#arma3_config

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lofty shadow
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I see.

strange egret
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turrets and wheels/physx setup is safe to do in non czech

hearty sandal
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what have you encountered that needs to be in czech @strange egret ?

livid heath
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can anyone explain to a dumb hick like me, how to make glasses appear in the virtual arsenal?

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G_Spectacles_Tinted

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how to make it appear? does it need a cfgweapons orcfgvehicles entry?

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searching the hole AIO config for Spectacles they only show up in cfgGlasses

grand zinc
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arsenal specifically scans CfgGlasses for them

livid heath
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thanks! ```
weapons[]
magazines[]
items[]
backpacks[]
vehicles[]

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any idea?

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is it goggles[] ?

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in cfgpatches

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to list them?

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trying to make them show up and failing

grand zinc
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I don't think it has CfgPatches

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scopeArsenal set properly?

livid heath
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yeah sigh

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i have done this before for unsung and i'm banging my head o nthe desk trying to see what is different

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in unsung my groundholder glasses classes are in units[]

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cfgvehicles groundholder is set up as

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scope = 2; scopeCurator = 2; scopeArsenal = 0;

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and cfgglasses class is set up as

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scope = 2; scopeCurator = 0; scopeArsenal = 2;

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so i hope to see the GH in zeus and the item in arsenal in glasses section

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but nope

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omg such a numpty

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was loading the wrong mod

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it has been a long week ๐Ÿ˜‰

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fixedit

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cool now for a gin a tonic that's half full of gin

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the settings above are indeed what is needed

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units[] lists the groundholder vehicles which show up in zeus/editor and weapons[] lists the items which show up in VA

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i had it all jumbled up

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also my weapons and vehicles had the same classname which wasn't helping. adding a _gh to the groundholder classnames was first part of the solution, adding the correct scope entries and cfgpatches entries was the second.

strange egret
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@hearty sandal weapon resting being one... funnily enough because its one of the most recent additions ๐Ÿคฆ

hearty sandal
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Oh what in it needs to be in Czech

strange egret
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konec hlavne or usti hlavne

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also, zamerny in vehicles... i dont remember anymore why, i just have it in my vehicles and thats a good indicator i got fucked by not having it at some point

strong shuttle
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Question; is there a reason to include descriptionShort or Library >> libTextDesc in CfgVehicles objects? Because both don't seem to be used anywhere (like Eden and Arsenal)

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or even better displayNameShort

nimble sequoia
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@hearty sandal @strange egret There are very few named selections that need to be in Czech in vehicles anymore, as most can be set to whatever you want in the vehicle config. Good examples being:
muzzlePos = "usti hlavne";
muzzleEnd = "konec hlavne";

However, zamerny is a weird one because it's only referenced in class Man {} and is used for memoryPointAim, memoryPointCameraTarget and memoryPointCommonDamage. My guess is that if it's missing (ie there is no zamerny mem point) then the AI aiming points and 3rd person camera view will default to the vehicle centre.

strange egret
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i use exclusively non czenglish memorypoints - but i got fucked a couple of times with things you would get"for free" /without issue when using czenglish
Like AI in the custom vehicle always shooting above the target and so on...

nimble sequoia
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Yes, as I explained that's the zamerny point which is an exception.

lofty shadow
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On the topic of Model.cfg. Is it necessary to use a vanilla baseclass?

nimble sequoia
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@strong shuttle No, libTextDesc doesn't appear to show anywhere in game. It could possibly be the in-game "Field Manual > Assets > Vehicles Info", but that seems restricted to just vanilla content.
displayNameShort seems to be relevant CfgMagazines, not vehicles.

strange egret
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no - unless you are doing handweapons/character stuff, then you need OFP2 manskeleton defined in skeleton

hearty sandal
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well the config values for zamerny can be replaced with anything you want in your custom assets

#
            memoryPointAim = "zamerny";
            memoryPointCameraTarget = "zamerny";
            memoryPointAimingAxis = "osa mireni";
            memoryPointLeaningAxis = "osa naklaneni";
            memoryPointHeadAxis = "osa otaceni";
            memoryPointWaterSurface = "osa otaceni";
            memoryPointHandGrenade = "granat";
            memoryPointCommonDamage = "zamerny";
#

these are the defaults from class man

nimble sequoia
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That's in class Man though? So what happens when a BIS man shoots at your mod vehicle?

lofty shadow
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Wouldn't that potentially cause lack of compatibility?

hearty sandal
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            memoryPointAim = "aimPoint";```
nimble sequoia
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Unless you're planning to overwrite vanilla class Man

hearty sandal
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bit further down changes start to happen

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well thats not really good idea

nimble sequoia
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exactly

hearty sandal
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you can change it for any of your new things

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but if you inherit from man class without changing the parameters you are stuck with zamerny

lofty shadow
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it's sounding like for maximum compatibility, one should be using the czech defined names, since they are common.

hearty sandal
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you could easily do "yourManBase" class and give it any name you like for those parameters

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and they would work in the character

nimble sequoia
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zamerny appears to be the only named selection which isn't inside cfgVehicles and therefore can't be redefined by your vehicle mod

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unless you also redefine the base class Man which of course is a bad idea

strong shuttle
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just keep in mind that certain animations are rendered through the czech names, so unless you build everything from scratch with custom named selections, it makes sense to make use of the defaults

hearty sandal
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well thats not correct, man class has nothing to do with the rest of the vehicle classes

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so youre saying theres some engine hardcode thing for the zamerny in vehicles?

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@strong shuttle what you mean?

nimble sequoia
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no, it's defined in class Man{}

hearty sandal
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yes

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but vehicle classes dont inherit from it

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so it does not pass on to vehicles from it

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only characters inherit from man class

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man class inherits from land

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land vehicles inherit from that too

nimble sequoia
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we're agreeing I think HorribleGoat

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but maybe with a different conclusion

strong shuttle
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Object animations use named selections (like moving the legs while walking, or rotating a wheel while driving); which are based on default names (both english and czech), unless you manually configure them.

hearty sandal
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class LandVehicle: Land

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this is where land vehicles start

lofty shadow
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By manually configure, does that mean take the animation, and tell them to use non-defualt names?

hearty sandal
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so they and man separate at this junction

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@strong shuttle might you give an example? that does not sound quite right

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man animations are all run by RTMs

nimble sequoia
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Look at it from another angle - all special named selections used by vehicles are defined inside class Vehicles {}, with one exception (that I know of), which is zamerny

hearty sandal
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I'll look into that.

nimble sequoia
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I presume that the Man class has been told to look for zamerny mem points in vehicles, so as you can't sensibly change it away from zamerny, you're kind of stuck using it in your vehicle p3d

lofty shadow
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makes sense.

hearty sandal
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also might as well drop a note to @hot pine. Whats the function of zamerny in vehicles and where is it defined

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that could be it, true

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nope

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all those memorypoints that are configured as zamerny in the man class are changed to something else later on

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so they only refer to points in the man

strong shuttle
#
class CfgModels
{
   class EWK_Talon_base: Tank_F
   {
      class Animations
      {
         class HudTurret: MainTurret
         {
            type="rotation";
            source="turretDir";
            selection="HudTurret";   // custom selection, instead of 'OtocVez'
            axis="HudTurret_Axis";
            memory=1;
            angle0="rad -360";
            angle1="rad +360";
         };
      };
   };
};
hearty sandal
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@strong shuttle all those selection and axis names can be configured to be anything

nimble sequoia
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I think they're only changed for animals (non humans) but haven't checked in detail.

hearty sandal
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they are yes

strong shuttle
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of course; but why rewrite all animations when you can use the default ones already available...

hearty sandal
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but this is from a soldier

nimble sequoia
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Not sure what aiming point for a turtle is ๐Ÿ˜‰

hearty sandal
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they are only default if you inherit from some very basic class

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if you inherit from a actual real tankc class for example they are totally different

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so there are no fixed defaults

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@nimble sequoia zamerny could be a fixed engine parameter too for AI for example. Perhaps need to wait for Reyhards insight on this one

strong shuttle
nimble sequoia
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It's not really an issue for me. I was just responding to the question of "do we need to use Czech names in vehicles" and my experience, is that no, you don't, with the possible exception of zamerny.

lofty shadow
strong shuttle
nimble sequoia
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We know what it is. It has several uses and is defined in class Man.

lofty shadow
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Well, some people like myself may not have.

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Though this all explains why it takes forever to add vehicles to arma. Lots of information

nimble sequoia
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We explained it up there a bit ^^^ not trying to be rude, sorry ๐Ÿ™‚

lofty shadow
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oh no worry

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it's just rough since theres bits of useful information scattered in different parts of the web

strong shuttle
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well, 99% is available on Biki... it just takes the right wording to search for what you need ๐Ÿ˜‰

nimble sequoia
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it's certainly a challenge, no doubt about that. I gotta say @hearty sandal is the most helpful person on this discord, really admire the time he puts in to help others

lofty shadow
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My current project is getting this battlezone looking simple box of a vehicle, to have a rotating turret, elevating barrel, a driver position, and a gunner position.

hearty sandal
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the zamerny point just is not defined in any vehicle config

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and the parameters that use it in the man class are redefined to something else in actual units

lofty shadow
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however in my case I'm going from the ground up, instead of copy and pastaing the code

hearty sandal
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so its not even used for those purposes in any unit

nimble sequoia
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can you give an example unit that has it redefined please, I'd like to have a look at it?

hearty sandal
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already closed Arma. was some AAF troopers config that I looked in and pasted the pic above

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so while the translation of the zamerny point is there, how in the cases the translation refers to it can be redefined

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in the case of its used in vehicle there is no traces in the vehicle configs

nimble sequoia
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found your example, can see it being changed in CAManBase

hearty sandal
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it refers only to points in the particluar characters p3d

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not to something that character looks at

nimble sequoia
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maybe it is hard coded then

hearty sandal
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from what I can see that would be my conclusion

nimble sequoia
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seems to be an odd exception, but this is arma lol

hearty sandal
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indeed

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AI behaviour is one of the things behind lock and key

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at least partly

strong shuttle
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I don't have the A2 content at this moment, but it might be an idea to check the A2 models and model.cfg to see if it shows up there

hearty sandal
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model.cfg doesnt really play a part in anything else but animating that particular model

strong shuttle
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since it could also just be some A2 relic ๐Ÿ˜‰

hearty sandal
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possibly

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but it would still show up in config values in A3 if it were visible in A2 configs

nimble sequoia
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No, you'll find zamerny mem points in BIS A3 models

hearty sandal
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yep they do have it

nimble sequoia
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That's not to say that they're not carry overs from A2, put in without knowing why, even BIS do that based on some other stuff I've discussed with reyhard

hearty sandal
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if its an AI behaviour value somewhere deeper in the engine its probably just carried over

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but it would not show in the configs

lofty shadow
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perhaps it is simply defined for some reason, and then something else looks for it?

strong shuttle
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I did find it in the scripts, once...

//_crate attachTo [_para,_cargoRelPos,"zamerny"];

\a3\functions_f\systems\fn_supplydrop.sqf

but it has been commented out and replaced by another memory point

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so I'm sure it has/had its uses

nimble sequoia
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In the BIS models it appears to be positioned near the drivers head.

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but not always

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I'm pretty sure I've made plenty of mod vehicles without it present and no one reported issues. Probably defaults to vehicle centre if not present.

hearty sandal
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could default to vehicle center or model center which is most of then under the vehicle

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should be easy enough to test if it affects aiming by putting it 10m over a vehicle

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but it could also be in the vehicles because it was referred to in a function like what @strong shuttle posted above

nimble sequoia
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Looking at a few more BIS models, I'm noticing that it seems to be centred on the engine.

hearty sandal
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boats dont seem to have it

nimble sequoia
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true

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or quad bikes

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or (some) planes edited

strong shuttle
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I see it in helicopters (although I can only check it in binarized models)

lofty shadow
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So in model.cfg. class CfgSkeletons. I have to have Czech named bones for maximum compatibility. And the bones are simply specifically named selections of a model. The sample model.cfg just gets confusing though since theres a specific comment of //new skeleton classes. I don't really know what exactly i'm inheriting from the base class skeletons, if anything. Are these baseclasses even defined anywhere besides this models specific model.cfg?

strange egret
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the shit you get for not using non-czech name all stems from hardcoding. So you dont even know if something doesnt work right unless you examine/use your vehicle very closely. Esp. AI

nimble sequoia
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the czech names in your model.cfg only have to match what you used in your p3d and config.cpp

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so they can be english

strange egret
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zamerny is obligatory period

hearty sandal
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that is quite likely true

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but only because it cant be redefined

strange egret
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yes, thats quite often with hardcoded things... that you cant redefine them

lofty shadow
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Alright. I think i'm kidna getting it but i gotta wade through the confusion.

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From what I can see, I don't need to inherit any sort of CfgSkeleton baseclass

hearty sandal
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only character skeleton must match the vanilla one

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vehicle skeletons can be whatever you want

lofty shadow
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gotcha

hearty sandal
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I like to write skeletons anew for most of my vehicles just to keep myself sharp with them

strange egret
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ugh

hearty sandal
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and most of my vehicles are very different from each other so they cant really share stuff

nimble sequoia
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This is a fairly paired down template :

    class YourVehicle_Skeleton {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {
            // pairs of bones
            "bone1", "",
            "bone2", "bone1"
        };
    }; 
};

class CfgModels {
    class Default {
        skeletonName = "";
        sectionsInherit = "";
        sections[] = {};
    };
    class YourVehicle : Default {
        skeletonName = "YourVehicle_Skeleton";
        sections[] = {
            "camo",
            "zbytek"
        };
        class Animations {
            // Steering Wheel example
            class DrivingWheel {
                source = "drivingWheel";
                type = "rotation";
                selection = "drivewheel";
                axis = "drivewheel_axis";
                minValue = -1;
                maxValue = 1;
                angle0 = "rad 35";
                angle1 = "rad -35";
            };
        };
    };    
};```
lofty shadow
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I see.

nimble sequoia
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Your p3d must be named YourVehicle.p3d

strange egret
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then there was zbran...

nimble sequoia
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zbran is just a named selection for the gun hitpoints

strange egret
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i dont have first hand experience because i havent done damage texture setup yet, but according to a guide i remember it wont work unless you have zbran defined

hearty sandal
nimble sequoia
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well you need it if you want your turret gun to be damageable, but you can rename it if you wish

hearty sandal
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this connects damage texture changing to that particular selection

nimble sequoia
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yep, class Hitpoints { class HitGun {} };

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and it probably needs to go in the sections = of model.cfg? can't remember

strange egret
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and this actually works? renaming?
because as i am saying... you cant rely that stuff works just because there is a config option to rename it

nimble sequoia
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yes, it works

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I haven't found anything that doesn't work except for zamerny. 100 thousand testers approx ๐Ÿ™‚

strange egret
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well.. the obscure bug are not found by ordinary players

nimble sequoia
#

if 100,000 steam subscribers don't find anything wrong, I'm ok with that

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always happy to be proved wrong though, wouldn't be the first time ๐Ÿ™‚

pallid snow
untold temple
#

If you need to change the .rvmat

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but it stops damage textures working on the vehicle. Only the destruction ones will work

pallid snow
#

Oh hang on my question isn't worded right hah my mistake.
Where do I define them within the class? for example textures are textures[] so just materials[]?

untold temple
#

yes

pallid snow
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Cool

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Thought so, couldn't see an example ๐Ÿ˜‰

untold temple
#

it's in the BIS_Offroad_01_stripped example on that page

pallid snow
#

So it is, skipped the mission part thinking it was irrelevant, oops

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Thank you ๐Ÿ˜„

lofty shadow
toxic solar
#

what does

woman = 0;
``` do? I was just looking at `CAManBase` and saw that
hearty sandal
#

that the unit is not woman

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duh

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there are still women referenced parameters in the configs

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from A2

toxic solar
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but like, other then that, what does it do XD

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A2 had women?

strong shuttle
#

A2 has women models, but very limited and don't really fit gear the way men do.
There are several mods for A3 with women units, but I don't think there's a real reason for the woman = 0; / woman = 1; parameter other than being there.

robust path
#

Was probably there because of ARMA 2 and in case they needed it, like many things...

toxic solar
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oh so women model was just different size

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has anyone tried adding different sized males?

strong shuttle
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you can without a problem, but I'm sure gear would look funny on them

toxic solar
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oh it wont scale right?

#

also whats the advantage of doing say

reloadTime="1/10";
``` versus

reloadTime=1/10;

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I forgot why some numbers are in quotes

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and saw that

hearty sandal
#

@toxic solar under what rock are you modding xD Optre has different sized character, TIOW has one, Im working on the scaled woman.

toxic solar
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oh shit

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u right

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I havent played those mods in like

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3 months ๐Ÿ˜ฆ

hearty sandal
#

the whole issue is the animations that each new sized skeleton needs

robust path
#

Will we have those before ARMA 4 or DayZ SA real 1.0 @hearty sandal ๐Ÿ˜‰

hearty sandal
#

ye

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or well what do you consdier SA 1.0? ๐Ÿ˜„

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is it ever ready xD

robust path
#

Cool. I am actually really looking forward to your stuff mate

hearty sandal
#

thanks.

robust path
#

Well, DayZ SA is 0.64.05 right now

hearty sandal
#

theres few annoying bugs and I got very little time atm. When I can I do actively discuss the stuff with the other scaled skeleton guys

robust path
#

Didn't they hit the 5 year EA limit from Steam... or is that a meme

hearty sandal
#

but thers only so much even we know

robust path
#

I know that Epoch is thinking of a different way of handling their female characters, can't really say more than that here

strong shuttle
#

I could imagine that certain assets could have (hidden) versions for different body types, which switch the moment a different model is used (eg. woman = 1; uses a vest with forwoman = 1;)

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or "morph" the item to fit the model better

hearty sandal
#

nope

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perhaps such was planned

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but no such thing excists

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sure that parameter is good if you want to check what type of gear your character uses

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and change it accordingly

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but 2 totally unique vest objects are needed for that

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for example

strong shuttle
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I know, so near impossible for modders to maintain

hearty sandal
#

not really

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can always make it so that if not equal female variant is found it defaults to something close to it

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or just drops the vest

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or even leaves it as is

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can look a bit silly but thats all

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game mechanics wise it works the same

robust path
#

Epoch has separate vests and uniforms for females... but not a necessarily good mechanism... Thus the new thoughts of what to do

hearty sandal
#

for different sized character that is basically the only way

#

if they find new way that work, brilliant. But I've beaten this bush quite a bit

strong shuttle
#

I could think of several methods to make it work, but I doubt any of them will work in Arma ๐Ÿคฃ

hearty sandal
#

probably not

strong shuttle
#

Technically it should be possible to have a model of a plate carrier where the straps can be changed with a different model through proxies...
Although my knowledge is too limited to know if and how that would work exactly...

hearty sandal
#

sure there are many techniques for such stuff

#

but they are not possible in Arma

strong shuttle
#

It's already in there for weapons and vehicles (pylons), all items without the models "fixed" to the main model... It's just the question on how to make that work with uniforms/gear

hearty sandal
#

those things are not accessible

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so cant be done

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you are free to try of course

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Im just saying Ive been at this for years now

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so I know quite well what the limits are

queen storm
#

Does anyone have a template for a custom main menu scene? I've made a mod that aims to simply add a custom scene in it but so far the only thing that I've managed to make work is to remove the three spotlight boxes. I'm not getting any errors either, and the intro plays correctly when I try it from the editor.

stoic lily
#

you probably need to revert to the old main code before BI introduced that

dry carbon
#

What might cause a ground vehicle gunner's head to look only forward (in the direction of the vehicle), despite the turret being 360 and the body is turning with the turret? This is happening to my vehicle in View-Gunner LOD only; in LOD0 it looks okay.

dry carbon
#

[SOLVED] I needed usePip = 2; in the MainTurret class. It previously had = 1.

queen storm
#

What would that be, though? I've checked mods that do change the main menu scene and their config doesn't differ much (or at all) from mine. My guess is that it has something to do with the mission file itself but I can't figure out what exactly.

strong shuttle
queen storm
#

Yes, I've checked that out. The only thing I've done differently is that my scene has a moving camera, not a static shot.

calm panther
#

So running into more issues with turrets. This is what I have working so far

#

proxy and gun movement working

#

whats not working is I have no ammo, it does not fire, and the view does not move with gun movement

calm panther
#

So the gun now shoots but only at one point and doesnnt track with gun movement

calm panther
#

Now when I right click to change views, it moves and tracks as advertised but still only shoots at one point

calm panther
#
                gunnerName = "Special Mission Operator (SMA)";
                animationSourceBody = "left_gunMountAnimation";
                animationSourceGun = "left_gunAnimation";
                body = "left_gunMount";
                gun = "left_gun";
                gunBeg = "chamber_1";
                gunEnd = "muzzle1";
                memoryPointGun = "machinegun";
                memoryPointGunnerOptics = "leftgunnerView";
                CanEject = 1;
                isCopilot = 0;
                selectionFireAnim = "zasleh_1";
                gunnerType = "B_helicrew_F";
                minElev=-60; maxElev=+30; initElev=0;
                minTurn=-7; maxTurn=183; initTurn=0;
                animationSourceHatch = "";
                stabilizedInAxes = "StabilizedInAxesNone";
                gunnerOutOpticsShowCursor = 1;
                gunnerOpticsShowCursor = 1;
                gunnerAction = "gunner_static_low01";
                gunnerInAction = "gunner_Heli_Transport_01";
                gunnerOpticsModel = "\A3\Weapons_F\Reticle\optics_empty.p3d";
                weapons[] = {"HMG_M2_UH60"};
                magazines[] = {"2000Rnd_127x99_mag_Tracer_Red"};
                commanding = -2;
                primaryGunner = 1;
                class ViewOptics
                {
                    initAngleX=0; minAngleX=-30; maxAngleX=+30;
                    initAngleY=0; minAngleY=-100; maxAngleY=+100;
                    initFov=0.7; minFov=0.25; maxFov=1.1;
                };
                gunnerCompartments = "Compartment2";
                memoryPointsGetInGunner = "cargo_getIn";
                memoryPointsGetInGunnerDir = "cargo_getInDir";
                proxyType= "CPGunner";
                proxyIndex = 2;
#

Still not working

grand zinc
#

Please use codeblocks... (Don't repost, if you wanna add codeblock just edit)

hearty sandal
#

@calm panther have you compared to the Arma 3 samples from steam?

calm panther
#

I have, might have found a fix but still working it

calm panther
#

@hearty sandal Do you know how model.cfg values work?

#

So I have seen different ways of doing the same thing. I got the turret to work but now struggle with inverted controls. If I go up with the mouse, it goes down. I have switched the negative values to positive and vice versa.

#

When I got the controls right to move with the mouse, the left gun will now only aim on the right hemisphere of the helicopter.

calm panther
#
            class left_gunMount
            {
                type="rotationY";
                source="left_gunMount";
                selection="left_gunMount";
                axis="axis_leftGunMount";
                animPeriod=0;
                memory=1;
                minValue=-6.283185;
                maxValue=6.283185;
                angle0=-6.283185;
                angle1=6.283185;
            };    
               class left_gun
            {
                type="rotationX";
                source="left_gun";
                selection="left_gun";
                axis="axis_leftGun";
                animPeriod=0;
                memory=1;
                minValue=-6.283185;
                maxValue=6.283185;
                angle0=-6.283185;
                angle1=6.283185;
            };
calm panther
#

Never mind I got the answer. angle1 = 6.28...(360/57.3)

hearty sandal
#

@calm panther there are BI wiki pages about animating. Those can be very helpful.

boreal surge
#

Hey dose someone knows how to implement ACE hearing to helmets config?

austere prism
sullen fulcrum
#

hey guys can i ask does anyone know how to do custom difficulty on a game server or am i in the wrong chat

boreal surge
#

thanks, thats step one, now will it effect all of the helmets in the config or do i need to put that for each helmet?

#

@austere prism

austere prism
#

Put it inside of each helmet

boreal surge
#

oh understandable, thanks for the help

austere prism
#

Or a base class if you have one

hard jolt
#

Hi! Can i binarise addon with the #include from anther addon folder uncompiled?

#

i suspect that is is against the goal of binarisation but who knows

lime glacier
#

anyone have the time to help me get ace fastroping working on an osprey, i got the bar to show up but still no ace interact to deploy it for some odd reason

hard jolt
#

you probably need cpp ace_fastroping_enabled = 1; ace_fastroping_ropeOrigins[] = {{0,-9.5,2.6}}; ace_fastroping_onCut = "ace_compat_rhs_usf3_fnc_onCut"; ace_fastroping_onPrepare = "ace_compat_rhs_usf3_fnc_onPrepare";

#

i didnt try it though

lime glacier
#

ill give that one a try

#

no luck

#

i think it might now like that an osprey is technically an airplane not a helicopter but dont know what to do about that

ocean nacelle
#

Hi guys, I'm attempting to do a Spark roller for a RG31, and I want it to have the front rollers with PhysX. But when I try turn the vehicle left/right, it doesn't because its friction (I suppose). Im changing the mass to 1, steering 1 and also a greater latStiffX value but none of them convinced me. What I'm doing wrong?

#

I also aligned all wheels (not showed in images) as a 8x8 vehicle trying to replicate an APC 8x8 vanilla vehicle

ocean nacelle
#

Resolved, counterintuitively the steering has to be 0 ๐Ÿค”

young oar
#

Is their a way to get my custom movestype to load when Arma starts up instead of it loading when placing down the unit? When looking at the rpt i noticed CfgGesturesMale and CfgMovesMaleSdr load at start up but not my custom ones.

strange egret
#

8x8 vehicles can only have 4 wheels that turn and 4 wheels that accelerate - both have to be the two frontal axles

hearty sandal
#

I've actually made a 8x8 vehicle that all wheels turn and steer the vehicle. ๐Ÿ˜„ I did not get the angles quite correct though so it turned a bit janky

#

the front and back wheels turned into opposite directions

#

forming an turning arch

ocean nacelle
#

Yes it's pretty easy to setup it visually, However that's pretty weird to translate to PhysX simulation. I finally left it with the same rear wheel vehicle parameters as the original one and the rest as wheels with steering = 0 and latStiffX/latStiffY near 0 in order to not have any friction...

strange egret
#

looping with animationSource will put strain on network... wouldnt do that

ocean nacelle
#

Didn't think about that... But I think there is no other way :/

hearty sandal
#

so whats exactly the problem?

#

you want the front thingy turn with the wheels no?

ocean nacelle
#

The initial issue I was asking about was resolved. But another problem if I use drivingWheel source for this is that when I stop the vehicle while I'm turning and come back to a straight direction (no turn) being stopped, those rollers come back to the centered position as well. And this is physically incorrect, rollers aren't hydraulic powered, they turn freely depending on the vehicle movements.

#

You can see in this animation ( https://gyazo.com/5c83f3690ea5be995ce7bbc81415a3dd ) exactly this situation. (There it's working as expected as it's tweaked with the looping script described above) but you can imagine that when the vehicle stop and center the wheels, the rollers are centered as well, which is incorrect. The vehicle may advance in a straight way or opposite turn with some speed so rollers will move again.

hearty sandal
#

Ah. Well in this case you may need to cut some authenticity to fit the game mechanics.

#

The constant animating might be mp nightmare. Or it might work.

#

You could maybe try making it animate with half the speed

#

So it would drag behind

#

So to speak

ocean nacelle
#

I'm having issues even in SP, If I put more than 2 vehicle the animation smoothness start being laggy ๐Ÿ˜ค

strange egret
#

if you want physical correct behaviour of <some non standard setup> then arma simply is the wrong address.

grand zinc
#

If I put more than 2 vehicle the animation smoothness start being laggy
I assume thats just scheduled script

ocean nacelle
#

Yes it's an unscheduled script. I'm planning change it to a sheduled execution and see...

grand zinc
#

scheduled will be worse

ocean nacelle
#

Well, in theory it won't be paused by CPU anytime (but more resources will go into it) (?)

grand zinc
#

scheduled scripts compete with eachother. so any other scheduled script that exists anywhere, will make yours run less frequently

#

which in user made missions usually means.. less than once a second which is probably unusable for you.
Unscheduled is the right way to go for that

ocean nacelle
#

the command animate isn't propagated though net or i'm wrong?

grand zinc
#

it is

#

As wiki says on top "Effect Global" so it has to be

#

Also wiki says

It is recommended that animateSource command is used instead of animate whenever is possible, as it is more efficient and optimised for MP

#

I guess a "animate only local" command would be neat ๐Ÿ˜„

ocean nacelle
#

yeah that's what exactly trying to get ๐Ÿค”

#

Reviewing your comments, I was executing the script in a scheduled environment, I will change it to unscheduled, probably would be a lot better. Anyway the MP issue still exists

strange egret
#

no matter what you do. Animation is network synched. Animation source allows to send one command and automatically adjust all animations, instead of triggering each animation individually

mellow stag
#

Can someone point me in the right direction for this issue I am having? I have spent a couple of hours searching the wiki and reading various parts of it but I am lost as to what I need to adjust to make it a little less responsive to inputs.

hearty sandal
#

depends what the issue is

mellow stag
#

There is my issue @hearty sandal โฌ†

#

Sorry I forgot to post the link a few minutes ago. Had a work phone call

hearty sandal
#

if it is very small then it can quite diffecult to adjust.

#

the geometry lod center of mass and the total mass of the thing affects controllability a lot

mellow stag
#

yeah I had to adjust the geo LOD to 10Kg for fuel burn to get to the right distances I wanted this one to have as close to real world as possible

hearty sandal
#

arma does not do very small vehicles very well most of the time

#

mass 10?

mellow stag
#

I figured that would have an effect but wasn't sure

#

yep

hearty sandal
#

yeah that likely is the cause

#

you cant really use real world values

#

the simulation is not that accurate

mellow stag
#

although in game it doesn't have an effect on anything other than flight time. Real world weight is <1Kg total weight

hearty sandal
#

you can always adjust the amount of fuel

mellow stag
#

I am wondering if I can adjust using the steerAheadSimul and steerAheadPlan functions to tweak it

#

As well as the predictTurnPlan and predictTurnSimul

hearty sandal
#

those affect AI waypoint following

#

but if the flight model is wonky AI will have trouble with it

mellow stag
#

OK hadn't thought of that since the wiki is less than clear on what does what in the configs.

#

I have this in there as well:
` fuelCapacity=25;
maxFordingDepth=0.0;
threat[]={0.1,0.1,0.1};

    mainRotorSpeed = -7.0; // mainRotorSpeed = -7;
    backRotorSpeed = 7.0; // backRotorSpeed = 7;
    liftForceCoef = 1; // liftForceCoef = 1;
    cyclicAsideForceCoef = 0.6; // cyclicAsideForceCoef = 2;
    cyclicForwardForceCoef = 0.3; // cyclicForwardForceCoef = 1.2;
    backRotorForceCoef = 5; // backRotorForceCoef = 5;
    mainBladeRadius = 0.01;

    maxMainRotorDive= 70; // maxMainRotorDive = 70;
    minMainRotorDive= -7; // minMainRotorDive = -7;
    neutralMainRotorDive=0; // neutralMainRotorDive = 0;`
hearty sandal
#

most stuff is hit and miss

mellow stag
#

I tweaked the fuel capacity when working on the Geo LOD as well to get to the 2Km range

hearty sandal
#
                //multiplier of lift force
                liftForceCoef = 5;    
                //multiplier of body friction
                bodyFrictionCoef = 1.05;    
                //multiplier of bank force
                cyclicAsideForceCoef = 10;
                //multiplier of dive force
                cyclicForwardForceCoef = 1.2;
                //multiplier of back rotor force
                backRotorForceCoef = 5;```
mellow stag
#

I'll give those a shot here right now

hearty sandal
#

these values are from quite big and heavy flyer

#

so dont use these

mellow stag
#

hell it can't hurt can it???? ๐Ÿ˜„

hearty sandal
#

you can of course try

#

it will likely spin quite fast

#

these and the center of mass have the most effect I recall

mellow stag
#

the current bodyFrictionCoef=0.01;

#

let me see what happens when I bump the cyclic stuff up a touch

hearty sandal
#

have you tried with just normal helo variables?

mellow stag
#

no but I am thinking of going with those if these tweaks don't work

hearty sandal
#

might be worth wile to start form neutral 1.0 coef values and tweak each individually to see how they change the behaviour

mellow stag
#

Going to have to go with something as changing to neutral coef didn't really work. It was more stable coming out of auto hover and would stay stable flight in a hover without using auto hover BUT you have to use it to get it to even get off the ground.

hearty sandal
#

You may need to give it more mass

#

and distribute the weight a bit differently

#

it may need to have a bit more weight on its front

mellow stag
#

So in the p3d file there are 3 components.

Component01 = 53.472Kg main center body
Component02 =32.083Kg nose section
Component01 = 24.444Kg tail section

#

Oh wow it just hit me...

Now I see one of my issues. The nose is way heavier and just reviewing my flight from a few minutes ago it needs to be tweaked there because it goes nose down in a hurry and then rotates all the way around and then dives direct to ground without being able to recover.

#

just changed nose mass to same as tail mass and now entire Geo LOD is weight of 102.361

#

testing it now

hearty sandal
#

your viewports probably are set to the DX mode

#

but if you turn that off

#

the geometry lod shows the center of mass with a blue cross

mellow stag
#

center mass points are pretty consistent

strange egret
#

you can increase moment of inertia without increasing actual weight by moving the weights further apart

#

moment of inertia is what is used to determine how quick something can change direction (rotationally). Mass is for how quick something can change direction (translatatory)

north sluice
#

So I have a rear facing turret on a plane, but the turret can only be controlled and seen moving in gunner optics, not in any other view.

  1. how would one go about fixing said error, is it a model.cfg\p3d error or a config error?

2.The gunnerview for said turret is also not facing the correct way (180 degrees from the way i want it) Is there any way to set gunnerview direction?

hearty sandal
#

If I remember right all turrets must initially face forward

#

in the model

#

could be im thinking of something else

north sluice
#

how does the blackfish have its turrets face on the side then?

hearty sandal
#

have you checked its config?

#

there is a class turret paramteter initTurn

#

that dictates the direction of the turret. It is applied to the forward facing default direction

north sluice
#

ahhh that makes sense now thanks goat

hearty sandal
#

had to learn this the hard way some years back.

#

some 10x turrets that needed realigning

nimble sequoia
#

You're right HorribleGoat, turrets should face forwards in the p3d, then get turned by config.

fiery vault
#

where would one find the AI driving settings of a vehicle? things like steering/speed coefficients, etc

#

small explanation; I'm using setDriveOnPath a lot and noticed the Ifrit driving AI tends to get "stuck" when switching between reverse/forward movement

#

in my test, the Ifrit is on a flat surface with no obstacles nearby, and sometimes the AI driver decides to drive at ~0.1 km/h (often in reverse, but sometimes forward) and refuses to snap out of it

#

however, by manully setting its velocity to e.g. 1 m/s (either forward or backward, depending on the situation) I can get the AI to break free and resume its driving task, leading me to believe there is an issue with the vehicle's AI driving/steering model

#

also, this behaviour doesn't occur on the Hunter (with otherwise identical conditions), hence why suspicion that it's vehicle-specific

stoic lily
#

@fiery vault well the engine source is not exposed

#

there is only
class Car: LandVehicle
class Components: Components
class AICarSteeringComponent
class PlayerSteeringCoefficients
class Tank: LandVehicle
class Components: Components
class AITankSteeringComponent

fiery vault
#

ofcourse, I'm not hoping to change the code behind the driving, but I remember there was some talk about tank AI driving "models" back when setDriveOnPath and the AI driving overhaul was introduced

#

aha, that sounds promising, I'll have a look

stoic lily
#

there is physx setup per vehicle and some per vehicle parameters

#

and some scripting commands to help you a little bit understanding whats going on

#

to really understand it you would need the internal engine version

fiery vault
#

I don't suppose there is any public information from the devs regarding the logic behind AI driving?

stoic lily
#

way too complex to describe

fiery vault
#

that's fair, I found a scripted solution to get my vehicles unstuck

#

regardless, thanks for the info ๐Ÿ‘

grand creek
#

@fiery vault How do you make them unstuck?

mellow stag
#

Ok @hearty sandal if you're able to help where would I find something related to mainBladeRadius = xxx.xx;

In the Arma wiki? I have searched for it and have come up with nothing. In my Black Hornet mod that was put into the flight characteristics section and I don't know when or how it was added. I'm thinking it might be the root cause since I have the center of gravity balanced along with the weight of the drone as well.

fiery vault
#

@grand creek it's a bit of a hacky solution, but essentially I'm checking whether the vehicle's speed is within -3 and 3 km/h for more than 2-3 seconds, and if it is I apply some force on it for ~20 frames to either push it forwards or backwards (I alternate between the two every attempt)

#

combined with the AI's attempt at getting itself unstuck, it works most of the time

stoic lily
#

@fiery vault what type of vehicles?

#

i would imagine this may trigger also with trucks in hard (S) turn roads

fiery vault
#

at the moment, this is for all vehicles (currently only using it on cars/APCs)

#

and yeah, there is a risk for the script to incorrectly detect a vehicle as stuck if it's just moving very slowly, but in my experience 3km/h is such a low threshold that even trucks and tracked vehicles can exceed it

dry carbon
#

So... missiles.
I'm having trouble with my first one - just a config clone of an existing A3 missile at this point, but with my model.

I can get it to appear on the model using a proxy, and I can get it to launch and fly off. The problem is it fires from the center, and neither proxy disappears...
But wait...

#

I had previously tried an A3 missile in its place, and that was firing from the correct position and hiding the proxies.
I just want to get it to work with a static loadout, or whatever you'd call a non-dynamic.

hearty sandal
#

Proxy, P3d and nonaivehicle class name must match.

stoic lily
#

@fiery vault do you mind sharing your approach in detail please - having lots of problem with AI tanks or support vehicles stuck and pushing them a little seems to help

dry carbon
#

@hearty sandal where does the nonaivehicle class go? I've noticed the vanilla vehicles don't have them.

hearty sandal
#

It's separate cfg class on the same level as cfgVehicles.

#

Strongly recommend using all in one config dump so you can quickly find where different configs are.

dry carbon
#

I have all in one for weapons, going by the BI structure.

#

The BI config is 24k lines

hearty sandal
#

its not all in one if its just weapons

dry carbon
#

I see

hearty sandal
#

all in one means you have all of it in the same file

dry carbon
#

well, it's a start

hearty sandal
#

sure

#

but it wont really help you when different things are spread among many different cfg classes

dry carbon
#

I mean my weapons, magazines, ammo... it's all there

hearty sandal
#

I dont mean for your configs

#

for Arma configs

dry carbon
#

I do have the nonaivehicle thingie, but it's empty thus far

hearty sandal
#

so you can reference for example

#

it is a file that contains all ARMA configs

#

not your configs

#

you configs can be spread as you like

dry carbon
#

I think I'm lost

hearty sandal
#

the game mashes them up in the end

#

So it seems

#

ALL IN ONE config dumb is a process that writes all VANILLA ARMA configs into a single file

#

or well all configs that are loaded when its run

dry carbon
#

So... within my mod... I created a config file that takes its purpose and content inspired from the Arma config that found in weapons_f. It mimmicks it, but only for content relevant to my mod, and with inheritance from the A3 file

hearty sandal
#

mmm

#

what

#

no

#

it does not involve your mod in any way

#

it is for you to read when you need to figure out how something is made

dry carbon
#

I only want to inherit so I don't overwrite/change any vanilla stuff

hearty sandal
#

or where something goes

#

it has nothing to do with that

#

I dont really know what part you did not understand from my explanation

dry carbon
#

I think it's just the nature of Discord... it's a bit scattered, so I may have overlooked something. I'mn re-reading

#

Let's get back to class CfgNonAIVehicles

hearty sandal
#

what I meant is that you get the ALL IN ONE CONFIG file

#

and read from there where and how cfgNonAiVehicles are set up

dry carbon
#

is that an extra download?

#

*separate?

hearty sandal
#

do you see the link above

#

you follow that

dry carbon
#

ok. First post has a few links

hearty sandal
#

well read the first post

dry carbon
#

At first glance, it seems specific to a few specific, large project mods

hearty sandal
#

i dont know if the latest configs posted in the last comments are up to date

#

but it explains how to do it

#

๐Ÿ™ˆ

#

you dont seem to understand what it means at all

#

ok so

#

it writes a file

dry carbon
#

sorry

#

๐Ÿ˜ฆ

hearty sandal
#

that contains ALL configs in ARMA

#

that you have loaded up

#

are you following?

dry carbon
#

sort of

hearty sandal
#

what is it you dont understand

#

all configs in one file

#

that you can read/search and compare to your own configs

dry carbon
#

So, is this some kind of installation? I don't have a dropbox account (yet) so I don't know what's inside the link

hearty sandal
#

no

#

nononono

dry carbon
#

Ok...

#

I'm not usually this thick

#

*dense

#

We Americans take "thick" to mean something else entirely /offtopic

hearty sandal
#

which is why I was wondering if youre having a stroke or something

dry carbon
#

LOL

#

I might be

hearty sandal
#

in the first post in the forum topic

dry carbon
#

I'm reading the FAQ

hearty sandal
#

good

#

the script to collect the confgi dump is above that

#

you can run it yourself

#

so you have the most up to date set

dry carbon
#

I've never done anything like this, so I'm not sure what to expect. It seems different from all other Arma 3 procedures

hearty sandal
#

well its community method pretty much

#

you get a file that has about 1.5 million lines

dry carbon
#

bear in mind, I'm an artist swimming in the shallow end of the Configs and Scripts pool. This is approaching the deep, I think

hearty sandal
#

that contains all configs for cfgVehicles and cfgWorlds and everything else in one place

#

not really even close to the deep end

dry carbon
#

Artist

hearty sandal
#

but this is perhaps the platform to jump to the deep end

#

you get a single file you have all the configs in one place

#

kinda like the in game config viewer

#

but easier to search and does not need game to be running

dry carbon
#

ok... I'm a little bit familiar with the in-game config viewer

hearty sandal
#

from it you can look up all the things and where they belong to

dry carbon
#

so... it combines everything into one file for consolidated searching

hearty sandal
#

yes

dry carbon
#

and I need the configDumpFileIO.dll to run the script, to combine it all?

hearty sandal
#

from the link to the github yes

#

as the first post says

dry carbon
#

This seems like a lot for a simple missile launch

hearty sandal
#

its more like laying foundation for whatever problem you have in the future

#

but also proxies are not as simple as you would think

dry carbon
#

okay

#

I'm getting an error message

hearty sandal
#

I've put the sqf into a blank VR mission folder I saved

#

and ran it from there

dry carbon
#

ah. They are saying to put the .dll in the arma 3 root, but no mention of where to put the sqf.

hearty sandal
#

well Arma root should work too I suppose

#

I just liked it in the mission folder

dry carbon
#

Are the update links throughout the thread just vanilla all in ones that people already made? Maybe I just DL the latest one?

hearty sandal
#

mostly vanilla I think

dry carbon
#

saves me the hassle

nimble sequoia
#

Having a copy of the AllInOneConfigDump (however you get it) is critical, crucial and super duper most important for any modder.
Think of it as a library reference book. When you want to know something about how BIS have constructed the code, you look it up in there.
Then you can easily see what you are inheriting.

dry carbon
#

open file... alt+1... file hangs.
sheesh

nimble sequoia
#

You might need Notepad++ if Notepad can't handle the file size

dry carbon
#

that's what it's in

#

lol

#

afaik, notepad doesn't have the alt+# to condense classes

nimble sequoia
#

I use Notepad++ and Alt+1 to condense classes.

dry carbon
#

that's what I'm saying

nimble sequoia
#

But not on the AllInOne, it's too big for that kind of operation

dry carbon
#

it's still causing N++ to hang a little

#

ah ok

nimble sequoia
#

just do a search

dry carbon
#

welp... I did it. It just took quite a while

nimble sequoia
#

or "find all in document"

dry carbon
#

1.36 million lines. Holy Guacamole

#

every operation is 20 seconds or more

#

You guys use this regularly?

#

Just grabbing the scrollbar is a 25 second wait

nimble sequoia
#

Yes, it doesn't work slowly for me though, smooth scrolling.

#

although I move around by using FIND and then middle mouse wheel scroll

#

if you use the scroll bar, because of the document size you'll be trying to make huge jumps which will be slow

dry carbon
#

ic

#

Now that I've opened it up... what exactly am I looking for? I'm just scrounging through
class CfgNonAIVehicles
trying to find something relevant. There's a lot of interesting, distracting stuff.

hearty sandal
#

oh you wont be able to close them

#

I just keep everything open and do searches

dry carbon
#

I get that, but at the moment I'm not sure what to search for

dry carbon
#

yeah how does that work? I don't see anywhere in my models or configs that reference a CfgNonAIVehicles subclass

#

Does it just need to be present, somewhere?

nimble sequoia
#

you read all the reference stuff already? wow

#

๐Ÿ˜‰

dry carbon
#

Not just now

#

you assume that's the first time I saw the link

#

๐Ÿ˜‰

nimble sequoia
#

from your questions, yes, I admit that was inferred

dry carbon
#

You wouldn't have been wrong, and anyway I only skimmed it the other times

nimble sequoia
#

I believe you were asking HG about why your missiles weren't working and he suggested you might not have named your cfgNonAIVehicles correctly

dry carbon
#

yes!

nimble sequoia
#

but you don't currently know what that means

#

so read up on the second link, as that should explain how vehicle loadouts are configured

dry carbon
#

however, my main concern was about that is used, called, or referenced at all. We went on a quest to get the allinone instead. I'm grateful for that, but now we're getting back on track

mellow stag
#

Wish I had known about this allinone file before today

#

Might have made my life a lot simpler from a config standpoint of trying to make the black hornet drone to fly properly.

nimble sequoia
#

after you understand the principles of vehicle loadouts, you'll want to make your own, and that's where the AllinOne dump will help you out

dry carbon
#

the first time I read the second link, I was immediately dissuaded by theDynamic Loadout focus

nimble sequoia
#

you've stumbled on to non-simplistic config's unfortunately but hey ho

dry carbon
#

hey ho

#

ok so... is there a simple way? I want to master the static loadout first

#

*default, *standard, *explicit... whatever

nimble sequoia
#

I'd usually find myself a BIS example of what I wanted and deconstruct/understand it

dry carbon
#

I'm associating "Dynamic" with giving users a choice to put whatever ordnance they want. I don't want that yet

#

...deconstruct/understand it Which brings us full circle

nimble sequoia
#

so in your case, presumably a BIS plane with static (non-dynamic) missile loadout

dry carbon
#

Yeah that is how I've done it. My custom missile is basically a vanilla missile with a model swap. From the SCALPEL. It shows up correctly on the vehicle. It shows up correctly flying. However, the flying model appears from the center of the vehicle and the proxies on the wings do not disappear.

nimble sequoia
#

I'm in game now and don't see a plane called scalpel?

dry carbon
#

lol the scalpel is the missile

#

the wipeout uses them

#

I think it's the BIS version of a Stinger missile

nimble sequoia
#

and you're sure the Wipeout uses static loadouts?

dry carbon
#

There's a static wipeout config

nimble sequoia
#

(devils advocate)

dry carbon
#

in the wipeout config file

#

the dynamic inherits from the static

#

IIRC, it's the main class that all the other functioning Wipeout classes inherit from

nimble sequoia
#

but it's not what you see in game which you are using as a working example

#

as the wipeout has dynamic pylon loadouts

dry carbon
#

it didn't always

#

but.. erm.. yeah

#

ok so... i need a plane that has static

#

I think we've hijacked this channel again

#

I think the static loadout appears in the V-garage

hearty sandal
#

what is the name of the proxy you have in the p3d?

#

for the missiles?

#

static loadout works just fine if everything is correctly made

dry carbon
#

proxy:\FfF\weapons\missiles\fff_h_AGM_01:001

hearty sandal
#

Is the weapon named the same? And is the nonaivehicle proxu named the same?

#

I'm not 100% sure the weapon name would need to be the same but the proxy does.

#

With the same naming convention as in the config

dry carbon
#

I did two major things in the weapons config, but not sure which one did the trick (i.e.: it's now working correctly).

  1. I made a corresponding class CfgNonAIVehicles entry for the proxy. I'm pretty sure this stuff is only intended for Dynamic Loadouts, and... animals. Since there seemed to be all the other vanilla weapons proxies in the A3 config, I followed suit in mine.
  2. I remembered to include the new missile weapon class in the CfgPatches.
    Another minor change was to rename the "missile" folder in the file path to "ammo" and make corresponding changes to all the references to it.
hearty sandal
#
  1. is required for what you are doing.
#

Mostly BI stuff has just been altered for dynamic loadouts so you see that stuff in there. Same things apply for both in regards of proxy classes

#

Folder names don't matter in this

#

Cfgpatches weapons list might but gut feeling is, it doesn't.

narrow crow
#

is it possible to "force" an AI to stay turned out while the commander/gunner is turned in? I want to manually be able to turn in but keep the ai out

#

like hideProxyInCombat = 1; ?

hearty sandal
#

HideProxyInCombat would have to be set to 0 and you might be able to control the AI turn in and out with scripting

woven flax
#

What may cause a vehicle to roll on its own when its off and on level ground?

#

Specifically an aircraft

hearty sandal
#

off balance mass center perhaps

woven flax
#

possibly, moving/adding more causes the vehicle to bounce around like its at a party

hot pine
#

Land contact points can influence it too

woven flax
#

Was able to get it stop rolling, however once its in motion it will never stop.
Is there a ground brake modifier? im only seeing air brakes

timber walrus
#

Im trying to add city names on my map but everytime i pack, i get an error on my .hpp that contains the map names

#
{
    name="Redstone Town";
    position[]=[1459.96,913.144,0];
    type="NameCityCapital";
    
    radiusA=156.92;
    radiusB=159.26;
    angle=0.000;
};
class Doc
{
    name="Department Of Corrections";
    position[]=[1708.33,735.404,0];
    type="NameVillage";
    
    radiusA=270.80;
    radiusB=252.50;
    angle=25.000;
};
class Greenhouses
{
    name="Greenhouses";
    position[]=[1147.19,1059.25,0];
    type="NameVillage";
    
    radiusA=270.80;
    radiusB=252.50;
    angle=25.000;
};
#

this is in my .hpp

astral pagoda
#

What does the error say?

grand zinc
#

position[]=[1147.19,1059.25,0];
well considering there is invalid syntax in there...

spice plaza
#

Which config values determine the detection range of mines with the mine detector? Which values determine the range at which the mine is triggered?

grand zinc
#

mine is triggered

        class RangeTriggerShort: RangeTrigger
        {
            mineTriggerRange = 1;
            mineTriggerActivationRange = 3;
        };
#

Config class CfgMineTriggers

#

And MineDetector CfgWeapons has entry detectRange = 15;

hot pine
#

mineInconspicuousness CfgAmmo entry

#

this param is also affected by terrain coefs

#

lucidity - CfgSurfaces

spice plaza
#

Thank you very much gents.

mellow stag
#

If I am wanting to limit the input of a controller on an item such as a drone where would I find an example of that in the configs on the wiki? I have searched at length but have not come up with any examples. I may not be searching for the correct terminology though so that could be an issue as well.

woven flax
#

With vehicle weapons, what controls the kickback of the weaon?
Is it the firemode and the

    recoilProne = "recoil_single_primary_prone_3outof10";``` Values?
warped perch
#

Look for muzzleImpulse in your magazine config for your weapon

woven flax
#

Thank you, ill start messing with it now.

warped perch
#

The first value effects weapon dmg, second value effects recoil force AFAIK

strange egret
#

weapon damage is not affected by impulsefactor

woven flax
#
Coefficient to recoil force (only on vehicles), which is calculated from ammo hit value & speed defined in magazine. Default value is 1. Can be defined as a float or an array (torque, force) [1].
muzzle Impulse applied when shooting is calculated by: p = 0.25kg * (hit/13) * initSpeed * muzzleImpulseFactor[0] // initspeed in m/s, rest unitless.```
warped perch
#

Ah gotcha. Thanks for the clarification.

woven flax
#

Amd thank you for nudge in right direction

timber walrus
#

@grand zinc How would I fix the invalid syntax?

livid sigil
#

Use the correct syntax for arrays in configs.

#
Array: An array [] = {...} 
timber walrus
#

ohh { instead of [

cursive talon
#

Anyone else been having issues with changing capacity for vests?

#
{
    class ItemCore;
    class Vest_Camo_Base : ItemCore
    {
        class ItemInfo;
    };
    class lbt_pouchless_coy: Vest_Camo_Base
    {
        class ItemInfo: ItemInfo
        {
            containerClass="Supply120";
        };
    };
};```
For whatever reason, this doesn't seem to work.
grand zinc
#

lbt_pouchless_coy is a vest from another mod?

cursive talon
#

Yes.

grand zinc
#

is your requiredAddons correct?

cursive talon
#

Yeah, should be.

#

Let me double-check.

#
    {
        "lbtt_Vest_config",
        "lbt"
    };```Yeah, should be it..
#

Actually hang on that's a double-t

grand zinc
#

also parent class is the same as in the mod?

cursive talon
#

Yes.

#

Yeah no the double-t should be there.

grand zinc
#

do you see your change in the in-game config viewer?

cursive talon
#

No.

grand zinc
#

sure your mod is being loaded?
duplicate pboprefix might cause your config to be ignored, I fell into that a couple times already

cursive talon
#

Alright, let me try that.

#

By the way, is it "Supply120" or just Supply120?

#

I've seen both in other mods.

#

It looks like the mod doesn't load.

#

Tried renaming the vest just to double-check but no item with that new name exists.

grand zinc
#

quoted is correct

cursive talon
#

Alright.

#

Not sure why it's not loading the mod.

grand zinc
#

whats the pbo name and where did you put it? what tool did you pack it with

cursive talon
#

AWG.pbo in addonsof @AWG_Config, packed with Addon Builder.

grand zinc
#

custom pboprefix? do you per chance have another pbo called "AWG"?

cursive talon
#

Yes, from the workshop item with the same name but I don't have that loaded.

#

I don't think I've got a custom prefix, primarily because I don't know what a pboprefix is.

grand zinc
#

If you don't have a custom pboprefix, it will use the pbo name.
AWG in this case, now when you have another AWG. you will end up with "AWG/config.cpp" and "AWG/config.cpp" in two different pbos, the game will just choose one and ignore the other. That might cause your pbo to be completely ignored even though you put it in the right place, and loaded it properly

cursive talon
#

Just tried renaming the pbo to something entirely new, didn't work.

grand zinc
#

Maybe check your RPT and make sure that your pbo is listed in there. every pbo that gets loaded is listed

cursive talon
#

Alright, I'll have a look now, thanks.

#

12:55:34 D:\Games\Steam\steamapps\common\Arma 3\!Workshop\@AWG\addons\awg.pbo - unknown
Yep, it's there.

#

I'm gonna try with a different vest from a different mod, see if the problem persists.

grand zinc
#

Yep, it's there.
Is it?

#

Arma 3\!Workshop\@AWG\addons\awg.pbo
you said your "AWG.pbo" is in "@AWG_Config"

cursive talon
#

Yeah, sorry, renamed it last second.

#

12:51:26 D:\DEV\Arma3\Mods\@AWG_Config\addons\awg.pbo - unknown

candid flower
#

hey guys - what's a good alternative to ARMA III Tools provided by Steam for compiling config files? preferably a free program...

#

and preferably one that can determine when a config file 'ends'...

strong shuttle
#

Mikero Tools

#

and a config file ends when it ends... if not, there's an error

candid flower
#

yeah, i mean, my compiling is returning an error saying there's input beyond the end of the file; i cant find out where its closing early

#

tore the thing apart

#

it copied perfectly into a new config, but when i put it back in the folder, it failed again

strong shuttle
#

that is something you'll have to debug yourself, because I can't think of any tool which is able to find such typo's (in any programming language)

candid flower
#

crap XD

grand zinc
#

You have a } too many

lilac finch
#

^^^
if you look at the file in notepad++ it has a pretty good indicator for if you're missing one or have one too many

livid sand
#

Hi

#

What exactly means simulation = "fountain"; in the cfgVehicles subclass?

#

All i know that the buildings should have a simulation = "house". But there's no one active fountain in the game since the Montigniac central square.

#

The confRef says the "simulation" is "the engine behaviour with this model". It explain nothing for me ๐Ÿค”

grand zinc
#

leftover from A2

#

simulation type defines.. the engine behaviour.. exactly like you wrote.
For example churches sound their bell based on the clock.
Helicopters... have rotors and fly.
Cars have wheels and move.
Static is.. static and does nothing.
Fountains.. eh... Well. They play a water sound.. like fountains do.

That has been replaced by the "new" environmental sounds system we now have. There is no need for fountain simulation anymore

livid sand
#

Thank you! Sounds clear.

tepid saffron
#

@candid flower I was just dealing with that same "end of file" error I think. For me it turned out to be [] missing from arrays, i.e. SomeArray = {...} instead of SomeArray[] = {...}.

candid flower
#

I figured as much

#

Problem is i cant find it

hearty sandal
#

Comment out chunks of config to narrow down the error part. Or rebuild config and add only little bit at a time and test between each addition.

lucid sky
#

Hello Guys so i have a couple of mods and they have addon settings how can i make it possible to have it on the server config so i dont have to put it in the editor all the time

grand zinc
#

log into your server

#

login as admin

#

go to addon settings and select the server tab

lucid sky
#

Yeah but is there something i can do so the server starts up with the settings

grand zinc
#

it automatically does

lucid sky
#

Cool thanks

woven flax
#

How does AI spotting in vehicles work? Who actually does the "spotting", is it role specific? Is it possible to make a tail gunner be able to spot/target/fire at an aircraft very far away? Like say 1k?

hot pine
#

everyone does spotting with their eyes/ear depending on gunner/command/driverCanSee params

#

on top of that you can add sensors which will be following certain bones

woven flax
#

Is there a way to restrict sensors to just AI?

#

Im basically making a very low tech plane with a rear gunner. The Idea is to have him supress enemy aircraft from ~1000m away

#

Is there a hard limit to how far ai can see? If I boosted the sensitivity to a specific man unit. How far do they detect without sensors?

clear lintel
#

Hello...teachers....i created my own uniform.Problem...This uniform show in NATO's a rifleman.How to remove of showing my uniform in NATO'rifleman .

strong shuttle
#

how does the config for this unit look like? (use pastebin for larger texts)

hot pine
#

@woven flax well, you can always remove sensor panel so player doesn't see that sensor

clear lintel
#

thank...i fixed this problem.

#

any know...police peaked cap mod...?

candid flower
#

so...my ARMA compilers is telling me 'some input at end of time' because my config.cpp contains several Cfg entries, such as Mod, Patches, Weapons, and Vehicles...this is the first time it's done this to me ever...

#

and im really not sure how to fix it. im compiling while binarizing. either way, when i launch ARMA, i get the 'some input at end of file' error. ive torn this thing apart and found no extra brackets

#

is it possible that my // entries might be contributing to this? they havent in the past

stoic lily
#

@candid flower use eliteness/lint check with rapify/makepbo, plus some proper code editor with bracket matching

#

is it possible to disable force walk/limping via configs in a global parameter? or only via making hitLegs armor very high?

narrow crow
#

any config varible to set the default rank? so rifleman are privates and officers are majors, specialist corprals etc?

#

dont want to do it so badly with scripts, but a config default thing would be sweet

grand zinc
#

im compiling while binarizing
binarizing == compiling
some input at end of time
one or more } too much.
and im really not sure how to fix it
find the wrong curly brace
my // entries might be contributing to this?
no comments are ignored.

sullen fulcrum
#

Hi does anyone want to help me with a config? If I send it to you will someone be able to fix and edit it for me? I want to add scripts which will animate and open doors with and without and animated door handle.

candid flower
#

@narrow crow I believe there is a command available to do that. I tried it once but I don't believe I set it up properly

#

@stoic lily unfortunately I'm not terribly too sure what you just said, but I will try to look up what you mentioned and see what I find

narrow crow
#

yeah you can use "setRank" for it

candid flower
#

Indeed, for groups

#

But it does not seem to work for me for individual Soldier classes

#

Unless there is a different way of doing things for configuring the soldier class versus the entry in the group

hearty sandal
#

@sullen fulcrum BI wiki contains info pages on how model. Cfg works and how to animate models with it. Also Arma 3 samples on steam provide working examples.

#

It is quite imperative for you to learn to do it yourself if you want to a make more stuff.

sullen fulcrum
#

@hearty sandal in the config it has all the scripts and shit I donโ€™t know why itโ€™s not opening the door. They were working before but now the just donโ€™t work. Iโ€™m very confused and this is a very strange bug.

hearty sandal
#

It is not a bug, you have made an error somewhere.

#

Check for typos, that you have correct classname and P3d name connection in model.cfg etc

timber walrus
nimble sequoia
#

@timber walrus extCameraPosition[] = {x, y, z};

timber walrus
#

Where would I find that?

nimble sequoia
#

config.cpp

timber walrus
#

let me check!

#

I cant find it

#

Iv checked 3 different cars

nimble sequoia
#

Are you making a mod or just doing something in Eden?

#

If you're making a modded vehicle, you'll probably have a .p3d, a model.cfg and a config.cpp file at least

#

In the config.cpp file, you'll be inheriting a base class as the basis for your mod car.

timber walrus
#

I found a car in workshop which is open source, and I am trying to change its position

nimble sequoia
#

ok, just add that line I gave you into your modded car class, trying different numbers for the x, y and z. Build, go in game and see how things change.

timber walrus
#

alright thanks!

#

is there a way I can get a config.cpp from a ingame execute command for a vehicle?

nimble sequoia
#

When you said that you found a car in workshop, what type of files did you get?

timber walrus
#

oh, nvm found the config.cpp . i am very blind. sorry lol. thanks for the help!

stoic lily
#

says

#

factions[] = // This template will be available for the following factions
{
"BLU_F", "BLU_G_F", // Side Blufor
"OPF_F", "OPF_G_F", // Side Opfor
"IND_F", "IND_G_F", // Side independent
"CIV_F" // side civilian
};

#

however no BI scripts refer to that parameter

#

does Eden/Zeus/Garage have any functionality linked to that?

untold temple
#

Eden vehicle customisation screen should

stoic lily
#

in what way?

untold temple
#

Well you can only select that texture from the vehicle customisation screen in Eden, if it's listed as compatible with that vehicle class' faction

#

You can select all the textures in the plain Arsenal/Garage

#

Say you had two versions of a vehicle for a BLUFOR and OPFOR faction. The parameter ensures the OPFOR class can't be changed to the BLUFOR textures via eden VhC

stoic lily
#

so the Sherman is available to OPFOR and GREENFOR

#

yet i can select any skin without restrictions

#

so cant the supposed system to work

#

or what am i missing?

untold temple
#

You're using an attribute there, not the standard BI vehicle customisation screen

stoic lily
#

so this, right?

#

but whats the point if you can overwrite it anyway?

untold temple
#

BI's choice for their assets. The texture selection attributes are not standard

stoic lily
#

and on the flipside it means the vehicle has to be originally configured for that faction - or is it actually just a side limitation?

untold temple
#

Well the vehicle has to be available for a faction that uses the faction-locked textures. Else the only way to get them will be scripting or Garage export

#

It is faction limited rather than side limited

#

The texture selection attributes were only added to RHS because the VhC window in Eden conflicted with the decal system we had in place. Until BI fixed it. And faction locking of texture sets to us is kind of unintentional - we've discussed removing them a few times

#

This is the first time I've seen anyone else use attributes for texture selection

stoic lily
#

thanks a lot!

sullen fulcrum
#

Hey, I'm having a small issue where in order to make a custom skin for a vehicle and add it as a duplicate of the original vehicle in another faction on the same side, I'm removing the hiddenSelections for the clan icons spread around, but those don't disappear and instead the vehicle's gun does (which is another hidden selection, given that there's a variant with and another without the gun). Given that I've checked on the model and I'm removing the correct hidden selections, has anyone ever faced an issue like this before and know the solution? Thanks

desert bear
#

If you are removing hiddenselections you have to remove things in the hiddenselectionstextures in the same order as well.

sullen fulcrum
#

I am also applying hiddenSelectionsTextures[] but with only one texture, given that all hidden selections use the same texture file

sullen fulcrum
#

On a completely different note, would it possible to add an action in a vehicle that would essentially allow it to change between Airplane mode and Helicopter mode differently from the VTOL? What I mean is changing what the config is set as for that specific object using an in-vehicle action. I'd imagine through the use of a variable = 1 or 0 and depending on it which part of the config is read it would be possible?

untold temple
#

No, you can only have one simulation type per class

hearty sandal
#

You would have to have 2 separate vehicles and switch between them with script. It might work or might not

#

Also do note that helicopter flight model has a lot of differences to vtol that might make it feel weird.

dusk jungle
#

What defines pylon index in TransportPylonsComponent >> pylons? Config index? Name?

#

Or the other way around, is pylons1 name mandatory? What does engine expect to find in the config?

untold temple
#

Index is definited by the proxy number in the model and the order of the classes in the config

dusk jungle
#

So basically if I'll have it as

class pylons100 {...};
class pylons10 {};

pylons100 will define pylon #1 and pylons 10 for #2?

#

class whatever100 even

untold temple
#

yes

dusk jungle
#

So name and number in it doesn't matter, correct?

untold temple
#

// Pylons are indexed to aircraft model's proxies IDs in the order they are written in class Pylons

dusk jungle
#

Yes I've seen that but was not 100% sure its correct, seeing how uniformely A3 assets pylons are named.

#

Alright, I'll just assume config class order then.

untold temple
#

The classname shows up in the loadout editor when you mouse-over the loadout selection, and can be used in e.g. the setPylonLoadout command instead of the index number. Other than that, I don't think it really matters

dusk jungle
#

Got it, thanks for clarifications.

frail oak
#

Out of curiosity, I was curious as to how you reference vehicles from other addons. I see people make custom CUP factions all the time, and I understand how to make a new faction and add items like vests and uniforms, but I can't seem to figure out adding vehicles. Can anyone point me in the right direction, config wise?

strong shuttle
#

In short:
make sure that the addon(s) you want to use are in CfgPatches >> YOURMOD >> requiredAddons[] = {}
and extend the class by:

class original_class;
class new_class: original_class {
   // your changes
};
frail oak
#

Gotcha! Thanks so much

faint echo
#

Does anyone have a nice sound frequency for a stock sound please?

versed ferry
#

Does anyone know where I can increase the range for a vehicle to be initialized? So i can access rearm/refuel options from further away? I have changed the "supplyradius to 100m" but that only seems to work for about 40m. So maybe there is a generel range setting that i am not aware of ?

astral pagoda
#

It probably won't work for more than that

frail oak
#

When it comes to showing units in the Editor as different groups in a faction, how do I define that? IE; "Men," "Cars," Helicopters," Etc.

frail oak
#

Thanks @strong shuttle

#

Just to clarify, is this heading in the correct direction?

    class MyObject: Car
    {
        side = 1;
        faction = "Custom_Faction";
        editorSubcategory = "EdSubcat_Cars"; 
    };
};

    class CUP_WheeledVehicles_Core;
    class CUP_WheeledVehicles_Ural;
    class Custom_Ural: CUP_WheeledVehicles_Ural {
        scope = 2;
        displayName = "Custom Ural";
        picture = "";
        hiddenSelections[] = {"-"}; 
        hiddenSelectionsTextures[] = {"-"};
    };```
strong shuttle
#

yes, and you will need a CfgFactionClasses entry as well

frail oak
#

I have one currently

#

My soldiers show up in editor

strong shuttle
#

then it should work without a problem

frail oak
#

Okay, great. I'll give it a go. Thank you. It's mostly just getting the Ural to show up that I haven't had luck with

strong shuttle
#

and if it doesn't show up:

scope                   = 2; // available in 3den
scopeCurator     = 2; // available in Zeus
scopeArsenal     = 2; // available in Arsenal
frail oak
#

It appears I'm throwing an error somewhere in here. "Found a { but expected a =" or something along those lines but I don't see anything.

    class MyObject: Car
    {
        side = 1;
        faction = "1st_SOB";
        editorSubcategory = "EdSubcat_Cars"; 
    };
};

    class CUP_WheeledVehicles_Core;
    class CUP_WheeledVehicles_Ural;
    class Custom_Ural: CUP_WheeledVehicles_Ural 
    {
        scope = 2;
        displayName = "Custom Ural";
        picture = "";
        hiddenSelections[] = {"-"}; 
        hiddenSelectionsTextures[] = {"-"};
    };
strong shuttle
#

well, it should be

class CfgVehicles {
    class Car;
    class MyObject: Car
    {
        side = 1;
        faction = "1st_SOB";
        editorSubcategory = "EdSubcat_Cars"; 
    };

    class CUP_WheeledVehicles_Core;
    class CUP_WheeledVehicles_Ural;
    class Custom_Ural: CUP_WheeledVehicles_Ural 
    {
        scope = 2;
        displayName = "Custom Ural";
        picture = "";
        hiddenSelections[] = {"-"}; 
        hiddenSelectionsTextures[] = {"-"};
    };
};
frail oak
#

Well, arma launched with no issues but in editor I got a noentry.bin for class CUP_WheeledVehicles_Core.Side and it didn't show under my faction

strong shuttle
#

first of all CUP_WheeledVehicles_Core is the name of the addon, and not a vehicle, so it can be removed completely

#

and CUP_WheeledVehicles_Ural has the same problem

#

instead you should inherit CUP_Ural_Base

frail oak
#

They still need to be referenced in requiredAddons[] = correct?

strong shuttle
#

CUP_WheeledVehicles_Ural should be, yes

frail oak
#

But not the core?

strong shuttle
#

CUP_WheeledVehicles_Ural already requires CUP_WheeledVehicles_Core (and some other stuff), so not needed

#

and since you don't need anything from the Core config it just becomes useless text

frail oak
#

Oh, okay. That makes sense.

#

I noticed on the Wiki for categories, it says that vehicleClass is deprecated and shouldn't be used anymore

#

however, I noticed it is used in the CUP configs for the individual vehicles (such as the Abrams)

strong shuttle
#

it's actually:

editorCategory = "MyCategory";
editorSubcategory = "MySubcategory";

or:

faction = "MyCategory"; 
vehicleClass = "MySubcategory";

And to make the naming more consistent the first method is preferred.
However since CUP uses Arma2 assets, most of the configs are still there (and still work)

#

I believe the only "benefit" of vehicleClass is that you can also use it as an array vehicleClass[] = {Car, Armored, Support};, although I can't think of a reason why someone would want that

frail oak
#

Understandable. I'd like to just use editorSubcategory, honestly

#

I still can't seem to get the Ural or the subcat to show in Editor though, unfortunately

frail oak
#

@strong shuttle Figured it out! Thanks for all your help

hearty sandal
#

For future reference, In the above the car and myobject classes are not doing anything. I'd advice their removal.

frail oak
#

I actually got rid of all of that and just used LandVehicle and now everything works perfect

dim pumice
#

Hi there guys, if I think an aircrafts flight model has too much lift/turns too tightly/recovers out of a dive too easily and generally feels weightless, what would be the appropriate config values to be adjusting? Is there a few specific values to be focusing on or is it more a case of all the properties are working together to create that state

strange egret
#

envelope[] for lift. draconic* for more "dejavu"

austere prism
#

Can you overwrite #define or do you need to call #undef first?

dim pumice
#

got you @strange egret, what do you mean by "dejavu" haha, turning capability?

#

@austere prism is that in regards to my question? my config knowledge is pretty limited so I'm not sure if I know, I've seen that being used in the cfg's though

strange egret
strong shuttle
#

@austere prism a define cannot be overwritten. So you first must delete the previous one with #undef, or use #ifdef / #ifndef to check if it already exists before setting it yourself

austere prism
#

๐Ÿ‘

dim pumice
#

@strange egret haha okay I get it

strange egret
#

with the draconic parameters you can make your plane fly on rails or make it so like it feels like it's in space (except with 9.81m/sยฒ gravity)

dim pumice
#

nice, I feel like I actually understand how that stuff works now

dim pumice
#

Is it actually possible to do temporary edits to variables in the cfg while in game/eden?

untold temple
#

With the diagnostic .exe and diag_mergeConfigFile command, yeah

dim pumice
#

Ah nice, will give that a go

#

Is that diagnostic available only on dev branch?

untold temple
#

yes, though IIRC you can move the exe and folders to a stable install after you get them

dim pumice
#

right right

dim pumice
#

can I launch diag through the main launcher with a parameter?

hearty sandal
#

you need the dev branch on steam

dim pumice
#

got the dev branch now

hearty sandal
#

and likely you need to make a shortcut to the diag exe with the launch parameters you want to use

dim pumice
#

ahh got you

woven flax
#

Is there a way to force the Right click aiming for a tank to use a 3d model instead of a rsc?

grand creek
#

Is it a common practice to make pbo names lowercase in arma? We've had a problem with a linux server because linux is case sensitive.

#

Not very familiar with such things, sorry

livid sigil
#

I would recommend it, I would say it fairly common.

grand creek
#

Ok thanks, renaming my thing now ๐Ÿ˜„

grand zinc
#

its good practice

grand creek
#

Yes I see now, all armas pbos are lowercase too

stoic lily
#

"%_APPPATH_RENAMER%\ReNamer.exe" /rename "lowercase" %_SOURCE_PATH_RELEASE%

#

@grand creek

grand creek
#

Thanks but IDK what it is ๐Ÿค”

#

Although, I have renamed it already in pboprefix and other places

charred sentinel
#

Hello, what can I do to close the door when the vehicle moves?

My config.cpp:
class AnimationSources
{
class Door_1_source
{
source = user;
initPhase = 0;
animPeriod = 1;
};
};
class UserActions
{
class OpenDoor1
{
displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\ladderup_ca.paa' size='1.5' />"
displayName = "Open Ramp";
position = door_1_trigger;
radius = 2;
onlyForPlayer = 0;
priority = 1.5;
condition = "this animationPhase ""Door_1_Rotation"" < 0.5 ";
statement = "this animate [""Door_1_Rotation"", 1];";
};
class CloseDoor1
{
displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\ladderup_ca.paa' size='1.5' />"
displayName = "Close Ramp";
position = door_1_trigger;
radius = 2;
onlyForPlayer = 0;
priority = 1.5;
condition = "this animationPhase ""Door_1_Rotation"" >= 0.5 ";
statement = "this animate [""Door_1_Rotation"", 0];";
};
};

stoic lily
#

@grand creek tool for mass renaming

#

case inside pbos doesnt matter

grand zinc
#

@grand creek in arma filepaths are case-insensitive, pbo filenames too. But case-insensitive in arma means all lowercase.
So pbo filenames are also all lowercased when arma tries to access them. Which on linux when the file is not actually lowercase then bam.

austere prism
#

Doing a declaration like class something: base; isn't allowed correct?

grand zinc
#

correct

#

just put {} behind it

austere prism
#

yeah that's fine, just making sure for my parser

#

wait do configs not have bool values?

grand zinc
#

correct

austere prism
#

huh never noticed

grand zinc
#

guess you can make fake bools with enums

austere prism
#

enums?

grand zinc
#

config enums yes

austere prism
#

docs? How exactly do they have enums?

grand zinc
#

enum {
thisbetrue = 1,
thisbefalse = 0
};

myEntry = "thisbefalse";

#

They are basically statically set variables in the simpleExpression evaluator

austere prism
#

Hm, yeah I can't see any mention of them from a quick google or a search of the armake2 codebase

grand zinc
#

armake doesn't support them ยฏ_(ใƒ„)_/ยฏ

#

same as they don't support @ strings

austere prism
#

Ah, is there any "official"-ish spec for the config files

grand zinc
#

no

austere prism
#

Any reference of all the magical features I've never seen before?

grand zinc
#

probably not

austere prism
#

damn

grand zinc
#

but you can just go like the armake guys went, and say "Most people don't know about this so I don't care"

austere prism
#

Well an enum should be pretty simple, I'm guessing they get treated similar as say
#define thisbetrue 1 and just removed before it ever really matters

grand zinc
#

that is how mikero does it I think

austere prism
#

cool, and what is an @ string

grand zinc
#

some special simpleExpression thing, not really sure about it. Didn't get to trying it out

#

afaik even mikero doesn't have that implemented

austere prism
#

ah ok, so I can safely ignore that for now then

grand zinc
#

there are also 64bit integers, but I think noone supports these. Probably not even the arma config serializer

strange egret
#

why would you need 64bit int for a config parameter anyway...

woven flax
#

What controls if an Pilot or Gunner can lockon a missile?

strange egret
woven flax
#

Thank oyu, im currently fighting sensors and everythign right now

west monolith
#
class Weather: Weather
        {
            temperatureDayMax[]={10,12,15,20,25,35,35,35,25,20,10,10};
            temperatureDayMin[]={-10,-6,-5,-1,5,6,7,10,5,2,-5,-10};
            temperatureNightMax[]={5,6,8,10,13,18,26,25,15,13,8,4};
            temperatureNightMin[]={-10,-10,-10,-5,0,4,5,6,5,0,-5,-10};```
Does anyone know if/how the engine uses these values from the map configs?
grand zinc
#

used for air/surface temperatures for thermal vision

#

different entries are per time of day, 12 hours day/night

west monolith
#

hmm. part of me wants to use it for my weather system but it's a bit confusing

grand zinc
#

Yeah. I'm also wondering why ACE weather doesn't use that stuff, maybe it should

west monolith
#

nights seem to get weirdly hot in this

grand zinc
#

If its Tanoa it seems sensible

west monolith
#

it's not, it's Hellanmaa (map set in Finland)

grand zinc
#

but why is mid-night hotter than early/late night

west monolith
#

yeah :/

#

maybe that's why ACE doesn't use it, it's too unreliable?

hearty sandal
#

the date probably affects that too

silver aurora
#

12 months -> 12 values?

grand zinc
#

time of year... yeah should

#

that makes way more sense than time of day ๐Ÿ˜„

hearty sandal
#

definitely

grand zinc
#

Yeah. Its "timeInYearOffset"

hearty sandal
#

Id wager not many mappers alter those parameters though

grand zinc
#

it linear interpolates between two intervals to get your exact date

#

dayInYear/365.25 is the 0-1 interval between the 12 values in the array. Finds the closest two and linear interpolate between them to get final value

west monolith
#

i'm going to go load up a bunch of maps and check their values lol

#

While we're here, it's not possible to get the Lighting class that the game is currently using right?

grand zinc
#

there is a script command to get current terrain name.. then find the CfgWorlds class for that.
I think lightning model depends on daytime?

west monolith
#

You'd hope it would but the config i've been looking at has 26 numbered lighting classes

grand zinc
#

well the game doesn't choose at random I'd say

#

most likely weather/daytime/timeofyear relation in there somehow

west monolith
#

yeah, it's just figuring out what that is that's a challenge

grand zinc
#

thats the fun of arma ๐Ÿ˜„

west monolith
#

ok yeah Hellanmaa has the same temperatures as Altis so. i'm going to go ahead and say that's not reliable data lol

#

Bohemia themselves don't even change it, Enoch has the same values too

#

Hmm. Altis has 44 lighting classes

hearty sandal
#

Standard/easiest procedure of terrain configs is to inherit from one of the vanilla maps to make sure your map stays on top of any new variables terrain might get (right now starting to be less essential) but also so that you dont have to write down allll of the config lines you dont intent to alter.

The Lightning classes are sometimes altered by terrain makers but I dont think anyone has touched the temperature values. I have not even thought about it before myself but now that you mention it, I'll definitely tinker with those too

west monolith
#

it would be very convenient if maps included customized temperature info, would make it usable for scripting... but at this point no one has really done it so it'll never be something you can rely on i fear

grand zinc
#

would be nice for ace, as temperature really matters when shooting long range. but same response there, if terrain makers don't use it correctly its useless

hearty sandal
#

its quite simple to make a database addon for that

#

if terrain is derived from some vanilla map give it some defaults

#

and if someone has bothered to add special parameters for the map into the database use those

grand zinc
#

could even automate it. Select coordinates, get average day/night per month temperature data of last year from some weather platforms API

hearty sandal
#

assuming terrain maker sets the lat-long values right for the map ๐Ÿ˜„

grand zinc
#

could probably quickly hack together some webapp for that. Darksky has good weather API

#

more meant as a tool for terrain makers, not for people making compat mods

dim pumice
#

Hi guys, I was wondering if anyone could explain how angle of incidence affects envelope and lift properties on fixedwing aircraft?

strange egret
#

AoI of 3ยฐ means you have to put your nose to -3ยฐ in order to fly level -iirc

dim pumice
#

Ah okay I get you

#

So its not effecting lift properties at different speeds, that value exactly

#

Or perhaps it does as when lift changes then perhaps so does the angle needed to maintain level flight

hearty sandal
#

Im not sure if theres any definitive documentation for that unfortunately

strange egret
#

it just offsets your pitch angle, basically

dim pumice
#

Ah okay, I see

#

I'm wondering also, is there any way to see the mass of an aircraft if you don't have access to its MLOD? Some kind of command or such

#

Just seeing as this affects envelope properties also

hearty sandal
#

dont think there is

strange egret
#

it doesnt affect it. envelope is lift for the relative flight speeds (0 to 150% of max speed)

dim pumice
#

Right right, it was just that it said on the config reference on the wiki that envelope "relates directly to airplanes mass"

austere prism
#

How can I change group factions in the editor / Zeus