#arma3_config

1 messages · Page 104 of 1

austere prism
#

I changed displayName CfgFactionClasses for a bunch of classes, but the change only appears in the Unit tab, not in the Groups tab

vast parcel
#

How can one increase (via mod or otherwise) the default right click view zoom level?

strong shuttle
#

@austere prism Here's an example of a CfgGroups object I use:

class CfgGroups {
    class West {
        name = "$STR_A3_CfgGroups_West0";    // name of WEST
    side = 1;     // put in "WEST" tab of groups

        class m13thCav {
            name = "13th Cavalry";    // name of "faction"

            class Infantry {
                name = "Infantry";    // name of "type"

                class CompanyHQ {
                    faction = "m13thCav";    // custom faction
                    name = "Company HQ (MC)";    // name of "group"
                    side = 1;    // force side to WEST
                    icon="\A3\ui_f\data\map\markers\nato\b_hq.paa";
...
boreal surge
#

hello can anyone provide me the template for a insignia cpp?
i want to make patches for my unit
(i need to pack it to a PBO)

boreal surge
#

im going to send an example

#
class CfgUnitInsignia
{
    class air_force
    {
        displayName = "Air force patch"; // Name displayed in Arsenal
        author = "Lil Kruchi"; // Author displayed in Arsenal
        texture = "ICF_patches\Data\AF.paa"; // Image path
        textureVehicle = ""; // Does nothing currently, reserved for future use
    };
};
#

and it dosent appear in the arsenal

quasi sonnet
#

What exactly is not working?

#

... ok

#

You checked the config viewer if your config is correctly loaded?

boreal surge
#

i just used notepad ++

#

i didnt know that existed tbh

#

oh w8, sorry for the stupid answer

#

im checking it now

quasi sonnet
#

Ok

boreal surge
#

no i dont see it there

untold temple
#

Did you make a cfgpatches too or is the above, the entire config?

boreal surge
#

thats everything

#

i dont have other things

#

do i need cfgPatches?

#

oh ok that fixed everything

#

thanks man

little oak
#

Hi all, can anyone help with my preProcessor inabilities...

#define SUBPATH "subpath\"
#define SCRIPTNAME "myscript.sqf"

//Script
private _data = [] call compileFinal preprocessFile (SUBPATH + SCRIPTNAME );```
#

works fine

#

but.....

#
class myPicControl {
          text = 'SUBPATH PICNAME';
}```
obviously doesn't because of quotes
#

does anyone have an elegant solution?

#

how can I use the same macros in scripts AND class defines? Or do I have to specify my paths twice in different macros?

dim pumice
#

Hi again guys, I was just wondering, besides the parameters listed in the planes cfg reference in the BIwiki, what has an effect on an aircrafts flight characteristics? I've been trying to adjust a flight model for some time now but it seems like even with very similar configuration to a reference the aircraft still flies differently

hearty sandal
#

mass distributin of the geometry lod does affect it too

#

what kind of adjustment are you after?

dim pumice
#

@hearty sandal The aircraft I'm adjusting seems to be taking a very long time to get airborne, needs to reach around 270 to even get the elevator to lift the nose up, but then it also will then have incredibly high lift when its flying making it climb and turn far too well

#

and as I adjust to fix one thing like so

#

it worsens the other aspect

#

I can't seem to reach a balance

#

It seems to be primarily balancing the takeoff characteristics and climb capability with general flight characteristics that is the issue

#

I've noticed I seem to be inputting much higher envelope values than the reference aircraft to get the plane to take off in reasonable time, and much lower elevator sensitivity and coefs to make the aircraft turn less excessively

#

but then when it does takeoff in a short time and I make the envelope high, it will just climb straight up with ease

hearty sandal
#

how much mass do you have on it?

dim pumice
#

Unfortunately I don't know right now as its a config edit I'm doing for another aircraft

#

I was wondering if the ingame "GetMass" command gave that value

#

or if that was just an ingame thing

#

Because I did notice the mass value I got from that gave me a significantly higher mass for this aircraft than the reference

hearty sandal
#

I think if you cant access the model you will be out of luck

dim pumice
#

I see, I hear that

#

Why is that do you know? Is there aspects of the mass that critically affect the general properties

#

I thought if I made certain adjustments to it I could get a similar profile

#

Compensating for whatever the mass difference was

hearty sandal
#

the distribution of the mass affects a lot of it yes

#

as far as I know at least

#

never tried to modify plane that I can adjust the model as well so I got no experience in what you are doing

dim pumice
#

I got you

hearty sandal
#

the cfg wiki pages dont also necessarily list all available parameters so it may be quite the uphill battle

#

have you altered the physX config for the plane at all?

dim pumice
#

Don't believe so, I'm not sure what those parameters would be

#

I have tried to normalise the draconicforce values

#

which seemed to go okay

restive veldt
#

I got a question about CfgFunctions: How do i set it up properly in a mod? For whatever reason, I am getting errors saying it is not finding the files associated with the functions. I'm certain they are named right. Here is my CfgFunctions content:

class CfgFunctions
{
    class CRW
    {
        tag = "CRW";
        class Default
        {
            file = "func";
            class onButtonClick {};
            class onExecuteLocal {};
            class onExecuteServer {};
            class onExecuteGlobal {};
        };
    };
};```
#

in the mod folder is config.cpp and a folder func which contains the above mentioned .sqf files. IDK what I'm doing wrong

#

all the files have the appropriate fn_ prefix as well

#

Disregard, I think i fixed it. I forgot to put the pbo name in the file path

cedar cave
#

alrighty, so i got an imported helmet, but it's showing up below the crotch, and not on the head. is there any general reason or cause for something like that?

strong shuttle
#

correct ''head' selection? correct model.cfg? autocenter = 0?

quasi sonnet
#

Where can I add a ESC Menu Option?

hearty sandal
#

In the dialog ESC open Id suppose.

woven flax
#

Is there a way to provide spin on a bullet, aka a rotation animation for a tracer?

hearty sandal
#

model.cfg and time animationSource perhaps

woven flax
#

Would the model.cfg even grab the projectile?

hearty sandal
#

not sure, but cant think of anything else

woven flax
#

would be something to mess with

hearty sandal
sullen fulcrum
#

This might be a slightly stupid question since it might be something extremely simple, but I couldn't find it anyway: if an helicopter has a turret camera accessible by the CoPilot, how would I, in the config, allow it to be used by the Pilot when the CoPilot isn't there?

hearty sandal
#

Afaik If its made as a turret seat for the copilot then it can't be accessed by the pilot.

sullen fulcrum
#

Alright. Thanks anyway

narrow swallow
#

You can try to add a camera system for the pilot. Refer to how it's done for the jets.

sullen fulcrum
#

Ok thanks

quasi sonnet
#

I wanna have a macro that is doing this RED_10(1) goes to
red_10, red_11, red_12, red_13, red_14, red_15, red_16, red_17, red_18, red_19
and if I'm doing RED_10(2) to
red_20, red_21, ...
I maybe know it is possible with the ## preprocessor command, but I'm not able to fully understand it due very limited documentation in the wiki. Can someone help me?

quasi sonnet
#

yeah I had that open, but i haven't understand it fully. I either get a error at execution or compiling

strong shuttle
#

or do you just want to make an array?

quasi sonnet
#

Yes a array

grand zinc
#
#define RED_10(x) \
ref_##x##0, \
ref_##x##1, \
ref_##x##2, \
...
quasi sonnet
#

thanks a lot, it worked

full rock
#

hey i was wondering if there is anyone kind enough to help me out with configuring a retexture mod. I've tried reading up about it but i don't think I'm understanding the texts right. If someone could message me and hopefully get into a call with me and maybe walk me through it that would be very helpful.

quasi sonnet
full rock
#

ok ill attempt to do it right with this

#

@quasi sonnet i dont see a section that is specific for vehicles where can i find that

quasi sonnet
#

You did not say it is for vehicles. For vehicles it is kinda easy, normally you have to replace the hiddenTextures paths or do it with setObjectTexture.

full rock
#

my bad on that but how exactly do i do that i tried using sabres config samples but i couldnt get the textures i made ingame to show up

full rock
#

class blimp1;
class sab_wwi_zeppelin : blimp1 {

    displayname = "BoS Blimp";        
    hiddenSelectionsTextures[] = {"sab_maliveries\data\Blimp_BoS.paa"};
    
};

ok so let me get this straight

  1. the class name at the start blimp1 is the class name i write?
    2.the second class sab_wwi_zeppelin is the original vehicle?
#

@quasi sonnet

quasi sonnet
#

No blimp1 and your name have to be changed
Also you need to check which hiddenSelectionsTexture is just in which order

full rock
#

what do you mean by that last statement

full rock
#

so i got all my stuff configed but the retextured offroads dont apply the new texture but everything else does

#

can anyone help

woven flax
#

@full rock send your config in a pastebin

wise oasis
#

question:

I'm trying to make a modified variant of an RHS M249. Tweaked the recoil etc. and everything is good, but I'm trying to alter the dispersion and rate of fire. From my understanding it seems to be linked to fire modes, but when I try to inherit from its existing fire modes and tweak dispersion and reloadTime I lose all gunshot sounds and the recoil is completely broken. Anyone have experience with this? Can't find any documentation on how to use fire modes without breaking anything..

woven flax
#

Use the same values they do

#

If your altering their firerates and such I believe you have to define everything they did

wise oasis
#

I literally copy pasted the code and I'm getting an error about missing a StandardSound or something along those lines

#

hmm

untold temple
#

You don't shouldn't have to redefine everything if you write the inheritances properly

wise oasis
#

so im inheriting from a non-base version of their m249s - do i need to define/list out (idk the term) all of the machineguns that lead up to the base class?

#

FWIW i've got rhs weapons etc listed as required addons

untold temple
#

for every subclass indent, you usually need to begin inheriting from one class further back

wise oasis
#

hmm alright

#

thanks for the pointers

#

👍

untold temple
#
//Calling external classes
class Base_Weapon;
class Parent_Weapon: Base_Weapon
{
    class FullAuto;
};

//My custom weapon
class My_Weapon: Parent_Weapon
{
    class FullAuto : FullAuto
    {
        //Modified values
    };
};``` Would be something like that I think
wise oasis
#

ahhhh

#

that makes a lot of sense

#

I'll let you know how that goes 😄

wise oasis
#

@untold temple i love you , worked 🤣

wise oasis
#

anyone have documentation on maxRecoilSway / swayDecaySpeed? I see it in some configs but there's nothing i can find around

woven flax
#

Is there a way to mask a unit from IR Sensors?

grand zinc
#

the TI texture of the material of the uniform/helmet

#

There is stealth armor that hides thermal signature of a unit, i think its from apex

woven flax
#

And this directly effects the IR sensor component?

grand zinc
#

AH Sensor, I thought a user looking through TI.

austere prism
#

How can I do ```hpp
class ace_arsenal_display;
class ace_arsenal_display: ace_arsenal_display {
class controls;
class controls: controls {
class menuBar;
class menuBar: menuBar {
class controls;
class controls: controls {
class buttonHide;
class buttonHide: buttonHide {
onButtonClick = QUOTE([ctrlParent (_this select 0)] call FUNC(button));
};
};
};
};
};

without causing recursion?
grand zinc
#

class ace_arsenal_display; whats that supposed to do?

#

Ah I see

#

class ace_arsenal_display: ace_arsenal_display thats not valid, thats not the correct parent

#

Thus instead of

class ace_arsenal_display;
class ace_arsenal_display: ace_arsenal_display {

you just do

class ace_arsenal_display {
#

class controls: controls again, same thing, controls has no parent

austere prism
#

ah ok

#

would I still do menuBar: menuBar or menuBar: RscControlsGroupNoScrollbars?

grand zinc
#
class ace_arsenal_display {
class controls {
class RscControlsGroupNoScrollbars;
class menuBar: RscControlsGroupNoScrollbars {
class controls {
class ctrlButton;
class buttonHide: ctrlButton {}
}
}
}
}
austere prism
#

Ok, so even though I'm changing a property but want to leave the rest I still need to inherit the base?

grand zinc
#

if you want to keep everything as is, you also keep inheritance as is

#

you are modifying a existing class, you aren't creating a new one

austere prism
#

so would I use

delete buttonHide;
class buttonHide: ctrlButton {

if I wanted to replace it entirely then?

grand zinc
#

you cannot do delete in the same config as you readd it

#

you'd need to delete in one config, and re-add in a second config thats loaded later via cfgPatches/requiredAddons

austere prism
#

I see

#

interesting, thanks

frail oak
#

I seem to be having an issue getting a texture to show on a vehicle. I've done this many times before with no issues so I'm not sure what's going on. It just spawns with the default texture. Config is below.

    {
        crew = "Kinzhal_Soldier_1";
        side = 1;
        scope = 2;
        faction = "Kinzhal";
        displayName = "Technical";
        hiddenSelections[]= {"camo","camo2"};
        hiddenSelectionsTextures[]= {"\Factions_of_Nobetci\Data\Kinzhal\Vehicles\Cars\Offroad\offroad_black_co.paa","\Factions_of_Nobetci\Data\Kinzhal\Vehicles\Cars\Offroad\offroad_black_co.paa"};
    };```
woven flax
#

Example:

        {
            class CleanTextures
            {
                displayName = "_No Decal";
                author = "ML700 Dev team";
                textures[] =
                {
                    "ML700_Valkyrie\Data\DecalBlank_CA.paa", "ML700_Valkyrie\Data\Exterior_Clean_CO.paa"
                };
                factions[] =
                {
                    "ML700_ImperialGuard"
                }
};```
#

then add a textureList[] = to your vehicle.

woven flax
woven flax
#

Found it

                {
                    class Wide
                    {
                        initAngleX = 0;
                        minAngleX = -30;
                        maxAngleX = 30;
                        initAngleY = 0;
                        minAngleY = -100;
                        maxAngleY = 100;
                        initFov = 0.466;
                        minFov = 0.466;
                        maxFov = 0.466;
                        opticsDisplayName = "W";
                        directionStabilized = 1;
                        visionMode[] = {"Normal","NVG","Ti"};
                        thermalMode[] = {0,1};
                        gunnerOpticsModel = "\A3\Weapons_F_Beta\Reticle\Heli_Attack_01_Optics_Gunner_wide_F";
                    };```
analog delta
#

Hey, so i'm currently working on importing an APC into ArmA and its my first proper import - would people recommend I work off of the car or tank sample?

hearty sandal
#

Does it have tracks or wheels.

#

That's basically the only difference

analog delta
#

It has 8 wheels

dusty relic
#

quick question, is it possible to say; on the pawnee change the config so people sat on the benches can't raise their guns and shoot?
effectively keep the space open but change them from a gunner to a passenger?
would it involve changing them from a "turret" to "cargo"?

untold temple
#

I think so yeah. Clear class Turrets of all its cargotTurret subclasses and put the proxy numbers for those positions in cargoProxyIndexes[], add transportSoldier etc. etc.

dusty relic
#

worked a treat! would have never thought about adding cargo proxies. thanks!

dim pumice
#

Hi guys, just a little question about config/addon structure

#

I was looking inside another addon to see how everything was compiled and I noticed that for a lot of assets, the file path (for example for a sound) was not actually accurate to the real path

#

To a point, once it got inside the pbo everything was correct but prior to that, rather than being addons/myaddon.pbo there was 2 other file layers above so it was like x/x/myaddon

#

How does this get defined so it still functions as the correct path?

uncut pike
strong shuttle
#

yes and no... with Mikero Tools and a working P drive you won't need a PBOPREFIX file at all

#

in short; any path from P:\ is your addon path

dim pumice
#

cheers guys, much appreciated

#

one other thing as well, do you know if there is a way to view "no entry" type config errors in game as like a big list? Rather than just having one pop up and closing it

#

Trying to see them all at once to fix them quicker

dusty relic
#

@untold temple
I have another question, it all works except that the character now gets in and out from the wrong side of the vehicle, any idea what thats linked to? as as far as im aware all the "cargo" lines are all as it appears in the old turret string..

dim pumice
#

No worries on mine above ^ Just discovered you can view them in the rpt

velvet mesa
#

Hello! What is the best way of executing a script only when a mission ahs started

opal crater
#

Or CBA XEH.

velvet mesa
#

thanks

dim pumice
#

Rather specific question - does anyone know where in RHS the cfgammo and cfgmagazines data is located? The specific pbo

#

Trying to use it as a balancing reference

hot pine
#

rhs_c_weapons

#

for vehicles - rhs_c_heavyweapons

tiny sky
#

Anyone found a usage for the decon and antidote kits in the Contact platform update? I see classnames but they're hidden "scope=1;"

#

Was gonna add them to some chemo units for RP/immersion factors (if it works), just was curious if anyone else had seen mods making use of them for their intended purpose

strong shuttle
#

Are you sure? Because the latest update made most Contact stuff available.

eg. AntidoteKit_01_F and DeconKit_01_F have both scope = 2; and scopeCurator = 2;

hot pine
#

@strong shuttle there are inventory variants with scope = 1

#

they were supposed to be part of CBRN module but obviously there was no time to make it working

narrow crow
#

is it possible to change sound/fire effect on a launcher depending on ammo you load?

#

trying to make the Carl Gustaf with more ammo options,. Some shouldn't have the loud sound and huge backblast (as the ADM 401 is gas pressure released flechettes and not explosive)

#

only way i can figure out is making it with scripting or different muzzles, but if i have different muzzles you will be able to load 2 rounds at once.. so you have one HEAT and one ADM 401 loaded :/

#

i know cfgmagazine can overwrite init speed, but guess thats about it?

maiden lodge
#

Im almost there to make a first public re-release of my Apache mod. However Im running into two issues.

  1. Laser designator weapon is not available to gunner in MP. It is in SP.
    pylon system is set for the heli and weapons are assigned to the gunner...does that have anything tondo with it?

  2. Countermeasures are not launching. Added to the pilot Vissibly available in the UI with 168 rounds

frail oak
#

If I wanted to make an array for Voices for a unit, how would I go about that? I know how to set a normal face/voice.

identityTypes[] = {"WhiteHead_18", "RHS_Male03RUS"};

woven flax
#

What exactly are the differences between

ffCount=1
ffFrequency=1
ffMagnitude=0.0
#

They all just say Description Force feedback.

grand zinc
#

magnitude is how strong
frequency is how fast alternating.
count is.. how often

woven flax
#

so higher = more kick basically

grand zinc
#

yeah

#

but.. does that stuff even work?

#

I haven't heard of force feedback working in arma

woven flax
#

im not sure, im trying to fix my static weapon flying away without making it stupid heavy

grand zinc
#

force feedback has nothing at all to do with that

#

thats how your gamepad vibrates in your hand.

#

like.. you know.. xbox/playstation controllers

#

And I'm very sure thats not actually enabled in engine and these entries do literally nothing

hot pine
#

It's leftover from ofp elite

#

It does nothing in arma

woven flax
#

every static turret in the game ive seen uses

``` in cfgWeapons
grand zinc
#

static weapon flying away. I could imagine there is a config entry for how much recoil/force the gun causes.
Lots on GAU-8, little on M2

hot pine
#

What you are looking for is muzzleimpulsefactor

woven flax
#

which is set on the magazine

#

which I apparently already knew at one point in time cause ive done it before 😄

grand zinc
#

maybe we need wiki pages for making specific things, that have a list of all things you need to pay attention to. But nobody have time writing biki pages ^^

woven flax
#

Or just...dont forget shit you already learned XD

#

But yeah would be nice

livid heath
#

For cfgGroups classes to be spawnable in zeus, do we need to list them in cfgPatches in an array like units[] and weapons[] ? if so in which param array do they go?

grand zinc
#

no need to list them. All zeus reads from CfgPatches is units entry.
groups are taken directly from CfgGroups

#

It however checks the classes of the units inside the group, to whether they are allowed.
If just one of them is not allowed, the whole group is not allowed

livid heath
#

thanks!

maiden lodge
#

I'm really lost..
I cannot let my helicopter drop flares.

  1. Added the weapon[]=CMFlareLauncher to the cfgVehicle root together with the Magazines[]={168_CMFlare_chaff_magazine}

  2. driverHasFlares=true

The Flares and fire modes are showing, with a total of 168 ammo.
Firemodes can be switched.
Flares are not launching. (yes key is bound)

And it does work on vanilla helicopters....

#

Memorypoints are defined aswell

brave root
#

I have no clue when it comes to vehicle weapons, however I'm pretty certain you need to replace weapon[]=CMFlareLauncher with weapons[] = {CMFlareLauncher}?

#

As well as, maybe CMFlareLauncher needs to be a string?

maiden lodge
#

ok yeah I just typed it quickly here. Yes the {} are there and it are strings

#

again: The launcher and ammo seems available in the UI with 168 ammo count. You can even switch modes. but cannot launch.

hot pine
#

@maiden lodge check components

#

afair you need countermeasure one

maiden lodge
#

counter measures in components? ok...must have missed that

sullen fulcrum
#

Is there anyone willing to help me out with porting a few vehicles? I am willing to pay for the config work

#

Have the authors permission

hot pine
#

usually you inherit that - if there is no inheritance though then you need to declare it

maiden lodge
#

Ill crosscheck with the RAH66

hot pine
#
    class Air: AllVehicles
    {
        icon = "iconAir";
        displayName = "Helicopter";
        nameSound = "veh_aircraft";
        formationX = 50;
        formationZ = 100;
        precision = 100;
        brakeDistance = 200;
        formationTime = 10;
        gearsUpFrictionCoef = 0.5;
        airBrakeFrictionCoef = 3;
        airFrictionCoefs2[] = {0.001,0.0005,6e-005};
        airFrictionCoefs1[] = {0.1,0.05,0.006};
        airFrictionCoefs0[] = {0,0,0};
        class Components
        {
            class TransportCountermeasuresComponent
            {
            };
        };```
#

@maiden lodge

maiden lodge
#

thnx!

#

ok so @hot pine maybe you know thisone aswell:

In SP the Laser designator is available.
in MP (dedicated server) it is not

#

Main gun and Laser is directly add with weapons[]= in the mainturret

#

in addition to that I have pylons, like hellfires and rockets

hot pine
#

hm, haven't encountered something like that before

maiden lodge
#

I cant get my head arround it. because when I check the available weapons array by script in game, the Laser IS in the array

maiden lodge
#

YES! @hot pine that worked!!

bold marlin
#

So... I'm trying to add a custom collection of things to the inventory of a supply crate B_SupplyCrate_F. Some of the things do get applied, but so does the default crap... crap that I don't want in there.

I've done this by adding the items/mags/etc. to the config of this new object. See here: https://github.com/2bnb/2bnb-extras/blob/master/addons/core/CfgVehicles.hpp#L6

So, I'm starting to understand that by doing what I do in that file, the items get appended to the existing list of stuff. How do I get all those things that were applied by default to not be there anymore?

#

I've checked how ACE and RHS do it, and can't find any real differences between the configs... so I have no clue.

bold marlin
hard jolt
#

Hello there! Guys, where can i find a way to add "pixel" mask to a thermal sights?

hard jolt
hearty sandal
#

Post process effect commands perhaps

hot pine
#

its texture in the optic itself

#

a3\weapons_f\reticle\data\optics_lcd_ca.paa

hard jolt
#

so, i should either merge other reticle with it or use several textures on the optics model

#

thanks

narrow crow
#

for a cargo turret that i want to be able to turn / turn out.

#

Can i set what is the default (starting?) , as its turned out now but i want it to start turned in

paper path
#

is there anyway to give vests the same kinda code similar to the texturelist for vics? IE, having 1 in the arsenal, then providing the ability to change the texture applied to it like you can in the garage

hearty sandal
#

if you make a custom system like the carage then maybe

paper path
#

so id need to do something like ACE has for its arsenal?

hearty sandal
#

That could perhaps be one way to do it yes

paper path
#

outside of my skills rn. maybe at a future date then lol

toxic solar
#

So ive been playing around with the shotguns from contact dlc, and I noticed that if I have a submition thats a bullet type, the model doesnt show up, but if the submunition is a grenade type like a 40mm, the model does show up. Any ideas why?

warped perch
#

Has to do with the speed and also simulation type potentially. For shotShell at least, if it is <390-450m/s it will be visible. Unsure how it works for others.

rain sandal
#

Hi I came here to ask if it’s hard to make a source for a map? I’m just wondering.

#

Right now all I have is the heightfield

hearty sandal
#

@rain sandal It is a process that involves using many different programs so, yes if you have no experience in it, theres a lot to learn

rain sandal
#

@hearty sandal How long do you think it’ll take me to make it? Also do you know the names of the programs?

#

I’ve never done this before.

hearty sandal
#

few months maybe if you want good material

rain sandal
#

Yikes

hearty sandal
rain sandal
#

Oh

dry carbon
#
{
    class Default;
    class MGunCore;
    class CannonCore;
    class LauncherCore;
    class RocketPods: LauncherCore {};
    class myFirstWeapon: LauncherCore 
    {
        parameters = "1";
    };
    class mySecondWeapon: RocketPods 
    {
        otherParameters = "1";
    };
};```
Is the inheritance right on this? My main concern is if the empty brackets in class RocketPods is right? I may be misunderstanding, but I wanted to inherit RocketPods AND its parent to two new weapons, but obviously didn't want to change or omit anything vanilla.
hearty sandal
#

yeah that looks alright

dry carbon
#

Ok. Well... part of a larger problem, but I can eliminate that possibility.

maiden lodge
#

How does armor in the config.cpp interact with the named property 'armor' in the p3d geomerty LOD??

hot pine
#

armor in config.cpp has higher priority than one in model

#

model one is mostly exclusively used for mines & objects which don't have config at all

hearty sandal
#

trees, clutter, etc

hot pine
#

clutter doesn't use that

hearty sandal
#

oh

#

fixdit

strange egret
#

how do i make grass with the strength of steel then? all my plans busted...

hearty sandal
#

use non grass shader and damage = no

strange egret
#

so uh on another note - geometry was added to trees not too long ago, right? Did anyone else get the feeling vehicles flip way more frequently now, because of trees catapulting them when getting knocked over?

hearty sandal
#

I try to avoid trees so have not especially noticed. Have to try to test

hot pine
#

only fire & view geometry was enabled on collapsed trees

strange egret
#

oh right, propably subjective bias then...

stoic lily
#

we reduced armor value of trees and bushes to have tanks crush them more easily

#

helps a good deal

strange egret
#

with tank to air launches? hm strange... guess its some penetrationg thing in physx. Maybe same issue unity physics has. Unity has now partnered with havoc, which looks to be a bit better in this regard
https://youtu.be/Uv7DWq6KFbk?t=13m36s

pseudo ermine
#

Anybody able to lend a hand? Trying to create a static turret that functions as a uav terminal. Anybody have any ideas how to incorporate that into the turret config?

pseudo ermine
#

basically it will be a computer desk that you can "get in" and "get out" and while in you can access the uav terminal

maiden lodge
#

That is actually a good question
ive been trying the same. A vehicle that gives you acces to UAVs without the need of a UAV terminal

#

thanks @hot pine and others for the reply

shut fulcrum
#

@pseudo ermine - I've been looking for a solution to the same problem for a while now. I dont think its possible in the current build. But if you do find a way I'd like to know.

Guys, I need a bit of help here.

I have a class house building that im trying to add lights to. Everything is setup as per any other light that works in other classes eg helicopter or car. But the light dont show when I place the building via the editor.

I have a vauge memory from A1/A2 era that someone told me light on class house dont/wont work unless you place them in terrain builder and pack onto an island. Is that still true?

astral pagoda
#

class houseSimulated maybe? I am not sure really now

pseudo ermine
#

@shut fulcrum a buddy of mine may have solved it. I will test it this evening and if it works i will let you know

shut fulcrum
#

Thanks!

stone cove
#

any idea how to make a custom squad in zeus? meaning spawn a team instead by one by one

strange egret
#

cfggroups...

novel lava
hearty sandal
#

I think nope. You could. Model them to be above object center.

#

Though maybe that would have problems on its own.

novel lava
#

yeah... think the main one would be that when its flipped upside down it'll be completely underground

hearty sandal
#

Yeah. Not much can be done about it. Particles are by design simple.

#

And short lived.

hot pine
#

there is no way to make it use geo lod

#

there was an attempt in the past to make simulated particles ( epeparticles ) but it was crashing the game all the time

novel lava
#

shame

calm panther
#

is there a way to fix the bleed through of MarkerLights

#

so that it doesnt enter the cabin

#
            class RedSteadyBottom
            {
                name = "redLight_steady_bottom";
                color[] = {1, 0, 0};
                ambient[] = {0.09, 0.015, 0.01};
                intensity = 2;
                drawLightSize = 0.05;
                drawLightCenterSize = 0.05;
            };
hearty sandal
#

no

#

its likely there will always be some bleed

calm panther
#

ok thanks

nova scarab
#

how guys how do i get an track APC under the APC menu in game?

#

what is the line?

hearty sandal
#

can you rephrase that question?

viral rapids
#

@hearty sandal i think, he meant inside the Editor

nova scarab
#

yes,

#

that is what i mean guys

quasi sonnet
#

Is there a way to remove a config entry, w/o the obvious one?
I need to remove a "vehicle" from CfgVehicle

grand zinc
#

whats the obvious one? delete?

#

delete no work if other classes inherit from your vehicle

#

whats your target? make it unspawnable? hide in 3den/zeus?

quasi sonnet
#

delete it from the origin config

My notebook. I want to have a optional pbo that deletes the item and make it clientside. The keybinds and evh are working without the item but I want the item to be removed too

#

There is no inherit from it

grand zinc
#

then delete should work

#

CfgPatches in optional, needs to require the first pbo

#

the delete needs to run after the initial registration of the class

quasi sonnet
#
class CfgVehicles {
    class Item_Base_F;
    class PVAR(NotebookItem): Item_Base_F {};
};

is my config, and the other pbo is inside the CfgPatches

grand zinc
#

I don't see delete

#

I just see valid inheritance without adding additional entries to the class

#

delete PVAR(NotebookItem);

quasi sonnet
#

Ah really?

#

I didnt know that is a thing

grand zinc
#

I thought you meant that by "the obvious one"

quasi sonnet
#

no the obvious one was to edit the origin file to delete the item

#

But next time I will explain it in detail

#

I maybe doing something wrong, but delete doesn't work for me. Config is loaded. CfgPatches has the first pbo inside, but I still have the config in the config viewer and I can see the item in the arsenal

opal crater
#

delete no work if other classes inherit from your vehicle

grand zinc
#

he already said no inherit from it

quasi sonnet
#

wait a second, my bad, there is inherit, of course there is

grand zinc
#

then you need to delete all classes that inherit from it, before you delete the root NotebookItem

#

Not sure if that actually works like that, but I hope so

quasi sonnet
#

I'm doing something else now, but thanks for the help

grand zinc
#

doesn't matter what you inherit FROM, it matters what inherits from your class that you are trying to delete

#

Isn't it enough to just hide the item in arsenal?

quasi sonnet
#

I wanted to make it real client side

opal crater
#

I'm not sure if client side CfgVehicles class is a good idea

#

scripts? yes
items/objects? no

quasi sonnet
#

That's why I wanted to delete that class

#

So I can move the pbo out of optionals that revert all changes to CfgVehicles. But I'am now splitting it into two pbo and you need to delete one pbo to get it client sided

opal crater
#

Nevermind then.

velvet mesa
#

Hello! As I said before, Im changing my cars movement configs and im getting troubles finding a property or something.
How can I make my car more stable on turns? it sways a little...

hearty sandal
#

lowering the center of mass in geometry lod could help

#

can you draw a diagram of what kind of sway you got? or take a video

velvet mesa
#

yep

#

well....

#

Whe I turn, the car sways more than it shoud to the left and right

velvet mesa
#

The tires are touching the road but car is like a boat

hearty sandal
#

is it inheriting from some vanilla car?

#

possibly the weight distribution on hte geometry lod is poopy

velvet mesa
#

hmmm

#

Car_f

#

So its nota config thing right?

hearty sandal
#

perhaps

#

Car_f is not the best to inherit from as its very basic

velvet mesa
#

oh 😦

formal hull
#

In what situations do cfgVehicleClasses come in handy? Say I'm packing a custom tent model that doesn't do anything but sit there for use as a structure along with its config with my terrain, do I even need a cfgVehicleClass entry for it?

proven bison
#

hey guys, ive been looking into some configs of "uniform retexture mods" to kind of "decrypt" the way they work, because i couldnt get exisiting threads and posts about it to work with my weird head. Is there anybody that can answer me 2-3 more questions ? thats all i would need to get going i guess.

grand zinc
#

just ask away

#

They are done through hiddenSelectionTextures.
Basically parts of the models textures, can be configured via the config, and you just replace it with your own

proven bison
#

https://pastebin.com/Zt5wueeG this is my current progress.... my only question would be to help me fill in the spots i didnt, because i cant realy move forward from here

grand zinc
#

picture is not important

#

hiddenSelectionTextures has the filepath to your new texture

idle matrix
#

model should also not be important

grand zinc
#

You probably shouldn't change that at all. You should inherit from the item you are editing

idle matrix
#

lemme make an example from a config I made for my reskins

proven bison
#

to clarivy: i want to create a mod that adds multiple vanilla items in my own camos... adding to the existing items not replacing

idle matrix
#

do you know how inheriting works?

proven bison
#

@idle matrix I have no clue, I'm new to configs regarding items/vehicles.. trying to teach myself right now

idle matrix
narrow crow
#

so I tried BIS sample tank

#

And isn't possible to change to driver from Gunner/commander. Anyone know why?

#

same compartments

#

Can't find anything in the code, so very curious, also since I assume it wasn't BIS intention

hearty sandal
#

odd, it should be possible

pseudo ermine
#

hey guys, having some issues with a config i think. i have a model that is configged as a house, i'm trying to give it a destruct model but its not switching to the destruct model despite all my efforts. i've looked through the sample models, i've looked in other mods and so far no bueno. is there anybody that could lend a hand, it would be greatly appreciated.

hearty sandal
#

it requires specific destruction type and destructionEffects+ruin class

#

like in the sample house from steam

pseudo ermine
#

@hearty sandal yeah i followed this https://community.bistudio.com/wiki/Building_Configs as well as the sample models for the house, and went into the game to check several buildings in config viewer and even looked into other mods. i think i have the base code down but i am probably missing 1 crucial little step that will get it working, its just my first time doing it so i might be missing something im not even familiar with. would be great to have a 2nd set of eyes on the config.cpp and model.cfg just to do a sanity check for myself.

proven bison
#

Somehow i cant make my uniform texture appear in the arsenal (only a test texture, because I'm trying to figure out the config) any idea why ? I dont want to create units for the editor wearing them, if possible, just for players/arsenal.

idle matrix
#

well for starters you don't need brackets in the hiddenselections bits

#

I think you can get rid of the starting \ in the texture filepath too

#

also you really don't have to worry about scope stuff

#

no wait I'm dumb you do need those brackets

#

just used to different formatting

#

anyway does the item itself not appear or does it use a different weird texture?

#

oh, also, uniformClass of dtr_officer_test should refer back to the class in cfgVehicles

proven bison
#

@idle matrix the item doesnt appear at all

#

fixing your last suggestion right now

idle matrix
#

found another issue actually, Supply40 should be in quote marks

#

That might be thing that breaks it actually

proven bison
#

heres my updated version, still doesnt appear in the arsenal

proven bison
#

Maybe the baseclass or model are wrong ? But i already dobble checked it with config Viewer

hearty sandal
#

@proven bison scope = 2; and scopecurator = 2; could help

#

@pseudo ermine put your config into pastebin and link here

pseudo ermine
#

@hearty sandal the culprit in question is optre_hallway_door_a. its a door that is config'd like a house so i basically can have individually placeable doors that can be destroyed. its part of a modular setup. https://pastebin.com/0f4MYuZi

hearty sandal
#

thats not a good idea

#

AI will have trouble with that kind of thing

pseudo ermine
#

not intended for ai

#

this is more geared towards a pvp setup

#

its part of a 160 spaceship with full interior

#

160m long

#

so i def dont plan on having much AI on it^^

hearty sandal
#

alrighto

#

which one of the classes is it?

pseudo ermine
#

OPTRE_hallway_door_a

hearty sandal
#
        class DestructionEffects: DestructionEffects
        {
            class Ruin
            {
                simulation = ruin;
                type = \Samples_f\Test_House_01\Test_House_01_ruins_F.p3d; // Path to model of ruin used when total damage of the house reaches 1
                position = "";
                intensity = 1;
                interval = 1;
                lifeTime = 1;
            };
        };
        class DestructionEffects: DestructionEffects
        {
            class Ruin1
            {
                simulation = ruin;
                type = "\OPTRE_Corvette\interior\land_hallway_door_destroyed.p3d"; // Path to model of ruin used when total damage of the house reaches 1
                position = "";
                intensity = 1;
                interval = 1;
                lifeTime = 1;
            };
        };
#

below is yours

#

what difference do you see?

pseudo ermine
#

""

#

which i tried with and without

hearty sandal
#

no, but almost right line

pseudo ermine
#

ruin ruin1

hearty sandal
#

that would be my guess

pseudo ermine
#

tried with ruin and ruin1

#

spent a good 3 hours troubleshooting

#

trying dif things last night

#

used several references

#

and tried the small nuance differences

#

no luck

hearty sandal
#

indeed checkec the all in on one config

#

ruin1 seems valid

pseudo ermine
#

not sure what the nuance is there, but ive just seen it in others. seems some people use ruin and some ruin1 but yeah, still no luck :/

hearty sandal
#

its simulation type is fountain

pseudo ermine
#

that was leftover from something i was trying

hearty sandal
#

have you tried house

pseudo ermine
#

i added that in after i gave up on destruction

#

messing with sounds and what not

hearty sandal
#

also have you defined the ruins class

#
class Land_BellTower_02_V1_ruins_F: Ruins_F
        {
            author = "Bohemia Interactive";
            mapSize = 13.65;
            class SimpleObject
            {
                eden = 0;
                animate[] = {};
                hide[] = {};
                verticalOffset = 2.436;
                verticalOffsetWorld = 0;
                init = "''";
            };
            editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\Land_BellTower_02_V1_ruins_F.jpg";
            _generalMacro = "Land_BellTower_02_V1_ruins_F";
            scope = 2;
            scopeCurator = 0;
            displayName = "Bell Tower (Big, New, Ruin)";
            model = "\A3\Structures_F\Civ\BellTowers\BellTower_02_V1_ruins_F.p3d";
            icon = "iconObject_1x1";
            editorCategory = "EdCat_Ruins_Altis";
            editorSubcategory = "EdSubcat_Religious";
        };```
pseudo ermine
#

yep at the very bottom

#

land_hallway_door_destroyed

#

i'm pretty sure im just missing 1 little thing... cant put a pin on what though

hearty sandal
#

how about the destructtype?

pseudo ermine
#

tried a few dif

#

had it to destructbuilding or something along those lines

#

if i do that, the model just drops into the ground

#

currently after being destroyed it remains in place

#

which, at 2500m in the air is preferable

#

otherwise ill have doors falling constantly^^

hearty sandal
#

destrType = "DestructBuilding";

#

this should be the correct

pseudo ermine
#

yeah when i do that, the non destoryed model falls into the ground but no model replaces it

hearty sandal
#

yeah the falling is the basic mechanic of the model "breaking down"

pseudo ermine
#

yeah

hearty sandal
#

Im not sure if ruins are used in any other destruction type either

#

get that and simulation = "house"; on it

pseudo ermine
#

ok ill give that a whirl

hearty sandal
#

I got a faint recollection that only house simulation type works with that destruction type and ruins

#

Of course you could circumwent this just by making 2 meshes in your door and hiding, showin them by damage values

#

which would negate the use of ruins and the "falling object"

pseudo ermine
#

hm thats a good damn point...

#

maybe i've just been overcomplicating that...

#

you happen to have an example for that?

#

not to bother you to much with my troubles 😛

#

that would be hidden selections right?

hearty sandal
#

no I would use model.cfg hide animations

#

connected to damage/hitpoints as animation sources

pseudo ermine
#

hm ok, never worked with that yet

#

lets see

hearty sandal
#

I think many of the vehicles have some parts like wheels hide with damage

#

so theres good examples there

pseudo ermine
#

ok will look at that

#

just to show ya

#

ah cant share images here

#

lets see

#

so ill give that a shot

#

thanks for the tip

hearty sandal
#

chuul

#

I dabble in big ships too

#

Since the Battleship is rather large vehicle in Arma standards there was a bit of worry that the collision might not work right on it. So far test have been ...

▶ Play video

Testing out the new turrets attached in their sockets on the battleship.

▶ Play video
pseudo ermine
#

oh hell yeah man i love your stuff

#

whats the size of that mama jama?

#

also whats the secret, how did you get it to be movable?

#

😛

#

looks absolutely sick

#

also, you guys have the 100m freefall issue? where the player goes into freefall animation

#

really cool seeing that thing move

#

looks like a sweet flight model

hearty sandal
#

its about 300meters

pseudo ermine
#

nice man, great job!

hearty sandal
#

the tower there where it falls is about 3km

pseudo ermine
#

really awesome stuff

hearty sandal
#

its just a helicopter

pseudo ermine
#

tweaked the flight model?

hearty sandal
#

a bit yeah

pseudo ermine
#

yeah

#

nice

hearty sandal
#

I aim to make it vtol though

pseudo ermine
#

yeah that sounds more fitting

#

less tilt i think?

hearty sandal
#

the collision part is a bit unknown, it seems to work ok on my terrain

#

have not made extensive testing on others

#

yeah

#

I think helo could be configured to have less tilt too

pseudo ermine
#

yeah

#

check this, still wip though

#

orbital drop pods

#

you physically walk around in the ship, walk into the drop room and get in, then get launched out

hearty sandal
#

yeah I've seen them, you guys got them working pretty well

pseudo ermine
#

we want to do a rework on them though

#

they need a flight model

#

so you can actually manuever on your way down

#

so will see

#

but yeah man, love your stuff

hearty sandal
#

thanks 😊

pseudo ermine
#

also thanks for the help

#

ill let you know how it goes

hearty sandal
#

👌

proven bison
hearty sandal
#

@proven bison try using similar inheritance as in the sample characters uniform config:

class UniformItem: InventoryItem_Base_F
{
    type = UNIFORM_SLOT; /// to what slot does the uniform fit
};

class U_Test_uniform: Itemcore
{
    scope = 2; /// scope needs to be 2 to have a visible class
    allowedSlots[] = {BACKPACK_SLOT}; /// where does the uniform fit to when not equipped
    displayName = "Test uniform"; /// how would the stuff be displayed in inventory and on ground
    picture = "\A3\characters_f\data\ui\icon_U_BasicBody_CA.paa"; /// this icon fits the uniform surprisingly well
    model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; /// how does the uniform look when put on ground

    class ItemInfo: UniformItem
    {
        uniformModel = "-";
        uniformClass = Test_Soldier_base_F; /// what soldier class contains parameters of the uniform (such as model, camouflage, hitpoints and others)
        containerClass = Supply90; /// what fake vehicle is used to describe size of uniform container, there is quite a lot SupplyXX classes ready
        mass = 80; /// combined weight and volume
    };
};```
proven bison
#

i looked ad several retexture mods configs and couldnt find any differences in mine... no clue whats wrong here

proven bison
#

@hearty sandal I think Im rewriting my whole config, do you have a link to the sample characters uniform config you posted ?

hearty sandal
#

Steam Arma 3 samples

#

@proven bison

indigo sinew
#

Hi. So the thing is that i'm retexturing a normal looking nato uniform. And i also want it to have the short sleeves version. I saw in a tutorial that they should both be the same, but have model and uniform class of it's own.
Which they do. But for some reason, the one that is supposed to be sleeves, shows as a t-shirt varriant, with only the pants camoed. I don't know where the mistake is. https://pastebin.com/vHGxSb4q

the insigna doesn't work either
here's how the folder they're in, named custom_uniform looks like
https://gyazo.com/db72882283b90099bec118b972d7cb1c
https://gyazo.com/66c43d039f6b3c7e800bb11282868ada
https://gyazo.com/a9ec9cef664df7c8ba4f7aefa20daf61

idle matrix
#

are you sure you're inheriting from the right class?

indigo sinew
#

well

#

what do you mean

#

@idle matrix

idle matrix
#

there's a class with long sleeves, one with a folded up sleeves and one with a t-shirt

#

can you put your config up on pastebin?

indigo sinew
#

i did

#

well

idle matrix
#

oh I'm blind nvm

#

lemme take a look

#

okay so I think the model for the rolled up sleeves is number 3

#

not 2

indigo sinew
#

i gotta admit that I didn't find the folded up sleeves, all i changed between them was model from b_soldier_0.p3d to b_soldier_02.p3d (short sleeves). Because the guy in the tutorial i watched did the same, but gotta say that he did it with aaf.

#

hmmmm

#

lemme see

idle matrix
#

yeah the AAF has it that way as it only has two variants

#

the NATO uniform has three

indigo sinew
#

then it actually makes sence for t-shirt to be _02, cuz it showed the t-shirt varriant, only 1 camo

#

niiice. lemme change, open up game and i'll tell ya

#

aldoe, i still don't understand why isn't the insigna working

#

does it need something else that it's .paa?

idle matrix
#

it shouldn't

#

also, you might wanna remove hiddenSelectionsMaterials

indigo sinew
#

it shows in arsenal, but no icon, when i click it it doesn't appear

idle matrix
#

oh that, yeah IDK how custom insignias work, sorry

#

anyway, arma does not like it much when you use hiddenSelectionsMaterials

#

only a few cases where it works correctly

indigo sinew
#

what's that exactly

idle matrix
#

it lets you define a custom rvmat

#

and the rvmat is basically the config for the model's shading

#

and a few other bits and bobs

indigo sinew
#

oh

idle matrix
#

for example in this instance, I reckon if you shoot a person wearing your custom uniform, their limbs and such won't turn bloody

#

because custom rvmats break that system

indigo sinew
#

oh

#

ok, i'll remove it

#

also, the patch actualy is put on the uniform

#

but as a shadow

#

does it need a jpeg/png?

idle matrix
#

it needs paa :p

#

is the transparency correct?

indigo sinew
#

how should the transparency be?

idle matrix
#

?

indigo sinew
#

also , the sleeves do work now.

idle matrix
#

I mean on the insignia texture itself, what is the transparency like

indigo sinew
#

hmm lemme check

idle matrix
#

okay I instantly see a problem

#

the resolution isn't right

#

needs to be a power of two

#

so for example 256, 512, 1024, 2048,

indigo sinew
#

hmmm

idle matrix
#

length and width don't need to match, but they have to be a power of two

indigo sinew
#

so 256x256?\

#

i don't quite understand what you mean by a power of two

idle matrix
#

I think 512x512 would work better

#

it's a mathematical thing

indigo sinew
#

ah yes.

#

thing is that i use this same patch for a unit, and it works. Are they not the same?

idle matrix
#

IDK how the unit patch system works but I imagine it also needs resolutions that are power of two

#

probably somewhere it's automatically cropped or something

#

anyway, try the patch with the right resolution and see what it looks like

indigo sinew
#

ok lemme see

idle matrix
#

anyway if that doesn't help then I don't know

indigo sinew
#

hmmm

#

but

#

like the image is 800x480

grand zinc
#

that's wrong

#

800 is not a power of two, neither is 400

indigo sinew
#

hmmmmmm

#

then... could you please tell me a resolution that is acceptable?

idle matrix
#

256, 512, 1024, 2048 and 4096 for example are acceptable

#

and then combine those (almost) however you want

indigo sinew
#

soo like

#

1024x512?

idle matrix
#

I think for an insignia you'd want something evenly square

#

so I'd go with 512x512

#

256x256 might also work depending on how much detail you lose

indigo sinew
#

hmmm

#

ok

#

lemme try

#

but

#

512x512

#

looks ulgy

#

lol

idle matrix
#

uuuh, you could crop the sides and then resize it?

indigo sinew
#

oh

#

rite

#

lol

#

aaaaaaahhhhhhhhhhhhhhhhhhhhhhhhh

#

hmm

#

actually wait, it doesn't look that bad.

indigo sinew
#

also @idle matrix btw, what is a .nohq?

#

do i need that near my .paa and .rvmat?

idle matrix
#

I have no idea what a .noah file is

grand zinc
#

sounds like terrain specific stuff

#

or you have a typo

#

cuz I dunno what noah is

indigo sinew
#

nohq*

#

sorry

#

i ment nohq.paa

#

this ^

grand zinc
#

you probably want to keep the original

#

same with the rvmat, you usually don't change that for a simple retexture

indigo sinew
#

it is the original

grand zinc
#

plus hiddenSelectionMaterials doesn't work reliably anyway

indigo sinew
#

erm

grand zinc
#

just leave hiddenSelectionMaterials out completely

indigo sinew
#

soo

#

u mean this

grand zinc
#

just remove the materials line

indigo sinew
#

without this
completely for all of them?

grand zinc
#

please no screenshots of text :u

indigo sinew
#

ok, should i remove the .rvmat in the pbo aswell?

#

oh sorry.

grand zinc
#

rvmat will not be used, so you could aswell remove it

#

but leaving it also doesn't matter

indigo sinew
#

oh ok. thanks

indigo sinew
#

Could somebody please tell me, what exactly is that textureVehicle doing?

class CfgUnitInsignia
{
class Custom_Insignia
{
displayName = "Vânători de Munte";
author = "Seby";
texture = "\Custom_Uniform\UI\custom_patch_co.paa";
textureVehicle = "";

#

does it put the patch on a vehicle... or?

grand zinc
#

never heard of it

#

asked google yet?

indigo sinew
#

hmm

#

i did

#

but, nothing relevant came outta it

#

it might have just been me not knowing how to search the correct thing tho

grand zinc
#

// Currently does nothing, reserved for future use

indigo sinew
#

oh

#

where you could have a patch and a roundel for your unit. Like patch on the uniform, and roundel on vics

strange egret
#

more likely a "sewn" version for uniforms and a painted/more clear version for vehicle

indigo sinew
#

naah

#

would be the same thing lol

#

also not everyone want sewn emblems

pallid snow
#

I have some custom units made with Alive - however when using ACE, the interactions menu isn't working. Any config entries to add to ensure it works?

#

Even when inherited from the basic rifleman, it still wont work.

strong shuttle
#

The interaction menu isn't working at all (so CTRL + WIN and WIN), or only interactions which should be attached to a unit?

#

Because if it's the first; there's something else wrong...
The second should work as long as the units are inherited from All (all interactions) and CManBase (unit interactions).

idle matrix
#

What exactly does modelSides define in a uniform's CFGVehicles config?

#

the sides that can wear the uniform?

grand zinc
#

ye

idle matrix
#

neato, thanks

pseudo ermine
#

anybody familiar with the license plate system for vehicles? need a bit of a hand getting it in right. think i did everything right, but any help is appreciated.

silver karma
#

question, I'm trying to convert a config.bin so I can change the map strings, but cfgconvert says "The system cannot find the drive specified", which kinda makes no sense.

It worked fine when convert the config.bin from stratis, and it works with other mods too.. what am I doing wrong here?

#

the mod in question is Kunduz Afghanistan - fixed doors

#

(I don't intend to share or reupload anything, I just found some cool texts..)

stoic lily
#

@silver karma use mikero tools instead

silver karma
#

@stoic lily I tried deRap but that failed. Which one should I use to convert?

#

Eliteness doesn't work either

stoic lily
#

failed in what way?

indigo sinew
#

Hi,
So I'm receiving these 2 errors:
when my Arma 3 initialises Addons after I tried organising my Class Names in my config for my retexture mod.
I looked thru the config and to me it seemed fine, although I must admit that I'm new to this. Any Idea what might be causing it and what would be the fix?
Please @ Me if/when replying.

edit: nvm I figured it out

sullen fulcrum
#

Does _modelInfo or _getModelInfo actually work to find the model path for a static prop?

#

I tried it and it always said Error missing ;

sullen fulcrum
#

Nvm found a way

sullen fulcrum
#

And is there a way to turn a model 180 degrees in the z axis in config? Aka drive facing the backside of the model (me and a friend have "ideas")

sullen fulcrum
#

And on a very related but seemingly not related matter: a VTOL vehicle I have just flies away whenever it is spawned, no matter what. Anyone know what might be causing this?

hearty sandal
#

Not possible and planes with pilots normally fly immediately unless told otherwise.

quasi sonnet
#

@sullen fulcrum you can remove the fuel,
set up the waypoints for the VTOL and readd the fuel when you are ready to go

west monolith
#

Is it possible to edit CAManBase? None of my changes seem to show up in the in-game config viewer :(

hearty sandal
#

Should be possible.
What kind os edits are you making? Is cfgPatches required addons set up right?

west monolith
#

actually trying to get an older mod working:

class Man;
class CfgVehicles
{
    class CAManBase: Man
    {
        class TurretBase
        {
            minElev=-4;
            maxElev=20;
            minTurn=-360;
            maxTurn=360;
        };
        mingunturn=-90;
        maxgunturn=90;
        turning=1;
        mingunturnai=-90;
        maxgunturnai=90;
    };
};```
it didn't come with cfgPatches in its config, i should add it probably but i'm not sure exactly what to put
#

TurretBase doesn't even seem to exist in the class now so really it's just a bit of a mess :/

hot pine
#

@west monolith that class Man; is in very wrong place

#

it should be in CfgVehicles

west monolith
#

Alright, will give that a test when I can. Something tells me this mod has been a placebo for five years lol

sullen fulcrum
#

@quasi sonnet Sorry if I wasn't clear

#

The issue isn't the pilot

#

It's that the vehicle just flies

#

Even without pilot

#

Even without fuel

#

It just flies away

#

No matter what

silver karma
#

@stoic lily sorry. deRap says DeRap: Not a raP file
eliteness says _ when I choose "open/examine".

got it to work just now by extracting the PBO using eliteness too, instead of PBO manager

#

thanks!

quasi sonnet
#

@sullen fulcrum that isn’t really possible. If you have a vehicle without crew and fuel it cannot fly away

grand zinc
sullen fulcrum
#

I know

#

It shouldn't be possible

#

But I can screenshare xD

quasi sonnet
#

Make a video or screenshot it

sullen fulcrum
#

Ok, hold on

#

I tried increasing it's mass

#

It would bounce off the ground

#

And fly

#

Then bounce

#

Then go boom

#

I'll admit this is a rather unconventional air vehicle though

quasi sonnet
#

Make a video or screenshot it and then come back. And don’t touch the mass if you have no clue about it

sullen fulcrum
#

Yeah, I know, I did it in editor

#

I don't have access to the model itself

viral rapids
#

is it a helicopter?

sullen fulcrum
#

It's inheriting from the Blackfish

#

From Apex

#

It may or may not be quite large

viral rapids
#

Mass too high = Opposite effect

sullen fulcrum
#

And a CIS Lander

viral rapids
#

At least on choppers

#

e.g. the more mass you add on a helicopter, the better/faster it moves (pitch/yaw/roll)

sullen fulcrum
#

Ok

#

Hold on, let me see if I still have OBStudio

#

And I'll record it

#

I don't but I'll screenshot

#

Ok I'm having a small issue on my PC, after it turns on it has 100% usage on my secondary disk where everything is installed for like 30min

#

Gonna format this weekend

#

But either way I'll post a screenshot in about 40min

quasi sonnet
#

40 min for a screenshot?

sullen fulcrum
#

Yeah can't launch arma until the issue goes away

#

Tried everything to fix it, only formatting will work xD

#

ARMA won't even launch

hearty sandal
#

probably then sum of many issues. More likely model problem than config problem

sullen fulcrum
#

I'd guess so

#

But if I do it as an helicopter it works well

#

Doesn't just fly off

hearty sandal
#

well you cant really reliably maka a car use tank config all of a sudden either

#

plane and helo configs are very different

#

and teh model has different requirements

quasi sonnet
#

@sullen fulcrum if you just tagged me a minute ago into the screenshot channel, next time don’t switch the channel your problem screenshot can be posted here. Because nobody want to search in the entire Discord. But if you are using the Star Wars mod, Dedman already said that nobody will continue to help you with your problem

grand zinc
#

Dedmen* :u

opal crater
#

🧟‍♂️

sullen fulcrum
#

@quasi sonnet I posted there because it was the only channel I can post screenshots on

astral pagoda
#

You can upload pics to e.g. imgur and link them here

sullen fulcrum
#

Actually didn't think of that, my apologies then

grand zinc
sullen fulcrum
#

They're not up

#

And again, apologies for those

grand zinc
#

👍 thanks

warped perch
#

Does anyone know what exactly engineMOI does in tank physx?

hot pine
#

it controls engine rpm inertia

#

in simple words - how fast rpm can change & how long it will keep some momentum after you release throttle

#

engineMOI = 0.01 will mean that basically instantly after you release thrust key, your rpm can change from 2300 to idle one

#

engineMOI = 100 on the other hand will make changes to RPM much slower (also RPM increase!)

sullen fulcrum
#

By the way, to answer my previous question: I found out that if you do reversed = 1; on the config the model will be flipped back/front

pallid snow
#

Got a custom faction not playing nice with ACE. It wont let players use ace interaction on eachother, for medical etc.
I used ALIVE to make the faction and I have made sure it has CAManBase and all as seen here:
["SoldierWB_OCimport_02","SoldierWB_OCimport_01","B_W_Soldier_F","B_Soldier_F","B_Soldier_Base_F","SoldierWB","CAManBase","Man","Land","AllVehicles","All"]
Any ideas as to how to fix this issue?

idle matrix
#

can you stick the config in pastebin?

livid heath
#

does the underbarrel proxy actually work in arma 3? are there any examples of it having been used to setup for example a removeable m203 launcher on a rifle?

#

i'm interested primarily in the ability to add or remove muzzles to a weapon using a proxy

novel lava
#

it's used for bipods

#

you'd only be able to do something like that by using a script to swap the weapon out, cant add muzzles with an attachment as is

livid heath
#

thx

#

shame, would have been a neat feature for rifle grenades and bayonets eh?

novel lava
#

well, I mean, the scripted aspect isn't a big deal

#

just a bit clumsy

livid heath
#

it's a bit too hacky for my tastes

#

yeah

sullen fulcrum
#

We used to do scripted weapon swaps in Arma 2 for suppressor removal so while hacky also gets the job done in about the best way the game allows.

novel lava
#

the main drawback to it is AI use but.. its not like AI fit attahcments themselves

#

if you're scripting them to put an attachment on, just script the weapon swap too

pallid snow
#

It's really weird to it's actual cause though, something is "turning it off" rather than it not being inherited correctly... I think

idle matrix
#

this was all set up using alive?

pallid snow
#

Yeah

idle matrix
#

Can't say I've ever made custom factions but this seems like an odd way to go about it

#

I mean how alive formats it all

pallid snow
#

Yeah I agree

#

but I didn't personally make them, one of the group members did. I just got it to go in game

#

this issue has been here for months

#

But I've tried asking alive but they weren't much help

#

Hell almost a year old bug ahah, 9th March

idle matrix
#

what if you made a class that at no point, not even in it's inheritance tree, mentions eventhandlers?

#

also, in the cfgpatches, is ace mentioned?

pallid snow
#

The EHs seem to just do what the config does, right

#

Uh let me see

idle matrix
#

it might just be loading before ace does maybe idk?

#

well tbh the eventhandlers seem kind of pointless

pallid snow
idle matrix
#

the CBA one should be there normally anyway I believe and the alive one just seems to add the backpack the unit already has

pallid snow
#

I'll first give the general ACE addon a go, if no luck i'll remove the EH and see what that gives

idle matrix
#

I don't see the ace interaction stuff in that list

pallid snow
#

hmm

#

Might just be as simple as the missing addon 🤔

#

ace_interaction and ace_interact_menu right?

idle matrix
#

think so yeah

pseudo ermine
#

hey guys i need a bit of help here. i have a sliding door model, it opens on useraction as normal but i would like it to close itself after 10 seconds. i was wondering if there is some code that i can put in the statement field in the config.cpp that would make that happen. i was experimenting with stuff last night but didnt manage to get it working. here is the most relevant part in pastebin. https://pastebin.com/m8rusicz

#

one thing i tried was this

#

going from statement = "this animate [""Door_1_a_rot"",1]; this animate [""Door_1_b_rot"",1];";

#

to statement = "this animate [""Door_1_a_rot"",1]; this animate [""Door_1_b_rot"",1];[] spawn {sleep 5; door actions here};";

#

basically after sleep 5, the door actions would reverse

#

i got an error there though so i'm curious if im on the right track or if its even possible

#

if anybody could take a look that be great 🙂

opal crater
#
statement = "
    this animate ['Door_1_a_rot', 1]; 
    this animate ['Door_1_b_rot', 1];

    this spawn {
        sleep 5;
        _this animate ['Door_1_a_rot', 0];
        _this animate ['Door_1_b_rot', 0];
    };
";
pseudo ermine
#

Ill give that a shot thanks

#

quick question on that

#

does ' replace ""?

#

thats more a general coding question

#

i suppose

opal crater
#

' can be used inside "

pseudo ermine
#

ok

#

cuase i saw you changed ""Door_1_b_rot"" to 'Door_1_a_rot'

opal crater
#

or other other way too.

#

But I don't recall if 'string' works in configs right now. 🤷‍♂️

#

works in sqf

pseudo ermine
#

ok ill give it a shot, worst case back to the drawing board 🙂

#

@opal crater that worked, thanks man. beers on me 😛

opal crater
#

yw. 🍻

sullen fulcrum
#

I would add to the above a check that if the door is closed you don't try to run anything. The player might have closed it behind them if it is an action. The moment you sleep the state could have changed so check it is in the right state before you proceed with running anything. Might not apply but something to consider.

opal crater
#

Trying to close it if it was closed manually does not hurt.

#

What could hapen tho is open (spawns script 1) => close => open (spawns script 2)

#

is closed after shorter time than expected due to first script going out of sleep

viral rapids
#

Why not go with animationSource?

tame cedar
#

sorry for the dumb question, but I've had some trouble finding where to start:

would someone have a link to a dummies guide to copying cfg's? Just looking to make a custom mine. Not worried about textures, just want to be able to have some custom script.

#

textures/models

livid heath
#

can someone remind me what animationsource/ type/ logic is used for animating the textures on a selection?

#
            selectionLeftOffset = "PasOffsetL";
            selectionRightOffset = "PasOffsetP";```
#

for example these tracks on a tank

#

@hearty sandal

#

wondered if you may know

hearty sandal
#

It scrolls from down with the movement. Could be tied to wheel animation source. Not sure as never have looked any deeper into how it works. @reyhard knows I bet.

#

I don't think there's any special parameters for it though. If there needs to be more control, custom unAnimations class can be used.

dim pumice
#

Hi guys, can someone explain what affects whether a certain class inherits or not? For some reason, although the class is inherited successfully at a different point in the same config (for a different class), here it doesn't recognise it

#

Its not a syntax error in this case

hearty sandal
#

it is syntax error if it does not work.

#

if you can pastebin the problematic config and type in which classes dont seem to work and what works someone might be able to point you to the error.

#

if you are not yet packing with pboProject I would strongly recommend using it.

#

It catches a lot of these issues

#

@dim pumice

dim pumice
#

Ah okay, I see

#

Can I use pboProject through Eliteness? @hearty sandal

hearty sandal
#

no

#

eliteness is not correct tool for packing

#

its function is previewing pbo/arma files

dim pumice
#

Ah okay, I understand

#

So is pboProject superior to addonbuilder in ARMA 3 tools would you say? For this kind of thing

hearty sandal
#

yes

dim pumice
#

Okay, seems simple to use, I can't seem to select a source folder though

#

It won't accept my choice it seems

hearty sandal
#

have you installed all the other mikero tools?

dim pumice
#

Most of them I think, mostly so eliteness would function fully

hearty sandal
#

preferably just install them all

dim pumice
#

okay, will do, why do you think it is stopping me selecting my source folder

#

its almost as if it is invalid

hearty sandal
#

do you have p drive set up?

dim pumice
#

Nope, no p drive, I think this could be the problem

hearty sandal
#

do you use some obscure letters in your folder names?

dim pumice
#

As the default path is p drive

hearty sandal
#

ah

#

no wonder your stuff has problems then

dim pumice
#

haha

#

I didn't realise it was important

#

I didn't understand the purpose of it

hearty sandal
#

PMC wiki has steps to install the tools and development environement correctly

dim pumice
#

Okay, I'll check it

hearty sandal
#

P drive represents the root of the engines file structure

#

so your file in P:\Folder\file.poo => is in the engine root\Folder\file.poo

#

and thats how it finds them

dim pumice
#

right right

#

How would I know when the P drive has been created with the mapdisk.bat

#

It seems to be taking a while to show up, I followed the instructions of the PMC wiki

#

And replaced the mapdisk.bat file content

hearty sandal
#

did you run it?

#

if you have previously set up stuff with arma 3 tools you will need to restart to get rid of the old way of installing it

dim pumice
#

Ah I see

#

do you mean if I have used the addonbuilder and such

#

ah, I think I see the problem

hearty sandal
#

no

#

but now I remember you did not have p drive at all

#

so you did not install it through the arma tools

dim pumice
#

I managed to fix it

#

It was a stupid thing

#

should I go for a full extraction

#

With Arma3P

#

And I assume I am extracting to my P drive

hearty sandal
#

you are yes. dubbing etc you dont need

dim pumice
#

cool, I went with those options but unfortunately I got a

#

"bad sha detected" on armor_f_beta.pbo

hearty sandal
#

verify game files

dim pumice
#

Okay now it said all tasks completed successfully but

#

It did come up with a system error saying "the code execution cannot proceed because vcruntime140_1.dll was not found. reinstalling the program may fix this problem" for "fix_buldozer.exe"

grand zinc
#

visual c++ redistributable

#

But steam should've installed that when you first laucnhed arma

dim pumice
#

hmm, interesting

dim pumice
#

decided to try to share the pastebin here after some trouble

#

So the problem class is "CUP_B_25mm_HE_White_Tracer" (its an attempt at a CUP edit) and its associated inheritance of "B_30mm_HE", and its that inheritance which I can't seem to get to function

grand zinc
#

I assume the pastebin is not your code

#

show your code pls

hearty sandal
#

@dim pumice you will not want to edit the cup files directly

#

you want to make a config patch that is loaded after cup stuff and modifies them separately

dim pumice
#

Ah I see okay, this is my mistake I think

#

So I will, in a new config, define the classes I need to access before making the changes?

hearty sandal
#

ye sounds about right

#

also you will make unique cfgPatches classname for your config

dim pumice
#

got it

hearty sandal
#

there is a good WIKI page on configs too

grand zinc
#

risky biz

hearty sandal
#

indeed. Also should go to sleep. Discord servers start to all look the same

#

nite peeps

#

💤

dim pumice
#

Night, cheers for the help guys

indigo sinew
idle matrix
#

did you make texturesource classes?

#

also, why are you putting uniform camouflage on vehicles?

indigo sinew
#

You mean at the crew?

#

It's a unit as the driver

#

that's it's class name for now, but will change it (if that's what you mean)

#

erm... let me check

#

erm... no, i don't see "texturesource" anywhere

#

what do you mean by that?
cuz i don't see it at the uniforms either and they do show up in the arsenal

idle matrix
#

wait so you want them in the virtual garage as a seperate vehicle or as a skin you can select?

indigo sinew
#

separate vic

#

like in the editor

idle matrix
#

idk how to help you with that

#

sorry

indigo sinew
#

well

#

the uniforms show as separate

#

want me to give the config of these aswell?

idle matrix
#

because uniforms work differently than vehicles

indigo sinew
#

hmm

#

how do you make it as a skin then?

idle matrix
#

texturesources

#

this ought to help a bit

indigo sinew
#

hmm

#

you mean this?

pseudo ermine
#

gents having an issue, made a weapon system like the VLS launcher, working fine but i need to prevent it from falling out of the sky. right now when i place it in the air, it just falls. i'd like it to not fall. any recommendations? something in the config i can add/ change?

calm panther
#

I have started fixing the issues after my release. One issue is that the wheel do not contact properly in Advanced Flight Model. Any thoughts? I have looked at the wiki page but it doesnt look like it defines it.

hearty sandal
#

@pseudo ermine all turrets by default are physX objects so they will fall

#

you might be able to make them the older non physx simulation type if thats still supported

#

but it might not have all the same advanced features

zinc oak
#

I am trying to make a VIP SUV with two flags on the front of the vehicle. I have placed the proxies into the .p3d and would like to give the driver the user action to raise / lower the flags. However, using the forceflagtexture command, I can only seem to get one flag to appear / disappear. How do I specify the flag / proxy to be raised lower? Here is my user action code: https://pastebin.com/mYnyN75u Any help appreciated.

#

alternatively, if I can't raise / lower each flag separately, how would I a) get both to raise lower through one user action, or b) remove the option to raise / lower and simply have the two flags spawn in a raised state when placing the vehicle?

dim pumice
#

Just another brief query about class inheritance -
If Class B inherits Class A, and I make Class C inherit Class B, will Class C also inherit the attributes of Class A that weren't modified by Class B?

idle matrix
#

yep

hearty sandal
#

@zinc oak forceflag applied only to the flag 0 proxy. I don't think multiple flags work like you want. They would have to be modeled into the car or attached separately with attachTo command.

untold wyvern
#

Is there away to set the access distance/reach from inventory of containers ?
I have some objects where i have to stand really close and others work from further away 🤔

hot pine
#

supplyRadius

untold wyvern
#

thanks, gonna look into it 🙂

untold wyvern
#

no difference for me 🤔

hot pine
#

do you have supply memory point in p3d?
memoryPointSupply = "doplnovani";

untold wyvern
#

not my own models, so i guess not 😄

zinc oak
#

@hearty sandal Modelled into the car isn't an issue. As I say, I have both flag proxies present in the model .p3d.

#

it is just an issue of not being able to specify individual proxies or both at the same time. Only one has a flag, not both.

#

if it can be confirmed that it isn't possible to have more than one flag on a vehicle, then that is fine. I'll stop trying. If it can be done, any help as to how it is done would be a great help.

hot pine
#

it is not possible

#

during LoW I've prototyped animating flag to different position and that was working

#

I'm not sure if it was used in the end

zinc oak
#

okay, so regardless of how many flag or flag alone proxies are placed in the model .p3d, only one can be used?

#

I'll see if I can do it by creating a static flag inside the model (i.e. a few vertices shaped like a flag) and then apply textures to them that way. I guess if hiddentextureselections are set up, it will at least allow a representation of some flags to be added to the car, even if they can't be animated to move around with the wind.

carmine cave
#

hi all ..is there a way to find why i cannot activate the advanced flight model on my heli ?

dim pumice
#

Hi again guys, got another config query - I was wondering how overwriting works with a class, so how can I make it so -

Class A, which inherits Class B in a different config

Inherits Class C in my config, but no longer inherit anything from Class B

strong shuttle
#

so C -> B -> A... and you wonder why C doesn't contain B? 😕

dim pumice
#

Maybe I didn't explain it right actually

#

Let me ask this

#

If I write a class like

class coolClass: coolerClass
{
};

#

But in a different config coolClass has had attributes defined in addition to that inheritance

#

Have I just cleared all those attributes, or do they still remain?

idle matrix
#

should still be there AFAIK

dim pumice
#

right right

#

The issue I'm having seems to be

#

When I set a new inheritance for something

#

Its not actually copying those inherited attributes, its prioritising whats defined in another config

#

Over what it should be inheriting

#

I guess thats indicative of a load order issue?

#

Its showing in my config browser in game that the class has adopted the new inheritance, its just not actually inheriting anything from it

So it is updating to the correct inheritance, it just doesn't actually inherit any of the attributes

dim pumice
#

With regards it being a load order issue, in some ways that wouldn't make sense either because attributes I defined for the classes in that config do update if I redefine them explicitly, its just that they won't update their values based on an inheritance

idle matrix
#

so, just to make sure I'm reading this right

#

Class A has Thing = 1, Class B inherits from Class A and has Thing = 2, and then Class C inherits from Class B but has Thing = 1?

dim pumice
#

So the issue is:

Class A has Thing = 1

Class B has Thing = 2

I make Class A inherit from Class B (where previously it did not, inherited from something else)

Yet, Class A still has Thing = 1, despite the in game config viewer attesting to the fact that the inheritance has been changed

#

Its like inheritance as a concept is just, not functioning across this particular config file

idle matrix
#

inheriting does have a few peculiarities, yes

#

this is all in one config?

dim pumice
#

so Thing = 1 is being defined in a different config for Class A

idle matrix
#

ah

#

so, I know you've mentioned it, but did you try defining the loading order?

dim pumice
#

I gave it my best shot, I've defined the cfgpatches of the three things I'm pulling from in requiredAddons