#arma3_config
1 messages · Page 104 of 1
How can one increase (via mod or otherwise) the default right click view zoom level?
@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";
...
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)
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
What exactly is not working?
... ok
You checked the config viewer if your config is correctly loaded?
i just used notepad ++
i didnt know that existed tbh
oh w8, sorry for the stupid answer
im checking it now
Ok
no i dont see it there
Did you make a cfgpatches too or is the above, the entire config?
thats everything
i dont have other things
do i need cfgPatches?
oh ok that fixed everything
thanks man
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?
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
mass distributin of the geometry lod does affect it too
what kind of adjustment are you after?
@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
how much mass do you have on it?
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
I think if you cant access the model you will be out of luck
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
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
I got you
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?
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
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
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?
correct ''head' selection? correct model.cfg? autocenter = 0?
Where can I add a ESC Menu Option?
In the dialog ESC open Id suppose.
Is there a way to provide spin on a bullet, aka a rotation animation for a tracer?
model.cfg and time animationSource perhaps
Would the model.cfg even grab the projectile?
not sure, but cant think of anything else
would be something to mess with
well perhaps catching the model with fired eventhandler and giving it s spin with https://community.bistudio.com/wiki/addTorque
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?
Afaik If its made as a turret seat for the copilot then it can't be accessed by the pilot.
Alright. Thanks anyway
You can try to add a camera system for the pilot. Refer to how it's done for the jets.
Ok thanks
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?
yeah I had that open, but i haven't understand it fully. I either get a error at execution or compiling
or do you just want to make an array?
Yes a array
#define RED_10(x) \
ref_##x##0, \
ref_##x##1, \
ref_##x##2, \
...
thanks a lot, it worked
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.
@full rock You read this https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
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
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.
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
class blimp1;
class sab_wwi_zeppelin : blimp1 {
displayname = "BoS Blimp";
hiddenSelectionsTextures[] = {"sab_maliveries\data\Blimp_BoS.paa"};
};
ok so let me get this straight
- 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
No blimp1 and your name have to be changed
Also you need to check which hiddenSelectionsTexture is just in which order
what do you mean by that last statement
so i got all my stuff configed but the retextured offroads dont apply the new texture but everything else does
can anyone help
@full rock send your config in a pastebin
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..
Use the same values they do
If your altering their firerates and such I believe you have to define everything they did
I literally copy pasted the code and I'm getting an error about missing a StandardSound or something along those lines
hmm
You don't shouldn't have to redefine everything if you write the inheritances properly
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
for every subclass indent, you usually need to begin inheriting from one class further back
//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
@untold temple i love you , worked 🤣
anyone have documentation on maxRecoilSway / swayDecaySpeed? I see it in some configs but there's nothing i can find around
Is there a way to mask a unit from IR Sensors?
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
And this directly effects the IR sensor component?
AH Sensor, I thought a user looking through TI.
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?
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
class ace_arsenal_display {
class controls {
class RscControlsGroupNoScrollbars;
class menuBar: RscControlsGroupNoScrollbars {
class controls {
class ctrlButton;
class buttonHide: ctrlButton {}
}
}
}
}
Ok, so even though I'm changing a property but want to leave the rest I still need to inherit the base?
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
so would I use
delete buttonHide;
class buttonHide: ctrlButton {
if I wanted to replace it entirely then?
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
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"};
};```
@frail oak https://community.bistudio.com/wiki/Arma_3_Vehicle_Customization You need to add class texturesources
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.
Does anyone know what config parameter forces a turret to keep locked to the terrain/target
https://community.bistudio.com/wiki/Arma_3_Targeting#Actions_.28default.29
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";
};```
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?
It has 8 wheels
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"?
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.
worked a treat! would have never thought about adding cargo proxies. thanks!
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?
@dim pumice https://community.bistudio.com/wiki/PBOPREFIX
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
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
@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..
No worries on mine above ^ Just discovered you can view them in the rpt
Hello! What is the best way of executing a script only when a mission ahs started
One of init scripts: https://community.bistudio.com/wiki/Initialization_Order
or a function with pre/post init attributes: https://community.bistudio.com/wiki/Arma_3_Functions_Library#Pre_and_Post_Init
Or CBA XEH.
thanks
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
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
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;
@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
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?
Im almost there to make a first public re-release of my Apache mod. However Im running into two issues.
-
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? -
Countermeasures are not launching. Added to the pilot Vissibly available in the UI with 168 rounds
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"};
What exactly are the differences between
ffCount=1
ffFrequency=1
ffMagnitude=0.0
They all just say Description Force feedback.
magnitude is how strong
frequency is how fast alternating.
count is.. how often
so higher = more kick basically
yeah
but.. does that stuff even work?
I haven't heard of force feedback working in arma
im not sure, im trying to fix my static weapon flying away without making it stupid heavy
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
every static turret in the game ive seen uses
``` in cfgWeapons
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
What you are looking for is muzzleimpulsefactor
which is set on the magazine
which I apparently already knew at one point in time cause ive done it before 😄
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 ^^
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?
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
thanks!
I'm really lost..
I cannot let my helicopter drop flares.
-
Added the weapon[]=CMFlareLauncher to the cfgVehicle root together with the Magazines[]={168_CMFlare_chaff_magazine}
-
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
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?
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.
counter measures in components? ok...must have missed that
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
usually you inherit that - if there is no inheritance though then you need to declare it
Ill crosscheck with the RAH66
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
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
hm, haven't encountered something like that before
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
YES! @hot pine that worked!!
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.
Disregard the above question, I solved it in https://github.com/2bnb/2bnb-extras/commit/33fbb84949fb608fd167d989017e3b751caa681e
The most obvious solutions elude me so easily it seems...
Hello there! Guys, where can i find a way to add "pixel" mask to a thermal sights?
i mean this effect: https://imgur.com/73ynX1h.png
Post process effect commands perhaps
so, i should either merge other reticle with it or use several textures on the optics model
thanks
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
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
if you make a custom system like the carage then maybe
so id need to do something like ACE has for its arsenal?
That could perhaps be one way to do it yes
outside of my skills rn. maybe at a future date then lol
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?
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.
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
@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
@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.
few months maybe if you want good material
Yikes
#arma3_terrain is the place to discuss terrain making
Oh
{
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.
yeah that looks alright
Ok. Well... part of a larger problem, but I can eliminate that possibility.
How does armor in the config.cpp interact with the named property 'armor' in the p3d geomerty LOD??
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
trees, clutter, etc
clutter doesn't use that
how do i make grass with the strength of steel then? all my plans busted...
use non grass shader and damage = no
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?
I try to avoid trees so have not especially noticed. Have to try to test
only fire & view geometry was enabled on collapsed trees
oh right, propably subjective bias then...
we reduced armor value of trees and bushes to have tanks crush them more easily
helps a good deal
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
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?
basically it will be a computer desk that you can "get in" and "get out" and while in you can access the uav terminal
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
@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?
class houseSimulated maybe? I am not sure really now
@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
Thanks!
any idea how to make a custom squad in zeus? meaning spawn a team instead by one by one
cfggroups...
I guess this might go in here... is there anyway to have a spaceobject particle actually use the models geolod? cartridges keep sinking into the ground like: https://cdn.discordapp.com/attachments/442249892673355777/648362413862682644/unknown.png
I think nope. You could. Model them to be above object center.
Though maybe that would have problems on its own.
yeah... think the main one would be that when its flipped upside down it'll be completely underground
Yeah. Not much can be done about it. Particles are by design simple.
And short lived.
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
shame
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;
};
ok thanks
can you rephrase that question?
@hearty sandal i think, he meant inside the Editor
@nova scarab correct?
https://i.gyazo.com/48285cc740c5f946513016eadbca2378.png
Is there a way to remove a config entry, w/o the obvious one?
I need to remove a "vehicle" from CfgVehicle
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?
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
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
class CfgVehicles {
class Item_Base_F;
class PVAR(NotebookItem): Item_Base_F {};
};
is my config, and the other pbo is inside the CfgPatches
I don't see delete
I just see valid inheritance without adding additional entries to the class
delete PVAR(NotebookItem);
I thought you meant that by "the obvious one"
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
delete no work if other classes inherit from your vehicle
he already said no inherit from it
wait a second, my bad, there is inherit, of course there is
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
I'm looking at this atm: https://forums.bohemia.net/forums/topic/170633-removing-class-useractions/?tab=comments#comment-2671134
But I don't get this kind of error message and inherit from Item_Base_F adds maybe 30 children classes. Even then i go down to the children classes to delete them it doesn't work so I need to look for something else
I'm doing something else now, but thanks for the help
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?
I wanted to make it real client side
I'm not sure if client side CfgVehicles class is a good idea
scripts? yes
items/objects? no
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
Nevermind then.
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...
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
The tires are touching the road but car is like a boat
is it inheriting from some vanilla car?
possibly the weight distribution on hte geometry lod is poopy
oh 😦
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?
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.
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
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
picture is not important
hiddenSelectionTextures has the filepath to your new texture
model should also not be important
You probably shouldn't change that at all. You should inherit from the item you are editing
lemme make an example from a config I made for my reskins
to clarivy: i want to create a mod that adds multiple vanilla items in my own camos... adding to the existing items not replacing
do you know how inheriting works?
anyway here's the example https://pastebin.com/3XtYtB7Y
@idle matrix I have no clue, I'm new to configs regarding items/vehicles.. trying to teach myself right now
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
odd, it should be possible
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.
it requires specific destruction type and destructionEffects+ruin class
like in the sample house from steam
@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.
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.
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
found another issue actually, Supply40 should be in quote marks
That might be thing that breaks it actually
Maybe the baseclass or model are wrong ? But i already dobble checked it with config Viewer
@proven bison scope = 2; and scopecurator = 2; could help
@pseudo ermine put your config into pastebin and link here
@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
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^^
OPTRE_hallway_door_a
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?
no, but almost right line
ruin ruin1
that would be my guess
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
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 :/
its simulation type is fountain
that was leftover from something i was trying
have you tried house
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";
};```
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
how about the destructtype?
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^^
yeah when i do that, the non destoryed model falls into the ground but no model replaces it
yeah the falling is the basic mechanic of the model "breaking down"
yeah
Im not sure if ruins are used in any other destruction type either
get that and simulation = "house"; on it
ok ill give that a whirl
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"
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?
no I would use model.cfg hide animations
connected to damage/hitpoints as animation sources
I think many of the vehicles have some parts like wheels hide with damage
so theres good examples there
ok will look at that
just to show ya
ah cant share images here
lets see
https://imgur.com/tNCsf1d this is what im working on
https://i.imgur.com/DP60DAm.jpg this is the interior, with the doors in question
so ill give that a shot
thanks for the tip
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 ...
Testing out the new turrets attached in their sockets on the battleship.
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
its about 300meters
nice man, great job!
the tower there where it falls is about 3km
really awesome stuff
its just a helicopter
tweaked the flight model?
a bit yeah
I aim to make it vtol though
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
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
yeah I've seen them, you guys got them working pretty well
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
thanks 😊
👌
@hearty sandal your suggestions didnt work either, I have no clue what else to do now. here's the current status https://pastebin.com/SE3BfK33
@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
};
};```
updated again, no succes https://pastebin.com/TCFGej4u
i looked ad several retexture mods configs and couldnt find any differences in mine... no clue whats wrong here
@hearty sandal I think Im rewriting my whole config, do you have a link to the sample characters uniform config you posted ?
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
Oh and I forgot to mention, i receive this error
https://gyazo.com/4cb707bc4cc6a46216abaef8449e2cc8
are you sure you're inheriting from the right class?
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?
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
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
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?
it shows in arsenal, but no icon, when i click it it doesn't appear
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
what's that exactly
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
oh
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
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?
how should the transparency be?
?
also , the sleeves do work now.
I mean on the insignia texture itself, what is the transparency like
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,
hmmm
length and width don't need to match, but they have to be a power of two
ah yes.
thing is that i use this same patch for a unit, and it works. Are they not the same?
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
ok lemme see
anyway if that doesn't help then I don't know
256, 512, 1024, 2048 and 4096 for example are acceptable
and then combine those (almost) however you want
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
uuuh, you could crop the sides and then resize it?
oh
rite
lol
aaaaaaahhhhhhhhhhhhhhhhhhhhhhhhh
hmm
actually wait, it doesn't look that bad.
I have no idea what a .noah file is
you probably want to keep the original
same with the rvmat, you usually don't change that for a simple retexture
it is the original
plus hiddenSelectionMaterials doesn't work reliably anyway
erm
just leave hiddenSelectionMaterials out completely
just remove the materials line
without this
completely for all of them?
please no screenshots of text :u
rvmat will not be used, so you could aswell remove it
but leaving it also doesn't matter
oh ok. thanks
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?
hmm
i did
but, nothing relevant came outta it
it might have just been me not knowing how to search the correct thing tho
oh
maybe that idea i had in #arma3_questions ?
where you could have a patch and a roundel for your unit. Like patch on the uniform, and roundel on vics
more likely a "sewn" version for uniforms and a painted/more clear version for vehicle
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.
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).
What exactly does modelSides define in a uniform's CFGVehicles config?
the sides that can wear the uniform?
ye
neato, thanks
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.
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..)
@silver karma use mikero tools instead
@stoic lily I tried deRap but that failed. Which one should I use to convert?
Eliteness doesn't work either
failed in what way?
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
Does _modelInfo or _getModelInfo actually work to find the model path for a static prop?
I tried it and it always said Error missing ;
Nvm found a way
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")
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?
Not possible and planes with pilots normally fly immediately unless told otherwise.
@sullen fulcrum you can remove the fuel,
set up the waypoints for the VTOL and readd the fuel when you are ready to go
Is it possible to edit CAManBase? None of my changes seem to show up in the in-game config viewer :(
Should be possible.
What kind os edits are you making? Is cfgPatches required addons set up right?
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 :/
Alright, will give that a test when I can. Something tells me this mod has been a placebo for five years lol
@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
@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!
@sullen fulcrum that isn’t really possible. If you have a vehicle without crew and fuel it cannot fly away
PBO manager
that name has NO place whatsoever outside of maybe #arma3_scenario
If you are in #arma3_config they delete that crap right now.
Make a video or screenshot it
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
Make a video or screenshot it and then come back. And don’t touch the mass if you have no clue about it
is it a helicopter?
Mass too high = Opposite effect
And a CIS Lander
At least on choppers
e.g. the more mass you add on a helicopter, the better/faster it moves (pitch/yaw/roll)
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
40 min for a screenshot?
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
probably then sum of many issues. More likely model problem than config problem
I'd guess so
But if I do it as an helicopter it works well
Doesn't just fly off
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
@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
Dedmen* :u
🧟♂️
@quasi sonnet I posted there because it was the only channel I can post screenshots on
You can upload pics to e.g. imgur and link them here
Actually didn't think of that, my apologies then
No support while your illegal mod reuploads from #other_ip_topics are up and you are violating our #rules
👍 thanks
Does anyone know what exactly engineMOI does in tank physx?
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!)
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
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?
can you stick the config in pastebin?
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
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
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.
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
@idle matrix Hey mate sorry had something come up yesterday last minute. This is the config, luckily it's on github so you've got everything haha: <https://github.com/56curious/VKN_Official_Mod
/blob/master/VKN_Extensions/VKN_Extensions_Characters/cfgVehicles/Viking_PMC_ODIN.hpp>
All of the unit imports are here: <https://github.com/56curious/VKN_Official_Mod
/blob/master/VKN_Extensions/VKN_Extensions_Characters/imports.hpp>
It's really weird to it's actual cause though, something is "turning it off" rather than it not being inherited correctly... I think
this was all set up using alive?
Yeah
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
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
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?
it might just be loading before ace does maybe idk?
well tbh the eventhandlers seem kind of pointless
<https://github.com/56curious/VKN_Official_Mod
/blob/master/VKN_Extensions/VKN_Extensions_Characters/config.cpp#L387> I don't see the general ace addon, but it seems to mention all of them instead
the CBA one should be there normally anyway I believe and the alive one just seems to add the backpack the unit already has
I'll first give the general ACE addon a go, if no luck i'll remove the EH and see what that gives
I don't see the ace interaction stuff in that list
hmm
Might just be as simple as the missing addon 🤔
ace_interaction and ace_interact_menu right?
think so yeah
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 🙂
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];
};
";
Ill give that a shot thanks
quick question on that
does ' replace ""?
thats more a general coding question
i suppose
' can be used inside "
or other other way too.
But I don't recall if 'string' works in configs right now. 🤷♂️
works in sqf
ok ill give it a shot, worst case back to the drawing board 🙂
@opal crater that worked, thanks man. beers on me 😛
yw. 🍻
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.
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
Why not go with animationSource?
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
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
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.
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
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
no
eliteness is not correct tool for packing
its function is previewing pbo/arma files
Ah okay, I understand
So is pboProject superior to addonbuilder in ARMA 3 tools would you say? For this kind of thing
yes
Okay, seems simple to use, I can't seem to select a source folder though
It won't accept my choice it seems
have you installed all the other mikero tools?
Most of them I think, mostly so eliteness would function fully
preferably just install them all
okay, will do, why do you think it is stopping me selecting my source folder
its almost as if it is invalid
do you have p drive set up?
Nope, no p drive, I think this could be the problem
do you use some obscure letters in your folder names?
As the default path is p drive
PMC wiki has steps to install the tools and development environement correctly
Okay, I'll check it
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
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
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
Ah I see
do you mean if I have used the addonbuilder and such
ah, I think I see the problem
no
but now I remember you did not have p drive at all
so you did not install it through the arma tools
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
you are yes. dubbing etc you dont need
cool, I went with those options but unfortunately I got a
"bad sha detected" on armor_f_beta.pbo
verify game files
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"
visual c++ redistributable
But steam should've installed that when you first laucnhed arma
hmm, interesting
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
@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
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?
ye sounds about right
also you will make unique cfgPatches classname for your config
got it
there is a good WIKI page on configs too
risky biz
indeed. Also should go to sleep. Discord servers start to all look the same
nite peeps
💤
Night, cheers for the help guys
Hi,
So I have retextured these 3 camo variants of the simple looking Hemtt, and while they appear in the editor, I don't know exactly why, they don't appear in the Virtual Arsenal. Here's 1 screenshot in the editor and the config. Anyone know how to fix this? Maybe I'm missing something.
https://gyazo.com/8d7af89d6f66e6c350eede13f32c7cea
https://pastebin.com/1X6vNS0v
did you make texturesource classes?
also, why are you putting uniform camouflage on vehicles?
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
wait so you want them in the virtual garage as a seperate vehicle or as a skin you can select?
because uniforms work differently than vehicles
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?
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.
@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
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?
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?
yep
@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.
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 🤔
supplyRadius
thanks, gonna look into it 🙂
no difference for me 🤔
do you have supply memory point in p3d?
memoryPointSupply = "doplnovani";
not my own models, so i guess not 😄
@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.
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
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.
hi all ..is there a way to find why i cannot activate the advanced flight model on my heli ?
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
so C -> B -> A... and you wonder why C doesn't contain B? 😕
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?
should still be there AFAIK
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
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
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?
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
so Thing = 1 is being defined in a different config for Class A
I gave it my best shot, I've defined the cfgpatches of the three things I'm pulling from in requiredAddons