that it matches the cfgweapons class here!
hiddenSelectionsTextures[] =
{
"\Custommod\Data\AFRF_Surpat.paa"
};
icon = "iconMan";
};
This in particular
Don't mind the class names etc
I assume the path is correct then
yup the path to the texture is correct
youre textures are all missing the correct suffixes
because other uniforms that use the same texture shows
perhaps that unifrom does not have hiddenselection textures active
I've used the same uniform for other textures and they do show
The earlier ones thatu se the same uniform shows up IG
with correct texture
Hence why idk what went wrong
Another one that's loading the wrong texture
class CUP_Creatures_Military_RUS_Soldier_Base_58;
class MY_NEW_VEHICLE_WHICH_IS_NOT_IN_CUP_NAMESPACE_58 :CUP_Creatures_Military_RUS_Soldier_Base
{
author = "My Name";
scope = 1;
scopeCurator = 0;
displayName = "Some camo 5";
model = "\CUP\Creatures\People\Military\CUP_Creatures_People_Military_Russia\CUP_RUS_Soldier_rolledup_gloves_kneepads.p3d";
uniformClass = "MY_NEW_WEAPON_WHICH_IS_NOT_IN_CUP_NAMESPACE_58"; //note that it matches the cfgweapons class here!
hiddenSelectionsTextures[] =
{
"\Custommod\Data\AFRF_Surpat.paa"
};
icon = "iconMan";
};
Please, at least paste the code into code block
sorry
No problem, but just for future ๐
@stoic lily i thought i did...rhs told me to go to google :/ if youve got an idea feel free to pm me if youve got the time to help me learn
Okay i think i managed to fix it
@candid flower what you are doing there isn't inheriting the existing turrets at all. You are creating a bunch of new blank turrets with the same classname as the turrets the parent vehicle had, then creating more new turrets that inherit from your now completely empty turret classes, with only the gunnertype parameter
Inheritance of an existing class has to be called from the parent class
class HeadgearItem;
class Example_Headgear: ItemCore
{
author="Gruntini";
scope=2;
weaponPoolAvailable=1;
displayName="PAVN Infantry helmet";
picture="\mod\data\mod_icon_ca.paa";
model="\CUP\Creatures\People\Military\cup_creatures_people_military_usarmy\CUP_H_PASGTv2.p3d";
hiddenSelections[]=
{
"camo"
};
hiddenSelectionsTextures[]=
{
"\Custommod\Data\K7_Infantry_helmet.paa"
};
class ItemInfo: HeadgearItem
{
mass=5;
uniformModel="\CUP\Creatures\People\Military\cup_creatures_people_military_usarmy\CUP_H_PASGTv2.p3d";
};
};
};```
@mellow crow pls use the code blocks
Yeah i tried
thanks
I missed ab it at the end there
But yeah this is my head gear thingy, idk why it's not showing IG
Arma launches fine and shows no error
you can also put cpp after the first ```
It's under cfgWeapon section
ah thanks
But yeah would appreciate if someone can check to see if i did something wrong with the helmet config.
@untold temple ooohhh! So THATS why i keep seeing "base" classes for certain weapons and vehicles in mods like rhs and cup?
So i need to adjust my inheritance to the base parent class
Ok now im understanding where this is going
Hey guys, I'm trying to get my equipment to show up in the right editor categories in eden editor. I tried using this editorSubcategory = ItemsHelmets; but it doesn't seem to be the correct category. Can someone tell me where I can find the correct categories? Thanks.
Look in the configs for CfgEditorCategories and CfgEditorSubcategories and see what the defaults are using.
https://community.bistudio.com/wiki/Eden_Editor:_Object_Categorization#Props big list of them on the biki
default ones anyway. You can make your own
@candid flower as mentioned you need to replicate the exact turret setup with the correct inheritance definition - looking at RHS code should be the best way to go
Gotcha
Thanks guys, appreciate it.
Can i shoot two separate ammo classes simultaneously? IE drop one bomb but use two separate amno class entries?
Okay thanks
@thorn leaf what kind of ammo?
A bomb
Bombcore
Actually gave up for the day so just brainstorming for the coming
I know it's possible to have submunition types. But I want to have one of x_main and then 20ish_x_secondary
Hello, how do you setup Machinegun in sydicat vehicles, that i can reload them by pressing R, I digged trough whole config and i have no idea where to look
this is question directly to BI i think, i've never saw something like that
You can use submunitions for that, but it's probability based. So the outcome of 1 in 20 is only the most likely mix, not 100% guaranteed
what about one submunition which is not destroyed upon triggering (your one) which creates 20 secondary?
holy shit discrete muzzle eye position is fixed, and nobody told me ... https://feedback.bistudio.com/T122806
i'm so mad and happy at the same time ๐ finally proper adjustable sights after all...
lol... no it wasnt, it's only working correctly when bipod/weapon is deployed ๐บ
that means you have to decide if you want your adjustable optic to work when using bipod OR when standing. And in later case you can trial & error for days until it fits properly
@hot pine ๐ข
@hot pine oh powerful reyhard can you help me with my question?
it was posted above
dont know if config makers is the correct section to ask, but is someone able to help me with the IK systems for arma ? I have been screwing around with my model memorys and model config but I cant seem to get it to work.
you free to send me a dm if you are willing to spend some of your superior time to me.
animation questions are probably best in #arma3_animation
thanks dedmen going to ask in animation then
What would I be looking for if I wanted to remove the mapping of a patch to a uniform. A flag on a shoulder of a uniform for instance.
Yea the patch is on the uniform, like i'm able to find its location in a .paa file but arent you able to remove it altogether from being referenced; and this is in the config isn't it?
That would likely be the insignia selection.
But no without full access to the original files it can't be completely removed. You probably can set it up as blank/invisible in the config.
still having an issue with incorrect custom vehicle crews showing up in gunners and commander's positions...or not showing up at all...if anyone's got some time, id appreciate some one-on-one instruction..
possibly config inheritance or addon loading order/addon requirement issue
i think so....
google hasnt yielded much, so im trying to teach myself, but its not quie working
add 1 new class at a time and test it throughoutly before doing another
I would recommend looking at gref vehicle config as reference
@hot pine since you responded to my ticket, perhaps you'd be willing to work with me one-on-one?
@candid flower don't expect people to have that kind of time.
If some of your things work already you should isolate the ones that don't work and compare them to the working ones and list any differences you have.
ticket ๐
yeah....something isnt working right with these 'custom turrets' i suppose is the best way to call them
my attempts at creating a custom turret based on inheritance relying upon the vehicle base class resulted in empty turrets
ive got another idea however..
if I make a random object, like a canteen, how do I make it show up in arsenal under items?
@candid flower you can't just add turrets. You must have exactly same config classes that you inherit and then overwrite with changes you want to make.
@simple trout make it some item type.
Oh
@simple trout '''scopeArsenal = 2''' in the config entries of weapons, vests, backpacks, and items sould have them show up
Well that too XD
I got it to work with cba. I'm not sure if bi made a special type for random items but cba got it to work. Thanks
by "random" do you mean like you have selection of items you want to have randomly on you, or "random" just any kind of object
I think he means inventory items that are just there for show without functionality. For scripting etc.
CBA just makes them a bipod.
Hey, how can I get real self-destructing rounds to explode after a certain amount of time?
I tried timeToLive but that just deleted the rounds, not destroying or exploding them
unless I somehow did that wrong
fired eventhandler in the cfgammo class is now possible
is there a description of the ammo eventhandlers? i#ve never heard about triggerAmmo
oooh what a nice command
oh ok. Are there other universal eventhandlers than fired for ammo?
universal? I don't think so
beside fired there is only "AmmoHit" which works only on mines
Quick question: I created a custom faction with 3 different camos (Woodland, Desert, Winter) that are missing a few groups in Zeus but not in editor. Let's take Rifleman Squad for example, it shows up in the woodland camo but not in the desert and winter versions. I copied and pasted the CFG Groups and CFG Patches from the woodland version to the other versions (while fixing them to their code) and the problem occurs again.
Is there any way to solve this?
Nvm, I found the problem. an extra letter from one of the units borked it
Have a question about CfgAmmo. Can a missile be declared to lock both air and ground targets? I'm leaning towards no because it seems that the entry airlock is a boolean and from what I can tell its only an either or scenario. Figured I'd ask here though to be sure
Hi all - I'm new to the discord and am looking for some help for some custom objects I'm working on. I'm looking to create a weapon that has the ability to smoothly zoom from a very low level of magnification to a high level. Would this channel be the right place to get some advice/insight?
@restive veldt where did you found that airLock is a boolean?
first result for me is "Arma 3 Targeting config reference"
this one is more up to date
Arma 3 Targeting config reference is more up to date
but yeah, you can for sure have aa/ag missiles
thats awesome then
can i declare a copy of a missle class in mission w/o having to make a mod for this new missile as long as it inherits from an already defined missile class?
basically, I'm taking a mod with AIM9's and making them target ground units as well
Answered my own question, those classes can't be modified in the mission description
Is anyone aware of a way to use a eventhandler on a submunition? Fired eventhandler works for the parent projectile but doesn't for the submunition
Hello, how do you setup Machinegun in sydicat vehicles, that i can reload them by pressing R, I digged trough whole config for global mobilization, cup, apex still no idea, any suggestions?
The turret would need to have more magazines added to it I suppose.
@hearty sandal @opal crater is correct, though I would like to add functionality
hello, is possible to change underwater view distance?
ah, understand ๐ฆ
i'm tryed this
class CfgWorlds
{
class Altis {
peakWaveBottom = -20;
peakWaveTop = -1;
waterTexture = "#(argb,8,8,3)color(0.35,0.47,0.76,1)";
wavesForced = 0.6;
class SeaWaterShaderPars
{
// coefficient used to multiply move value of refractions
refractionMoveCoef = 0.01;
// minimal water surface opacity, when we are looking from above the water surface down
minWaterOpacity = 0.45;
// coef used to multiply square root of distance of pixel from water surface when coputing final opacity of water surface
// waterOpacity = MinWaterOpacity + sqrt(distance)*WaterOpacityDistCoef;
waterOpacityDistCoef = 0.05;
// opacity of water surface when we are under water
underwaterOpacity = 0.1;
// distance from object, where we start to fade the water surface to full opacity
waterOpacityFadeStart = 100;
// length of water surface opacity fading
waterOpacityFadeLength = 20;
};
class Underwater
{
noWaterFog=-0.3;
fullWaterFog=100;
deepWaterFog=200;
waterFogDistanceNear=60;
waterFogDistance=80;
waterColor[]={0.039999999,0.16,0.22};
deepWaterColor[]={0,0.001,0.0089999996};
surfaceColor[]={0.039999999,0.16,0.22};
deepSurfaceColor[]={0,0.001,0.0089999996};
};
};
but nothing is changed
after last update under water i can't see anything
thats probably the right place, keep testig
I have one vehicle with a useraction assigned to it, I want other vehicles to go to it and get an option to execute a script.
This is what i currently have.
{
//displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />"; // This is displayed in the center of the screen just below crosshair. In this case it's an icon, not a text.
displayName = "Activate Catapault 1"; // Label of the action used in the action menu itself.
position = "Catapault_1_trigger"; // Point in Memory lod in p3d around which the action is available.
priority = 0.4; // Priority coefficient used for sorting action in the action menu.
radius = 15; // Range around the above defined point in which you need to be to access the action.
onlyForPlayer = true; // Defines if the action is available only to players or AI as well.
condition = "(vehicle player) && (alive this)"; // Condition for showing the action in action menu.
statement = "([this, execVM ""IMN\carrier\script\functions\IMN_Catapault1.sqf""])"; // Action taken when this action is selected in the action menu. In this case it calls a function that opens the door.
};```
Ingame no option appears to activate the useraction.
I have a feeling my condition is wrong, any ideas?
im not sure how vehicle player can return true in this case
alive this will return true
but vehicle this just returns the object player is in
@outer sapphire faulty inheritance definition. missing cfgPatches
@stoic lily i maked a cfgPatches is on my config, just discord can't send more than 2000 symbols
class CfgPatches
{
class map_editorus
{
author="Terrano";
requiredAddons[]=
{
"a3_characters_f",
"a3_characters_f_beta",
"a3_characters_f_epa",
"a3_characters_f_epb",
"a3_characters_f_epc",
"a3_characters_f_gamma",
"a3_data_f",
"a3_weapons_f",
"a3_weapons_f_beta",
"a3_weapons_f_bootcamp",
"a3_weapons_f_epa",
"a3_weapons_f_epb",
"a3_weapons_f_epc",
"a3_weapons_f_gamma",
"a3_rocks_f",
"a3_anims_f",
"a3_weapons_f_mark",
"a3_weapons_f_exp",
"a3_map_altis_scenes",
"a3_map_vr_scenes",
"a3_map_stratis_scenes",
"a3_ui_f",
"A3_Map_Altis"
};
units[]={};
weapons[]={};
};
};
just use the enoch loadorder
You dont need all that required addons use:
A3_Data_F_Mod_Loadorder
not sure
no it doesn't
It was: A3_Data_F_Enoch_Loadorder ?
class A3_Data_F_Mod_Loadorder
{
addonRootClass = "A3_Data_F_Mod";
requiredAddons[] = {"A3_Anims_F_Mod", "A3_Data_F_Mod", "A3_Language_F_Mod", "A3_Sounds_F_Mod", "A3_Weapons_F_Mod", "A3_Weapons_F_Mod_SMGs_SMG_03"};
requiredVersion = 0.1;
units[] = {};
weapons[] = {};
};
Yes.
A3_Data_F_Enoch_Loadorder
Not at pc right now can't check.
That is also the last CfgPatches class that's loaded in vanilla
๐
is there a list of loadorder classes somewhere?
How do paths within addons work?
For instance I have a path to an icon within my addon made by these ACE/CBA macros from the ACE addon template: (it works and gets resolved by arma)
icon = \z\project_0\addons\ui\markers\notification_top_right.paa";
What is z? Where is it? Is it an ace-only thing or is it an arma thing?
How does arma resolve it then?
" \ " is the arma root, right?
yeah
when P: drive is used the P:\ represents the engine root
so P:\folder\another\ becomes \folder\another\ in engine
for me that path above makes little sense but perhaps it keeps things better organized
or is some other form of higher thinking
I still don't understand how arma resolves Z ๐ค
What is z?
a virtual folder
Where is it?
nowhere, it's virtual
Is it an ace-only thing or is it an arma thing?
Arma thing. All arma things havea3as prefix.
ACE just chose
z
CBA is x
its just the pboprefix
if you have config.cpp, with a pbo prefix of "z\ace\addons\mod"
then you will end up with
"z\ace\addons\mod\config.cpp"
Ok, so an addon tells arma what its pbo prefix is somewhere? I see a $PBOPREFIX$ file in the addon source, which I assume has the prefix we are talking about, but where in the release version of the addon is this thing specified for an engine to read?
ah nvm it's right in the pbo as well
Ok then it's clear, thx Men ๐ and HorribleGoat
yes I see it with pbo manager
Why, PBO manager is great
leaves
๐น
hey can someone send me a template (config.cpp) for custom map markers?
thanks, and quick question what is the optimal size for the map marker?
32 or 64?
They typically use around 64x64 in arma
oh ok
32x32 is probably too low detail
you can make them any size actually
it still must be power of two of course
alright im going to play with that and see what is going to be normal
but thanks for the help
Hey I'm having some realy trouble coding a cfgvoice class
i cant get the directories[] to recognise the voicelines ive made in the radioprotocol folder
nw got it to work ๐
Where are accessories specified for weapons with attachments on them in cfgWeapons?
For instance arifle_AK12_GL_lush_arco_pointer_F, which config entry says that it has an ARCO and a laser pointer and everything?
Nevermind, I'm blind, I only needed to expand the class in the class viewer ๐คฆ
hey, is there some kind of issue with turret stabilization on boats? I added stabilizedInAxes = 3; to a boat turret but it still isn't stabilized
I noticed the vanilla speedboat turret isn't stabilized either
despite its config having that command too
quite possible... maybe it could be hodgepodged by stacking animations/ bones
But then it would be active at all times, not just when someone sits in it
Is it possible to hide a faction in zeus, and if so, how would you do it?
To be more specific, I'd like to edit a faction so it doesn't show up in zeus
thought it'd be as simple as putting in scopeCurator = 0 but that doesn't seem to quite work
I've heard that there's a uav template in the sample files, anyone have any idea what it's filed under? UAV is only getting me the textures from apex
Or if it even exists?
I am trying to pack an sqf into a mod
this is what i use: ```cpp
class CfgFunctions
{
class testmod
{
class testmod_functions
{
class testmod
{
file = "\testmod\init.sqf";
postInit = 1;
};
};
};
};
Arma: Script "\testmod\init.sqf" not found.
what do?
i know \testmod\ does not work
how do i tell a3 the pbo is \testmod\?
I don't think that first \ is supposed to be there
Quick question for model.cfg in the context of a custom tank. Do uh, do selections need to be named in their Czech naming?
no
so then I just have to make sure I tell the classes and what not to use whatever selection name then. Alright. Will have to do testing when I get to that point. Still trying to understand all the requirements for a custom vehicle.
Arma 3 sample models should help.
as long as right names are used in right places they can be anything
I've been studying them for the past couple days and such, watching tutorials. The hard part is understanding not only the tools, but how it all interacts
it takes some time and exploring
for example, I know we need a memory LOD, just not fully sure how to create all the points and stuff. So far it looks like I could use Blender and Arma Tools for easy hitpoint generation, but the memory points might have to be done by hand it seems.
Though the main thing was the whole czech names. Some places said they had to be named it, but then it looked like they were just arbitrary names defined in model.cfg to me. So this should make things easier.
yeeah you will find a LOT of misinformation out there
well some few things STILL have to be named czech or they dont work... but its not documented which